• Title/Summary/Keyword: 기능력

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Changes in cognitive, concentration and performance in Bowling player Associated with Magnesium Water Supplementation (마그네슘 음료 섭취에 따른 볼링선수들의 인지기능과 집중력 및 경기력의 변화)

  • Kim, Kwan Kyu;Chung, Young Hee;Nam, Jung Hoon;Cho, In Ho;Park, Noh Hwan;Lim, Byung Yun
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.333-339
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    • 2019
  • The purpose of this study is to clarify the effect of magnesium water on the cognitive function, concentration and performance of bowling players. The total number of subjects in this study was 42, and changes in blood magnesium concentration, cognitive ability, concentration and performance were identified during the four-week experiment period. Data distribution was analyzed using SPSS18.0 with Normality test and Repeated measure two way ANOVA. Studies show that the concentration of magnesium in the blood of bowling players has changed with the intake of magnesium drinks, and that the concentration of magnesium in the blood has a proportional relationship with the cognitive function, concentration and performance.

뇌 기능 분화와 수학 창의적 문제해결력과의 관계 연구

  • Lee, Gang-Seop;Hwang, Dong-Ju;Hong, Ji-Chang;Lee, Sang-Won
    • Communications of Mathematical Education
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    • v.13 no.2
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    • pp.701-715
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    • 2002
  • 창의성과 지능, 뇌 기능 분화의 관계와 수학 창의성과 지능과의 관계에 대해서는 많은 연구가 이루어지고 있으나 뇌 기능 분화와 수학 창의성, 수학 창의적 문제 해결력과의 관계를 규명은 미흡한 상태이고, Balka(1974)의 연구에서는 수학 창의성과 일반 창의성은 관계가 없다는 연구결과가 있다. 이러한 사실을 바탕으로 생각할 때 뇌 기능 분화와 창의성간의 상관관계의 연구에서 얻어진 결과가 수학 창의성과 관계가 있는지 살펴볼 필요가 있다. 본 연구에서 남녀에 따른 뇌기능 분화의 차이와 좌뇌, 우뇌와 전뇌의 수행 수준이 수학 창의적 문제해결력과는 어떠한 관계가 있는지 알아보기 위해 대구광역시 내에 있는 초등학교 5학년의 40명을 대상으로 뇌 기능 분화 검사, 창의성 검사를 실시하여 서로의 관계를 분석했다. 연구 결과 뇌의 기능 분화 발달은 좌뇌는 남자가 우뇌는 여자가 높았으나 통계적으로 의미가 없었고, 전뇌 집단이 수학 창의적 문제해결력이 가장 높았으므로 전뇌를 고루 발달시킬 수 있는 교수전략에 관한 연구들이 계속 되어져야 할 것이다.

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A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

An Empirical Study on Quantitative Evaluation of Cognitive Function (인지기능의 정량적 평가를 위한 측정 모델 소프트웨어 개발 및 실험적 검증 연구)

  • Ryu, Wan-Seok;Kim, Hyung-Gun;Chung, Sung-Taek
    • Progress in Medical Physics
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    • v.21 no.1
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    • pp.42-51
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    • 2010
  • Imaging studies using MRI, PET, and/or MEG have been primary evaluation methods to quantitatively assess cognitive function. Recent advances in computational technology and information technology may allow a novel evaluation methodology to quantitate cognitive function more cost-effectively. In this study, we developed a software package composed of a series of tests to evaluate cognitive ability combined with a user-friendly touch screen input device. This cognitive assessment tool can quantitate concentration, numeric memory, associative memory, topological memory, visual and muscular reaction, and acoustic reaction over a relatively short testing time. We performed an empirical study on eighty normal subjects aged 20 and 59 years old using the developed evaluation methods. Age-related cognitive deterioration after 40 years old was confirmed. There was no difference in cognitive ability between male and female in the same age group. This study demonstrates the feasibility of a simple but effective evaluation software tool to quantitatively assess cognitive ability. This methodology may provide improved accessibility and reduced costs to perform cognitive function studies to compare between various subject groups.

Implementation and Evaluation of POSIX Network Asynchronous I/O for Linux Operating System (리눅스 운영체제를 위한 POSIX 호환 네트워크 비동기 입출력의 구현 및 성능 평가)

  • Ahn, Baik-Song;Hong, Seong-Heun;Kim, Kang-Ho;Jung, Sung-In
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1785-1788
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    • 2005
  • 고성능의 확장성 있는 대규모 네트워크 서버 구현시 입출력 기능 향상을 위한 방법 중 하나는 비동기 입출력 기능을 이용하는 것이다. 비동기 입출력은 기존의 poll() / select()와 같은 입출력 멀티플렉싱 기법의 불필요한 CPU 부하를 방지하고, 입출력 완료를 기다리면서 블록되지 않으므로 시스템 부하를 감소할 수 있다. 본 논문에서는 리눅스 운영체제를 위한 POSIX 표준 네트워크 비동기 입출력 기능을 설계 및 구현하였고, 실험을 통해 기존 메커니즘과의 성능 차이를 비교하였다.

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The Study of the Effect on the Improvement of Cognitive function by Cognitive Health Program (실버인지건강프로그램이 노인의 인지기능 향상에 미치는 영향에 대한 연구)

  • Kim, Neung Yeon;Jeong, Hyun Jong;Jang, Ah Ryoeng
    • 한국노년학
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    • v.39 no.4
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    • pp.801-824
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    • 2019
  • As becoming an aging society, there is a rising interest on dementia. But Dementia prevention program, executed at the national level, is in insufficient state. In this study, to design and diffuse Dementia prevention program, this study conduct Cognition improvement program and evaluate cognitive function in aspects of Discrimination, Organization, Thinking, Memorizing, and Concentration capacity. So that this study try to investigate how this Cognition improvement program will affect in detail to cognitive function in senior people. This study designed Silver Cognition program for 5 aspects of cognitive function; Discrimination, Organization, Thinking, and Concentration capacity. And this studyrecruited experimental group with control group, and conducted the program to them for 3 months. At the start and the end of the program, this study evaluated their MMSE-DS score, Geriatric depression scale, Quality of life score, and cognitive function test score by survey. Finally, this study compared and analyzed these first and second score to find the effects of this program to cognitive function. As the results compared between first and second score of MMSE-DS test, Geriatric depression scale, Quality of life scale, and cognitive function test, Silver Cognition program has a significant effects to improve cognitive function, MMSE-DS score and Geriatric depression scale. As the results of the test on cognitive function in 5 aspects, cognitive function is more improved in the order of Memorizing, Thinking, Concentration, Discrimination, and Organization capacity. After the Silver Cognition program, Memorizing and Thinking capacity have most improvement. But aging of brain function is faster in these two capacity, so if more concentrated education is conducted for these two capacity, then it will bring better effects for prevention of dementia.

A Study on Learning Effect of Serious Game for Memory Improvement (기억력 향상 기능성 게임의 학습 효과에 대한 연구)

  • Lee, Hwa-Min;Hong, Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.39-46
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    • 2011
  • Serious games are designed for special purposes of education, training, treatment as well as game-like fun and entertainment. Recently, domestic and foreign market of serious game are growing rapidly. By dissemination of smartphone, the global market for serious game will be expanded for various purposes and users. In this paper, we design and implement serious game 'QUICK REMEMBER 20' for memory improvement using smartphone. We analyze game users based on socio-demographic characteristics and evaluate the learning effectiveness of this game with statistic method.

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관제구역의 특성을 고려한 VTS 기능의 선별적 제공

  • Kim, Chung-Hwan;Choe, Si-Yeong;Ryu, Si-Ryang
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2018.05a
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    • pp.295-297
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    • 2018
  • 관제구역내 선박운항자의 조선능력과 집중력이 요구되는 구역을 설정하고 VTS 핵심기능의 선별과 효율적인 운영 방안 제시.

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Effect of Mobile App-Based Cognitive Training Program for Middle-aged Women (갱년기 중년여성을 위한 앱 기반 인지훈련 프로그램의 효과)

  • Kim, Ji-Hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.457-466
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    • 2021
  • This study sought to identify the effectiveness of training programs by developing mobile app-based training programs to enhance memory, attention, and language function, which is known to be vulnerable to menopause women. It was conducted on 40 Climacteric woman between 40 to 60 years complaining about cognitive function decline. The mobile app-based cognitive training was an 8 week program. There were a total of 24 sessions and each session took 20-30 minutes, three times per week. The survey was carried out including a baseline study pre and post intervention study. The research variables were objective cognitive function (overall cognitive function, memory, attention, and language function), subjective cognitive function and quality of life. The cognitive training program showed a significant increase in overall cognitive function(t=-8.688, p<.001), memory(t=-4.765, p<.001), attention : number of correct answers(t=-7.293, p<.001), language high frequency response speed(Z=-2.179, p=.036), language low frequency response speed(Z=-2.737, p=.009) and quality of life (t=-3.358, p=.002). However, there was no significant difference in the scores for subjective cognitive function. The cognitive training program was found to be an effective intervention for improving the cognitive function of Climacteric women. It could be used as a cognitive intervention tool that is accessible at home without expert help.

온라인 문자인식기술

  • 이헌주
    • Information and Communications Magazine
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    • v.11 no.5
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    • pp.23-32
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    • 1994
  • 편입력 기능을 창작한 시스템의 문자입력 기능에서 사용자들의 다양한 형태의 필기문자를 인식하여 사용자의 만족을 극대화 시킬 수 잇는 고성능의 인식기를 만들기 위해서는 상황과 장소에 따라서 변하는 필기형태를 학습할 수 있는 다이나믹한 인식기 개발이 절대적으로 필요하다고 판단된다. 또한 국제 경쟁력을 갖기 위해서는 사용자의 국적(nationality)에 따라 다양한 자종을 인식할 수 잇는 기능이 있어야 한다. 따라서 본 논문에서는 다양한 사용자의 요구를 만족시키기 위하여 인식기 설계시 필요한 design issues와 philosophy를 제시하고, 이를 기초로 학습기능, 국제화, 소형화의 특징을 갖는 학습기능 다중언어(multilingual) 인식기 설계 방법을 제안하고자 한다.

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