• Title/Summary/Keyword: 인지 모델

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Configuring game playing rules by cognition processes of a game item (게임아이템의 인지 프로세스를 통한 게임플레이 유도 시나리오)

  • Park, Yong-Hyun;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung-Pyo;kim, Jae-Woong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.135-139
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    • 2008
  • MMORPG로 대표되는 우리나라 온라인게임의 게임아이템 유형을 보면 대부분이 능력치와 관련된 것들이 많다. 이것은 게임아이템의 일부 기능만을 활용한다는 점에서 보다 적극적으로 게임아이템을 구성하고 그것에 유기적인 역할을 부여할 필요성을 갖게 한다. 이러한 필요성을 충족시키기 위하여 게임아이템을 인지심리학적 관점으로 연구는 것은 매우 유효하다. "게임아이템의 인지프로세스와 지식표상 모델"이라는 것은 인지심리학의 정보처리 과정을 게임아이템 사용자에게 적용하여 구조화한 것이다. 이러한 프로세스와 지식표상 모델은 게임아이템의 명료화와 인과적 플레이를 유도하기 위한 것으로 위의 필요성을 충족시킬 수 있다.

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A Study on the Factors Influencing Continuous Intention to Use of OTT Service Users: Focused on the Extension of Technology Acceptance Model (OTT서비스 이용자의 지속사용의도 영향 요인에 관한 연구: 기술수용모델의 확장을 중심으로)

  • Lee, Min-Kyu;Kim, Won-Je;Song, Min-Ho
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.537-546
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    • 2019
  • This study verified the factors influencing continuous intention to use of OTT service users through technology acceptance model and extension. For this purpose, the main results were derived through correlation analysis and path analysis using SPSS 21.0 program and AMOS 21.0 program. The summary is as follows. First, perceived ease of use was found to have a statistically significant positive effect on perceived usefulness. Second, perceived ease of use did not have a statistically significant effect on continuous intention to use. Third, the perceived usefulness has a statistically significant positive effect on continuous intention to use. Fourth, perceived innovativeness has a statistically significant positive effect on perceived ease of use. Fifth, perceived innovativeness has a statistically significant positive effect on continuous intention to use. Sixth, perceived playfulness has a statistically significant positive effect on continuous intention to use. The above results will be meaningful in that it has revealed a path to understand the extension of the technology acceptance model of OTT services and acceptance of OTT services.

The Influence of Dominant Design Factors on Intention to Use Smartphone Continuously (지배적 디자인 속성이 스마트폰 지속사용의도에 미치는 영향)

  • Nam, Soo-tai;Kim, Do-goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.111-113
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    • 2018
  • 우리나라 스마트폰 이용자는 경제활동 대부분이 사용하고 있으며 초기 형성단계를 지나 포화상태에 도달한 것으로 전문가들은 내다보고 있다. 본 연구는 지배적 디자인 속성이 스마트폰 사용자의 지속사용의도에 미치는 영향을 알아보고자 하였다. 예측변수로는 확장 기술수용모델에서 제시된 인지된 유용성, 인지된 사용 용이성을 선택하였고 지배적 디자인 속성, 인지된 가치를 매개 조절변수, 종속변수는 지속사용의도를 선택하여 개념모델을 완성하였다. 연구대상은 중국 시안과학기술대학교 대학생 및 대학원생을 대상으로 160명이며 설문을 통해 기초 데이터를 수집하였다. 인구통계학적인 분석은 IBM SPSS Statistics 19로 하였고 AMOS (analysis of moment structures)를 사용하여 확인적 요인분석과 변수 간의 인과관계에 대한 경로분석을 실시하였다. 분석결과를 바탕으로 실무적 및 학문적 시사점을 논의하고자 한다.

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An Evaluation of Users' Experiences with Gustave Klimpt VR Application Using the Technology Acceptance Model(TAM) (기술수용모델을 기반으로 구스타프 클림트의 <스토클렛 저택의 장식벽화(Stoclet Frieze)> VR 애플리케이션에 대한 사용자 경험 평가)

  • Rhee, Bo-A;Choi, Yeo-rim;Jeong, Do-Young;Park, Seong-Hun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.297-300
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    • 2017
  • 본 연구는 기술수용모델(Technology Acceptance Model)을 기반으로 <클림트 인사이드(2017)>전시에서 사용된 <스토클렛 저택의 장식벽화(Stoclet Frieze)> VR 앱에 대한 인지된 유용성(이하 PU)과 인지된 이용용이성(이하 PEOU)의 평가에 초점을 맞추었다. VR 앱의 학습적합성(SFL)이 감상적합성(SFA)보다 높게 평가된 PU의 경우, 학습유용성(UFL)과 감상유용성(UFA)의 모든 요인이 만족도(DOS)에 긍정적인 영향을 미침으로써, 전시환경에서의 VR 앱의 학습에 대한 내적 동기 부여 및 감상 지원에 대한 잠재력이 확인되었다. 또한 PEOU의 모든 요인들은 DOS뿐만 아니라 DOI와도 유의미한 상관관계를 가졌다. 본 연구를 통해 TAM의 PU와 PEOU의 ATUA(DOS 및 DOI) 및 BITUA(ITRA(1) 및 ITRA(2))에 대한 영향력이 검증됨에 따라, 두 변수는 사용자의 VR 앱에 대한 기술 수용에 대한 예측을 가능케 했으며, 결론적으로 예술작품 원작을 재매개한 VR 앱에 대한 평가모델로써 TAM의 적합성이 입증되었다.

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Factors of Influencing on UHDTV Acceptance (UHDTV서비스 수용 요인 연구)

  • Kim, Hyo-jin;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.425-430
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    • 2016
  • The goal of this study is to explore the factors that influence on intention to use UHDTV Service. Research problems has been designed to Structural equation model by Technology Acceptance Model. The Perceived quality, Price sensitivity, Innovativeness are adopted as independent variables. And Perceived usefulness, Perceived ease of use are adopted as intervening variables. A result of analysis, Perceived quality and Price sensitivity influenced the Intention to use via Perceived usefulness and Perceived ease of use. But in case of Innovativeness, it did not influence the Perceived usefulness while it influenced the Perceived ease of use. Meanwhile, the influence of Perceived quality to Perceived usefulness had more impact than the other path between the other factors.

Development of a Korean Version of an Advance Directive Model via Cognitive Interview (인지면담을 이용한 한국형 사전의료의향서 모델 개발)

  • Kim, Shin Mi;Hong, Young Sun;Hong, Sun Woo;Kim, Jin Shil;Kim, Ki Sook
    • Journal of Hospice and Palliative Care
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    • v.16 no.1
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    • pp.20-32
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    • 2013
  • Purpose: The purpose of the study was to develop a feasible form of a Korean version of advance directives (K-AD). Methods: Sixteen adults participated in this study: 10 aged 20~50 years and nine aged 65 years or older. Using a draft version of the K-AD, cognitive interview was conducted on the participants to establish a culturally acceptable form of advance directives whose directions can be understood and responded accordingly by the general population. Results: Cognitive interviews revealed areas of concerns for the draft version of K-AD: lack of instructions or clarity for technical and medical terms, context complexity and inadequate response categories. The draft version was revised by rewording, offering examples and rearranging the context. Editorial style was added with appropriate uses of bold fonts, bullet-points and underlines to facilitate interviewees' cognitive responses. Conclusion: Study results feasibility of the revised version of the K-AD. Further study should be performed with a larger number of participants to develop a K-AD with an acceptable level of reliability and validity.

Intention to Continue Using Chat GPT as a learning Tool for College Students: Based on the Technology Acceptance Model (대학생 학습 도구로 Chat GPT 활용에 대한 지속사용 의도: 기술수용 모델을 기반으로)

  • Noh Hyeyoung;Kim Hanju;Ku Yeong-Ae
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.933-942
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    • 2024
  • With the development of AI, Chat GPT, an artificial intelligence chatbot that appeared in 2022, is rapidly spreading to a wide range of people and expanding its usefulness. This study was conducted to examine college students' intention to continue using Chat GPT using a technology acceptance model. As a result of the study, all of Chat GPT's features had a positive effect on college students' perceived usefulness and perceived ease of use. However, among the features of Chat GPT, system quality and relative advantages did not directly affect the intention to continue using it. However, it was confirmed that it had an effect when perceived usefulness and perceived ease of use were mediated. The perceived usefulness and perceived ease of Chat GPT were verified to have a positive effect on the intention to continue using it.

A Formal Model and a Design of Inference Engine for Context-Aware Mobile Computing (컨텍스트 인지 모바일 컴퓨팅을 위한 정형모델 및 추론 시스템 설계)

  • Kim, Moon Kwon;Kim, Soo Dong
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.4
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    • pp.239-250
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    • 2013
  • Context-aware mobile computing has become the primary approach to realize automatic, autonomous, and user-centric computing in the context of largely increasing the amount of mobile devices used that embed available sensors. However, designing an inference engine nonetheless requires the tasks of analyzing contexts, situations that can be inferred, etc. Moreover, a mobile device has limited resources and limited computation capability, which results in recognizing the common sense of its unsuitable environment for processing inference. Hence, we propose context-situation reasoning elements and their formal models in this paper, and we verify the formal models' applicability by applying them to an example. Finally, we design and implement an inference engine that realize the context-situation inference elements in computing environment, and we experiment an example by using the proposed inference engine to verify applicability and reusability of the inference engine.

Development of a Hole Cup Recognition Model on Golf Green Using Object Detection Technology (물체 탐지 기술을 사용하여 골프 그린에서 홀 컵 인지 모델 개발)

  • Jae-Moon, Lee;Kitae, Hwang;Inhwan, Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.15-21
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    • 2023
  • This paper is a study on the development of an artificial intelligence model that recognizes a hole cup on a golf green. A CNN-based object detection algorithm was used to recognize the hole cup on the green. Also, Apple's CreateML was used to create a model of the object detection algorithm. This paper created a JSON file with 120 training images and annotations to meet the needs of CreateML. In addition, for more accurate learning, data amplification algorithm was used for learning data and 288 learning data were used for learning. By changing the Iterations, Batch size, and Grid size required by CreateML, we found parameter values that improve the performance of the model. A prototype app was developed by applying the developed model, and performance was measured on an actual golf course green using the prototype app. As a result of the measurement, it was found that the hole cup was accurately recognized within 10m, which is the typical golfer's putting distance.

인지과학을 통한 해기사들의 의사결정 기준 형성 분석

  • 이희진;박득진
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.05a
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    • pp.166-166
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    • 2023
  • 본 연구는 인지과학을 통해 해기사의 행동을 분석하였다. 인지과학은 인간의 판단이 논리적이지 않으며 모든 의사결정이 기억에 의존한다는 사실을 밝혀냈다. 그래서 본 연구는 해기사의 의사 결정에 영향을 미치는 기억 유형을 확인했다. 본 연구는 해기사의 의사결정 과정을 분석하기 위한 과학적 접근과 MASS에 적용하기 위한 의사결정 모델 구축을 위한 공학적 접근을 취하였다.

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