Journal of Agricultural Extension & Community Development
/
v.12
no.2
/
pp.137-150
/
2005
Although the rate of women farmer's participation in agricultural activities have been increased upto 52.7 % as of year 2003, Korean society has not fully recognized their roles in rural society. According to the agricultural basic law, most of rural women were engaged in agriculture as full time job, however, only about 11% of them could have supporting evidence of themselves as farmer having legal right. If women farmers faced some unexpected things such as a traffic accident, insurance company would not reward them as farmers unless they provide written proof of their job as farm worker or farm owner. Based on lawyer's legal advice, the authors developed a diary called "Saenghwalilji", a daily diary based on their time use and bookkeeping to prove the fact of their contribution to income generation of the farm. After examination of the diary, 18 persons out of 29 volunteers kept two types of dairy for the period of two weeks, and they reported it was very useful. Finally the better one of two was selected after reflecting the suggestions from the respondents. The "Saenghwalilji", will be very useful proof of women farmer's contribution to income, at the same time improving their farm management through better use of daily life time.
Purpose: This study intended to identify personality factors and related problematic behaviors of adolescents who drink alcohol in order to provide basic data for developing nursing programs. Methods: The data were collected from October to December 2002 from 1.080 high school students in Seoul. The Revised Cloninger's Tri-dimensional Personality Questionnaire (TPQ) was used to measure their personalities. The alcohol expectancy was measured using the tool revised by Cho (1999) and stress levels were measure using a stress tool revised Cho (1998). The data were analyzed with SPSS Windows using Chi square test. independent t-test. and logistic regression analysis. Results: 1. The percentage of fathers who drank was 79.8%. mothers. 54.3%. and friends. 54.3%. The alcohol expectancy averaged 6.36 while the stress levels were 132.79. 2. It was found that there are significant differences (p<.001) in problematic drinking behaviors according to the following variables: second year high school students among all grade variables, more monthly pocket money for the amount of money variables, the group of students who smoked in the case of the variable related to smoking, spending more time using the Internet for the Internet use variable, and having friends who drink 65.6% for the friend variable. The alcohol expectancy scale of those students who showed problematic drinking behaviors was higher than that of those who did not. There are four family-related stress subscales, and there was a significant difference among them (p<.05). Among the personal characteristics, the group who displayed problematic drinking behaviors seeks new experiences and reward dependence more than the group who did not exhibit those behaviors, and there were significant differences between the two groups (p<.001). 3. When the socio-demographic and drinking-related factors were controlled, the tendency of seeking new experiences increased the risk of problematic behaviors 1.07 times (p<.05). Compared to the non smoking group, the smoking group was found to have a 5.06 time (p<.001) greater risk of displaying problematic drinking behaviors. In comparison with the non drinking group, the drinking group was also found to have a 5.31 time (p<.001) greater risk of exhibiting problematic drinking behaviors. The group with high alcohol expectancy scores was significantly different from the group with the no alcohol expectancy, showing a 1.26 time (p<.00l) greater risk of problematic drinking behaviors. Conclusions: Based on these results, the problematic drinking behaviors were connected with alcohol expectancies, friends and personality types. Therefore, we should develop an alcoholic prevention program for adolescence considering the above results.
KSII Transactions on Internet and Information Systems (TIIS)
/
v.7
no.5
/
pp.1036-1057
/
2013
Wireless body area network (WBAN) is a promising candidate for future health monitoring system. Nevertheless, the path to mature solutions is still facing a lot of challenges that need to be overcome. Energy efficient scheduling is one of these challenges given the scarcity of available energy of biosensors and the lack of portability. Therefore, researchers from academia, industry and health sectors are working together to realize practical solutions for these challenges. The main difficulty in WBAN is the uncertainty in the state of the monitored system. Intelligent learning approaches such as a Markov Decision Process (MDP) were proposed to tackle this issue. A Markov Decision Process (MDP) is a form of Markov Chain in which the transition matrix depends on the action taken by the decision maker (agent) at each time step. The agent receives a reward, which depends on the action and the state. The goal is to find a function, called a policy, which specifies which action to take in each state, so as to maximize some utility functions (e.g., the mean or expected discounted sum) of the sequence of rewards. A partially Observable Markov Decision Processes (POMDP) is a generalization of Markov decision processes that allows for the incomplete information regarding the state of the system. In this case, the state is not visible to the agent. This has many applications in operations research and artificial intelligence. Due to incomplete knowledge of the system, this uncertainty makes formulating and solving POMDP models mathematically complex and computationally expensive. Limited progress has been made in terms of applying POMPD to real applications. In this paper, we surveyed the existing methods and algorithms for solving POMDP in the general domain and in particular in Wireless body area network (WBAN). In addition, the papers discussed recent real implementation of POMDP on practical problems of WBAN. We believe that this work will provide valuable insights for the newcomers who would like to pursue related research in the domain of WBAN.
The utilization of artificial intelligence (AI) in the engagement has been a key research topic in the defense field during the last decade. To pursue this utilization, it is imperative to acquire a realistic simulation to train an AI engagement agent with a synthetic, but realistic field. This paper is a case study of training an AI agent to operate with a hardware realism in the air-warfare dog-fighting. Particularly, this paper models the pursuit of an opponent in the dog-fighting setting with a gun-only engagement. In this context, the AI agent requires to make a decision on the pursuit style and intensity. We developed a realistic hardware simulator and trained the agent with a reinforcement learning. Our training shows a success resulting in a lead pursuit with a decreased engagement time and a high reward.
As the development of autonomous vehicles becomes realistic, many automobile manufacturers and components producers aim to develop 'completely autonomous driving'. ADAS (Advanced Driver Assistance Systems) which has been applied in automobile recently, supports the driver in controlling lane maintenance, speed and direction in a single lane based on limited road environment. Although technologies of obstacles avoidance on the obstacle environment have been developed, they concentrates on simple obstacle avoidances, not considering the control of the actual vehicle in the real situation which makes drivers feel unsafe from the sudden change of the wheel and the speed of the vehicle. In order to develop the 'completely autonomous driving' automobile which perceives the surrounding environment by itself and operates, ability of the vehicle should be enhanced in a way human driver does. In this sense, this paper intends to establish a strategy with which autonomous vehicles behave human-friendly based on vehicle dynamics through the reinforcement learning that is based on Q-learning, a type of machine learning. The obstacle avoidance reinforcement learning proceeded in 5 simulations. The reward rule has been set in the experiment so that the car can learn by itself with recurring events, allowing the experiment to have the similar environment to the one when humans drive. Driving Simulator has been used to verify results of the reinforcement learning. The ultimate goal of this study is to enable autonomous vehicles avoid obstacles in a human-friendly way when obstacles appear in their sight, using controlling methods that have previously been learned in various conditions through the reinforcement learning.
Procurement of development funds is a very difficult process in the Korean game industry where competition is fierce. Recently, crowdfunding has been used as a convenient platform to attract potential investors to secure the development cost of the game. This study explored the factors influencing the success of crowdfunding for game development projects. We collected data on 229 game development projects in Tumblebuck, a reward-based crowdfunding site in Korea. According to the results of the logistic regression model, the factors that have a positive effect on the success of funding are the average compensation amount relative to the target amount, the number of SNS shares, the number of updates, and the originality of the proposed game. Video playback time has been found to have a negative impact. Based on the results of this study, it is expected that planning a game development project considering the variables affecting the success of crowdfunding will help financing.
This study was performed to develop dietary education programs for children, by researching the actual conditions of dietary education and its demand aimed at teachers in child centers in Masan. Most of the interviewed teachers were in their 20s(71%) with under 5 years teaching experiences(56.8%), and working in a kindergarten environment(34.9%). The rate of doing dietary education on mealtime was 96.4%. The main items taught pertained to 'not leaving food(20.6%)' and 'washing hands before meals(20.5%)'. The primary teaching method for students with unbalanced eating habits was 'eating after teaching them to understood(76.8%). The primary reward for good behavior was 'using food(76.8%)', usually as 'candy'(50.8%) or 'cookies'(25.8%). The desirable dietary education type was 'during spare moments(52.6%)' and 'at mealtime (23.5%)'. The concepts taught were 'balanced eating(23.2%)' and 'food hygiene(21.2%), and the students were interested in 'the roles of foods and nutrients'(34.5%), 'balanced eating(20.9%)', and 'food hygiene(19.1%)'. Educational activities encompassed 'pictures and drawing(25.7%)', 'fairy tales(23.4%)', 'songs(19.4%)', and 'play(14.1%)'. Also, the activities of most interest were 'fairy tales(29.4%)', 'play(24.4%)', and then 'songs(23.1%)'. The greatest difficulties during dietary education were 'attracting interest from the children(37.8%)' and 'making and purchasing materials(33.9%)'. Approximately, 44.2% of the teachers had experiences in dietary education, and 96.4% stated teachers had the intention to participate in dietary education. They want to address 'child meal direction(23.0%)', 'health problems(22.7%)', and then 'child nutrient requirements (17.3%)'. Also the majority wanted it two times per year(57.6%) or one time per year(30.9%). This study indicated that proper dietary education must be established in child centers by developing various practical dietary education programs and then implementing them.
Yu, Kyeong-Yeol;Lee, Kyung Jong;Min, Kyoung-Bok;Park, Kyu Chul;Chai, Sang Kug;Park, Jae-Bum
Journal of Korean Society of Occupational and Environmental Hygiene
/
v.21
no.3
/
pp.146-155
/
2011
Objectives: This study was conducted to investigate the association between job stress and mental health among male and female workers in a large electric manufacture company. Methods: A cross-sectional study was carried out on 3,228 employees who participated in annual medical check-up working in a large electric manufacture company in Gyeonggi Province. Medical check-up and self-administrated questionnaire were performed at the same time. Korean Occupational Stress Scale Short Form (KOSS-SF) and Psychosocial Wellbeing Index Short Form (PWI-SF) were applied to assess occupational stress and mental health. Hierarchical multiple linear regression and multiple logistic regression were performed to estimate the association between job stress and mental health. Results: The proportion of high risk of mental health was 17.1% in male, and 46.9% in women. Job stress had a greater effect on mental health than other general and work characteristics. All subscales of job stress were revealed to affect mental health. Bad occupational climate and lack of reward are the strongest risk factors in mental health of male and female respectively. Conclusions: Our results suggest that job stress could affect mental health among large electronic manufacture workers.
Proceedings of the Korea Inteligent Information System Society Conference
/
2001.01a
/
pp.65-70
/
2001
We consider a hyper-redundant system that consists of many uniform units. The hyper-redundant system has many degrees of freedom and it can accomplish various tasks. Applysing the reinforcement learning to the hyper-redundant system is very attractive because it is possible to acquire various behaviors for various tasks automatically. In this paper we present a new reinforcement learning algorithm "Q-learning with propagation of motion". The algorithm is designed for the multi-agent systems that have strong connections. The proposed algorithm needs only one small Q-table even for a large scale system. So using the proposed algorithm, it is possible for the hyper-redundant system to learn the effective behavior. In this algorithm, only one leader agent learns the own behavior using its local information and the motion of the leader is propagated to another agents with time delay. The reward of the leader agent is given by using the whole system information. And the effective behavior of the leader is learned and the effective behavior of the system is acquired. We apply the proposed algorithm to a snake-like hyper-redundant robot. The necessary condition of the system to be Markov decision process is discussed. And the computer simulation of learning the locomotion is demonstrated. From the simulation results we find that the task of the locomotion of the robot to the desired point is learned and the winding motion is acquired. We can conclude that our proposed system and our analysis of the condition, that the system is Markov decision process, is valid.
As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.
본 웹사이트에 게시된 이메일 주소가 전자우편 수집 프로그램이나
그 밖의 기술적 장치를 이용하여 무단으로 수집되는 것을 거부하며,
이를 위반시 정보통신망법에 의해 형사 처벌됨을 유념하시기 바랍니다.
[게시일 2004년 10월 1일]
이용약관
제 1 장 총칙
제 1 조 (목적)
이 이용약관은 KoreaScience 홈페이지(이하 “당 사이트”)에서 제공하는 인터넷 서비스(이하 '서비스')의 가입조건 및 이용에 관한 제반 사항과 기타 필요한 사항을 구체적으로 규정함을 목적으로 합니다.
제 2 조 (용어의 정의)
① "이용자"라 함은 당 사이트에 접속하여 이 약관에 따라 당 사이트가 제공하는 서비스를 받는 회원 및 비회원을
말합니다.
② "회원"이라 함은 서비스를 이용하기 위하여 당 사이트에 개인정보를 제공하여 아이디(ID)와 비밀번호를 부여
받은 자를 말합니다.
③ "회원 아이디(ID)"라 함은 회원의 식별 및 서비스 이용을 위하여 자신이 선정한 문자 및 숫자의 조합을
말합니다.
④ "비밀번호(패스워드)"라 함은 회원이 자신의 비밀보호를 위하여 선정한 문자 및 숫자의 조합을 말합니다.
제 3 조 (이용약관의 효력 및 변경)
① 이 약관은 당 사이트에 게시하거나 기타의 방법으로 회원에게 공지함으로써 효력이 발생합니다.
② 당 사이트는 이 약관을 개정할 경우에 적용일자 및 개정사유를 명시하여 현행 약관과 함께 당 사이트의
초기화면에 그 적용일자 7일 이전부터 적용일자 전일까지 공지합니다. 다만, 회원에게 불리하게 약관내용을
변경하는 경우에는 최소한 30일 이상의 사전 유예기간을 두고 공지합니다. 이 경우 당 사이트는 개정 전
내용과 개정 후 내용을 명확하게 비교하여 이용자가 알기 쉽도록 표시합니다.
제 4 조(약관 외 준칙)
① 이 약관은 당 사이트가 제공하는 서비스에 관한 이용안내와 함께 적용됩니다.
② 이 약관에 명시되지 아니한 사항은 관계법령의 규정이 적용됩니다.
제 2 장 이용계약의 체결
제 5 조 (이용계약의 성립 등)
① 이용계약은 이용고객이 당 사이트가 정한 약관에 「동의합니다」를 선택하고, 당 사이트가 정한
온라인신청양식을 작성하여 서비스 이용을 신청한 후, 당 사이트가 이를 승낙함으로써 성립합니다.
② 제1항의 승낙은 당 사이트가 제공하는 과학기술정보검색, 맞춤정보, 서지정보 등 다른 서비스의 이용승낙을
포함합니다.
제 6 조 (회원가입)
서비스를 이용하고자 하는 고객은 당 사이트에서 정한 회원가입양식에 개인정보를 기재하여 가입을 하여야 합니다.
제 7 조 (개인정보의 보호 및 사용)
당 사이트는 관계법령이 정하는 바에 따라 회원 등록정보를 포함한 회원의 개인정보를 보호하기 위해 노력합니다. 회원 개인정보의 보호 및 사용에 대해서는 관련법령 및 당 사이트의 개인정보 보호정책이 적용됩니다.
제 8 조 (이용 신청의 승낙과 제한)
① 당 사이트는 제6조의 규정에 의한 이용신청고객에 대하여 서비스 이용을 승낙합니다.
② 당 사이트는 아래사항에 해당하는 경우에 대해서 승낙하지 아니 합니다.
- 이용계약 신청서의 내용을 허위로 기재한 경우
- 기타 규정한 제반사항을 위반하며 신청하는 경우
제 9 조 (회원 ID 부여 및 변경 등)
① 당 사이트는 이용고객에 대하여 약관에 정하는 바에 따라 자신이 선정한 회원 ID를 부여합니다.
② 회원 ID는 원칙적으로 변경이 불가하며 부득이한 사유로 인하여 변경 하고자 하는 경우에는 해당 ID를
해지하고 재가입해야 합니다.
③ 기타 회원 개인정보 관리 및 변경 등에 관한 사항은 서비스별 안내에 정하는 바에 의합니다.
제 3 장 계약 당사자의 의무
제 10 조 (KISTI의 의무)
① 당 사이트는 이용고객이 희망한 서비스 제공 개시일에 특별한 사정이 없는 한 서비스를 이용할 수 있도록
하여야 합니다.
② 당 사이트는 개인정보 보호를 위해 보안시스템을 구축하며 개인정보 보호정책을 공시하고 준수합니다.
③ 당 사이트는 회원으로부터 제기되는 의견이나 불만이 정당하다고 객관적으로 인정될 경우에는 적절한 절차를
거쳐 즉시 처리하여야 합니다. 다만, 즉시 처리가 곤란한 경우는 회원에게 그 사유와 처리일정을 통보하여야
합니다.
제 11 조 (회원의 의무)
① 이용자는 회원가입 신청 또는 회원정보 변경 시 실명으로 모든 사항을 사실에 근거하여 작성하여야 하며,
허위 또는 타인의 정보를 등록할 경우 일체의 권리를 주장할 수 없습니다.
② 당 사이트가 관계법령 및 개인정보 보호정책에 의거하여 그 책임을 지는 경우를 제외하고 회원에게 부여된
ID의 비밀번호 관리소홀, 부정사용에 의하여 발생하는 모든 결과에 대한 책임은 회원에게 있습니다.
③ 회원은 당 사이트 및 제 3자의 지적 재산권을 침해해서는 안 됩니다.
제 4 장 서비스의 이용
제 12 조 (서비스 이용 시간)
① 서비스 이용은 당 사이트의 업무상 또는 기술상 특별한 지장이 없는 한 연중무휴, 1일 24시간 운영을
원칙으로 합니다. 단, 당 사이트는 시스템 정기점검, 증설 및 교체를 위해 당 사이트가 정한 날이나 시간에
서비스를 일시 중단할 수 있으며, 예정되어 있는 작업으로 인한 서비스 일시중단은 당 사이트 홈페이지를
통해 사전에 공지합니다.
② 당 사이트는 서비스를 특정범위로 분할하여 각 범위별로 이용가능시간을 별도로 지정할 수 있습니다. 다만
이 경우 그 내용을 공지합니다.
제 13 조 (홈페이지 저작권)
① NDSL에서 제공하는 모든 저작물의 저작권은 원저작자에게 있으며, KISTI는 복제/배포/전송권을 확보하고
있습니다.
② NDSL에서 제공하는 콘텐츠를 상업적 및 기타 영리목적으로 복제/배포/전송할 경우 사전에 KISTI의 허락을
받아야 합니다.
③ NDSL에서 제공하는 콘텐츠를 보도, 비평, 교육, 연구 등을 위하여 정당한 범위 안에서 공정한 관행에
합치되게 인용할 수 있습니다.
④ NDSL에서 제공하는 콘텐츠를 무단 복제, 전송, 배포 기타 저작권법에 위반되는 방법으로 이용할 경우
저작권법 제136조에 따라 5년 이하의 징역 또는 5천만 원 이하의 벌금에 처해질 수 있습니다.
제 14 조 (유료서비스)
① 당 사이트 및 협력기관이 정한 유료서비스(원문복사 등)는 별도로 정해진 바에 따르며, 변경사항은 시행 전에
당 사이트 홈페이지를 통하여 회원에게 공지합니다.
② 유료서비스를 이용하려는 회원은 정해진 요금체계에 따라 요금을 납부해야 합니다.
제 5 장 계약 해지 및 이용 제한
제 15 조 (계약 해지)
회원이 이용계약을 해지하고자 하는 때에는 [가입해지] 메뉴를 이용해 직접 해지해야 합니다.
제 16 조 (서비스 이용제한)
① 당 사이트는 회원이 서비스 이용내용에 있어서 본 약관 제 11조 내용을 위반하거나, 다음 각 호에 해당하는
경우 서비스 이용을 제한할 수 있습니다.
- 2년 이상 서비스를 이용한 적이 없는 경우
- 기타 정상적인 서비스 운영에 방해가 될 경우
② 상기 이용제한 규정에 따라 서비스를 이용하는 회원에게 서비스 이용에 대하여 별도 공지 없이 서비스 이용의
일시정지, 이용계약 해지 할 수 있습니다.
제 17 조 (전자우편주소 수집 금지)
회원은 전자우편주소 추출기 등을 이용하여 전자우편주소를 수집 또는 제3자에게 제공할 수 없습니다.
제 6 장 손해배상 및 기타사항
제 18 조 (손해배상)
당 사이트는 무료로 제공되는 서비스와 관련하여 회원에게 어떠한 손해가 발생하더라도 당 사이트가 고의 또는 과실로 인한 손해발생을 제외하고는 이에 대하여 책임을 부담하지 아니합니다.
제 19 조 (관할 법원)
서비스 이용으로 발생한 분쟁에 대해 소송이 제기되는 경우 민사 소송법상의 관할 법원에 제기합니다.
[부 칙]
1. (시행일) 이 약관은 2016년 9월 5일부터 적용되며, 종전 약관은 본 약관으로 대체되며, 개정된 약관의 적용일 이전 가입자도 개정된 약관의 적용을 받습니다.