• Title/Summary/Keyword: Verbal Interaction

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The Emotional Boundary Decision in a Linear Affect-Expression Space for Effective Robot Behavior Generation (효과적인 로봇 행동 생성을 위한 선형의 정서-표정 공간 내 감정 경계의 결정 -비선형의 제스처 동기화를 위한 정서, 표정 공간의 영역 결정)

  • Jo, Su-Hun;Lee, Hui-Sung;Park, Jeong-Woo;Kim, Min-Gyu;Chung, Myung-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.540-546
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    • 2008
  • In the near future, robots should be able to understand human's emotional states and exhibit appropriate behaviors accordingly. In Human-Human Interaction, the 93% consist of the speaker's nonverbal communicative behavior. Bodily movements provide information of the quantity of emotion. Latest personal robots can interact with human using multi-modality such as facial expression, gesture, LED, sound, sensors and so on. However, a posture needs a position and an orientation only and in facial expression or gesture, movements are involved. Verbal, vocal, musical, color expressions need time information. Because synchronization among multi-modalities is a key problem, emotion expression needs a systematic approach. On the other hand, at low intensity of surprise, the face could be expressed but the gesture could not be expressed because a gesture is not linear. It is need to decide the emotional boundaries for effective robot behavior generation and synchronization with another expressible method. If it is so, how can we define emotional boundaries? And how can multi-modality be synchronized each other?

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The Effect of Cooperative Small Group Discussion in Science Concept Learning (과학 개념 학습에서 협동적 소집단 토론의 효과)

  • Kang, Suk-Jin;Han, Su-Jin;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.22 no.1
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    • pp.93-101
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    • 2002
  • This study investigated the effect of small group discussion for science concept learning in cooperative learning environments that encourage verbal interaction with peers upon students' understanding of the concepts at the particulate level, application abilities, perceptions of students' negotiation, and communication apprehension. Two classes of 7th grade at a coed middle school were assigned to the control and the treatment groups. They were taught about change of states and motion of molecules for 7 class periods. Two-way ANCOVA results revealed that the scores of a conceptions test for the treatment group were significantly higher than those for the control group, and that the low-achievers in the treatment group performed better than those in the control group. However, the scores of two groups did not differ significantly in an application test. The perceptions of students' negotiation for the treatment group were more positive, but the scores of the communication apprehension for two groups were not significantly different.

The Effects of Cooperative Group Investigation Method in Social Studies Classes on the Middle School Students' Academic Attitude (사회과 수업에서 집단탐구 협동학습 방법이 중학생의 학습태도에 미치는 영향)

  • Lee, Sang-Seok;Jang, Guk-Eon
    • Journal of the Korean association of regional geographers
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    • v.13 no.5
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    • pp.595-607
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    • 2007
  • The purpose of this paper is to investigate if any effects of GI cooperative learning method, which is compared to the effects of traditional competitive teaching-learning method on the students' academic attitude in middle school social studies classes. Conclusively, it is asserted to be a much more effective teaching-learning method. Some statistical evidences were gathered by questionnaire method just after the experimental classes being applied for a semester to the 241 first year middle school students in a small city. Using the t-test procedure, it is conformed that GI cooperative learning method can draw much more positive changes in the academic attitude of the students. In short, such positive changes in student's academic learning attitude can be related with the increase of self-trust in learning processes, the change in the conception of the subject, and the spontaneous interaction and verbal communication among the group members.

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Development of a Model for Comparing Risk-adjusted Mortality Rates of Acute Myocardial Infarction Patients (급성심근경색증 환자의 진료 질 평가를 위한 병원별 사망률 예측 모형 개발)

  • Park, Hyeung-Keun;Ahn, Hyeong-Sik
    • Quality Improvement in Health Care
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    • v.10 no.2
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    • pp.216-231
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    • 2003
  • Objectives: To develop a model that predicts a death probability of acute myocardial infarction(AMI) patient, and to evaluate a performance of hospital services using the developed model. Methods: Medical records of 861 AMI patients in 7 general hospitals during 1996 and 1997 were reviewed by two trained nurses. Variables studied were risk factors which were measured in terms of severity measures. A risk model was developed by using the logistic regression, and its performance was evaluated using cross-validation and bootstrap techniques. The statistical prediction capability of the model was assessed by using c-statistic, $R^2$ as well as Hosmer-Lemeshow statistic. The model performance was also evaluated using severity-adjusted mortalities of hospitals. Results: Variables included in the model building are age, sex, ejection fraction, systolic BP, congestive heart failure at admission, cardiac arrest, EKG ischemia, arrhythmia, left anterior descending artery occlusion, verbal response within 48 hours after admission, acute neurological change within 48 hours after admission, and 3 interaction terms. The c statistics and $R^2$ were 0.887 and 0.2676. The Hosmer-Lemeshow statistic was 6.3355 (p-value=0.6067). Among 7 hospitals evaluated by the model, two hospitals showed significantly higher mortality rates, while other two hospitals had significantly lower mortality rates, than the average mortality rate of all hospitals. The remaining hospitals did not show any significant difference. Conclusion: The comparison of the qualities of hospital service using risk-adjusted mortality rates indicated significant difference among them. We therefore conclude that risk-adjusted mortality rate of AMI patients can be used as an indicator for evaluating hospital performance in Korea.

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An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

Effects of Group Art Therapy Program on Self-Esteem and Mental Health Status in Chronic Schizophrenic Inpatients (집단미술요법이 만성 정신분열병 입원환자의 자존감과 정신건강상태에 미치는 영향)

  • 정길수
    • Journal of Korean Academy of Nursing
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    • v.29 no.6
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    • pp.1314-1323
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    • 1999
  • The purpose of the study was to determine the effects of the 8-week, 15-session group art therapy program on self-esteem and mental health status in chronic schizophrenic inpatients. The sample consisted of two groups of chronic schizophrenic inpatients: 10 patients with an average of total disease duration of 8.90 years who participated in a 8-week group art therapy program, and 8 comparison subjects with an average of total disease duration of 8.25 years who did not participate in the program. A pretest-posttest quasiexperimental design was used to assess self-esteem and mental health status at the beginning and at the end of the 8-week, 15-session group art therapy program. The time points for obtaining data were matched for both groups. The effectiveness of the 8-week group art therapy program was assessed by Rosenberg's Self-esteem Scale(Rosenberg, 1965) and SCL-90- R(Derogatis et al., 1973). SPSSWIN 8.0 was utilized for data entry and analysis employing Mann-Whitney U test. The findings of the study indicated the followings : (a) No significant differences were found between two groups in self-esteem and (b) The experimental group showed significantly lower scores in obsessive-compulsive symptom dimension and interpersonal sensitivity symptom dimension on the SCL-90-R than the comparison group after participating in the group art therapy program. In conclusion, the findings showed the possibility of applying group art therapy as an effective nursing intervention for patients with lack of verbal communication skills and social interaction to improve their interpersonal relationship.

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A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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User Preference for the Personification of Public Service Robot (공공서비스 로봇의 의인화에 관한 사용자 선호)

  • Kim, Ban-Seok;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.361-366
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    • 2020
  • The purpose of this study is to find out user preference on personification of the public service robot. Public service robot services in public places is increasing, which is expected to continue to increase. Proper anthropomorphism of robots has positive effect on user experience. On the other hand, when the level of likeness exceeds a certain point, it provokes strangeness and a sense of unease. Therefore, it is necessary to prepare standards for anthropomorphism required for public service robots. In order to find it, a survey and an in-depth interview were conducted. According to the analysis, people prefer verbal interaction with the robot, and the proper age for the voice is in their 20s and 30s. It is recommended that no biological signals appear on the robot and there is a need for personalized services. Through this research, it is expected that it will contribute to design of public service robots that enhance user experience.

Association between assisted reproductive technology and autism spectrum disorders in Iran: a case-control study

  • Jenabi, Ensiyeh;Seyedi, Mahdieh;Hamzehei, Ronak;Bashirian, Saeid;Rezaei, Mohammad;Razjouyan, Katayoon;Khazaei, Salman
    • Clinical and Experimental Pediatrics
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    • v.63 no.9
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    • pp.368-372
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    • 2020
  • Background: Autism spectrum disorder (ASD) is a neurodevelopmental disorder defined by impairments in social interaction and verbal and nonverbal communication. Purpose: Determine the association between use of assisted reproduction technology (ART) and the risk of ASD among children. Methods: This case-control study included 300 participants (100 cases, 200 controls). The control group included women with a child aged 2-10 years without ASD, while the cases were women with a child aged 2-10 years with ASD. We used a researcher-made questionnaire. Data were analyzed using Stata ver. 14 at the 0.05 significance level. Results: In the univariate analysis, there was significant association between child sex, delivery mode, history of preterm delivery, history of using ART, and maternal age at child's birth and the risk of ASD. After the adjustment for other variables, this association was significant for male sex (2.66; 95% confidence interval [CI], 1.11-4.31; P=0.001) and history of using ART (4.03; 95% CI, 1.76-9.21; P=0.001). Therefore, after the adjustment for confounder variables, there was no significant association between ART and the risk of ASD among children (4.98; 95% CI, 0.91-27.30; P=0.065). Conclusion: After the adjustment for other variables, risk factors for ASD were male sex and history preterm delivery. Thus, there was no significant association between ART and the risk of ASD among children.

Patterns of Observation Type of Elementary Science-gifted Students in Visit Activities of the Science Museum (과학박물관 탐방활동에서 나타난 초등 과학 영재 학생들의 관찰 유형 분석)

  • Kim, Mimoa;Jeong, Jinwoo;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.57-67
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    • 2015
  • The aim of this study was to categorize and analyze the patterns of the observation type in the experiential learning through the science museum for elementary gifted students in science. Ten science-gifted students were included and analyzed in this study and during experiential learning in the science museum, the participants freely expressed their observation of their own languages and all observations and dialogue were recorded. The results are listed below. The cognitive aspect, especially question and response activity without their personal opinion, was the most frequently used item. Among the affective aspects, item for 'recommendation' was often used. In accordance to observation type, most participants overall observed single object independently of time. Also, participants mostly observed objects visually using qualitative method without manipulation. Therefore verbal interaction through question might have a positive effect on frequency and diversity of observation. Project learning, such as particular exhibition hall, exploratory time of concentration by students, or study paper will be capable of creating a effective observation learning in order to induce a variety of observation of science gifted students in the experiential learning through the science museum.