• Title/Summary/Keyword: end-to-end learning

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Effect of palliative care practical training on nursing students' attitudes toward death, end-of-life care nursing attitude, and spiritual nursing competency (말기 환자간호 실습교육이 간호대학생의 죽음에 대한 태도, 임종간호 태도, 영적간호역량에 미치는 효과)

  • Kim, Kyung Ah
    • Journal of Home Health Care Nursing
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    • v.30 no.3
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    • pp.276-286
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    • 2023
  • Purpose: This study aimed to assess the effect of palliative care practical training for nursing students. Methods: This quasi-experimental study included 38 third-grade nursing students form one university. Practical training, develooed by experts, was provided for 2 weeks (90 h) in a palliative care hospital. Participants received education on palliative care but no clinical practical experience. Collected data were analyzed using independent t-test, χ2 test and paired t-test using the WIN SPSS 23.0 program. Results: Students showed significant pretest-posttest differences in attitude toward death (t=-2.43, p=.021), end-of-life nursing attitude (t=3.90, p=<.001) and spiritual nursing competency (t=3.82, p=.001). Conclusion: The study results revealed that palliative care practical training was an effective learning method to improve nursing attitude, toward death, end-of-life nursing attitude and spiritual nursing competency. Further studied are needed to assess the effects of various education programs of palliative care.

Sentiment Analysis of Product Reviews to Identify Deceptive Rating Information in Social Media: A SentiDeceptive Approach

  • Marwat, M. Irfan;Khan, Javed Ali;Alshehri, Dr. Mohammad Dahman;Ali, Muhammad Asghar;Hizbullah;Ali, Haider;Assam, Muhammad
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.3
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    • pp.830-860
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    • 2022
  • [Introduction] Nowadays, many companies are shifting their businesses online due to the growing trend among customers to buy and shop online, as people prefer online purchasing products. [Problem] Users share a vast amount of information about products, making it difficult and challenging for the end-users to make certain decisions. [Motivation] Therefore, we need a mechanism to automatically analyze end-user opinions, thoughts, or feelings in the social media platform about the products that might be useful for the customers to make or change their decisions about buying or purchasing specific products. [Proposed Solution] For this purpose, we proposed an automated SentiDecpective approach, which classifies end-user reviews into negative, positive, and neutral sentiments and identifies deceptive crowd-users rating information in the social media platform to help the user in decision-making. [Methodology] For this purpose, we first collected 11781 end-users comments from the Amazon store and Flipkart web application covering distant products, such as watches, mobile, shoes, clothes, and perfumes. Next, we develop a coding guideline used as a base for the comments annotation process. We then applied the content analysis approach and existing VADER library to annotate the end-user comments in the data set with the identified codes, which results in a labelled data set used as an input to the machine learning classifiers. Finally, we applied the sentiment analysis approach to identify the end-users opinions and overcome the deceptive rating information in the social media platforms by first preprocessing the input data to remove the irrelevant (stop words, special characters, etc.) data from the dataset, employing two standard resampling approaches to balance the data set, i-e, oversampling, and under-sampling, extract different features (TF-IDF and BOW) from the textual data in the data set and then train & test the machine learning algorithms by applying a standard cross-validation approach (KFold and Shuffle Split). [Results/Outcomes] Furthermore, to support our research study, we developed an automated tool that automatically analyzes each customer feedback and displays the collective sentiments of customers about a specific product with the help of a graph, which helps customers to make certain decisions. In a nutshell, our proposed sentiments approach produces good results when identifying the customer sentiments from the online user feedbacks, i-e, obtained an average 94.01% precision, 93.69% recall, and 93.81% F-measure value for classifying positive sentiments.

The Effects of Supervisors on Goal Orientations and Sales Performance of Department Store Salespeople (백화점 판매원의 목표지향성과 성과에 미치는 판매관리자의 영향: 패션제품 판매원을 중심으로)

  • 박경애;허순임;사공수연;신수임
    • Journal of the Korean Society of Clothing and Textiles
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    • v.24 no.1
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    • pp.116-127
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    • 2000
  • This study investigated the effects of sales supervisors on salespeople's goal orientations and sales performance in fashion retail setting. Specifically, it examined: 1) the differences in salespeople's goal orientations by salespeople characteristics; 2) the effects of supervisor's behavioral orientations on goal orientations of salespeople; and 3) the effects of salespeople's goal orientations on performance. A total of 343 questionnaires collected from salespeople in various apparel and accessory selling departments at four department stores in Korean were analyzed. Variables included supervisor's behavioral orientations(end-results, activity and capability), salespeople's goal orientations(learning and performance), sales performance and salespeople characteristics. MANOVA revealed that three was no difference in goal orientations by salespeople characteristics except by selling department. Multiple regression analysis revealed that supervisor's end-result orientation affected salespeople's learning orientation and performance orientation while activity and capability orientations did not. The study suggests that for long-term performance supervisors and retail organizations need to develop various supervisory behaviors, stimulate learning demands of salespeople, and provide training programs to achieve the learning goal.

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Semi-supervised domain adaptation using unlabeled data for end-to-end speech recognition (라벨이 없는 데이터를 사용한 종단간 음성인식기의 준교사 방식 도메인 적응)

  • Jeong, Hyeonjae;Goo, Jahyun;Kim, Hoirin
    • Phonetics and Speech Sciences
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    • v.12 no.2
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    • pp.29-37
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    • 2020
  • Recently, the neural network-based deep learning algorithm has dramatically improved performance compared to the classical Gaussian mixture model based hidden Markov model (GMM-HMM) automatic speech recognition (ASR) system. In addition, researches on end-to-end (E2E) speech recognition systems integrating language modeling and decoding processes have been actively conducted to better utilize the advantages of deep learning techniques. In general, E2E ASR systems consist of multiple layers of encoder-decoder structure with attention. Therefore, E2E ASR systems require data with a large amount of speech-text paired data in order to achieve good performance. Obtaining speech-text paired data requires a lot of human labor and time, and is a high barrier to building E2E ASR system. Therefore, there are previous studies that improve the performance of E2E ASR system using relatively small amount of speech-text paired data, but most studies have been conducted by using only speech-only data or text-only data. In this study, we proposed a semi-supervised training method that enables E2E ASR system to perform well in corpus in different domains by using both speech or text only data. The proposed method works effectively by adapting to different domains, showing good performance in the target domain and not degrading much in the source domain.

A Study on the Timing of Starting Pitcher Replacement Using Machine Learning (머신러닝을 활용한 선발 투수 교체시기에 관한 연구)

  • Noh, Seongjin;Noh, Mijin;Han, Mumoungcho;Um, Sunhyun;Kim, Yangsok
    • Smart Media Journal
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    • v.11 no.2
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    • pp.9-17
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    • 2022
  • The purpose of this study is to implement a predictive model to support decision-making to replace a starting pitcher before a crisis situation in a baseball game. To this end, using the Major League Statcast data provided by Baseball Savant, we implement a predictive model that preemptively replaces starting pitchers before a crisis situation. To this end, first, the crisis situation that the starting pitcher faces in the game was derived through data exploration. Second, if the starting pitcher was replaced before the end of the inning, learning was carried out by composing a label with a replacement in the previous inning. As a result of comparing the trained models, the model based on the ensemble method showed the highest predictive performance with an F1-Score of 65%. The practical significance of this study is that the proposed model can contribute to increasing the team's winning probability by replacing the starting pitcher before a crisis situation, and the coach will be able to receive data-based strategic decision-making support during the game.

Implementation of End-to-End Training of Deep Visuomotor Policies for Manipulation of a Robotic Arm of Baxter Research Robot (백스터 로봇의 시각기반 로봇 팔 조작 딥러닝을 위한 강화학습 알고리즘 구현)

  • Kim, Seongun;Kim, Sol A;de Lima, Rafael;Choi, Jaesik
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.40-49
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    • 2019
  • Reinforcement learning has been applied to various problems in robotics. However, it was still hard to train complex robotic manipulation tasks since there is a few models which can be applicable to general tasks. Such general models require a lot of training episodes. In these reasons, deep neural networks which have shown to be good function approximators have not been actively used for robot manipulation task. Recently, some of these challenges are solved by a set of methods, such as Guided Policy Search, which guide or limit search directions while training of a deep neural network based policy model. These frameworks are already applied to a humanoid robot, PR2. However, in robotics, it is not trivial to adjust existing algorithms designed for one robot to another robot. In this paper, we present our implementation of Guided Policy Search to the robotic arms of the Baxter Research Robot. To meet the goals and needs of the project, we build on an existing implementation of Baxter Agent class for the Guided Policy Search algorithm code using the built-in Python interface. This work is expected to play an important role in popularizing robot manipulation reinforcement learning methods on cost-effective robot platforms.

The Effects of Fatigue on Cognitive Performance in Police Officers and Staff During a Forward Rotating Shift Pattern

  • Taylor, Yvonne;Merat, Natasha;Jamson, Samantha
    • Safety and Health at Work
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    • v.10 no.1
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    • pp.67-74
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    • 2019
  • Background: Few studies have examined the effects of a forward rotating shift pattern on police employee performance and well-being. This study sought to compare sleep duration, cognitive performance, and vigilance at the start and end of each shift within a three-shift, forward rotating shift pattern, common in United Kingdom police forces. Methods: Twenty-three police employee participants were recruited from North Yorkshire Police (mean age, 43 years). The participants were all working the same, 10-day, forward rotating shift pattern. No other exclusion criteria were stipulated. Sleep data were gathered using both actigraphy and self-reported methods; cognitive performance and vigilance were assessed using a customized test battery, comprising five tests: motor praxis task, visual object learning task, NBACK, digital symbol substitution task, and psychomotor vigilance test. Statistical comparisons were conducted, taking into account the shift type, shift number, and the start and end of each shift worked. Results: Sleep duration was found to be significantly reduced after night shifts. Results showed a significant main effect of shift type in the visual object learning task and NBACK task and also a significant main effect of start/end in the digital symbol substitution task, along with a number of significant interactions. Conclusion: The results of the tests indicated that learning and practice effects may have an effect on results of some of the tests. However, it is also possible that due to the fast rotating nature of the shift pattern, participants did not adjust to any particular shift; hence, their performance in the cognitive and vigilance tests did not suffer significantly as a result of this particular shift pattern.

English-Korean Neural Machine Translation using MASS (MASS를 이용한 영어-한국어 신경망 기계 번역)

  • Jung, Young-Jun;Park, Cheon-Eum;Lee, Chang-Ki;Kim, Jun-Seok
    • Annual Conference on Human and Language Technology
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    • 2019.10a
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    • pp.236-238
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    • 2019
  • 신경망 기계 번역(Neural Machine Translation)은 주로 지도 학습(Supervised learning)을 이용한 End-to-end 방식의 연구가 이루어지고 있다. 그러나 지도 학습 방법은 데이터가 부족한 경우에는 낮은 성능을 보이기 때문에 BERT와 같은 대량의 단일 언어 데이터로 사전학습(Pre-training)을 한 후에 미세조정(Finetuning)을 하는 Transfer learning 방법이 자연어 처리 분야에서 주로 연구되고 있다. 최근에 발표된 MASS 모델은 언어 생성 작업을 위한 사전학습 방법을 통해 기계 번역과 문서 요약에서 높은 성능을 보였다. 본 논문에서는 영어-한국어 기계 번역 성능 향상을 위해 MASS 모델을 신경망 기계 번역에 적용하였다. 실험 결과 MASS 모델을 이용한 영어-한국어 기계 번역 모델의 성능이 기존 모델들보다 좋은 성능을 보였다.

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Opera Clustering: K-means on librettos datasets

  • Jeong, Harim;Yoo, Joo Hun
    • Journal of Internet Computing and Services
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    • v.23 no.2
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    • pp.45-52
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    • 2022
  • With the development of artificial intelligence analysis methods, especially machine learning, various fields are widely expanding their application ranges. However, in the case of classical music, there still remain some difficulties in applying machine learning techniques. Genre classification or music recommendation systems generated by deep learning algorithms are actively used in general music, but not in classical music. In this paper, we attempted to classify opera among classical music. To this end, an experiment was conducted to determine which criteria are most suitable among, composer, period of composition, and emotional atmosphere, which are the basic features of music. To generate emotional labels, we adopted zero-shot classification with four basic emotions, 'happiness', 'sadness', 'anger', and 'fear.' After embedding the opera libretto with the doc2vec processing model, the optimal number of clusters is computed based on the result of the elbow method. Decided four centroids are then adopted in k-means clustering to classify unsupervised libretto datasets. We were able to get optimized clustering based on the result of adjusted rand index scores. With these results, we compared them with notated variables of music. As a result, it was confirmed that the four clusterings calculated by machine after training were most similar to the grouping result by period. Additionally, we were able to verify that the emotional similarity between composer and period did not appear significantly. At the end of the study, by knowing the period is the right criteria, we hope that it makes easier for music listeners to find music that suits their tastes.

The Effect of Metaverse Gamification Teaching Method combining Flipped Learning and Project-Based Learning on Task Value and Academic Self-Efficacy of University Students' (플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생의 과제가치와 학업적 자기효능감에 미치는 영향)

  • Bae, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.413-427
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    • 2022
  • The purpose of this study was to improve and verify task value and academic self-efficacy of university students with metaverse gamification teaching method combining flipped learning and project-based learning. The subjects in this study were 16 university students majoring in counseling psychology who engaged in K university in cheong-ju. The subjects were assigned to the experimental group or the comparison group. The experimental group received the proposed metaverse gamification teaching method combining flipped learning and project-based learning while comparison group received teacher-centered learning. The dependent variables in this study were task value and academic self-efficacy. Each variable was assessed before class, after the end of the class. At the end of the class, the experimental group engaged statistically significantly higher levels of task value and academic self-efficacy than the comparison group. The findings of this study suggest that this metaverse gamification teaching method combining flipped learning and project-based learning is effective at improving task value and academic self-efficacy.