• 제목/요약/키워드: Item

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Application of AIG Implemented within CLASS Software for Generating Cognitive Test Item Models

  • SA, Seungyeon;RYOO, Hyun Suk;RYOO, Ji Hoon
    • Educational Technology International
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    • 제23권2호
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    • pp.157-181
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    • 2022
  • Scale scores for cognitive domains have been used as an important indicator for both academic achievement and clinical diagnosis. For example, in education, Cognitive Abilities Test (CogAT) has been used to measure student's capability in academic learning. In a clinical setting, Cognitive Impairment Screening Test utilizes items measuring cognitive ability as a dementia screening test. We demonstrated a procedure of generating cognitive ability test items similar as in CogAT but the theory associated with the generation is totally different. When creating cognitive test items, we applied automatic item generation (AIG) that reduces errors in predictions of cognitive ability but attains higher reliability. We selected two cognitive ability test items, categorized as a time estimation item for measuring quantitative reasoning and a paper-folding item for measuring visualization. As CogAT has widely used as a cognitive measurement test, developing an AIG-based cognitive test items will greatly contribute to education field. Since CLASS is the only LMS including AIG technology, we used it for the AIG software to construct item models. The purpose of this study is to demonstrate the item generation process using AIG implemented within CLASS, along with proving quantitative and qualitative strengths of AIG. In result, we confirmed that more than 10,000 items could be made by a single item model in the quantitative aspect and the validity of items could be assured by the procedure based on ECD and AE in the qualitative aspect. This reliable item generation process based on item models would be the key of developing accurate cognitive measurement tests.

해외 패션 컬렉션에 나타난 니트 아이템 경향 분석 - 니트 아이템 분류목록의 제안과 실용화를 위한 탐색적 분석 - (Analysis of Knit Item Trend Appeared in Foreign Fashion Collections - Analysis for the Proposal of Knit Item Category List and Practical Use -)

  • 김혜영;이신영
    • 복식문화연구
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    • 제14권5호
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    • pp.813-827
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    • 2006
  • In this investigation, the following study was carried out for an experimental proposal of the knit item lists which were not actualized due to lack of studies. First of all, we have put the knit item titles that have been used through the document investigation, into the lists in order to clarify the original item list. Furthermore, we have pointed out the problems and the areas to be developed in the original item lists, and proposed twenty new knit item lists. By defining the design traits of each item, we have established item list which could be classified more systematically. As a result, the knit item titles of twenty newly proposed item titles are knit pull over, knit pull over top, knit top, knit t shirt, knit shirt, knit polo shirt, knit blouse, knit vest, knit hood, knit jumper, knit jacket, knit coat, knit cardigan, knit ensemble, knit cape, knit shawl, knit bikini, knit one-piece, knit pants, and knit skirt. Secondly, in order to investigate the possibility of practical use of twenty knit item lists proposed by this study, we have applied anova with repeated measurement for foreign fashion collection knit item trends of the past 10 years based on the proposed item lists. As a result, four items classified as top, shirt, cardigan, and pants had similar changes in the trend for last 10 years in S/S season while eleven items classified as pull over, pull over top, blouse, vest, jacket, coat, cardigan, ensemble, cape, shawl, and one-piece had similar trend changes for F/W season. The first significance of this study is on the experimental proposal of knit item list which could be used in the actual clothing industry and academic field. Furthermore, by defining the design traits of each knit item, it sublated the confusions brought by vocabularies in design of knit products and distribution in the industry perspective, and it made it possible to categorize the knit items correctly in knit design analysis and knit design education in academic field. The second significance shows that this study brought about positive results in the possibility of industrial academic practical use of proposed list by indicating that most of the knit designs appeared in the foreign collections in the past ten years could be correctly classified through investigational analysis.

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한국어판 욕창예방지식도구의 고전검사이론과 문항반응이론을 적용한 문항분석, 타당도와 신뢰도 (Item Analysis using Classical Test Theory and Item Response Theory, Validity and Reliability of the Korean version of a Pressure Ulcer Prevention Knowledge)

  • 강명자;김명수
    • Journal of Korean Biological Nursing Science
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    • 제20권1호
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    • pp.11-19
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    • 2018
  • Purpose: The purposes of this study were to perform items analysis using the classical test theory (CTT) and the item response theory (IRT), and to establish the validity and reliability of the Korean version of pressure ulcer prevention knowledge. Methods: The 26-item pressure ulcer prevention knowledge instrument was translated into Korean, and the item analysis of the 22 items having an adequate content validity index (CVI), was conducted. A total of 240 registered nurses in 2 university hospitals completed the questionnaire. Each item was analyzed applying CTT and IRT according to 2-parameter logistic model. Response alternatives quality, item difficulty and item discrimination were evaluated. For testing validity and reliability, Pearson correlation coefficient and Kuder Richardson-20 (KR-20) were used. Results: Scale CVI was .90 (Item-CVI range= .75-1.00). The total correct answer rate for this study population was relatively low as 52.5%. The quality of response alternatives was found to be relatively good (range= .02-.83). The item difficulty of the questions ranged form .10 to .86 according to CTT and -12.19 to 29.92 according to the IRT. This instrument had 12-low, 2-medium and 8-high item difficulty applying IRT. The values for the item discrimination ranged .04-.57 applying CTT and .00-1.47 applying IRT. And overall internal consistency (KR-20) was .62 and stability (test-retest) was .82. Conclusion: The instrument had relatively weak construct validity, item discrimination according to the IRT. Therefore, the cautious usage of a Korean version of this instrument would be recommended for discrimination because there are so many attractive response alternatives and low internal consistency.

아이템 네트워크를 활용한 기술 중심 사업 다각화 기회 탐색 지원 방법론 (Technology-Focused Business Diversification Support Methodology Using Item Network)

  • 배국진;김지은;김남규
    • 한국IT서비스학회지
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    • 제19권3호
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    • pp.17-34
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    • 2020
  • Recently, various attempts have been made to discover promising items and technologies. However, there are very few data-driven approaches to support business diversification by companies with specific technologies. Therefore, there is a need for a methodology that can detect items related to a specific technology and recommend highly marketable items among them as business diversification targets. In this paper, we devise Labeled Item Network for Business Diversification Consulting Support System. Our research is performed with three sub-studies. In Sub-study 1, we find the proper source documents to build the item network and construct item dictionary. In Sub-study 2, we derive the Labeled Item Network and devise four index for item evaluation. Finally, we introduce the application scenario of our methodology and describe the result of real-case analysis in Sub-study 3. The Labeled Item Network, one of the main outcome of this study, can identify the relationships between items as well as the meaning of the relationship. We expect that more specific business item diversification opportunities can be found with the Labeled Item Network. The proposed methodology can help many SMEs diversify their business on the basis of their technology.

디지털 콘텐츠 문화산업으로서 아바타 패션 아이템 개발 연구 - 오프라인 패션 브랜드의 홈페이지 콘텐츠를 중심으로 - (A Study on the Development of Avatar Fashion Item as Cultural Industries Using Digital Contents - Focused on the Off-Line Fashion Brand -)

  • 이금희;유진경
    • 복식문화연구
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    • 제15권2호
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    • pp.339-351
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    • 2007
  • Many off-line fashion brands currently has construct hompage in the form of digital contents at the website. The purpose of this study is to confirm that fashion item of avartar can be applicate to react for consumer desires by a process of construction for hompage digital contents of fashion brand, and develop various avartar fashion item to satisfy consumer's wants using the computer graphics. The results of this study are as followings. First, it should be the first to decide whether hompage contents can be used for any purposes. And it will offer initial brand concept, followed by the contents of event, blog, avatar, fashion information. Second, portal sites currently service avatar fashion item, but it just bounds the limit of indirect effect. Many fashion brands face a challenge to differenciate themselves, so avatar fashion item should be planned to coordinate the contents and brand concept. Also it is certainly possible that fashion brand communicates larger consumers with a avartar fashion item that appeal to a consumer's sensibility. Third, this study propose design development and application as 3 of the avartar fashion item using the computer graphics. Avatar Fashion item using the computer graphics was presented by application as promotion through event garment, item coordinate, cellular phone service.

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대학수학능력시험의 통계단원 문제에 대한 문항반응분석 - 전북지역 예비 수험생을 대상으로 한 탐색연구 - (Item Response Analysis on Items Related to Statistical Unit in the National Academic Aptitude Test -Empirical Study for Jellabuk-do Preliminary Testee-)

  • 최경호
    • Communications for Statistical Applications and Methods
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    • 제17권3호
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    • pp.327-335
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    • 2010
  • 문항반응이론은 문항의 난이도와 변별도가 검사를 치른 집단에 무관하게 항상 일정하며, 학생들이 매번 다른 검사를 치른다고 해도 자신의 고유한 능력점수를 받도록 하기위한 문항분석방법이다. 본 연구에서는 2000년부터 2009년까지 최근 10년 동안 대학수학능력시험에 출제되었던 통계영역 문제에 대하여 문항반응이론을 통한 분석을 실시하고 문항변별도와 문항난이도 등에 대해서 알아보았다. 그 결과 거의 60%의 문항이 어려운 문항으로 나타났다. 그러나 문항변별도는 비교적 양호한 것으로 판명되었다.

일부(一部) 대도시(大都市) 지역(地域) 치과기공사(齒科機工士)의 직업(職業) 및 직업장(職業場) 만족도(滿足度)에 관한 조사연구(調査硏究) (A Study of Satisfaction About Dental technician's Post and Laboratory in Great Cities)

  • 이태정;이명곤
    • 대한치과기공학회지
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    • 제7권1호
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    • pp.41-51
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    • 1985
  • This study has been to survey the present situation of satisfaction to the occupation and dental laboratory by means of selscting 200 dental technicians who are woked in Pusan, Deagu, Kwangju, Deajun. Questionaires were distributed to them and the summerized results were as follows; 1. In general, the dental technician's satisfaction of the occpation was revealed as moderate(Mn, 2.83), the dental technician's satisfaction of the laboratory was revealas moderate(Mn, 2.80). The highest degree item out of the satisfaction of occpation was the outlook(Mn, 3.23), and the lowest degree item was the advancement and the rise to a high position(Mn, 2.22). The highest degree item out of the satisfaction of laboratory was dental material(Mn, 3.07), and the lowest degree item was the equipment of dust collection(Mn, 2.49) 2. By age, the highest degree item out of the satisfaction of occpation was 30 to 43 group(Mn, 3.28), 50 and over group was the lowest degree item(Mn, 2.89). The highest degree item out of the satisfaction of laboratory was 40 to 50 group(Mn, 3.10), the lowest degree item was 35 to 39 group(Mn, 2.88). 3. By school career, the satisfaction of occpation and dental laboratory were higher in the graduated college group than the graduated highschool group. 4. By personal health state, the highest degree item of the satisfaction of occpation was the health group(Mn, 3.25). The highest degree item of the satisfaction of laboratory was the unhealthy group(Mn, 3.07). 5. By religion, the satisfaction if iccupation of laboratory ws higher in the religious group than the non-religious group. 6. By job career, the highest degree item of occupation satisfaction was 15 to 20 years group(Mn, 3.27), the lowest degree item was 20 and over group(Mn, 3.02). The highest degree item out of the satisfaction of laboratory was 15 to 20 years group(Mn, 3.05), The lowest degree item was 7 to 10 years group (Mn, 2.90). 7. By job position, the highest degree item out of satisfaction of occupation was the chief of laboratory group(Mn, 3.33), the head of laboratory group was the lowest degree item(Mn, 3.07). The hightest degree item out of the satisfaction of laboratory was the head of laboratory group(Mn, 3.10), the lowest degree item was the chief of laboratory group(Mn, 2.88). 8. By the place of employment, the degree of occpational satisfaction by items was found that the highest degree in the group engagel in general hospital(Mm, 3.43), the group engaged in dental clinic and hospital(Mn. 3.24), and the dental laboratory group(Mn. 3.14) in order. The difference among the group was significant emough(P<0.05). The highest degree item out of the satisfaction of laboratory was dental laboratory group(Mn. 2.70). The difference among the group was significant emough(P<0.01). 9. By monthly salary, the highest degree item out of the satisfaction of occupation was ₩500,000 to 600,000 group(Mn. 3.32), the lowest degree item was ₩600,000 and over group(Mn, 3.07). The highest degree item out of the laboratory satisfaction was ₩100,000 to 200,000 group(Mn, 3.03), the lowest degree group was ₩300,000 to 400,000 group(Mn, 2.95). 10. As compared with the degree of satisfaction according to job satisfaction, the highest degree item out of the occupational satisfaction was much satisfied group(Mn, 3.65), the lowest degree item was non-satisfied group(Mn, 2.68). The difference among the group was significant enough(P<0.05). The highest degree item out of the satisfaction of laboratory was non-satisfied group(Mn, 30.9), the lowest degree item was satisfied group(Mn, 2.84). The difference among the group was significant enough(P<0.01).

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전자상거래를 위한 Item Dependency Map 기반 개인화된 추천기법 (Personalized Recommendation based on Item Dependency Map)

  • 염선희;조동섭
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2001년도 봄 학술발표논문집 Vol.28 No.1 (B)
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    • pp.475-477
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    • 2001
  • 본 논문은 사용자의 구매 패턴을 찾아서 사용자가 원하는 상품을 추천하는 알고리즘을 제안하고자 한다. 제안하고 있는 item dependency map은 구매된 상품간의 관계를 수식화 하여 행렬의 형태로 표현한 것이다. Item dependency map의 값은 사용자가 A라는 상품을 구매한 후 B 상품을 살 확률이다. 이런 정보를 가지고 있는 item dependency map은 홉필드 네트웍(Hopfield network)에서 연상을 위한 패턴 값으로 적용된다. 홉필드 네트웍은 각 노드사이의 연결가중치에 기억하고자 하는 것들을 연상시킨 뒤 어떤 입력을 통해서 전체 네트워크가 어떤 평형상태에 도달하는 방식으로 작동되는 신경망 중의 하나이다. 홉필드 네트웍의 특징 중의 하나는 부분 정보로부터 전체 정보를 추출할 수 있는 것이다. 이러한 특징을 가지고 사용자들의 일반적인 구매패턴을 일부 정보만 가지고 예측할 수 있다. Item dependency map은 홉필드 네트웍에서 사용자들의 그룹별 패턴을 학습하는데 사용된다. 따라서 item dependency map이 얼마나 사용자 구매패턴에 대한 정보를 가지고 있는지에 따라 그 결과가 결정되는 것이다. 본 논문은 정확한 item dependency map을 계산해 내는 알고리즘을 주로 논의하겠다.

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오프라인 쇼핑몰에서 고객의 과거 구매 패턴을 활용한 아이템 기반 협업필터링 성능 개선에 관한 연구 (Improvement of Item-Based Collaborative Filtering by Applying Each Customer's Purchase Patterns in Offline Shopping Malls)

  • 정석봉
    • Journal of Information Technology Applications and Management
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    • 제24권4호
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    • pp.1-12
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    • 2017
  • Item-based collaborative filtering (IBCF) is an important technology that is widely used in recommender system of online shopping malls. It uses historical information to compute item-item similarity and make predictions. However, in offline shopping each customer's purchasing pattern can be occurred continuously and repeatedly due to time and space constraints contrast to online shopping. Those facts can make IBCF to have limitations from being applied to offline shopping malls directly. In order to improve the quality of recommendations made by IBCF in offline shopping mall, we propose an ensemble approach that considers both item-item similarity of IBCF and each customer's purchasing patterns which are modeled by item networks. Our experimental results show that this approach produces recommendation results superior to those of existing works such as pure IBCF or bestseller approaches.

온라인 게임 아이템 기반 분류법 (A Classification Method for Item-based Online Game)

  • 황신희;박은영;박영호
    • 디지털콘텐츠학회 논문지
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    • 제8권4호
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    • pp.419-424
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    • 2007
  • 최근, 많은 게임시장의 활성화로 게임의 부가가치가 상승하기 시작했다. 특히 온라인 게임에 아이템 거래라는 새로운 트렌드가 창조됨으로 아이템거래의 유통시장이 형성될 정도로 용이한 재료가 되고 있다. 그러나 게임 개발 면에서 다른 기획요소에 비해 아이템이 차지하는 비중을 생각보다 많이 두고 있지 않는다. 그러므로 아이템을 기반으로 하는 분류를 통해 새로운 게임의 만족도를 높여 부가가치를 올리는 계기를 마련하고, 이와 더불어 새로운 분류법을 제시함으로서 게임 아이템의 중요성을 강조하고자 한다.

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