• Title/Summary/Keyword: 인지된 상호작용

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The effect of eueing technique in acquired Hangul dyslexia (후천성 한글 난독증에서의 단서 주기 효과)

  • 조경덕;이광오
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.292-296
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    • 2000
  • 뇌손상에 기인하는 한글 난독증의 어휘처리 양상을 분석하여 한글정보처리의 특성을 알아보고자 하였다. 피험자 PSK의 한글 어휘처리에서 특히 주목되는 점은 단어의 음독은 가능하나, 비단어의 음독은 불가능하였다는 것이다. PSK의 한글 어휘처리는, 자소-음소변환(grapheme-phoneme conversion)경로가 선택적으로 손상되어, 심성어휘집(mental lexicon)의 발음정보를 이용하는 직접경로에 의해서 이루어진다고 판단된다. 읽기(reading)와 그림명명(picture naming)에서 나타난 오류들에 대하여, 음운적 단서(phonological cueing)를 제시하였다. 그 결과, 읽기 수행에서는 단서 주기 효과가 나타나지 않았으나 그림명명에서는 수행상의 향상이 나타났다. 또한, 1음절어의 읽기 수행에서는 규칙효과가 나타나지 않았으나 2음절어의 읽기 수행에서는 빈도와 규칙성의 상호작용이 나타났다. 이것은, PSK의 1음절어와 2음절어에 대한 읽기 수행이 상이한 경로에서 이루어질 가능성을 시사한다.

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Situation Awareness and co-Navigation

  • Jeong, Gi-Nam;Seo, Seung-Jun;No, Hyeon-Su;Lee, Dong-Seop
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2011.06a
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    • pp.144-146
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    • 2011
  • VTS 항해의 특징은 동적복잡계의 특성을 보인다는 점이다. 자율적인 행위자들인 여러 선박이 서로 영향을 끼치며 상호작용하기 때문에 불확실성이 지배하게 된다. 이러한 불확실성으로 인한 위험을 극복하기 위한 방안으로 본 연구에서는 협력항해(co-navigation)이라는 개념을 중심으로 논의를 전개하였다. 본질적으로 협력항해는 수많은 상황판단과 의사결정들의 집합체이기 때문에 우선 개별 선박들의 상황판단이 어떻게 이루어지는가를 연구하는 것으로부터 출발하여야 한다. 따라서 본고에서는 항해에서 있어서의 상황자각이 어떻게 기능하는지 알아보고, 개인적인 상황판단에서 VTS 전체 차원의 최종 의사결정이 이루어지는 전 과정을 6단계로 세분하여 논의를 전개하였다. 이렇게 세분한 각 단계에서 양질의 인지과업이 이루어지도록 돕고, 이때 저지르게 되는 실수를 수정할 수 있도록 여유시간을 확보할 수 있도록 함으로써 궁극적으로 항해위험을 줄일 수 있다는 것을 이번 연구에서 밝히고자 하였다.

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Processing and Describe Contents for Multi-Agent System (다중 에이전트 시스템에서 컨텐츠 기술과 처리)

  • Park Kee-Duk;Jee Kyeng-Whan;Yang Jung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.199-201
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    • 2006
  • 유비쿼터스 시대의 컴퓨팅은 사용자의 의향과 상황을 인지해 동적으로 목표를 설정하고 자동으로 협력해 목표를 해결하게 된다. 다양한 형태의 Context가 개체로부터 수집될 것이며 이러한 정보를 기반으로 Domain-Specific한 지식의 효율적인 처리가 가능할 것이다. 이를 위해 다른 형태의 Context를 처리하기 위해서는 기계가 인지 가능한 형태로 변형되어야 한다. 본고에서는 다중 에이전트 시스템에서 다양한 지식일과 에이전트들간의 의미적 상호작용을 증대시키기 위한 Contents Description Model을 통하여 지식원의 활용을 원활하도록 지원하는 처리를 제시한다.

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An Android based Contextphone to aware Human Emotion (인간의 감정을 인지하는 안드로이드 기반 컨텍스트폰)

  • Ryu, Yunji;Kim, Sangwook
    • Annual Conference of KIPS
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    • 2010.04a
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    • pp.558-561
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    • 2010
  • 컨텍스트폰은 사용자의 주변 상황을 실시간으로 수집하고 시각화하는 휴대전화이며 인간의 여섯 번째 감각 도구로써 신체의 일부가 되고 있다. 이에 따라 사용자에 특화된 상황 인지 기능을 지원하는 모바일 플랫폼 기술이 많이 연구되고 있다. 하지만 모바일 기기간의 상호작용이 아니라 사용자간의 소셜 인터랙션을 지원하는 모바일 플랫폼 연구는 미비하며 감정 등의 고수준 정보는 지원하지 않는다. 따라서 본 논문에서는 감정을 포함한 다양한 정보들을 지원하는 컨텍스트폰 플랫폼을 이용하여 사용자간의 감정을 공유 할 수 있는 컨텍스트폰에 대해 기술한다. 또한 사용자의 감정을 인식하기 위해 컨텍스트폰 플랫폼은 휴대전화 카메라를 이용하여 사용자의 얼굴이미지를 수집하고 감정인식기로 전달한다. 감정인식기는 사용자의 얼굴을 특징추출하여 패턴인식에 적용되는 분류분석 알고리즘을 통해 사용자의 감정을 알아내고 컨텍스트 서버를 매개체로 사용자간 감정을 전달하며 모바일 화면에 시각화한다.

A Study on Interactions of Image in Multimedia Medium (멀티미디어 매체에서 이미지의 상호작용성에 관한 연구)

  • Yang Hwan-Seok;Jung Hye-Won
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.157-164
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    • 2005
  • The function of image in visual communication is increasing by development of information. It pursuits not only direct and concrete reappearance of information but also infinite possibility of image expression by image. It is also course of future image communication. Therefore, in this paper, if the images which pour out of rapid present society are communication means, it is formed to a point of view that improvement in function of communication will be performed excellently to interaction among consumers by recognizing meaning action process of methods of visual sign about user information processing which perceive Image of visual information.

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A Study on User Experience of the Metaverse Exhibition: Focusing on Prayer for Life Metaverse

  • Park, Ji-Su;Park, So-Jeong;Park, So-Eun;Shin, Ji-Hye;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.89-98
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    • 2022
  • Using the extended technology acceptance model, this study aims to quantitatively analyze the user experience with the . In the case of Perceived Usefulness and Perceived Ease of Use, only limited detailed factors have significant impacts on the degree of satisfaction. The degree of satisfaction has positive correlations with the degree of immersion and the variables of Behavioral Intention to Use Metaverse. Although sophisticatedly remediates using digital technology to provide visitors with the sameness of exhibits, exhibition circulation and interaction method, the metaverse exhibition does not acquire the same value of the exhibition. In conclusion, cannot replace , however, it has the potential to offer learning usefulness to visitors with low accessibility to the art museum.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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How Does Giftedness Coexist with Autistic Spectrum Disorders (ASD)? Understanding the Cognitive Mechanism of Gifted ASD (영재성과 자폐성장애는 어떻게 공존하는가? 자폐성장애 영재의 인지메카니즘에 대한 이해)

  • Song, Kwang-Han
    • Journal of Gifted/Talented Education
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    • v.21 no.3
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    • pp.595-610
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    • 2011
  • It is hard to understand the coexistence of giftedness and disorder in an individual, but the twice-exceptional is widely recognized now. Gifted autistic spectrum disorder is one of its subtypes in which giftedness exists with autistic spectrum disorder (ASD) simultaneously. Like other constructs including giftedness, the nature of gifted ASD has not been understood in a fundamental and wholistic manner. This paper suggests a cognitive mechanism of gifted ASD based on the integrated model of human abilities(Song, 2009; Song & Porath, 2005), which explains how giftedness coexists with ASD and interacts with each other, producing the characteristics of gifted individuals with ASD. According to the suggested mechanism, the excessive growth of mental spaces in the brain may cause ASD. The over-grown mental spaces result in excessively strong short-term sensory memory and better facility of processing, promoting internal cognitive activities on one hand, but relative lack of cognitive activities in the real world space results in ASD symptoms on the other hand. The cognitive structure of gifted ASD students also contributes to the presentation of giftedness in specific domains. This study suggests that gifted individuals with ASD need to be discouraged from fully engaging in domains they are interested in or the most confident of, rather to be encouraged to invest their giftedness to overcome their ASD symptoms. This study also provides new perspectives on theoretical and educational approaches for gifted ASD.

Intelligent System Design for Knowledge Representation and Interpretation of Human Cognition (인간 인지 지식의 표현과 해석을 위한 지능형 시스템 설계 방법)

  • Joo, Young-Do
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.3
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    • pp.11-21
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    • 2011
  • The development of computer-based modeling system has allowed the operationalization of cognitive science issues. Human cognition has become one of most interesting research subjects in artificial intelligence to emulate human mentality and behavior. This paper introduces a methodology well-suited for designing the intelligent system of human cognition. The research investigates how to elicit and represent cognitive knowledge obtained from individual city-dwellers through the application of fuzzy relational theory to personal construct theory. Crucial to this research is to implement formally and process interpretatively the psychological cognition of urbanites who interact with their environment in order to offer useful advice on urban problem. What is needed is a techniques to analyze cognitive structures which are embodiments of this perceptive knowledge for human being.

A Study on the Effect of Web Drama PPL Advertising -Focus on Actor Awareness and Perceived Fit (웹드라마 PPL 효과에 관한 연구 -웹드라마와 브랜드의 지각된 적합성과 배우 인지도와의 상호작용 효과를 중심으로)

  • Bae, Kyung Yoon;Han, Eun-Kyoung
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.411-418
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    • 2020
  • The purpose of this study was to examine the influence of actor awareness on advertising effect, and to find out whether there is a moderation effect between actor awareness and perceived fit of PPL brand and drama. For this purpose, this research conducted an experimental study through the treatments. A total of 452 participants attended to the experimental study and responded to the questionnaire. As a result, the awareness of the actor did not affect the ad attitude, but it influenced the brand attitude significantly. The perceived fit between PPL brand and drama influenced both the ad attitude and brand attitude significantly. The interaction of actor awareness and perceived fit was significant in ad attitude but not in brand attitude. In addition, purchase intention increased as the attitude toward ad and brand was positive. The purpose of this study is to contribute to establishing a PPL profit strategy for web dramas by examining the relationship between actor awareness and advertising effects, and the moderating effect of perceived fit between PPL brand and drama.