• Title/Summary/Keyword: Computer Training

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A Pilot Study on the Practical Model of Nonverbal Communication for the Effective Information Services (정보조사제공에 있어서 비언어적 커뮤니케이션의 응용모형개발을 위한 실증적 연구)

  • Han Sang-Wan
    • Journal of the Korean Society for Library and Information Science
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    • v.25
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    • pp.83-150
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    • 1993
  • Traditionally, the emphasis of the information services had been placed on the information provider's knowledge of information sources or information systems. However, in view of the increasing complexity of the information environment. and changes taking place in information professions the evaluation of the information services has callded for further research in interpersonal communication aspects of the librarian user interface especially that which links to user satisfaction. This experimental study was carried out for the purpose of exploring the implications of nonverbal behaviors in measuring user satisfaction in the light of the fact that the meaning of nonverbal clues includes more than verbal communication especially in dealing with variable barriers even though they operate at low levels of awareness. In this sense, among the wide range of nonverbal communication areas in particular kinesics, artifacts and the proximics were examined to suggest alternative model which can be applied effectively in our specific set of information work environment. Two major university libraries and two research libraries in Korea were chosen and visited for the anlysis and per each refernce/information interview the librarian's nonverbal behaviors were checked on the observer's checklist and the qustionnaires completed by the user at a time. On the basis of these data firstly, the relation of user satisfaction concerned with the librarian's nonverbal communication to user satisfaction with information services was analyzed and the possible communication barriers were investigated. In addition, the effect of training the information librarian with positive nonverbal communication skills on the user's satisfaction was analyzed in a SAS computer program in the area of kinesics. On the other hand, the effect of other nonverbal behaviors such as proximics and artifacts known very important clues to improving a complex human interaction was discussed along with their experimental results. In conclusion, it was found that most of users were not sensitive to the importance of nonverbal behaviors exposed by the information librarian, but it was proved that the ultimate user satisfaction and the satisfaction of the librarian's nonverbal behaviors are correlated positively, Moreover, nonverbal behaviors displayed by the trained librarian toward the user had a considerable effect on the user's evalution of information services compared with those by the untrained. These findings imply that in order to control the librarian's nonverbal behaviors and to help the user overcome his barriers the information librarian as a specialist needs to assure and modify willilingly his communication behavior. Without making effective use of such nonverbal communication, information librarian could not expect to meet the user's information needs either. However, when these positive nonverbal behaviors are applied it would be highly desirable to be aware of cultural and contextual differences. With regard to increasing information services success the applicable nonverbal communication model for library management and education can be suggested as below.

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Cooperative Multi-Agent Reinforcement Learning-Based Behavior Control of Grid Sortation Systems in Smart Factory (스마트 팩토리에서 그리드 분류 시스템의 협력적 다중 에이전트 강화 학습 기반 행동 제어)

  • Choi, HoBin;Kim, JuBong;Hwang, GyuYoung;Kim, KwiHoon;Hong, YongGeun;Han, YounHee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.8
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    • pp.171-180
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    • 2020
  • Smart Factory consists of digital automation solutions throughout the production process, including design, development, manufacturing and distribution, and it is an intelligent factory that installs IoT in its internal facilities and machines to collect process data in real time and analyze them so that it can control itself. The smart factory's equipment works in a physical combination of numerous hardware, rather than a virtual character being driven by a single object, such as a game. In other words, for a specific common goal, multiple devices must perform individual actions simultaneously. By taking advantage of the smart factory, which can collect process data in real time, if reinforcement learning is used instead of general machine learning, behavior control can be performed without the required training data. However, in the real world, it is impossible to learn more than tens of millions of iterations due to physical wear and time. Thus, this paper uses simulators to develop grid sortation systems focusing on transport facilities, one of the complex environments in smart factory field, and design cooperative multi-agent-based reinforcement learning to demonstrate efficient behavior control.

A Study on the Disaster Prevention Technology of the Switchboard with Upper and Lower Bending Type Seismic Pads (상하굴절형 내진패드를 설치한 수배전반 방재기술에 관한 연구)

  • Lee, Taeshik;Seok, Gumcheul;Lee, Jaewon;Kim, Taejin;Kim, Jaekwon;Cho, Woncheol
    • Journal of Korean Society of Disaster and Security
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    • v.10 no.1
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    • pp.85-90
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    • 2017
  • The purpose of this study is to investigate the effect of vertical and horizontal refraction on the lower part of the power supply and control system of various facilities and machinery that use electricity, so that the power distribution system, which is an important electric facility installed in buildings and public facilities, Type earthquake resistant pads to protect the substructure and prevent short-circuiting on the upper part of the system. The GR-63-CORE (Scale 8.3 class) It is earthquake disaster prevention and disaster prevention technology that satisfies seismic performance. As a research result, it is possible to protect the electricity and communication infrastructure, which can contribute to shortening the time for recovering the electric facilities to the normal state in case of an earthquake, and preventing the fire caused by the destruction of the electricity supply facility in case of an earthquake. As a result, it is possible to minimize the spread of fire that occurs when a large-scale earthquake occurs and to minimize the damage of people and damage to property, and it can contribute to the securing of electric infrastructure that enables citizens to quickly recover to daily life even after suffering a major earthquake. In addition, the technology can be applied to ensure the seismic resistance of the equipment in the communication and computer room, and it can be applied to various fields where the facility function can be stopped due to the shaking of the earthquake base.

Development of Blended Learning Program for CPS (CPS를 위한 Blended Learning 프로그램 개발 - 고등학교 수학내용을 중심으로 -)

  • Kim Young-Mi;Kim Hyang-Sook;Im Sun-Woo
    • Communications of Mathematical Education
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    • v.20 no.3 s.27
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    • pp.407-423
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    • 2006
  • The reason why creativity becomes the important subject in 21th century is that it does an important role which solves many problems surrounding our whole life in this internationalization, globalization, knowledge-information age. But scholars who formerly researched the creativity-field explain the necessity of creativity with the internal and fundamental reasons. That is, scholars say that creative activities produce originative products and originality itself. And it is the root of which will be able to discover meaning of life and it -creativity - is successive activities that is demanded when individual life want to obtain important value by expressing one's inner world to the outside using creative resource. Recently, with the trends of present age and the educational needs, research about creativity is actively carried out and it draws out the results that creativity can be developed and enhanced through education and training. So, now many researches have focused on how to develop the creativity. Investigating those researches, we found that the recent issues of researches on creativity were changing and now they focused on creative instruction methods and behavioral factors. Especially, they were selected as the subject related to the creative education - creative instructional method and program, atmosphere in classroom, and factors of teacher. It means that the past researches which were a little bit conceptive have been changing to material ones which will be able to enhance creativity and its effect. So, in this research, we have developed the program for CPS(Creativity Problem Solving) and verified its effect.

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Design and construction method of an employment support management system for college students - A case study (대학생들을 위한 취업지원관리시스템의 설계 및 구축안-사례 연구)

  • Kim, Jae-Saeng;Kim, Kyung-Hun;Kyung, Tae-Won
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.329-338
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    • 2014
  • Today, one of the important factors that determine the university rating is the employment rate. The jobseekers are using online or offline recruiting services in order to get the desired job information. There are lots of employment supporting systems as like web-based employment agencies and University's job centers, but they are focusing more on providing job information rather than on managing the employment support. In addition, those are insufficient to support business process associated with MOU companies, industry field training, mentoring processors, etc., and to continue to manage and to update the information (resume, personal statement, etc.) about the students which the companies want, and the information about the companies which jobseekers want. Therefore, it is required that the employment supporting system which not only storages the initial data (student and corporate information), but also assist the career placement. In this paper, we considered the specific employment rights management features of the existing employment support system, it could receive real-time job information in the smart phone, we presented the design and construction of the system linked to the Bachelor Information System.

Pharmacophore Identification for Peroxisome Proliferator-Activated Receptor Gamma Agonists

  • Sohn, Young-Sik;Lee, Yu-No;Park, Chan-In;Hwang, S-Wan;Kim, Song-Mi;Baek, A-Young;Son, Min-Ky;Suh, Jung-Keun;Kim, Hyong-Ha;Lee, Keun-Woo
    • Bulletin of the Korean Chemical Society
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    • v.32 no.1
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    • pp.201-207
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    • 2011
  • Peroxisome proliferator-activated receptors (PPARs) are members of nuclear receptors and their activation induces regulation of fatty acid storage and glucose metabolism. Therefore, the $PPAR\gamma$ is a major target for the treatment of type 2 diabetes mellitus. In order to generate pharmacophore model, 1080 known agonists database was constructed and a training set was selected. The Hypo7, selected from 10 hypotheses, contains four features: three hydrogen-bond acceptors (HBA) and one general hydrophobic (HY). This pharmacophore model was validated by using 862 test set compounds with a correlation coefficient of 0.903 between actual and estimated activity. Secondly, CatScramble method was used to verify the model. Hence, the validated Hypo7 was utilized for searching new lead compounds over 238,819 and 54,620 chemical structures in NCI and Maybridge database, respectively. Then the leads were selected by screening based on the pharmacophore model, predictive activity, and Lipinski's rules. Candidates were obtained and subsequently the binding affinities to $PPAR\gamma$ were investigated by the molecular docking simulations. Finally the best two compounds were presented and would be useful to treat type 2 diabetes.

A Study on the Phobia Treatment Using 3D Virtual Reality System (3D 가상환경시스템 이용한 공포증 치료에 대한 연구)

  • Paek Seung-Eun
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.45-55
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    • 2002
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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Fungicidal Efficacy of a Fumigation Disinfectant with Ortho-phenylphenol as an Active Ingredient against Trichophyton mentagrophytes, Candida albicans and Aspergillus niger (Ortho-phenylphenol을 주성분을 하는 훈증소독제의 Trichophyton mentagrophytes, Candida albicans 그리고 Aspergillus niger에 대한 살진균 효과)

  • Park, Eun-Kee;Lee, Soo-Ung;Cho, Ki-Yung;Kim, Yongpal;Yoo, Chang-Yeol;Kim, Suk;Lee, Hu-Jang
    • Journal of Environmental Health Sciences
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    • v.40 no.3
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    • pp.255-263
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    • 2014
  • Objectives: This study evaluated the fungicidal efficacy of a fumigant containing 20% ortho-phenylphenol against Trichophytone mentagrophytes (T. mentagrophytes), Candida albicans (C. albicans) and Aspergillus niger (A. niger). Methods: Five replicates of each carrier were contaminated by depositing 0.05 mL of each fungal suspension. After drying, two carriers without exposure to the fumigant and three carriers with exposure to the fumigant were left in a sealed room ($25m^3$) at $21{\pm}0.5^{\circ}C$ and $60{\pm}10%$ relative humidity for 15 hours. Immediately after removal from the test room, each carrier was transferred into recovery diluent and suspended, diluted and inoculated. After incubation, the numbers of each colony were counted, and the parameter values (N, T, d) were calculated. Results: The working culture suspension number (N value) of T. mentagrophytes, C. albicans and A. niger were $1.0{\times}10^8$, $1.2{\times}10^8$ and $5.7{\times}10^7CFU/mL$, respectively. All the colony numbers on the carriers exposed to the fumigant (n1, n2, n3) were higher than 0.5N1 (the number of fungal test suspensions by pour plate method), 0.5N2 (the number of fungal test suspensions by filter membrane method) and 0.5N1, respectively. In addition, all mean numbers of test strains recovered on the control-carriers (T value) were over $10^6CFU/mL$. For the fungicidal effect of the fumigant, all numbers of fungal reductions after exposure of the fumigant (d value) were 4 logCFU/mL. Conclusions: The present study showed that fumigant containing 20% ortho-phenylphenol has effective fungicidal activity against T. mentagrophytes, C. albicans and A. niger.

Developmental disability Diagnosis Assessment Systems Implementation using Multimedia Authorizing Tool (멀티미디어 저작도구를 이용한 발달장애 진단.평가 시스템 구현연구)

  • Byun, Sang-Hea;Lee, Jae-Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.3 no.1
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    • pp.57-72
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    • 2008
  • Serve and do so that graft together specialists' view application field of computer and developmental disability diagnosis estimation data to construct developmental disability diagnosis estimation system in this Paper and constructed developmental disability diagnosis estimation system. Developmental disability diagnosis estimation must supply information of specification area that specialists are having continuously. Developmental disability diagnosis estimation specialist system need multimedia data processing that is specialized little more for developmental disability classification diagnosis and decision-making and is atomized for this. Characteristic of developmental disability diagnosis estimation system that study in this paper can supply quick feedback about result, and can reduce mistake on recording and calculation as well as can shorten examination's enforcement time, and background of training is efficient system fairly in terms of nonprofessional who is not many can use easily. But, as well as when multimedia information that is essential data of system construction for developmental disability diagnosis estimation is having various kinds attribute and a person must achieve description about all developmental disability diagnosis estimation informations, great amount of work done is accompanied, technology about equal data can become different according to management. Because of these problems, applied search technology of contents base (Content-based) that search connection information by contents of edit target data for developmental disability diagnosis estimation data processing multimedia data processing technical development. In the meantime, typical access way for conversation style data processing to support fast image search, after draw special quality of data by N-dimension vector, store to database regarding this as value of N dimension and used data structure of Tree techniques to use index structure that search relevant data based on this costs. But, these are not coincided correctly in purpose of developmental disability diagnosis estimation because is developed focusing in application field that use data of low dimension such as original space DataBase or geography information system. Therefore, studied save structure and index mechanism of new way that support fast search to search bulky good physician data.

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Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.