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31.
Improved Quality Output through Computer‐Based Training: An Automotive Assembly Field Study
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In this article, two field experiments, conducted in an automotive assembly plant, evaluate how computer‐based training of operational sequences and related quality information can support the assembly performance of the operators. The experiments were performed during the launch of a new vehicle. A comparison was made of learning progress and quality performance between a reference group of operators that only had regular training and a test group for which some of the regular training was replaced with individual computer‐based training. Both quantitative measures of the quality output and questionnaires and observations were used to evaluate the effects of computer‐based training. The results show a clear positive difference in learning progress and improvements in quality output for the test group compared with the reference group. This combined with positive attitudes expressed by the operators and their team leaders shows that this type of training is an effective way to train operators during launches of new vehicles in automotive production. 相似文献
32.
In this paper, we tackle the problem of opportunistic spectrum access in large-scale cognitive radio networks, where the unlicensed Secondary Users (SUs) access the frequency channels partially occupied by the licensed Primary Users (PUs). Each channel is characterized by an availability probability unknown to the SUs. We apply population game theory to model the spectrum access problem and develop distributed spectrum access policies based on imitation, a behavior rule widely applied in human societies consisting of imitating successful behaviors. We develop two imitation-based spectrum access policies based on the basic Proportional Imitation (PI) rule and the more advanced Double Imitation (DI) rule given that a SU can only imitate the other SUs operating on the same channel. A systematic theoretical analysis is presented for both policies on the induced imitation dynamics and the convergence properties of the proposed policies to the Nash equilibrium. Simple and natural, the proposed imitation-based spectrum access policies can be implemented distributedly based on solely local interactions and thus is especially suited in decentralized adaptive learning environments as cognitive radio networks. 相似文献
33.
ABSTRACTThis study focuses on the decisive role played by the digital design environment in the cognitive design process and design thinking. To analyse the cognitive role of digital design tools, we carried out a protocol analysis of conventional design sketching and a 3D sculpture tool. Cognitive evaluation was a differentiating factor when considering the contextual role of the 3D sculpture tool in subsequent evaluations, non-sequential evaluations for conversion, and passive approaches within the design process. Cognitive evaluation played the following roles: validation, extension, navigation, exploration, and confirmation. The navigation, exploration, and extension roles played by non-sequential evaluation were mainly related to inductive design thinking. Finally, the types of cognitive evaluation and their roles when using the 3D sculpture tool were different, according to the design thinking type. This study explored the multidimensional roles of cognitive evaluation using a 3D sculpture tool and its relationship with design thinking types. 相似文献
34.
情感分析与认知 总被引:1,自引:0,他引:1
分析了情感分析的3个主要步骤,包括文本情感获取与表达、文本情感分类与计算以及文本情感分析的应用.情感分析得到的结论主要是对相关观点的摘要、对相关事件态度的预测或者统计等,但这些结论都没有发挥文本情感在认知中的作用.为了将情感分析应用于认知科学,提出了情感由情感信号和情感实体组成的观点.情感信号主要是指情感的一些形式载体,比如心跳加速、脸红等这些人体内外的某些表现,表达情感的文字、图片、声音等这类媒体.情感实体主要是指人类对情感形成的一种共识,比如爱、恨、憎恶、高兴、羞愧、嫉妒、内疚、恐惧、焦虑等与人的意识相关联的部分.同时提出了在人工智能中利用情感信息的设想.这对于模拟情感对认知的影响具有一定的意义. 相似文献
35.
突破传统研究方法,把消费心理特性与预测技术相结合,根据某消费者商品历史兴趣度的采样结果,应用GSM建立模型研究该消费者购买主导商品的可能性,并结合HDASOM和关联分析方法研究购买相关商品的可能性,从而预测未来一周内该消费者的购买行动。实验结果证明,预测结果符合大众消费观。 相似文献
36.
Since its birth, more than five decades ago, one of the biggest challenges of artificial intelligence remained the building of intelligent machines. Despite amazing advancements, we are still far from having machines that reach human intelligence level. The current paper tries to offer a possible explanation of this situation. For this purpose, we make a review of different learning strategies and context types that are involved in the learning process. We also present the results of a study on cognitive development applied to the problem of face recognition for social robotics. 相似文献
37.
Throughout history, the development and widespread use of new technologies has impacted human cognition and social structures. By integrating a range of cognitive and socio-cultural theories we are better able to understand the impact of technological tools, such as the Internet, on children in the context of their local and global communities. An integrated theoretical approach enables us to more comprehensively ascertain the potential of the Internet to significantly impact children’s cognitive processes and the larger social implications of this global phenomenon. This paper presents a small-scale exploratory study that, through the development of an Internet-mediated learning model, examines the skills and characteristics of young, competent Internet-users engaged in informal Internet activities. At present, there is much conjecture on the ways in which the Internet may affect learning and this paper describes an approach to research that could inform future data collection procedures and analysis in empirical studies. 相似文献
38.
Student modelling is an important process for adaptive virtual learning environments. Student models include a range of information about the learners such as their domain competence, learning style or cognitive traits. To be able to adapt to the learners’ needs in an appropriate way, a reliable student model is necessary, but getting enough information about a learner is quite challenging. Therefore, mechanisms are needed to support the detection process of the required information. In this paper, we investigate the relationship between learning styles, in particular, those pertaining to the Felder–Silverman learning style model and working memory capacity, one of the cognitive traits included in the cognitive trait model. The identified relationship is derived from links between learning styles, cognitive styles, and working memory capacity which are based on studies from the literature. As a result, we demonstrate that learners with high working memory capacity tend to prefer a reflective, intuitive, and sequential learning style whereas learners with low working memory capacity tend to prefer an active, sensing, visual, and global learning style. This interaction can be used to improve the student model. Systems which are able to detect either only cognitive traits or only learning styles retrieve additional information through the identified relationship. Otherwise, for systems that already incorporate learning styles and cognitive traits, the interaction can be used to improve the detection process of both by including the additional information of a learning style into the detection process of cognitive traits and vice versa. This leads to a more reliable student model. 相似文献
39.
40.
A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects
the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated
art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in
this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The
goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just
produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity,
change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual
network to hone in on a vision. We discuss how to achieve this fluidity algorithmically.
相似文献
Liane GaboraEmail: |