• Title/Summary/Keyword: Feedback Method

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A Delphi Study for Developing a Person-centered Dementia Care Online Education Program in Long-term Care Facilities (장기요양시설 인간중심 치매케어 온라인 교육 프로그램 개발을 위한 델파이 조사연구)

  • Kim, Da Eun;SaGong, Hae;Yoon, Ju Young
    • Research in Community and Public Health Nursing
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    • v.30 no.3
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    • pp.295-306
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    • 2019
  • Purpose: There has been a growing recognition that person-centered care enhances the quality of life of nursing home residents with dementia. This study was conducted to develop a person-centered dementia care online education program for direct care staff in long-term care facilities. Methods: Delphi method with expert group was used to validate contents. We developed 61 draft items based on literature review. Twenty experts participated in consecutive three round surveys including 5-point Likert scale questions and open-ended questions. Based on experts' opinions, the content validity ratio for content validity and the coefficient of variation for stability were calculated. Results: Three-round Delphi surveys and additional feedback from the expert panel established a consensus of core contents: 1) dementia (7 categories), 2) person-centered care (6 categories), 3) communication (8 categories), and 4) behavioral and psychological symptoms of dementia (6 categories). Specific sub-categories in each category were differentiated according to the job qualifications (65 sub-categories for registered nurses, 64 sub-categories for nursing aids, and 41 sub-categories for personal care workers). Conclusion: This delphi study identified person-centered dementia education curricula, in which the person-centered approach should be a key policy priority in Korean long-term care system. Now it is urgently needed to develop education programs utilizing online platforms that enable efficient and continuous learning for long-term care staff, which can contribute to behavior changes in the person-centered dementia care approach and improvement of care quality in long-term care facilities.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Missing Data Modeling based on Matrix Factorization of Implicit Feedback Dataset (암시적 피드백 데이터의 행렬 분해 기반 누락 데이터 모델링)

  • Ji, JiaQi;Chung, Yeongjee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.495-507
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    • 2019
  • Data sparsity is one of the main challenges for the recommender system. The recommender system contains massive data in which only a small part is the observed data and the others are missing data. Most studies assume that missing data is randomly missing from the dataset. Therefore, they only use observed data to train recommendation model, then recommend items to users. In actual case, however, missing data do not lost randomly. In our research, treat these missing data as negative examples of users' interest. Three sample methods are seamlessly integrated into SVD++ algorithm and then propose SVD++_W, SVD++_R and SVD++_KNN algorithm. Experimental results show that proposed sample methods effectively improve the precision in Top-N recommendation over the baseline algorithms. Among the three improved algorithms, SVD++_KNN has the best performance, which shows that the KNN sample method is a more effective way to extract the negative examples of the users' interest.

Research on Prediction of Consumable Release of Imported Automobile Utilizing System Dynamics - Focusing on Logistics Center of A Imported Automobile Part (시스템다이내믹스를 활용한 수입 자동차 소모품 출고예측에 관한 연구 - A 수입 자동차 부품 물류센터를 중심으로)

  • Park, Byooung-Jun;Yeo, Gi-Tae
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.67-75
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    • 2021
  • Despite the increase in sales of imported vehicles in Korea, research on the sales forecast of parts logistics centers is very limited. This study aims to perform a sales prediction on bestselling goods in the automobile part logistics center. System dynamics was adopted as a methodology for the prediction method, which considered causal relationship of variables that affected the dynamic characteristics and feedback loops. The analysis results showed that the consumable sales amount of oil increased over time. As a result of conducting the MAPE, the model was assessed to be a reasonable predictive model of 31.3%. In addition, the sales of battery products increased from every October in both of actual and predicted data followed by the peak sales in December and then decrease from next February. This study has academic implications that it secured actual data of specific imported automobile part logistics center, which has not done before in previous studies and quantitatively analyzed the prediction of the quantity of released goods of future sales through system dynamics.

A Study on Energy Usage Monitoring and Saving Method in the Sewage Treatment Plant (공공하수처리시설에서 에너지 사용현황 및 절감방안 연구)

  • Kim, Jongrack;Rhee, Gahee;You, Kwangtae;Kim, Dongyoun;Lee, Hosik
    • Journal of Korean Society on Water Environment
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    • v.36 no.6
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    • pp.535-545
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    • 2020
  • This study aims to conserve and monitor energy use in public sewage treatment plants by utilizing data from the SCADA system and by controlling the aeration rate required for maintaining effluent water quality. Power consumption in the sewage treatment process was predicted using the equipment's uptime, efficiency, and inherent power consumption. The predicted energy consumption was calibrated by measured data. Additionally, energy efficiency indicators were proposed based on statistical data for energy use, capacity, and effluent quality. In one case study, a sewage treatment plant operated via the SBR process used ~30% of energy consumed in maintaining the bioreactors and treated water tanks (included decanting pump and cleaning systems). Energy consumption analysis with the K-ECO Tool-kit was conducted for unit processing. The results showed that about 58.7% of total energy consumed was used in the preliminary and biological treatment rotating equipment such as the blower and pump. In addition, the energy consumption rate was higher to the order of 19.2% in the phosphorus removal process, 16.0% during sludge treatment, and 6.1% during disinfection and discharge. In terms of equipment energy usage, feeding and decanting pumps accounted for 40% of total energy consumed following 27% for blowers. By controlling the aeration rate based on the proposed feedback control system, the DO concentration was reduced by 56% compared pre-controls and the aeration amount decreased by 28%. The overall power consumption of the plant was reduced by 6% via aeration control.

Design and Implementation of Library Chatbot for Non-face-to-face Reference Services (비대면 참고정보서비스를 위한 도서관 챗봇 설계 및 구현 연구)

  • Yoo, Jiyoon
    • Journal of the Korean Society for information Management
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    • v.37 no.4
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    • pp.151-179
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    • 2020
  • This study explores the potential of using a library chatbot to improve the non-face-to-face digital reference services for academic library users by designing and implementing a library chatbot. Through data analysis, user needs and library services were analyzed, and a scenario was designed by selecting an appropriate development method. For user-friendly interaction, the personality of the chatbot and user interface was designed to evaluate its usability. In addition, the accuracy was verified through the response accuracy evaluation and performance evaluation of the chatbot, and the effectiveness of the chatbot was evaluated through a user satisfaction survey. In order to manage the operation and maintain service quality, the chatbot is improved by monitoring user-chatbot conversations and reflecting user feedback. Based on these findings, recommendations for designing and implementing a library chatbot were made to help improve library reference services.

On algorithm for finding primitive polynomials over GF(q) (GF(q)상의 원시다항식 생성에 관한 연구)

  • 최희봉;원동호
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.11 no.1
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    • pp.35-42
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    • 2001
  • The primitive polynomial on GF(q) is used in the area of the scrambler, the error correcting code and decode, the random generator and the cipher, etc. The algorithm that generates efficiently the primitive polynomial on GF(q) was proposed by A.D. Porto. The algorithm is a method that generates the sequence of the primitive polynomial by repeating to find another primitive polynomial with a known primitive polynomial. In this paper, we propose the algorithm that is improved in the A.D. Porto algorithm. The running rime of the A.D. Porto a1gorithm is O($\textrm{km}^2$), the running time of the improved algorithm is 0(m(m+k)). Here, k is gcd(k, $q^m$-1). When we find the primitive polynomial with m odor, it is efficient that we use the improved algorithm in the condition k, m>>1.

A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents (4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로)

  • Park, Sung-won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

Development and Evaluation of the Utility of a Respiratory Monitoring and Visual Feedback System for Radiotherapy Using Machine Vision Technology

  • Kim, Chul Hang;Choi, Hoon Sik;Kang, Ki Mun;Jeong, Bae Kwon;Jeong, Hojin;Ha, In Bong;Song, Jin Ho
    • Journal of Radiation Protection and Research
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    • v.47 no.1
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    • pp.8-15
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    • 2022
  • Background: We developed a machine vision technology program that tracks patients' real-time breathing and automatically analyzes their breathing patterns. Materials and Methods: To evaluate its potential for clinical application, the image tracking performance and accuracy of the program were analyzed using a respiratory motion phantom. Changes in the stability and regularity of breathing were observed in healthy adult volunteers according to whether the breathing pattern mirrored the breathing guidance. Results and Discussion: Displacement within a few millimeters was observed in real-time with a clear resolution, and the image tracking ability was excellent. This result was consistent even in the sections where breathing patterns changed rapidly. In addition, the respiratory gating method that reflected the individual breathing patterns improved breathing stability and regularity in all volunteers. Conclusion: The findings of this study suggest that this technology can be used to set the appropriate window and the range of internal target volume by reflecting the patient's breathing pattern during radiotherapy planning. However, further studies in clinical populations are required to validate this technology.