• Title/Summary/Keyword: Engineering Undergraduates

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Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

Effects of Social Support and Hope on Life Satisfaction of College Students: Moderated Mediation Model of Only-Child Status (대학생의 사회적 지지와 희망이 삶의 만족도에 미치는 영향: 외동자녀 지위의 조절매개 모형)

  • Ting Ting Ma;Chang Seek Lee
    • Industry Promotion Research
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    • v.8 no.3
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    • pp.211-219
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    • 2023
  • The purpose of this study is to investigate the moderated mediation effect of an only-child status on the mediating effect of hope in the relationship between social support and life satisfaction of college students. The participants for this study were 302 undergraduates selected from a university in Guangdong province of China under a purposive sampling way. SPSS PC+ Win. ver. 25.0 and SPSS PROCESS macro ver. 4.2 were used to analyze the data. The applied statistical techniques were frequency analysis, reliability analysis, correlation analysis, and moderated mediation effect analysis. The results were as follows: First, there were positive and significant correlations between social support, hope and life satisfaction. Second, as a result of the moderated mediating effect analysis, the indirect effect of social support on life satisfaction through hope was higher for only children than for other children. Based on this, suggestions were made to improve life satisfaction.

Autonomic Nervous System response affected by 3D visual fatigue evoked during watching 3D TV (3D TV 시청으로 유발된 시각피로가 자율신경계 기능에 미치는 영향)

  • Park, Sang-In;Whang, Min-Cheol;Kim, Jong-Wha;Mun, Sung-Chul;Ahn, Sang-Min
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.653-662
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    • 2011
  • As technology in 3D industry has rapidly advanced, a lot of studies primarily focusing on visual function and cognition have become vigorous. However, studies on effect of 3D visual fatigue on autonomic nervous system have not less been conducted. Thus, this study was to identify and determine the effect that might have a negative influence on sympathetic nervous system, parasympathetic nervous system, and cardiovascular system. Fifteen undergraduates (female: 9, mean age: $22.53{\pm}2.55$) participated and were sat on a comfortable chair, viewing a 3D content during about 1 hour. Cardiac responses like SDNN(standard deviation of RR intervals), RMS-SD(root mean squared successive difference), and HF/LF ratios extracted from the measured PPG(Photo-PlethysmoGram) before viewing 3D were compared to those after viewing 3D. The results showed that after subjects watched the 3D, responses in sympathetic nervous system and parasympathetic nervous system were activated and deactivated, respectively relative to those before watching the 3D. The results showed that HF/LF ratio, Ln(LF), and Ln(HF) after viewing 3D were significantly reduced relative to those before viewing 3D. No significant effects were observed in SDNN and RMS-SD. Results obtained in this study showed that visual fatigue induced by watching 3D adversely influenced autonomic nervous system, and thereby reduced heart rate variability causing sympathetic nervous acceleration.

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Real-time emotion recognition technology using individualization processemotional technology (개인화 프로세스를 적용한 실시간 감성인식 기술)

  • Ahn, Sang-Min;Whang, Min-Cheol;Kim, Dong-Keun;Kim, Jong-Hwa;Park, Sang-In
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.133-140
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    • 2012
  • We designed a novel individualization process for improving personal emotion recognitions in real time. The designed individualization process was performed by a neutralization algorithm of physiological signals, a subjective emotion reflection of a user updated by personal emotion rules in real time. The physiological signals such as PPG(Photoplethysmography), GSR(Galvanic skin reflex), and SKT(Skin temperature) were measured and analyzed to estimate an emotion states of users. Regulating the emotion status using by emotion rules was performed by reflecting subjective evaluations. The agreement of emotion recognition between of individualization and non-individualization method was estimated by 10 undergraduates (5 females, mean age: $22.1{\pm}2.2$) of Sangmyung University. During the emotion recognition test, 45 images were randomly presented to each participant five times. In results, the proposed individualization process showed the agreement of 71.67 % which was five times higher than when the process was not applied. Therefore, in this study, we demonstrated that the individualization process was significantly useful for customizing emotion recognitions of personal users in real time. The individualization process will be able to improve satisfactions in various emotion related applications and services in the nearer future.

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Measuring the Effectiveness of Teaching and Actual Condition of Internet Ethics of the Undergraduate Students (인터넷 윤리의식의 실태 분석 및 교육 효과 측정)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.5
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    • pp.1257-1269
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    • 2010
  • The internet which is fast spread over all areas of our lives provides us with benefits of efficiency, productivity, and amusement; however, its features as an anonymous and non-face-to-face medium have raised a serious social issue of the collapse of internet ethics due to the abuse of it. Thereupon, the importance of internet ethics education has been highlighted to prevent side effects resulted from the internet and cultivate human-centered internet culture. In this paper, we suggests desirable methods for internet ethics education based on the investigation and analysis of the status of university freshmen's internet ethics. This research conducted a survey and analyzed its result after categorizing the status of internet ethics into the invasion of private information, invasion of intellectual property rights, harmful information, internet communication culture, cyber violence, internet addiction, and internet fraud. And based on the result of analyzing their internet ethics, this paper suggests desirable methods for internet ethics education. Next, internet ethics education was conducted by applying the proposed methods for internet ethics education, and its educational effect was evaluated. According to the result of verifying the educational effect measured statistically, it has proved that the suggested internet ethics education is effective to improve undergraduates' internet ethics.

A Basic Study of Verbs List for Vocabulary Learning Based on Augmented Reality (증강현실 기반 어휘 지도에서 동사 목록에 대한 기초 연구)

  • Hwang, BoMyung;Kwon, SoonBok;Kim, SeonJong;Shin, BeomJoo
    • 재활복지
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    • v.21 no.2
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    • pp.233-246
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    • 2017
  • The present study is a basic study for application of Augmented Reality (AR) to verb teaching for children with language developmental disorders and is intended to examine validity for the list of verbs at the beginning of development. To confirm the validity of the verbs list, the appropriateness of the verbs was evaluated by three professors with certification of KSLP (Korean Speech-Language Pathologist) working in the department of Speech-Language Pathology at the university. The motion validity test was conducted by showing motion implemented as AR to eight master's students in Speech-Language Pathology major, having them record verbs that came to their mind, and evaluating in the conformity. The second motion validity test was conducted by using 5-point Likert scales to 87 undergraduates in Speech-Language Pathology major and having them see the motions in AR and marked the degrees to which them see the motions conform to the relevant verbs on the scales. Using the SPSS 21.0 program, descriptive statics analyses of the results were conducted. Through this all process, thirty verbs were selected as having content validity. It could be seen that when AR based communication system are applied, things and backgrounds that complement the insufficient movements of motions and help motion recognition should be also provided. In future studies, the 3D images of the AR based communication system will be complemented and the content validity will be verified with typically developing children and the children with language developmental disorders.

Analysis of Code Design Evaluation Methods According to Input/Output Information Conditions (입출력 정보 조건에 따른 코드 설계 평가 방법 분석)

  • Kyeong Hur
    • Journal of Practical Engineering Education
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    • v.16 no.3_spc
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    • pp.259-265
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    • 2024
  • In order to improve the SW convergence capabilities of university undergraduate students, methods to evaluate undergraduate students' code design capabilities should be researched along with the development of related courses. In previous studies, there were qualitative evaluation methods and quantitative relative evaluation methods for code results. In the quantitative relative evaluation method, the number of problem decomposition depth, number of function reuses, and number of functions were measured and evaluated. In this study, an evaluation method that was not presented in previous studies was proposed using the problem of presenting the number of input and output information types when designing code. The evaluation problems proposed in this paper applied up to three types of input information and three types of output information. Through this, five code design evaluation questions were presented and a method to quantitatively calculate code design scores was proposed. Codes from 100 student respondents were collected and analyzed through courses that applied the proposed evaluation method. Through result analysis, the number of problem decomposition depths was proportional to the number of types of input information, the number of function reuses was proportional to the number of types of output information, and the number of functions showed a correlation that was proportional to the total number of types of input and output information. Lastly, by analyzing the distribution of evaluation scores of 100 respondents, we demonstrated that the code design evaluation method according to the five input/output information condition evaluation problems is effective.

The Dual Mediating Role of Social Support and Self-esteem in the Relationship between Grit and Life Satisfaction among Chinese College Students (중국 대학생의 그릿과 삶의 만족의 관계에서 사회적 지지와 자아존중감의 이중 매개역할)

  • Ting Ting Ma;Jianan Li;Chang Seek Lee
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.263-271
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    • 2024
  • The present study examines the dual mediating role of social support and self-esteem in the relationship between grit and life satisfaction among college students. Utilizing a cross-sectional design, we surveyed a sample of 326 undergraduates from one university in China by means of purposive sampling. The analyses were conducted using SPSS PC+ Win. ver. 25.0 and SPSS PROCESS macro ver. 4.2. Pearson's correlation analysis was performed to show the correlations among the variables, and Model 6 of the PROCESS macro for SPSS was used to verify dual mediation effects. First, correlation results indicated positive and significant correlations between grit, social support, self-esteem and life satisfaction. Second, the dual mediating role of social support and self-esteem in the relationship between grit and life satisfaction was proved. This study contributes to the literature by elucidating the psychological mechanisms through which grit operates to enhance life satisfaction. The results have implications for the development of interventions aimed at fostering grit and the enhancement of social support and self-esteem to improve life satisfaction. Suggestions for future studies were discussed in detail.

A Study on Elicitation Procedures of the Entity for Data Model (데이터 모델을 위한 엔터티 도출 절차에 관한 연구)

  • Kim, Doyu;Yeo, Jeongmo
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.7
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    • pp.479-486
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    • 2013
  • The data model that can be said as skeleton of the information system constitutes important 2 axles in the information system together with the process model. There is entity, properties, relation as key factors of the data model, and entity is the most fundamental factor in the data model, and thus total data model becomes vague if not deriving entity definitely. This study dealt with entity deduction only. Deducing methods of existing entity depended on experiences, task knowledge of designers and clear procedures were not suggested, so there were many difficulties in approaching them from beginners or unskilled persons. For giving helps in solving the problem, this study proposes entity- deducing procedures based on tasks that can derive entity with a systematic process at previously derived target businesses through suggested methods from advancing researches. And the study enabled proposing procedures on imaginary tasks to be applied, objecting to undergraduates who had not experiences on the data modeling, and then verified suggesting process through a similarity checking between best answers with deduced entity by students after taking impossible points of comparing existing methods with suggesting process into consideration. By doing so, deducing entity closely to the best answer was confirmed accordingly. Therefore, a fact could be confirmed that beginners were able to deduce entity closely to the best answer even if letting beginners who had not experiences on the data modeling be applied to unfamiliar tasks. Regarding researches on properties and relation deduction besides entity, this study leaves them to next time.

The Effects of Personal, Environmental, SmartPhone Characteristics Factors on the SmartPhone Addiction Degrees and Daily Life of University Students (개인특성, 환경특성, 스마트폰특성이 대학생의 스마트폰 중독정도 및 일상생활의 변화에 미치는 영향력 분석)

  • Ahn, Hyun-Sook
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.39-50
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    • 2017
  • This study examined what leads to smartphone addiction by looking into personal, environmental, and smartphone characteristics, to identify their influences on the degree of addiction and changes in daily life. Therefore, surveys were conducted on college undergraduates, who get easily addicted to smartphones The study hypotheses were evaluated through a structural equation model on a total of 370 collected survey questionnaires Findings revealed: first, with reference to personal characteristics, the more competent and highly related one is, the more negatively influenced one is in getting addicted to smartphones. Second, as for environmental characteristics, the bigger the social impact is, the more positively influenced one is on smartphone addiction. Third, among the characteristics of a smartphone, the ubiquity showed a positive influence on smartphone addiction. Lastly, the degree to which one is addicted to a smartphone has(either positive or negative) on the changes in one's daily life. These results are not intended to blindly inhibit smartphone use by highlighting the negative aspects of smartphones, but are expected to serve as basic data to develop a preventative and remedial program based on the degree of smartphone addiction.