• Title/Summary/Keyword: 인지과정 차원

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Interactive Navigation Design in 3-Dimensional Virtual Space Part I: Basic Concepts and Techniques (3차원 가상공간에서의 상호작용적 네비게이션 디자인 1부: 기초개념 및 기술)

  • 김진희
    • Archives of design research
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    • v.16 no.3
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    • pp.71-80
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    • 2003
  • Virtual Reality fields see the popularization era. Desk-top VR industries are under rapid development, concentrating on various Web VR applications. Performing user navigation in 3D virtual space is a complicate process in which one is looking for a way with understanding logical structures established in a virtual space and noticing established interactions. It is not a process established by a user, but a technical, skillful and conceptual process carefully designed and constructed at the pre-production stage. Therefore, in this paper technical, skillful and conceptual basic theories, related with the interactive navigation in a 3D virtual space, are thoroughly discussed.

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Analysis of Summative Evaluation Objectives in Middle School Biology based on Bloom's Revised Taxonomy of Educational Objectives (Bloom의 신 교육목표분류에 기초한 중학교 생물 영역 총괄 평가 문항의 목표 분석)

  • Kim, Yoon-Hee;Yoon, Ki-Soon;Kwon, Duck-Kee
    • Journal of Science Education
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    • v.34 no.1
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    • pp.164-174
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    • 2010
  • The purpose of this study was to find out taxonomic characteristics of objectives infered from questions of summative evaluation by analyzing those objectives with Bloom's revised taxonomy of educational objectives. 1,711 questions of midterm and final examinations collected from 25 middle schools were analyzed to classify objective of each question. The major findings of the study were as follows: first, from the analysis of objectives in the knowledge dimension, the assessment of factual knowledge was most prevailing(67.6%) in the biology summative evaluation. In the cognitive process dimension, memory assessment was most dominant(76.1%). Thus, the main objectives of evaluation leaned toward particular classes in the Bloom's revised taxonomy, which was different from the findings of earlier studies on the weights of evaluation areas. Second, the level of the objectives should be determined in consideration of the grade of middle schoolers, as their cognitive level improves with grade. In fact, however, there was no difference among three grades in characteristics of objective taxonomy.

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A Study on Development of a Curriculum for Teachers in Culture & Art Education: Focused on Cartoon & Animation Courses (문화예술교육을 위한 교사차원 교육과정 개발과정 연구 -만화 애니메이션 과목을 중심으로)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.43
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    • pp.387-433
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    • 2016
  • The ability to develop curriculums is a crucial factor in evaluating the expertise of a teacher who teaches culture & art education. Establishing a one-year plan for classes is an effort to create a well-designed curriculum for the year and also to foresee the big picture of classes in the corresponding year. A curriculum should not be composed of merely educational content or a series of knowledge and skills. It should be well-designed, based on principles of a coherent plan. This study examines organizational principles on which common curriculums are based on and looks at how a curriculum can be designed, especially for cartoon & animation classes, as part of Culture & Art education, and which factors should be considered in planning. In the process of forming such a curriculum, these steps should be followed: considering educational standards for cartoon animation classes; determining the learning experience, organizing the learning experience; and, lastly, evaluating the level of learning. In addition, effective teaching strategies that reflect the characteristics of a class on cartoon animation should be formulated. This study suggests actual examples of an effective annual curriculum for cartoon animation classes based on all the factors presented above.

A Study on the Impact of Visual Merchandising Cognitive Dimension of Food & Beverage Stores on Consumer Behavior Intention: Focusing on the Mediating Effect of Emotional Response (외식음료매장의 비주얼머천다이징 인지차원이 소비자 행동의도에 미치는 영향: 감정반응 매개효과를 중심으로)

  • Park, Hyoung Kuk;Yang, Dong Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.5
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    • pp.103-118
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    • 2018
  • This study would provide the basic data informative for establishing a VMD strategy, covering design and marketing for business owners and prospective entrepreneurs, including the persons concerned with the food and beverage industries by investigating the relationships of the impacts of several factors in the cognitive dimension factors of VMD in food and beverage stores on consumers' emotional response and behavior intention and the mediating effect of emotional responses, applying the concept of VMD to the food and beverage industries. To check this research purpose, data were collected through a survey, conducted with various consumers in their 20s through 60s who have experienced the use of food and beverage stores. The period of the survey was from September 20 through October 10, 2017, 202 copies of questionnaires were collected without missing values and used as data for the final analysis. As for the analysis of the data, using SPSS statistical software, frequency analysis and descriptive statistics, analysis of reliability and validity, correlation analysis, single and multiple regression analysis were conducted. According to the results of this study, first, the relationship of the impact between the VMD cognitive dimension of food and beverage stores and customers' emotional responses was statistically significant. In concrete, all factors of VMD cognitive dimension, including the factors of suitability and daily escape had positive (+) impacts on positive emotions. Second, as a result of an analysis of the impact of emotional responses felt in the process of visiting the food and beverage stores on customers' behavior intention, it turned out that positive emotions had a positive (+) impacts on visit intention and recommendation intention while negative emotions did not have any impacts on visit intention and recommendation intention. Third, as a result of an analysis of the impact of VMD cognitive dimension on behavior intention, the suitability and balance of the VMD cognitive dimension had positive (+) impacts on visit intention while daily escape and functionality had positive (+) impacts on recommendation intention. Fourth, as a result of checking if emotional responses had a mediating effect in the relationship between the VMD cognitive dimension and behavior intention, positive emotions had a full mediating effect while there was no mediating effect of negative emotions between the VMD cognitive dimension and behavior intention. In conclusion, this study found that the VMD cognitive dimension of food and beverage stores affected consumers' emotional responses and that emotional responses were a factor affecting behavior intention and proved that consumers' emotional responses differed depending on the factors in the cognitive dimension. Thus, in food and beverage stores, it would be necessary to make effective designs of the stores and differentiate the presentation of them through utilizing detailed factors of the cognitive dimension of VMD. Also, the results of this study could be utilized as the appropriate marketing tools for customers in food and beverage stores and as the basic data for establishing the strategy.

A Study on the Information Security Related Organizational Citizenship Behavior: From Prospect Theory and Goal Orientation Theory Perspective (정보보안 관련 조직시민행동에 대한 연구: 개인 전망, 조직 목표지향성 관점을 중심으로)

  • Hwang, In-ho;Hu, Sung-ho
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.89-97
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    • 2021
  • The purpose of this study is to verify the influence of the cognitive process related to the organizational citizenship behavior. The research method consisted of the cross-design of the prospect dimension and goal orientation dimension, and information security factors consisted of distributive justice, response efficacy, self efficacy, and organizational citizenship behavior. As a result of the study, the dimension of prospect had a significant effect on response efficacy and self efficacy, and it was found that the influence of the gain condition was greater than that of the loss condition. The goal orientation dimension had a significant effect on response efficacy and self efficacy, and it was found that the influence of the growth condition was greater than that of the validation condition. The research model that explained the relationship between information security factors appeared as a partial mediating model between distributive justice, response efficacy, and organizational citizenship behavior. The implications of this study suggest that it is necessary to establish an information security strategy in combination with individual decision-making factors and organizational culture factors.

Two independent mechanisms mediate discrimination of IID textures varying in mean luminance and contrast (평균밝기와 대비성의 차원으로 구성된 결 공간에서 결 분리에 작용하는 두 가지 기제)

  • 남종호
    • Korean Journal of Cognitive Science
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    • v.10 no.3
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    • pp.39-49
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    • 1999
  • The space of IID([ndependently, Identically Distributed) textures was built with axes of mean luminance and contrast, and studied on what kind of mechanisms were required to mediate texture segregation in this space. The conjecture was tested that one of these mechanisms is sensitive to the differences between the means of textures to be discriminated, whereas the other is sensitive to the differences between variances. The probability of discrimination was measured for various pairs of textures in the lID space The data were well fit by a model in which discrimination depends on two mechanisms whose responses are combined by probability summation. The conjecture was rejected that two mechanisms respectively tuned to mean and variance of texture function in segregation. Discrimination within space is mediated by 2 independent channels however: the 2 independent channels are not exactly tuned to texture mean and variance. One m mechanism was primarily sensitive to texture mean, whereas the other was sensitive to b both texture mean and variance.

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A Study of Augmented Reality based Visualization using Shape Information of Building Information Modeling (BIM 형상정보를 이용한 증강현실기반 가시화 사례)

  • Heo, Kyung-Jin;Lee, Seok-Jun;Jung, Soon-Ki
    • Spatial Information Research
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    • v.20 no.2
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    • pp.1-11
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    • 2012
  • In the current construction planning and designing process, an architectural miniature model was designed to verify the interior or exterior spatial sense of a building structure, but building of the miniature model is demand much more effort and time; in addition to this it has limitation to identify interior information of the building. For a complement of it, CAD would be used in the existing planning and designing process to visualize the building information, but its visualization is not satisfactory for the 3D volume which could be easily verified with the miniature model. CAD is the specific software for designing building structures and the 3D results are usually rendered on 2D monitor screen. Therefore, there is a shortage of cognitive immersion for the 3D space. In this paper, we introduce the conversion process of BIM shape data into the Augmented Reality contents by using a series of softwares. As a result of modification on construction plan or design we reduced the cost and time to reconstruct the final visualization. We have shown that the interior or exterior information of the building structures are easily visualized with BIM shape data on augmented reality environment. Several proposed interaction methods, such as rem oval of building components, and slice-cut operation, provide the user for the effective manipulation of models on the augmented reality environment.

Distributed Virtual Reality Service System Supporting Progressive Data Transmission (점진적 데이터 전송을 지원하는 분산 가상현실 서비스 시스템)

  • 황상훈;황대훈
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.19-24
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    • 2000
  • 웹에서 3차원 인터페이스를 제공하는 가상현실 공간을 구축하기 위해 VRML이 등장하였다. 또한 웹과 가상현실을 접목하고자 하는 과정에서, 3차원 가상환경을 사용자들이 네트워크를 통해 서로 공유하며 실시간으로 서로의 움직임을 인지하고 의사 전달을 하며 공동 작업을 수행하기 위한 분산 가상현실이라는 분야가 등장하였으나, 아직까지 실세계와 유사한 분산 가상현실을 지원하지 못하고 있는 실정이다. 이에 본 논문에서는 YRML 언어로 표현된 3차원 가상공간을 분할하여 관리하기 위한 가상세계 서버와 참여자들간의 상호작용 이벤트를 중계하고 공간 데이터를 클라이언트에 전송하기 위한 중계 서버, 기리고 이들 서버와 통신하는 가상세계 클이언트를 설계하였다. 특히 본 시스템에서는 가상공간을 분할증간 단위로 세분하여 이 단위로 서버가 클라이언트에게 전송하는 방법을 제시하였으며, 아바타의 행위 정보를 타 참여자에게 전송 분할공간 개념을 이용하여 같은 분할공간에 속한 참여자에게만 전송함으로서 불필요한 통신 부하를 줄이고 사용자 네비게이션 환경을 개선하였다.

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A system for facial expression synthesis based on a dimensional model of internal states (내적상태 차원모형에 근거한 얼굴표정 합성 시스템)

  • 한재현;정찬섭
    • Korean Journal of Cognitive Science
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    • v.13 no.3
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    • pp.11-21
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    • 2002
  • Parke and Waters' model[1] of muscle-based face deformation was used to develop a system that can synthesize facial expressions when the pleasure-displeasure and arousal-sleep coordinate values of internal states are specified. Facial expressions sampled from a database developed by Chung, Oh, Lee and Byun [2] and its underlying model of internal states were used to find rules for face deformation. The internal - state model included dimensional and categorical values of the sampled facial expressions. To find out deformation rules for each of the expressions, changes in the lengths of 21 facial muscles were measured. Then, a set of multiple regression analyses was performed to find out the relationship between the muscle lengths and internal states. The deformation rules obtained from the process turned out to produce natural-looking expressions when the internal states were specified by the pleasure-displeasure and arousal-sleep coordinate values. Such a result implies that the rules derived from a large scale database and regression analyses capturing the variations of individual muscles can be served as a useful and powerful tool for synthesizing facial expressions.

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Interactive Navigation Design in 3-Dimensional Virtual Space PartII Affordance Models in Navigation Design (3차원 가상공간에서의 상호작용적 네비게이션 디자인 2부: 네비게이션 설계의 지원요소)

  • 김진희
    • Archives of design research
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    • v.16 no.4
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    • pp.25-36
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    • 2003
  • The navigation in 3D virtual space is a procedure which must be carefully established in advance with understanding of a complicate perception process. Although current various desktop softwares are suppling developers with easier production circumstances in accordance with popularization era of interactive 3D media it is true that previous systematic conceptual study has been performed exclusively at specific institutions. Therefore, based upon the examples of virtual reality research reported by universities and companies core concepts giving the background for navigation realization and direct/indirect factors supporting substantial realization were analyzed and discussed in this paper.

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