• Title/Summary/Keyword: 인지적 요소

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A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

The Instructional Design of Information Communication Ethics Based on Integrated Character of Lickona (리코나의 통합적 인격을 적용한 정보통신윤리 수업 설계)

  • Ryu, Ji-Min;Kim, Kil-Mo;Cho, Seong-Hwan;Kim, Seong-Sik
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.329-339
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    • 2010
  • This study has been pointed out that Information Communication Ethics Education has been mentioned only about a cognitive factor. Then the purpose of this study is verify the effects through the Instructional design of Information Communication Ethics that was compensate the problem. To achieve this, it was included all the cognitive, emotional and active factor of Integrated Character by Thomas Lickona. It has been modified that Information Communication Ethics Test of Lee Chae Young(2009) to be included all the factors of Integrated Character to verify the designed instruction. It has been designed that each steps included the component of Integrated Character using Gerlach & Ely systematic instruction model then, the designed instruction has been applied to the secondary school and verified the effectiveness. As a result, it has been proved that Experimental group is more effective than Control group.

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The Analysis of the Educational Objectives, Scientific Models and Cognitive Processes in Scientific Inquiry of the SNU Scientifically Gifted Student Program (서울대학교 과학 영재 프로그램의 학습 목표, 과학적 모형, 과학탐구의 인지 과정 분석)

  • Shin My-Young;Chun Miran;Choe Seung-Urn
    • Journal of the Korean earth science society
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    • v.26 no.5
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    • pp.387-394
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    • 2005
  • We have analyzed the science-gifted educational program (year 2002) at the Seoul National University in terms of its educational objectives, scientific models, and cognitive processes in scientific inquiry in order to provide insights into developing and improving science-gifted educational program. We assumed the following items as important factors for teaching scientifically gifted students: higher-order thinking skills involving synthesis domain in the educational objectives, highly abstract nature and complexity in the scientific models, cognitive processes of planning experiments in the cognitive processes in scientific inquiry. According to the analyzed results, the program has the following characteristics: (1) the rates of both higher and lower-order thinking skill domain in the educational objectives are similarly high, but the rate of synthesis domain is relatively low; (2) in the case of the scientific models, the rate of the multiple concepts and/or processes model is relatively low, while the level of the abstractness is relatively on average (3) cognitive processes of authentic scientific inquiry is not thoroughly reflected in the scientific inquiry activities, and very few cognitive processes of planning experiments factor is reflected. Therefore, we conclude in the synthesis domain in the educational objectives, multiple concepts and/or processes model, and cognitive processes of planning experiments should be especially reflected more on the science-gifted educational program in order to serve the needs of scientifically gifted students.

The Development of Serious Game for the Cognitive Ability Training using Smart Device (스마트디바이스를 활용한 인지 능력 훈련 기능성 게임 개발)

  • Yang, Yeong-Wook;Lim, Heui-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.23-31
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    • 2011
  • The cognitive abilities are functions in human brain. They are closely with the real life. The cognitive abilities are likely to be decreased when human gets older and older. Fortunately, due to the plasticity of human brain, it is possible to help recover and rehabilitate brain function. Those efforts are called brain training and cognitive ability training. The cognitive ability training needs continuous trials and efforts. But many users feel boring because of simple repetitive works. This paper proposes a cognitive training system implemented in a smart device. The proposed system is designed to make users to focus on the repetitive training by using game-based tasks on the smart device. It shows that the proposed system is effective to attention and flexible on cognitive training game.

The Effect of Non-Pharmacological Intervention on Depressive Symptom in Elderly with Mild Cognitive Impairment : A Systematic Review of Randomized Controlled Trials (경도인지장애 노인의 우울증상을 위한 비약물적 중재 효과: 무작위 대조군 실험연구의 체계적 문헌고찰)

  • Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.39-49
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    • 2022
  • The purpose of this study was to systematic review about randomized controlled trials the characteristics and effect of non-pharmacological intervention on depressive symptom in elderly with mild cognitive impairment. We searched studies published from January 2011 to July 2021 in 3 databases. A total 1,455 studies were found and included 11 studies in final analysis. Methodological quality was assessment with the Cochrane's RoB(risk of bias) tool. Geriatric Depression Scale(GDS) was the most used as the assessment tool for identifying the depressive symptom. Intervention were yoga, psychosocial intervention, cognitive training, health education, multi-component intervention, game training, aerobic/pulmonary physiotherapy, art therapy, music reminiscence activity, memory specificity training, cognitive stimulation therapy and SWTW(sleep well, think well) program. Among the intervention programs, yoga, multi-component intervention and game training were effective in improving depressive symptom. This study provided a clinical evidence for planning and implementing intervention on depressive symptom in elderly with mild cognitive impairment.

Understanding Giftedness in a Cognitive Mechanism: A Candidate for a Universally Agreed Definition of Giftedness (인지메카니즘 내에서의 영재성의 이해: 보편적이고 통일된 새로운 영재에 대한 정의)

  • Song, Kwang-Han
    • Journal of Gifted/Talented Education
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    • v.19 no.2
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    • pp.261-277
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    • 2009
  • This article provides a new definition of giftedness drawn from a cognitive mechanism. The mechanism shows how cognitive components are functionally related to each other and cooperatively "work" together, producing the various cognitive phenomena in the social world. The author argues that for a universally agreed definition, giftedness has to be understood in the mechanism, the origin of all the cognitive phenomena in cultural or social contexts. According to the definition drawn form the cognitive mechanism, giftedness is the ability to form a simple and fundamental domains-integrated knowledge of the "whole" world. A new method for identifying gifted students is subsequently suggested.

Exploring the Cognitive Factors that Affect Pedestrian-Vehicle Crashes in Seoul, Korea : Application of Deep Learning Semantic Segmentation (서울시 보행자 교통사고에 영향을 미치는 인지적 요인 분석 : 딥러닝 기반의 의미론적 분할기법을 적용하여)

  • Ko, Dong-Won;Park, Seung-Hoon;Lee, Chang-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.288-304
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    • 2022
  • Walking is an eco-friendly and sustainable means of transportation that promotes health and endurance. Despite the positive health benefits of walking, pedestrian safety is a serious problem in Korea. Therefore, it is necessary to investigate with various studies to reduce pedestrian-vehicle crashes. In this study, the cognitive characteristics affecting pedestrian-vehicle crashes were considered by applying deep learning semantic segmentation. The main results are as follows. First, it was found that the risk of pedestrian-vehicle crashes increased when the ratio of buildings among cognitive factors increased and when the ratio of vegetation and the ratio of sky decreased. Second, the humps were shown to reduce the risk of pedestrian-related collisions. Third, the risk of pedestrian-vehicle crashes was found to increase in areas with many neighborhood roads with lower hierarchy. Fourth, traffic lights, crosswalks, and traffic signs do not have a practical effect on reducing pedestrian-vehicle crashes. This study considered existing physical neighborhood environmental factors as well as factors in cognitive aspects that comprise the visual elements of the streetscape. In fact, the cognitive characteristics were shown to have an effect on the occurrence of pedestrian- related collisions. Therefore, it is expected that this study will be used as fundamental research to create a pedestrian-friendly urban environment considering cognitive characteristics in the future.

The Effect of Cognitive Decline of Elderly on Activity Participation and Social Network (노년기의 인지 저하가 활동참여와 사회적 관계망에 미치는 영향)

  • Choi, Yoo-Im;Woo, Hee-Soon
    • The Journal of Korean society of community based occupational therapy
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    • v.9 no.1
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    • pp.25-34
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    • 2019
  • Objective : The purpose of this study was to investigate the effect of cognitive level of mild cognitive impaired elderly living in the community on participation in activities and social networks as well as leisure and daily life activities. Methods : The elderly people aged 65 years or older living in the community were selected for the mild cognitive impairment with a score of MMSE-K of 15 or more and 23 or less. MoCA-K was applied in order to examine the cognitive abilities of the subjects and K-ACS and LSNS-18 were applied to confirm the activity participation level and social network index. Results : As a result of examining the relationship between cognition and activity participation, various sub-abilities(spatio-temporal abilities, vocabulary abilities, attention, abstract thinking) of cognition had a significant influence on instrumental activities of daily living, leisure activities and social activities. In addition, all of the sub - abilities of cognition showed a significant correlation with sub-elements of social network. Conclusion : Through this study, it was found that the general elements of cognition influenced activity participation and social network of various areas of mild cognitive impaired elderly people. We suggest that measures for enhancing participation and social participation of the elderly with mild cognitive impairment are provided through follow up studies.

A Formal Model of Generic Inference Engine for Context-Aware Mobile Computing (컨텍스트 인지 모바일 컴퓨팅을 위한 범용 추론 시스템의 정형 모델)

  • Kim, Moon Kwon;Kim, Soo Dong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1486-1489
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    • 2012
  • 가용 센서를 내장하고 있는 모바일 디바이스의 사용이 많아지고 자동화, 자율화, 맞춤식 서비스의 요구가 커짐에 따라 컨텍스트 인지 모바일 컴퓨팅(Context-Aware Mobile Computing)의 필요성이 증대하고 있다. 하지만 추론 시스템 설계는 컨텍스트 분석, 인지하고자 하는 상황분석 등의 복잡한 과정을 요구한다. 본 눈문에서는 이러한 과정을 간결하고 정확하게 표현하기 위한 컨텍스트-상황 추론 요소의 범용적 정형 모델을 제안한다. 또한 추론 요소들의 정형 모델을 실사례에 적용하여 본 논문에서 제안하고 있는 추론 요소들의 정형 모델이 실효성을 가지고 있으며 범용적임을 보여준다.

The Effect of Community Artifacts and Media Richness Elements on the Experiences of the Social Network Game Users : 'Anypang' Case (커뮤니티 요소와 매체 풍요도 요소가 소셜 네트워크 게임 이용자의 이용경험에 미치는 영향 : '애니팡'을 중심으로)

  • Lee, Un-Kon;Kim, Kyong Kyu;Lee, Jung Reul
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.191-211
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    • 2013
  • The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.