• 제목/요약/키워드: behavioral experiment

검색결과 264건 처리시간 0.021초

에탄올에 대한 참돔 Pagrus major의 행동 및 생리학적 반응 (Behavioral and Physiological Responses of Juvenile Red Seabream Pagrus major exposed to Ethanol Seawater)

  • 박진우;장영진;김기태;권준영
    • 한국어병학회지
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    • 제25권1호
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    • pp.47-58
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    • 2012
  • 에탄올 0.6% 해수에 5시간 동안 침지한 참돔 치어는 유영행동을 멈추었으며 외부의 물리적 자극에도 반응하지 않는 상태에 도달하였다. 이 농도구에서 생존율은 100%였으며 RBC, hematocrit, Hb 수치는 다른 그룹과 유의한 차이를 보이지 않았다. 혈장 코티졸 농도 또한 0.6% 에탄올 농도에서 가장 낮은 값을 나타냈다. 그러나 0.8% 이상의 에탄올 해수에 침지한 실험어는 심한 스트레스 반응과 높은 폐사율을 보였다. 참돔 치어를 0.6%의 에탄올 해수에 침지시키고 매시간 산소소비량을 측정한 결과, 에탄올해수에 침지된 실험어는 실험개시 2시간 후부터 종료 시까지 지속적으로 일반해수에 침지된 실험어보다 적은 산소를 소비하였다. 이상의 결과들은 에탄올에 의해 유도된 취기효과가 마취제의 마취효과와 비슷하였으며, 5시간 침지 시 혈액성상, 행동반응, 생존율, 산소소비율 등을 종합하여 볼 때, 0.6% 이하의 에탄올 농도가 참돔치어에게 안전한 농도이며, 0.8% 이상에서는 독성으로 작용할 수 있음을 보여준다.

토픽 분석을 활용한 관심 기반 고객 세분화 방법론 (Interest-based Customer Segmentation Methodology Using Topic Modeling)

  • 현윤진;김남규;조윤호
    • Journal of Information Technology Applications and Management
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    • 제22권1호
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    • pp.77-93
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    • 2015
  • As the range of the customer choice becomes more diverse, the average life span of companies' products and services is becoming shorter. Most companies are striving to maximize the revenue by understanding the customer's needs and providing customized products and services. However, companies had to bear a significant burden, in terms of the time and cost involved in the process of determining each individual customer's needs. Therefore, an alternative method is employed that involves grouping the customers into different categories based on certain criteria and establishing a marketing strategy tailored for each group. In this way, customer segmentation and customer clustering are performed using demographic information and behavioral information. Demographic information included sex, age, income level, and etc., while behavioral information was usually identified indirectly through customers' purchase history and search history. However, there is a limitation regarding companies' customer behavioral information, because the information is usually obtained through the limited data provided by a customer on a company's website. This is because the pattern indicated when a customer accesses a particular site might not be representative of the general tendency of that customer. Therefore, in this study, rather than the pattern indicated through a particular site, a customer's interest is identified using that customer's access record pertaining to external news. Hence, by utilizing this method, we proposed a methodology to perform customer segmentation. In addition, by extracting the main issues through a topic analysis covering approximately 3,000 Internet news articles, the actual experiment applying customer segmentation is performed and the applicability of the proposed methodology is analyzed.

돕기 캠페인에서 공감적 관심과 소구 유형이 미치는 영향에 관한 탐색 (Impact of Empathic Concern and Appeal Type on Responses to Campaign for Helping)

  • 이승조;정다운
    • 감성과학
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    • 제17권2호
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    • pp.25-34
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    • 2014
  • 본 연구는 장애인 돕기 캠페인에 대한 반응에 공감적 관심과 소구 유형(이성적/감성적)이 미치는 영향을 살펴보았다. 공감적 관심은 이타적 동기를 활성화하는 감성적 개인 성향을 지칭한다. 실험은 2단계로 구성하였는데, 1단계에서는 피험자들의 공감적 관심의 정도를 측정하고 2단계에서는 이성적 소구와 감성적 소구로 차별화된 캠페인을 보여주었다. 이에 따라 전체 실험은 공감적 관심(2) ${\times}$ 이성적/감성적 유형(2)으로 설계되었다. 그 결과, 돕기 태도와 행위 의도의 측정에서 공감적 관심과 소구 유형의 상호작용이 도출되었다. 이성적 소구에서 공감적 관심이 높은 개인들이 낮은 개인들에 비하여 상대적으로 호의적인 반응을 보여주었다. 감성적 소구에서는 공감적 관심이 높고 낮음에 따라 차이가 없었다. 이 결과로부터 이타적 성향인 공감적 관심이 높은 개인들에게 이성적 소구가 더 유용하다는 해석이 가능하여, 감성적 소구의 중요성을 강조해온 과거 돕기 캠페인 연구의 내용과 차별화된다.

초등학생들의 과학 관련 태도에 대한 문헌 연구 (A Review of the Literature on Primary Students' Science-Related Attitudes)

  • 조헌국
    • 한국초등과학교육학회지:초등과학교육
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    • 제31권4호
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    • pp.436-449
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    • 2012
  • This study aimed to investigate primary students' science-related attitudes through the literature review. Ninety-four papers published in domestic science education journals, since 1990, were collected and were followed by content analysis. In this study, science-related attitude was conceptualized as attitude toward science, scientist, science-related occupations, and school science, which is composed of cognitive, affective and behavioral domains. Based on the conceptualization, the instruments used for measuring students' attitudes were analyzed. The analysis of definition of science-related attitude in the articles showed different foci on cognitive, affective and behavioral domains. To suggest the effective instruction for enhancing students' science-related attitudes, this study identified students' attitude with gender, grade, residence and achievement level. The result showed that male, urban, higher-grade and better performed students had more positive attitude than female, rural, lower-grade and less performed students. As for the factors in science-related attitude, I categorized the factors into personal, environmental and pedagogical aspects, and found that psychological elements in all domains were most influential to students' change of science-related attitudes. It is interesting to note that students showed dichotomous views about experiment and that task-oriented instruction failed to enhance students' attitude. Based on the research findings, this study suggests effective instruction for improving students' attitudes and future research for science education.

Using Keystroke Dynamics for Implicit Authentication on Smartphone

  • Do, Son;Hoang, Thang;Luong, Chuyen;Choi, Seungchan;Lee, Dokyeong;Bang, Kihyun;Choi, Deokjai
    • 한국멀티미디어학회논문지
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    • 제17권8호
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    • pp.968-976
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    • 2014
  • Authentication methods on smartphone are demanded to be implicit to users with minimum users' interaction. Existing authentication methods (e.g. PINs, passwords, visual patterns, etc.) are not effectively considering remembrance and privacy issues. Behavioral biometrics such as keystroke dynamics and gait biometrics can be acquired easily and implicitly by using integrated sensors on smartphone. We propose a biometric model involving keystroke dynamics for implicit authentication on smartphone. We first design a feature extraction method for keystroke dynamics. And then, we build a fusion model of keystroke dynamics and gait to improve the authentication performance of single behavioral biometric on smartphone. We operate the fusion at both feature extraction level and matching score level. Experiment using linear Support Vector Machines (SVM) classifier reveals that the best results are achieved with score fusion: a recognition rate approximately 97.86% under identification mode and an error rate approximately 1.11% under authentication mode.

S/W개발자의 IT 프로젝트 참여 의도 연구: 조절초점에 따른 프로젝트 기술 최신성의 효과를 중심으로 (S/W Developer's IT Project Participation: Focusing on the Moderating Role of Regulatory Focus on the Effect of Technology Recency on Participation Intention)

  • 박요한;박도형
    • 지식경영연구
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    • 제18권2호
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    • pp.45-63
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    • 2017
  • In the success of an IT project, the role of S/W developer in carrying out the project is critical and crucial. However, compared to its importance, there is only a few studies on the role of human resources in software engineering field, mainly focusing on technology. Based on regulatory focus theory, this study examines how the effect of technology recency on developer's intention to participate in the IT project changes depending on the regulatory focus of the software developer. As a result of the experiment, it was confirmed that there is a difference in the effect of technology recency on project participation intention according to the condition of developer's regulatory focus. This study is meaningful because it extends regulatory focus theory to software engineering field and made theoretical contribution to the research field of behavioral software engineering. In practical, it was possible to suggest a way to improve the intention of the developer to participate in the project, by understanding the software developer in the IT project, considering the software developer propensity and project characteristics.

온라인 화장품 광고의 소비자 설득효과에 관한 연구 -사회증거 메시지 유형과 제품유형을 중심으로- (A Study on Persuasion Effects of Online Cosmetic Advertising -Focused on Types of Social Proof Message and Product-)

  • 박현희;이금;전중옥
    • 한국의류산업학회지
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    • 제12권6호
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    • pp.755-763
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    • 2010
  • This study was intended to identify the persuasion effects according to social proof message type and product type in the context of online cosmetic advertising. For the experiment, 4 stimuli were developed as experimental stimuli for the 2(social proof message type: attitudinal social proof message, behavioral social proof message)${\times}$2(product type: hedonic product, utilitarian product) factorial design. A total of 160 questionnaires allocating forty students to each group were distributed. The results were as follows. First, behavioral social proof message showed more effective than attitudinal social proof message in advertisement attention, click-through intention and purchase intention. Second, utilitarian product showed more effective than hedonic product in advertisement attention, click-through intention and purchase intention. Third, there was interaction effect according to social proof message type and product type on the aspect of click-through intention.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • 제35권6호
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

키워드 네트워크 분석을 통해 살펴본 초등학생이 인식하는 과학 학습 참여의 의미 (Exploration on Elementary Students' Perceptions of Science Learning Engagement Using Keyword Network Analysis)

  • 임희준
    • 한국초등과학교육학회지:초등과학교육
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    • 제39권2호
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    • pp.255-267
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    • 2020
  • Students' engagement is important for meaningful learning and it has multifaceted aspects for their science learning. This study investigated elementary students' perceptions of science learning engagement. The subjects of this study were 341 4th to 6th elementary students. The survey questionnaires were 5-Likert scale questions and free response questions on science learning engagement. The results showed that elementary students' perceptions of behavioral engagement were higher than emotional and cognitive engagement. Keyword network analysis with NetMiner program showed that the frequent key words of science learning engagement were 'experiment', 'listening', and 'teachers' explanation', which were mostly the behavioral types of engagement. The degree centrality and eigenvector centrality of these key words appeared high. 'Interest', which is emotional engagement, were also one of the frequent key words, but the centralities of this word were relatively low. The Frequent key words of science learning disengagement were mostly related with off-tasks, not doing expected behaviors and negative emotions about science and science learning. Educational implications on science learning engagement were discussed.

균형훈련과 환경강화가 외상성 소뇌 손상 흰쥐의 운동 수행력에 미치는 영향 (The Effect of Balance Training and environmental enrichment on motor performance after Traumatic Cerebellar Injury in the Rat)

  • 송주민;김진상
    • The Journal of Korean Physical Therapy
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    • 제16권2호
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    • pp.72-89
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    • 2004
  • The purposes of this study were to test the effect of balance training and environmental enrichment on motor performance after traumatic cerebellar injury in the rat. Traumatic cerebellar injury was induced by weight drop model and after operation they were housed in individual standard cages for 24 hours. Twenty two Sprague-Dawley rats were randomly assigned into control and experimental groups. The control group was housed in standard cage for 7 days. The experimental group I was housed in standard cage after balance training for 7 days. The experimental group II was housed in environmental enrichment cage after balance training for 7 days. Vestibular drop test and tilting plane test was examined at preoperation, on 1st day after operation and 7th day after operation to the rats. The results of this experiment were as follows: 1. In motor behavioral test, at preoperation and on 1 day after operation, the outcomes were not different among the groups. But on 7th day after operation, the outcomes of group I were better than that in control group, and group II were better than group I. These results suggest that behavioral motor outcome by simultaneously application of balance training and environmental enrichment in traumatic cerebellar injured rats were more improve than that by just balance training.

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