• Title/Summary/Keyword: 인지된 상호작용

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An Integrated Test of Interaction Effect between Causes and Internet Ethics of Smart Phone Cyber Bullying (스마트폰 이용에서 사이버폭력의 그 원인들 및 인터넷윤리의 통제효과에 대한 통합적 검증 연구)

  • Jang, Ha-Young;Lee, Seong-Sik
    • Informatization Policy
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    • v.26 no.2
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    • pp.46-61
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    • 2019
  • This study constructs an integrated model for university students' smart phone cyber bullying and tests interaction effects between causal and control factors. Causal factors include low self-control, differential association with cyber bullying peers, and victimization experiences; and control factors include internet ethics, perceived certainty of formal punishment, and bond to parents. This study focuses on examining how internet ethics buffers the effect of causal factors in cyber bullying. Results show that both differential association with cyber bullying peers and victimization experiences have significant effects on cyber bullying. And among the control factors, internet ethics only has a negative direct effect on cyber bullying. In addition, it is found that there are significant interaction effects between two causal factors - differential association with cyber bullying peers and victimization experiences - and internet ethics. It is also shown that there is a significant interaction effect between victimization experience and bond to parents, but a perceived formal punishment has no significant control effect. It is revealed that internet ethics is a main control factor in buffering the effects of causal factors in cyber bullying.

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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A Study on Occupational Reminiscence Therapy(ORT) Program for the Elderly with Mild Cognitive Impairment(MCI) in Local Community (지역사회 경도인지장애 노인의 작업회상치료 프로그램의 효과)

  • Cha, Yu-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.605-614
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    • 2016
  • This study was conducted to apply occupational reminiscence therapy (ORT) to the elderly diagnosed with mild cognitive impairment (MCI) who reside in the local community and determine its effects on cognitive functions, physical health, communication and interaction skills, and depression. The participants were elderly diagnosed with MCI who visited YW community health center on a regular basis and were randomly divided into an experimental group and a control group. The experimental group received eight one hour sessions of ORT once a week. Individual interviews were then conducted with the participants to determine if an event or activity had been commonly experienced, after which the program was modified and supplemented as necessary by referring to previous programs. The Content Validity Index (CVI) was calculated, and differences before and after ORT's were identified by paired t-tests. Moreover, the Mann-Whitney U-test was conducted to identify differences in variances between groups. Only participants in the experimental group (n=9) reported significant improvements in cognitive function, physical health status, communication and interaction skills, and depression when compared to those in the control group (n=9). Therefore, it is expected that ORT will be actively used as a non-pharmacological intervention for preventing dementia and improving the health of elderly persons with MCI.

Effect of Aerobic Exercise Program Participation on the Dementia-related Factor and Cognitive Function in Elderly Women with Dementia (유산소운동프로그램 참여가 경증치매 여성 노인의 치매관련 인자 및 인지기능에 미치는 영향)

  • Jeong, Jin Hyup
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.227-234
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    • 2019
  • This study aimed to investigate the effects of participating in an aerobic exercise program three days a week and 50 minutes a day on dementia related factors and cognitive function in elderly women with mild dementia. For this, among 17 elderly women aged 65 and above, 10 elderly women were randomly assigned to the experimental group and 7 elderly wonmen to the control group. As a result of comparative analysis, conclusions were drawn as follows: There was a significant difference (p<.05) in the DHEA-s change between the two groups according to whether or not the aerobic exercise program was performed. Changes in cognitive function did not show any significant difference in the interaction effects of group, period, period${\times}$group. These results suggest that the aerobic exercise program did not show statistically significant effects on the dementia related factors and cognitive function changes of the elderly women with mild dementia. The reason for this is that the followings should be analyzed in more detail, but the lack of control on the daily life (diet) of the study subjects, which was considered as a limitation in this study, seems to be the biggest cause. Based on the results of this study, we hope that this study will be used as a basic data for improving the quality of dementia.

Exploring the Effect of Interaction between a Sense of Community and Marital Intimacy on the Learning Participation Motive : Focused on Church Family Ministry Program Participants (학습참여동기에 대한 공동체 의식과 부부 친밀감의 상호작용 효과 탐색 : 교회 가정사역 프로그램 참여자를 중심으로)

  • Lee, Chu Gang;Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.67
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    • pp.117-156
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    • 2021
  • This study was conducted in order to investigate the effect of interaction bewteen a Sense of Community and Marital Intimacy effect on learning participation motive in the church family ministry program. In this study, data from 607 people(male: 302, female: 305) nationwide churches and institutes participating in church family ministry program were collected as analysis targets. The produced results from this study are: First, Emotional connection, one of the Marital Intimacy, has meaningful effect (t=6.087, p<.001) on Continuous motivation, one of the learning participation motive. Second, Membership, one of the Sense of Community, has meaningful effect (t=3.343, p<.001) on Intrinsic motivation, one of the learning participation motive. Third, Influence, one of the Marital Intimacy, has meaningful effect (t=5.358, p<.001) on Extrinsic motivation, one of the learning participation motive.

Cognitive Analysis and Evaluation on Function Structure of Washing Machine for Usability (사용성 향상을 위한 세탁기의 기능구조에 대한 인지적 분석 및 평가)

  • Kwak, Hyo-Yean;Son, Il-Moon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.251-260
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    • 2006
  • Rapid development of electronic technology has made it possible to perform various function. But this technology made it increase it's complexity. Therefore, It was important to identify usability problem in interface design. The quality of interface to promote the efficient interaction should be evaluated with regard to users' cognitive characteristics. So, in this paper, washing machine, that is one of the most useful electronic home application was studied menu structure on interface and it's operational states transition. At first, an cognitive menu structure is identified with users' conceptual similarity of the main function of washing machine. Then three washing machines was selected to compare with the cognitive menu structure. And, we were analyzed how operational state of the washing machine was transfered. As a result, we can be revealed that menu operational method based on the cognitive structure was consistent with the user's preferred operational method during the experimental tasks and the users and designers had a different knowledge of an it's function structure. These results will be useful to design the washing machine interface.

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The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.734-751
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    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.

Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue (게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이)

  • Lee, Hyun-Ji;Lee, Sang-Wook;Heo, Ok;Chung, Donghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.439-442
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    • 2012
  • 3D 영상 산업과 더불어 3D가 적용됨으로써 유망한 산업 분야 중 하나가 바로 게임이다. 2D에서 3D 그래픽으로 그리고 현재는 3D 입체영상으로 진화하면서 이용자로 하여금 깊이감을 제공함으로써 더 큰 즐거움을 주고 있다. 본 연구에서는 게임에서의 입체영상 및 안경 착용여부가 영상의 특성, 프레즌스 그리고 피로도 등에 어떠한 영향을 미치는지 알아보고자 했다. 실험결과 디스플레이와 안경착용의 상호작용효과는 인지된 특성 구성요소 중 입체감과 프레즌스 구성요소 중 시간관여에서 유의미하게 나타났다. 입체감과 시간관여의 경우 모두에서, 3D 영상에서 게임을 플레이했을 경우 안경 미착용자가 착용자 보다 더 잘 인지하는 것으로 나타났다.

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Analysis of Problem-Solving Protocol of Mathematical Gifted Children from Cognitive Linguistic and Meta-affect Viewpoint (인지언어 및 메타정의의 관점에서 수학 영재아의 문제해결 프로토콜 분석)

  • Do, Joowon;Paik, Suckyoon
    • Education of Primary School Mathematics
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    • v.22 no.4
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    • pp.223-237
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    • 2019
  • There is a close interaction between the linguistic-syntactic representation system and the affective representation system that appear in the mathematical process. On the other hand, since the mathematical conceptual system is fundamentally metaphoric, the analysis of the mathematical concept structure through linguistic representation can help to identify the source of cognitive and affective obstacles that interfere with mathematics learning. In this study, we analyzed the problem-solving protocols of mathematical gifted children from the perspective of cognitive language and meta-affect to identify the relationship between the functional characteristics of the text and metaphor they use and the functional characteristics of meta-affect. As a result, the behavior of the cognitive and affective characteristics of mathematically gifted children differed according to the success of problem solving. In the case of unsuccessful problem-solving, the use of metaphor as an internal representation system was relatively more frequent than in the successful case. In addition, while the cognitive linguistic aspects of metaphors play an important role in problem-solving, meta-affective attributes are closely related to the external representation of metaphors.

유비쿼터스 모바일 자율 커뮤니티 네트워킹 기술

  • 조위덕;강경란;이정태
    • The Magazine of the IEIE
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    • v.32 no.4 s.251
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    • pp.116-127
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    • 2005
  • 본 논문은 커뮤니티라는 메타포(metaphor)를 이용한 유비쿼터스 컴퓨팅 환경의 구축에 관한 문제를 고찰한다. 이를 구현하기 위한 방법으로 먼저 커뮤니티 기반 컴퓨팅의 포괄적인 개념과 기술 이슈를 정립하였고, 커뮤니티의 효과적인 상호작용을 지원하기 위해 통합 프레임워크를 이용, 상황인지기반 커뮤니티 관리 컴포넌트들을 설계하고자 했다. 본 논문의 결과로서 커뮤니티의 클래스와 라이프 모델, 커뮤니티 기반 컴퓨팅을 위한 시스템 아키텍처를 도출하였다 이로써 복합적인 유비쿼터스 서비스를 자율적으로 제공하기 위한 유비쿼터스 환경 구축기반을 마련하였다.

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