• Title/Summary/Keyword: Similar experience

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Experience Sensitive Cumulative Neural Network Using Random Access Memory (RAM을 이용한 경험 유관 축적 신경망 모델)

  • 김성진;박상무;이수동
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1251-1254
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    • 2003
  • In this paper, Experience Sensitive Cumulative Neural Network (ESCNN) is introduced, which can cumulate the same or similar experiences. As the same or similar training patterns are cumulated in the network, the system recognize more important information in the training patterns. The functions of forgetting less important informations and attending more important informations resided in the training patterns are surveyed and implemented by simulations. The system behaves well under the noisy circumstances due to its forgetting and/or attending properties, even in 50 percents noisy environments. This paper also describes the creation of the generalized patterns for the input training patterns.

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A study of language structure on the relationship between production and perception through English stop word-finals by effects of language, age, and experience. (언어별, 연령별, 경험별 영어 어말 파열음을 통한 발화-인지 구조 연구)

  • Kang, Seok-Han
    • Proceedings of the KSPS conference
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    • 2006.11a
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    • pp.139-141
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    • 2006
  • Korean college students' experience in studying English overseas playes the significant role to their perception, not production. Korean Group which experiences foreign-stay for almost 1 year shows the similar pattern with its counterpart, Korean Non- Experiencing Group, in producing the signal of pre-vowel. On the contrary, Korean Experiencing Group shows the similar perceptual pattern with Native Speakers in word-final non-release stops.

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The Structural Relationship between Experience Factor, Experience Satisfaction and Re-participation Intention of KIMAWEEK Yacht Experience Participants (국제해양레저위크(KIMAWEEK) 요트체험 참가자의 체험요인과 체험만족 및 재참가의도와의 구조적 관계)

  • Kim, Cheol-Woo;Jung, Young-Soo;Chung, Woo-Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.409-419
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    • 2018
  • The purpose of this study is to examine how the experience factors of KIMAWEEK yacht experience participants affect the experience satisfaction and re-participation intention. this study, 515 KIMAWEEK participants in Pusan metropolitan city conducted a mobile survey and the following conclusions were drawn. First, deviant, educational, and aesthetic factors among the experience factors of yacht experience participants were found to affect the satisfaction of experience, but entertainment factors did not affect it. Second, educational and entertainment factors, among the experiential factors, influenced re-participation intention in relation to the experience factor and re-participation intention, but deviant factors and aesthetic factors did not affect it. Third, the relationship between the experience satisfaction and re-participation intention was also found to have a similar effect. Through this study, various and differentiated experience factors should be provided in order to increase the satisfaction of KIMAWEEK yacht experience participants. In particular, realistic events that meet local characteristics should be held.

Moderating Effect of Online Shopping Experience on Adoption of e-Governance in Rural India

  • Swapnil Undale;Harshali Patil
    • Asia pacific journal of information systems
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    • v.32 no.1
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    • pp.32-50
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    • 2022
  • Technology acceptance is one of the most popular research areas. Rapid developments in technology are making human life more comfortable. However, still most of the rural area has been deprived of benefits of technological advancement. Seventy percent population of India resides in rural area. Leveraging the improved penetration of the internet; mobile friendly population in rural India has been increasingly shopping online in the last few years. e-Governance is one of the important vehicles to provide efficient services to the citizens by Governments. One major obstacle is acceptance of e-Governance platforms by the citizens. Considering the increasing trend of using e-Commerce in rural area, this paper attempts to investigate moderating effect of online shopping experience on intention to use e-Governance portals. We surveyed 365 villagers across Maharashtra: one of the leading states in India. The result confirmed online shopping experience moderates the relationship between: 'perceived security & privacy' and 'attitude'; 'perceived security & privacy' and 'intention to use'; 'Perceived usefulness' and 'attitude'; and, 'attitude' and 'intention to use'. In this study definition of moderating variable 'experience' is unique and different than most of the popular studies. We defined experience as: 'prior use of any application of technology similar to the target application of technology'. Whereas prior studies considered experience as prior experience with target application of the technology.

Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.

Emotional Memory Mechanism Depending on Emotional Experience (감정적 경험에 의존하는 정서 기억 메커니즘)

  • Yeo, Ji Hye;Ham, Jun Seok;Ko, Il Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.4
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    • pp.169-177
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    • 2009
  • In come cases, people differently respond on the same joke or thoughtless behavior - sometimes like it and laugh, another time feel annoyed or angry. This fact is explained that experiences which we had in the past are remembered by emotional memory, so they cause different responses. When people face similar situation or feel similar emotion, they evoke the emotion experienced in the past and the emotional memory affects current emotion. This paper suggested the mechanism of the emotional memory using SOM through the similarity between the emotional memory and SOM learning algorithm. It was assumed that the mechanism of the emotional memory has also the characteristics of association memory, long-term memory and short-term memory in its process of remembering emotional experience, which are known as the characteristics of the process of remembering factual experience. And then these characteristics were applied. The mechanism of the emotional memory designed like this was applied to toy hammer game and I measured the change in the power of toy hammer caused by differently responding on the same stimulus. The mechanism of the emotional memory suggest in above is expected to apply to the fields of game, robot engineering, because the mechanism can express various emotions on the same stimulus.

Development of A CAPP System Based on Case-Based Reasoning (Case-Based Reasoning을 이용한 자동공정계획 시스템의 구축)

  • 이홍희;이덕만
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.21 no.46
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    • pp.181-196
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    • 1998
  • The aim of this research is the development of a CAPP system which can use the old experience of process planning to generate a process plan for a new part and learn from its own experience using the concept of stratified case-based reasoning(CBR). A process plan is determined through the hierarchical process planning procedure that is based on the hierarchical feature structure of a part. Each part and case have their own multiple abstractions that are determined by the feature structure of the part. Retrieving the case in stratified case-based process planning is accomplished by retrieving the abstraction that is most similar to the input part abstraction in each abstraction level of the case-base. A new process plan is made by the adaptation that translates the old case's process plan into the process plan of a new part. Operations, machines and tools, setups and operation sequence in each setup are determined in the adaptation of abstraction using some algorithms and the reasoning based on knowledge-base. By saving a new part and its process plan as a case, the system can use this new case in the future to generate a process plan of a similar part. That is, the system can learn its own experience of process planning. A new case is stored by adding the new abstractions that are required to save as the new abstraction to the existing abstractions in the case-base.

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A Study on Korean Students' Production and Perception of English Word-final Stop Voicing

  • Kang, Seok-Han
    • Speech Sciences
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    • v.14 no.1
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    • pp.105-119
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    • 2007
  • The purpose of this study is to examine Korean students' production and perception of word-final stop voicing in light of their overseas experience. Subjects were English native speakers, Korean university students with residence experience in America, Korean university students without residence experience in America, and Korean elementary school students. They participated in both production and perception tests. Results showed that the students' production and perception with residence experience in America appeared quite similar to those of the English native speakers. In the production tests, we noticed somewhat different results in temporal and frequency features. The one-year residence in America had some influence on their frequency features, but not the temporal features in the word final stop production. That difference could be seen in the perception tests, too. We could not find any difference in the identification test of the final release environment between the Korean university students who had studied abroad and those who didn't. Rather the difference could be found in the cue influence test in both the final release and non-release environments.

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A Pilot Study on Cognitive Styles in Clinical Reasoning Based on Clinical Specialty and Experience by Korean Physical Therapists (임상분야와 임상경력에 따른 임상추론의 인지적 방식에 관한 선행 연구)

  • Ryu, Young Uk
    • The Journal of Korean Physical Therapy
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    • v.24 no.5
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    • pp.370-376
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    • 2012
  • Purpose: This study examined whether there are differences in cognitive styles between orthopedic and neurological physical therapists, and whether these differences change with clinical experience in clinical reasoning. Methods: A survey study was conducted on 88 orthopedic and neurologic physical therapists working in South Korea. The survey items used by May and Dennis (1991) were translated, and only those items related to data-gathering and information-processing were used. Results: The cognitive style was similar in the orthopedic and neurologic physical therapists, but the clinical experience affected the cognitive styles of clinical reasoning. Physical therapists with more than 60 months clinical experience responded most positively to the preceptive and systematic styles in clinical reasoning. Conclusion: These results suggest that physical therapy education should provide physical therapy students with a clinical reasoning process related specifically to a particular clinical field.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.