• Title/Summary/Keyword: 시각주의력

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Study on the Characteristics and Quality Level of Single Subject Researches in the Stroke Patients : The Field of health care ~ (뇌졸중 환자를 대상으로 한 단일대상연구의 특성과 질적 수준에 관한 연구: 보건의료 분야를 대상으로)

  • Sim, Kyoung-Bo
    • The Journal of Korean society of community based occupational therapy
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    • v.8 no.2
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    • pp.15-28
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    • 2018
  • Objective : This study sought to characterize and determine the qualitative level of a single target study for stroke patients. Methods : The National Science and Technology Information Center (NDSL), DBpia (DBpia), RISS (Radical Research Information Service), Korea Research Information (KISS), and the National Assembly Library's original case study from 2002 to 2017. A total of 24 single target research papers were selected through the screening process to analyze the quality level of research methods and research design. Results : ABA design was th most common study design method. One person was the most with 12(50%). and three were the second with 8(33.3%). Imagination was the most used as an independent lawyer. Dependent variables had the highest level of situability and one-sidedness. The study was also conducted with a variety of target behaviors, including 'memory', 'visual attention', 'dysphagia', 'visual-motor coordination', 'balance', 'activity of daily life' and 'edema' behaviors. It also showed a positive effect on all dependent variables. The Qualitative level was found to be above the intermediate level except for one study. Conclusion : It is academic significance that this study analyzes the items to be prepared for in the performance of a single target study and further studies may require the establishment of a weak but good-quality single target study for researchers conducting research in local communities and clinical sites.

Action effect: An attentional boost of action regardless of medium and semantics (의미적 표상 및 매개체와 무관한 단순 행동의 주의력 증진 효과)

  • Dogyun Kim;Eunhee Ji;Min-Shik Kim
    • Korean Journal of Cognitive Science
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    • v.34 no.3
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    • pp.153-180
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    • 2023
  • Previous research on the action effect had shown how simple action towards a stimulus can enhance the processing of that stimulus in subsequent visual search task (Buttaccio & Hahn, 2011; Weidler & Abrams, 2014). In four experiments, we investigated whether semantic representation of action word can induce the same attentional boost towards that stimulus and whether the type of action performed can modulate the action effect. In experiment 1, we replicated the same experimental paradigm displayed in previous studies. Participants were first shown an action word cue - "go" or "no". When the action cue was "go", participants were to press a designated key, but not to when the action cue was "no". Next, participants performed a visual search task, in which they reported the orientation of a tilted bar. The target could appear on top of the previously shown prime object (valid), or not (invalid). Reaction times (RTs) to the search task were measure for analysis and comparison, and the action effect had been replicated. In experiment 2, participants were instructed to respond with the keyboard for the action task, and to respond with the joystick for the visual search task. In experiment 3, participants were instructed not to press any key on the onset of prime, and then perform the visual search task to isolate the effect of semantic representation. Lastly, in experiment 4, participants were instructed to press separate keys for "go" and "no" on the onset of prime, and then perform the visual search task. Results indicate that semantic representation alone did not modulate the action effect, regardless of type of action and medium of action.

The Validity and Reliability of 'Computerized Neurocognitive Function Test' in the Elementary School Child (학령기 정상아동에서 '전산화 신경인지기능검사'의 타당도 및 신뢰도 분석)

  • Lee, Jong-Bum;Kim, Jin-Sung;Seo, Wan-Seok;Shin, Hyoun-Jin;Bai, Dai-Seg;Lee, Hye-Lin
    • Korean Journal of Psychosomatic Medicine
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    • v.11 no.2
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    • pp.97-117
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    • 2003
  • Objective: This study is to examine the validity and reliability of Computerized Neurocognitive Function Test among normal children in elementary school. Methods: K-ABC, K-PIC, and Computerized Neurocognitive Function Test were performed to the 120 body of normal children(10 of each male and female) from June, 2002 to January, 2003. Those children had over the average of intelligence and passed the rule out criteria. To verify test-retest reliability for those 30 children who were randomly selected, Computerized Neurocognitive Function Test was carried out again 4 weeks later. Results: As a results of correlation analysis for validity test, four of continues performance tests matched with those on adults. In the memory tests, results presented the same as previous research with a difference between forward test and backward test in short-term memory. In higher cognitive function tests, tests were consist of those with different purpose respectively. After performing factor analysis on 43 variables out of 12 tests, 10 factors were raised and the total percent of variance was 75.5%. The reasons were such as: 'sustained attention, information processing speed, vigilance, verbal learning, allocation of attention and concept formation, flexibility, concept formation, visual learning, short-term memory, and selective attention' in order. In correlation with K-ABC to prepare explanatory criteria, selectively significant correlation(p<.0.5-001) was found in subscale of K-ABC. In the test-retest reliability test, the results reflecting practice effect were found and prominent especially in higher cognitive function tests. However, split-half reliability(r=0.548-0.7726, p<.05) and internal consistency(0.628-0.878, p<.05) of each examined group were significantly high. Conclusion: The performance of Computerized Neurocognitive Function Test in normal children represented differ developmental character than that in adult. And basal information for preparing the explanatory criteria could be acquired by searching for the relation with standardized intelligence test which contains neuropsycological background.

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Developing a User Property Metadata to Support Cognitive and Emotional Product Design (인지·감성적 제품설계 지원을 위한 사용자 특성정보 메타데이터 구축)

  • Oh, Kyuhyup;Park, Kwang Il;Kim, Hee-Chan;Kim, Woo Ju;Lee, Soo-Hong;Ji, Young Gu;Jung, Jae-Yoon
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.69-80
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    • 2016
  • Cognitive and emotional product design is becoming crucial because the technology gap decreases more and more. Product design guidelines and the corresponding database are therefore needed to support sensing (e.g. sight, hearing, touch), cognition (e.g. attention, memory) and emotion (e.g. aesthetics, functionality) which users feel differently according to their genders and ages. The user property information which is extracted from various experiments can be used as critical criteria in product design and evaluation, and it is necessary to develop the integrated database of cognition and emotion where to store the user property information. In this research, we design the user property metadata for supporting cognitive and emotional product design and then develop a prototype system. The metadata is designed to reflect the classification of cognition and emotion by investigating and classifying the previous studies related to sensing, cognition and emotion. The user property information is designed in RDF (Resource Description Framework), and a prototype system is developed to store user property information of cognition and emotion based on the designed metadata.

Cognitive Impairment in the Patients with Mildly Active Systemic Lupus Erythematosus (경증 전신성 홍반성 루프스 환자의 인지기능장애)

  • Kim, Jin-Hee;Lee, Chul;Lee, Chang-Uk;Paik, In-Ho
    • Korean Journal of Psychosomatic Medicine
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    • v.5 no.1
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    • pp.89-96
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    • 1997
  • This study was designed to determine whether cognitive impairment was evident in patients with SLE. Also, it aimed to examine the association of cognitive impairment with other clinical variables. The subjects consisted of 20 patients with mildly active SLE and 20 healthy controls. Methods : A total of 20 SLE patients and 20 normal controls completed a computerized neuropsychological test battery using Vienna Test System. These included Cognitrone test, Continuous attention test, Corsi block tapping test, Standard progressive matrices. Also, neuro-behavioral cognitive status examination was done. The symptom severity of depression was measured with Beck Depression Inventory, Hamilton Depression Rating Scale, and current medications were documented. Disease activity was rated using the SLE diasease activity index (SLEDAI). Results : SLE patients had poorer performance than normal controls on the tests of Cognitrone, attention, nonverbal IQ and memory, independent of age, education, disease activity, steroid use and depression status. Conclusion : Cognitive dysfunction was not uncommon in ambulatory SLE patients as measured by standardized neuropsychological tests. It seemed to occur independently of various clinical variables. These findings would suggest that cognitive dysfunction in SLE may be explained by reflecting subclinical central nervous system(CNS) involvement, rather than coexisting psychological distress due to chronic illness or side effect of medication.

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Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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MUSIC THERAPY FOR ADOLESCENTS WITH CONDUCT DISORDER (품행장애 청소년의 음악치료 사례연구)

  • Jhin, Hea-Kyung;Kwon, Hea-Kyung
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.110-123
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    • 2000
  • The short-term music therapy was performed for adolescents with conduct disorder admitted to Seoul National Mental Hospital for 3 months from Jun to September, 1998. This case study focused mainly on two female patients who participated regularly in the group music therapy. The music therapy process was divided into three phases;beginning, opening up, and closing. This music therapy session consisted of three parts;hello song as beginning, various musical activities, and sound & movement activity as closing. Free musical improvisation, song discussion, musical monodrama, and sound & movement were the mainly applied techniques. Free improvisation was used to enhance, motivate, identify and contain the adolescents' feelings and ideas. Song discussion was used to convey their thoughts and to support each other. Musical monodrama was used to make them have insights into interpersonal relationships. Sound & movement was used to enhance spontaneity. It made them explore their body and voice as an expressive medium. Throughout three months period of music therapy, patient A's communication skill, socialization, and behavior areas were assessed with improvement. She could use music as a symbolic form and was able to share her feelings about herself and her family. Patient B's self-expression and cognitive areas were assessed with improvement. She became more spontaneous and could verbalize her emotions during the group session. Music as a non-verbal and therefore often a non-threatening medium wherein so much can be expressed provided two female patients an atmosphere where a sense of trust may be regained.

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