• Title/Summary/Keyword: 인지된 상호작용

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Effect of word frequency in sentence reading of older adults with rich reading exposure (노인들의 글 읽기에서 나타나는 눈의 움직임 양상과 읽기 노출의 필요성)

  • Choo, Hyeree;Koh, Sungryong
    • Korean Journal of Cognitive Science
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    • v.34 no.2
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    • pp.67-84
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    • 2023
  • In this study, Korean older adults (70-75 yrs) were divided into two groups according to the degree of reading exposure, and real-time data were collected through a reading eye movement tracking experiment. Then, overall reading patterns and word frequency ef ects were compared with two groups of older adults and younger adults (20-28 yrs). Furthermore, through the results of the eye movement tracking experiment of older adults with rich reading exposure and older adults with poor reading exposure, we tried to find out whether reading performance af ects not only changes in age but also reading exposure. As a result of the experiment, the older adults with poor reading exposure group generally had a longer fixation time and a shorter saccade than the younger adults group, and the older adults with rich reading exposure group showed the same reading patterns as the younger adults group. The word frequency ef ect was confirmed in all groups, and the fixation time was short in the order of older adults with rich reading exposure group and older adults with poor reading exposure group. In addition, an interaction ef ect was shown in the two elderly groups according to reading exposure, but no interaction could be confirmed in the dif erence between the younger adults group and the older adults with rich reading exposure group. This suggests the possibility that reading performance is not af ected by age itself, but by the reading experience of the elderly.

Development of a Play-Learning Model in Science Museum (과학관 놀이-학습 모형 개발)

  • Kwon, Yi-Young;Jeong, Eunyoung
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.191-202
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    • 2016
  • In this study, a science museum teaching-learning model was developed with emphasis on play. In order to do this, the models of factor-centered museum education and process-centered museum education were reviewed and characteristics of science museum education were considered. The model developed in this study is called 'Play-Learning Model in Science Museum', and 'play' is defined as activities to achieve the mission in accordance with methods and rules set by individuals or small groups including scaffolding and play is divided into competition, simulation, and chance. 'Play-Learning Model in Science Museum' emphasizes learning using the articles on exhibition, scaffolding and interaction in small groups, and play. The model consists of four steps: 'Preparation', 'Exploring the exhibits', 'Experience', and 'Summary of learning content'. In the 'Preparation' step, the students form related knowledge and are ready to play. The 'Exploring the exhibits' step is the core step of this model, and entails the students solving problems in the mission by interacting with members of the small group. When they cannot find resolution, they get help. In the 'Experience' step, hands-on activities related to the prior step are included. In the 'Summary of learning content' step, the students summarize what they learned while playing. As science museum education is implemented in a variety of forms, continuous research about the science museum learning model and development of various programs are needed.

Affect and Cognition Interface in Aesthetic Experiences of Landscapes (경관의 미학적 경험에 있어서 감정과 인지의 상호작용)

  • 이영경
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.3
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    • pp.11-20
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    • 1992
  • 본 논문에서는 사람이 환경을 통해 경험하는 미학적 경험(aesthetic experience)을 체계화시킨 이론적 모델(a conceptual model of affect and cognition interface in aesthetic experiences of landscapes)이 간단히 소개 되며, 이 모델을 검증하기 위한 연구가 중점적으로 다루어진다. 제시된 모 델은 경관의 미학적 경험을 감정(affect)과 인지(cognition)와의 상호작용 (interface)으로 설명하고 있으며, 세 가지 요소(사람이 환경에 대하여 갖고 있는 목적 : tasks, 사람의 모든 과거경험에 근거한 지식일체 : schematic knowledge, 환경의 독특한 상황 : environmental situation)를 미학적 경험 의 주요인자로 제시한다. 이 모델을 검증하기 위한 연구에서는 앞에서 소 개된 미학적 경험의 세 가지 요소(사람의 목적, 지식, 환경상황)를 과학적 이고 계량적이고 처리할 수 있도록 세부요소로 분류정의 (operationalization)하였다. 구체적으로, 사람의 목적은 환경을 평가하는 세 가지 목적, 즉 경치평가(scenic beauty judgment), 들놀이 목적으로서의 평가(picnic preference judgment), 주거목적으로서의 평가(living preference judgment)로 분류되었고, 이 세 가지 환경평가는 미학적 경험의 지표로 사용되었다. 사람의 지식은 국적에 근거한 문화적인 지식(cultural schema : 한국인과 텍사스인)과 직업에 근거한 사회적인 지식(social schema : 농부, 비농부, 조경학과 학생)으로 분류되었으며, 환경상황은 환 경의 아름다움(beauty : 아름다운 경관과 아름답지않은 경관)과 환경의 의 미(meaning : 긍정적인 의미가 있는 한국경관, 긍정적인 의미가 없는 한국 경관, 긍정적인 의미가 있는 미국 텍사스경관)로 분류되었다. 연구결과를 보면, 이론적 모델에서 소개된 세 가지 요소들 (사람의 목적, 지식, 환경상 황) 모두가 경관의 미학적 경험에(경치평가, 들놀이 선호도, 주거지 선호 도) 중요한 역할을 하는 것으로 밝혀졌으며, 이 연구결과는 제시된 이론적 모델을 뒷받침하고 있다. 특히, 가장 흥미로운 연구결과를 요약하면 첫째, 사람의 문화적인 지식은 단독으로 미학적 경험에 영향을 주는 것이 아니라 다른 요소들(특히 사회적인 지식과 목적)과의 상호작용을 통해 미학적 경 험을 형성한다는 것으로 밝혀졌다. 둘째, 환경의 아름다움은 다른 세부요소 들(환경의 의미, 사람의 목적과 지식)보다 미학적 경험에 주는 영향이 큰 것으로 나타났으며, 모든 사람들에게 비슷한 미학적 경험을 발생시키는 것 이 밝혀졌다. 다시 말하면 모든 사람들은 그들의 문화적인 국적과 사회적 인 직업의 차이, 목적의 차이, 또한 환경의 의미의 차이에 상관없이 아름다 운 경관(High-beauty landscape)을 주거지나 나들이 장소로서 선호했으며, 아름답다고 평가했다. 반면에, 사람들이 갖고 있는 문화의 차이, 직업의 차 이, 목적의 차이, 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.

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Text-Mining Analysis on the Interaction between the American Consumers Aged over 60 and Companion Pets Robots: Focused on Amazon Reviews for Joy For All Companion Pets (텍스트 마이닝을 활용한 미국 노년 소비자와 애완용 로봇 간 상호작용에 대한 분석: Joy For All Companion Pets에 대한 아마존 리뷰를 중심으로)

  • Chung, Yea-Eun;Lee, Yu Lim;Chung, Jae-Eun
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.469-489
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    • 2021
  • This study explores consumers' responses to socially assistive robotics by using text-mining method focusing on Companion Pets from Hasbro as it gives emotional support. We conducted text frequency analysis, LDA analysis using R programming. The key findings are 1)the most frequently used words the mimicry of living pets and the appearance of companion pets, 2)the five topics were derived from the LDA analysis and classified keywords in each topic split between positive and negative, 3)user, product, environment affect the interaction between consumer and companion pets, 4)consumers who have difficulty in cognition and physical conditions use companion pets to replace living pets. This study provides an understanding of consumer responses in companion pets and gives practical implications that may improve the efficacy of usage for consumers and understand the companion robot, which provides emotional support in COVID-19.

Design of Immersive Walking Interaction Using Deep Learning for Virtual Reality Experience Environment of Visually Impaired People (시각 장애인 가상현실 체험 환경을 위한 딥러닝을 활용한 몰입형 보행 상호작용 설계)

  • Oh, Jiseok;Bong, Changyun;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.11-20
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    • 2019
  • In this study, a novel virtual reality (VR) experience environment is proposed for enabling walking adaptation of visually impaired people. The core of proposed VR environment is based on immersive walking interactions and deep learning based braille blocks recognition. To provide a realistic walking experience from the perspective of visually impaired people, a tracker-based walking process is designed for determining the walking state by detecting marching in place, and a controller-based VR white cane is developed that serves as the walking assistance tool for visually impaired people. Additionally, a learning model is developed for conducting comprehensive decision-making by recognizing and responding to braille blocks situated on roads that are followed during the course of directions provided by the VR white cane. Based on the same, a VR application comprising an outdoor urban environment is designed for analyzing the VR walking environment experience. An experimental survey and performance analysis were also conducted for the participants. Obtained results corroborate that the proposed VR walking environment provides a presence of high-level walking experience from the perspective of visually impaired people. Furthermore, the results verify that the proposed learning algorithm and process can recognize braille blocks situated on sidewalks and roadways with high accuracy.

Analysis of characteristics from meta-affect viewpoint on problem-solving activities of mathematically gifted children (수학 영재아의 문제해결 활동에 대한 메타정의적 관점에서의 특성 분석)

  • Do, Joowon;Paik, Suckyoon
    • The Mathematical Education
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    • v.58 no.4
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    • pp.519-530
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    • 2019
  • According to previous studies, meta-affect based on the interaction between cognitive and affective elements in mathematics learning activities maintains a close mechanical relationship with the learner's mathematical ability in a similar way to meta-cognition. In this study, in order to grasp these characteristics phenomenologically, small group problem-solving cases of 5th grade elementary mathematically gifted children were analyzed from a meta-affective perspective. As a result, the two types of problem-solving cases of mathematically gifted children were relatively frequent in the types of meta-affect in which cognitive element related to the cognitive characteristics of mathematically gifted children appeared first. Meta-affects were actively acted as the meta-function of evaluation and attitude types. In the case of successful problem-solving, it was largely biased by the meta-function of evaluation type. In the case of unsuccessful problem-solving, it was largely biased by the meta-function of the monitoring type. It could be seen that the cognitive and affective characteristics of mathematically gifted children appear in problem solving activities through meta-affective activities. In particular, it was found that the affective competence of the problem solver acted on problem-solving activities by meta-affect in the form of emotion or attitude. The meta-affecive characteristics of mathematically gifted children and their working principles will provide implications in terms of emotions and attitudes related to mathematics learning.

The Study on the Balance Reaction and Physical Activity of Dementia Patients (치매환자의 균형반응과 신체활동에 관한 연구)

  • Lim, Chae-Gil;Lee, Kang-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.5087-5093
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    • 2011
  • The purpose of this study was to investigate the balance reaction characteristics of dementia patients. Under the object of 30 dementia patients, they were divided into moderate group and severe group and examined the correlation among Clinical test of sensory interaction and balance(CTSIB), Berg balance scale(BBS) and Bathel index(BI) according to perceptional function. As a result, CTSIB was no significant difference between severe group and very severe group and BBS was significant difference between severe group ($47.32{\pm}4.80$) and very severe group ($43.09{\pm}4.18$)(p<0.05) and BI was significant difference between severe group ($92.89{\pm}9.33$) and very severe group ($76.82{\pm}6.81$)(p<0.05) and significant correlation among perceptional function, BBS and BI(p<0.05, p<0.01). Therefore, these results should be used the base data of developing rehabilitation program or protection management for dementia patients.

The Effects of Hypermedia Structure and Cognitive Style on Learning Performance in Elementary Schools (하이퍼미디어 학습 프로그램 구조와 학습자 인식양식이 초등학생 학업성취에 미치는 효과)

  • Kim, Sung-Wan;Hwang, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.7 no.3
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    • pp.57-66
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    • 2004
  • The purpose of this study is to determine the relationship among the hypermedia structure(hierarchical and network), learner's cognitive style(field-independent and field-dependent), and learning performance in the elementary school. 128 students(4th graders) having field-independent and field-dependent cognitive style were randomly allocated into hierarchical and network structures of hypermedia learning program. There was not significant interaction between hypermedia structure and cognitive style in learning performance. The students in the hierarchical hypermedia structure showed higher learning performance than ones in the network hypermedia structure. Field-independent students significantly got higher results than field-dependent ones. It is concluded that instructional designers should consider hypermedia structure, learner's cognitive style, and learning outcomes when they plan and design hypermedia learning program.

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A Study on the Science Process Skills according to Mental Capacity and Cognitive Style of Elementary Students (초등학생의 정신용량과 인지양식에 따른 과학탐구능력)

  • Lim, Cheong-Hwan;Nam, Jin-Soo
    • Journal of The Korean Association For Science Education
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    • v.19 no.3
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    • pp.441-447
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    • 1999
  • The purpose of this study was to explore the relationship among science process skills. mental capacity and cognitive styles of elementary students. For the study 264 fifth-grade students were sampled. The Test of Science Process Skills(TSPS) was used as a measure of science process skills. Figural Intersection Test(FIT) was used as a measure of mental capacity. Group Embedded Figure Test(GEFT) was also used as a measure of cognitive styles. The results of this study showed that the science processskills increases progressively as the mental capacity increases. The field independent students showed significantly higher(p<.05) science process skills than the field dependent ones. There was no significant interaction between mental capacity and cognitive styles on science process skills. The findings indicated that there may be evidence to argue that mental capacity and cognitive styles play a important role in development of science process skills. The present study provided a possibility of Neo-Piagetian approach in science education research, and also showed an importance of cognitive development in the performance of science inquiry task.

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The Difference in Pupil Size Responding to Cognitive Load and Emotional Arousal Questions between Guilty and Innocent Groups (유죄 및 무죄 집단 간 인지적 부하 및 정서적 각성 질문에 따른 동공크기의 변화의 차이)

  • Cho, Ara;Kim, Kiho;Lee, Jang-Han
    • Korean Journal of Forensic Psychology
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    • v.11 no.2
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    • pp.155-171
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    • 2020
  • The purpose of this study is to examine the effects of emotional arousal and cognitive load on pupil diameter during a lie detection interview. The guilty group (n = 30) committed a mock crime (i.e., stealing cash) and the innocent group (n = 30) performed a mission (i.e., sending a message) in the research assistant's office. After that, their pupil size was measured using a wearable eye-tracker during the interview. The interview questions were classified with the three cognitive load, three emotional arousal, and three neutral questions. The results indicate that the main effects of group and time were not significant, but the interaction between group and time was significant. It means that when answering cognitive load questions, the guilty group showed larger increase in pupil diameter than the innocent group. The present study suggests that inducing cognitive load is more effective than inducing emotional arousal during an interview when using pupil diameter as an index of deception, and it is expected to improve the accuracy of lie detection.

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