• Title/Summary/Keyword: 인지 모델

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Network Structure of Depressive Symptoms in General Population (일반 인구 집단의 우울증상 네트워크 구조)

  • Seon il, Park;Kyung Kyu, Lee;Seok Bum, Lee;Jung Jae, Lee;Kyoung Min, Kim;Hyu Seok, Jeong;Dohyun, Kim
    • Korean Journal of Psychosomatic Medicine
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    • v.30 no.2
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    • pp.172-178
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    • 2022
  • Objectives : Although subclinical depression symptoms are associated with suicidal idea, most research have focused on clinical depression such as major depressive disorder or dysthymia. The aim of this study is to investigate network structure of depressive symptom and to reveal which symptoms are associated with suicidal ideation. Methods : We used part of data from the seventh Korea National Health and Nutrition Examination Survey. Participants were between 19 and 65 years of age (N=8,741). Network analysis with Isingfit model is used to reveal network structure of depressive symptoms and most central symptom and edges assessed by patient health questionnaire (PHQ-9). Results : The most two central symptoms were psychomotor activity and suicidal ideation. The strongest edge was psychomotor activity-suicidal ideation. Suicidal ideation also has strong association with depressive mood and worthlessness. Conclusions : These results suggest that psychomotor activity and suicidal ideation can serve as treatment target for subclinical depression and psychomotor activity, worthlessness and depressed mood may be important factor for early intervention of suicidal ideation.

A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

Evaluating SR-Based Reinforcement Learning Algorithm Under the Highly Uncertain Decision Task (불확실성이 높은 의사결정 환경에서 SR 기반 강화학습 알고리즘의 성능 분석)

  • Kim, So Hyeon;Lee, Jee Hang
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.8
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    • pp.331-338
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    • 2022
  • Successor representation (SR) is a model of human reinforcement learning (RL) mimicking the underlying mechanism of hippocampal cells constructing cognitive maps. SR utilizes these learned features to adaptively respond to the frequent reward changes. In this paper, we evaluated the performance of SR under the context where changes in latent variables of environments trigger the reward structure changes. For a benchmark test, we adopted SR-Dyna, an integration of SR into goal-driven Dyna RL algorithm in the 2-stage Markov Decision Task (MDT) in which we can intentionally manipulate the latent variables - state transition uncertainty and goal-condition. To precisely investigate the characteristics of SR, we conducted the experiments while controlling each latent variable that affects the changes in reward structure. Evaluation results showed that SR-Dyna could learn to respond to the reward changes in relation to the changes in latent variables, but could not learn rapidly in that situation. This brings about the necessity to build more robust RL models that can rapidly learn to respond to the frequent changes in the environment in which latent variables and reward structure change at the same time.

The Process of Forming Ego and the Impact of Others on the Teaching Careers of Students Majoring in Science Education: A Lacanian Psychoanalytic Inquiry (사범대학 과학교육전공 재학생들의 교직에 대한 자아형성 과정과 타자의 영향 -Lacan의 정신분석학적 탐구-)

  • Hyojeong Hwang;Eunju Park;Jun-Ki Lee
    • Journal of The Korean Association For Science Education
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    • v.43 no.4
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    • pp.333-349
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    • 2023
  • This study employs Lacan's psychoanalytic approach to reinterpret the images of others and teachers that influence the process of self-formation within the teaching profession as students enter a university of education Seventy-four first- and second-year students majoring in science education at the College of Education from three regions across the country participated in this study, which was conducted using Lacan's L schematic as a representative theoretical framework. Through qualitative analysis and a word cloud analysis, it was confirmed that the students developed perceptions of the teaching profession based on somewhat fictitious and unrealistic teacher images, while others actively intervened in the process of career decision-making. In addition, although parents or teachers mainly occupied the realm of the Other, it was found that they failed to appropriately fulfill the role of the Other, in that they should have corrected the fictional image of teachers. Accordingly, it is necessary to recognize the limitations of ego-psychological career education that can deepen fixations on distorted self-images and, therefore, seek a new career education and counseling model through a psychoanalytic approach.

A Dynamic exploration of Constructivism Research based on Citespace Software in the Filed of Education (교육학 분야에서 CiteSpace에 기초한 구성주의 연구 동향 탐색)

  • Jiang, Yuxin;Song, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.576-584
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    • 2022
  • As an important branch of cognitive psychology, "constructivism" is called a "revolution" in contemporary educational psychology, which has a profound influence on the field of pedagogy and psychology. Based on "WOS" database, this study selects "WOS Core database" and "KCI database", uses CiteSpace visualization software as analysis tool, and makes knowledge map analysis on the research literature of "constructivism" in the field of education in recent 35 years. Analysis directions include annual analysis, network connection analysis by country(region) branch, author, institution or University, and keyword analysis. The purpose of the analysis is to grasp the subject areas, research hotspots and future trends of the research on constructivism, and to provide theoretical reference for the research on constructivism. There are three conclusions from the study. 1. Studies on the subject of constructivism have continued from the 1980s to the present. It is now in a period of steady development. 2. Countries concerned with the subject of constructivism mainly include the United States, Canada, Britain, Australia and the Netherlands. The main research institutions and authors are mainly located in these countries. 3. Currently, the keywords constructivism research focus on the clusters of "instructional strategies", and the development of science and technology is affecting individual learning. In the future, instructional strategies will become the focus of structural constructivism research. With the development of instructional technology, it is necessary to conduct research related to the development of new teaching models.

A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

What We Want for Virtual Humans: Classification of Consumer Expectation Value on Virtual Influencer by Age Based on Q-methodology (가상 인간에 대한 우리들이 원하는 모습: Q방법론을 기반으로 한 연령대에 따른 소비자 기대 가치 분류)

  • Ji-Chan Yun;Do-Hyung Park
    • Knowledge Management Research
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    • v.24 no.2
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    • pp.137-159
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    • 2023
  • This study focuses on consumers' perceptions of virtual influencers, which many companies recently used for marketing. This study uses the Q methodology to derive what kind of perception consumers have about virtual influencers who work with various appearances, background stories, and worldviews as components. In addition, we want to see how the expected value of virtual influencers differs by age group. To this end, 34 statements were produced through preliminary interviews and literature reviews. This study showed that some consumers preferred appearances similar to humans, despite recognizing that virtual influencers are fictional characters. Some other consumers preferred to feel like a fictional character by maintaining virtuality, confirming that there are both opposite consumers. In addition, consumers expect virtual influencers to have consistency and expertise in the content field covered, and some consumers do not prefer to show an overly commercial appearance. This study will likely provide implications for companies that want to utilize virtual influencers in considering which ones to use for target customers in marketing activities.

Liaohe National Park based on big data visualization Visitor Perception Study

  • Qi-Wei Jing;Zi-Yang Liu;Cheng-Kang Zheng
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.4
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    • pp.133-142
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    • 2023
  • National parks are one of the important types of protected area management systems established by IUCN and a management model for implementing effective conservation and sustainable use of natural and cultural heritage in countries around the world, and they assume important roles in conservation, scientific research, education, recreation and driving community development. In the context of big data, this study takes China's Liaohe National Park, a typical representative of global coastal wetlands, as a case study, and using Python technology to collect tourists' travelogues and reviews from major OTA websites in China as a source. The text spans from 2015 to 2022 and contains 2998 reviews with 166,588 words in total. The results show that wildlife resources, natural landscape, wetland ecology and the fishing and hunting culture of northern China are fully reflected in the perceptions of visitors to Liaohe National Park; visitors have strong positive feelings toward Liaohe National Park, but there is still much room for improvement in supporting services and facilities, public education and visitor experience and participation.

A Study on the Improvement of Filter Bubble Phenomenon by Echo Chamber in Social Media (소셜미디어에서 에코챔버에 의한 필터버블 현상 개선 방안 연구)

  • Cho, Jinhyung;Kim, Kyujung
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.56-66
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    • 2022
  • Due to the recent increase in information encountered on social media, algorithm-based recommendation formats selectively provide information based on user information, which often causes a filter bubble effect by an Echo Chamber. Eco-chamber refers to a phenomenon in which beliefs are amplified or strengthened by communication only in an enclosed system, and filter bubbles refer to a phenomenon in which information providers provide customized information according to users' interests, and users encounter only filtered information. The purpose of this study is to propose a method of efficiently selecting information as a way to improve the filter bubble phenomenon by such an echo chamber. The research progress method analyzed recommended algorithms used on YouTube, Facebook and Amazon. In this study, humanities solutions such as training critical thinking skills of social media users and strengthening objective ethical standards according to self-preservation laws, and technical solutions of model-based cooperative filtering or cross-recommendation methods were presented. As a result, recommended algorithms should continue to supplement technology and develop new techniques, and humanities should make efforts to overcome cognitive dissonance and prevent users from falling into confirmation bias through critical thinking training and political communication education.

Determinants of Long-Term Care Service Use by Elderly (노인장기요양서비스 이용형태 결정요인 연구)

  • Lee, Yun-kyung
    • 한국노년학
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    • v.29 no.3
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    • pp.917-933
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    • 2009
  • This study examined the factors affecting forms of long-term care service use by elderly and the forms of use are classified facility care service, home care service, and unused. It is used data from the 2nd pilot program for the Long Term Care Insurance scheme and it is analysed 5,497 cases. Multi-nominal regression is used. According to the results, women use formal service more than man do, and wowen use facility care than home care. Those who eligible for National Basic Livelihood Security System(NBLSS) are shown to have higher use of formal care(especially facility care) than the middle income class, and the low income class than the middle income class has lower use of formal care. In addition, higher the family care is available, lower the taking part in the service. The big cities and mid sized cities than rural are used the formal service and moreover mid sized cities are used facility care than home care. Furthermore, the level of care need is determinants of service use and function of ADL, IADL, and abnormal behavior is also determinants of formal service(especially facility care). But nursing need and rehabilitation need are not determinants of formal service use. Based on the results, the recommendations are developed and implemented for the improvement the elderly long-term care insurance.