• Title/Summary/Keyword: 인지 판단

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A study on Cognitive Judgment Technology using Augmented Reality (증강현실을 이용한 인지 판단 기술에 관한 연구)

  • Lee, Cheol-Seung;Kim, Kuk-Se
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.6
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    • pp.1075-1080
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    • 2020
  • The development of computing technology and networking is developing as the fundamental technology of the 4th industrial revolution. AR and VR technologies, which are dual realistic media fields, are developing into many application areas, especially! The potential for development in the medical field is very high. As for the development potential of the health care field, the 4th industrial revolution such as AR/VR to solve problems, such as the increase of various chronic diseases due to the aging of the population, the limitation of infrastructure that can deal with them, and the lack of specialized personnel. It is adopting services in the healthcare field using representative technologies. Accordingly, AR/VR in the healthcare field occupies about 17% of the total industrial market. Therefore, in this study, cognitive judgment technology using AR applies cognitive evaluation through a computing system to the mild cognitive impairment, and based on the results, researches to utilize cognitive rehabilitation contents using augmented reality, and hardware necessary for cognitive judgment technology. Also, software design to help in the field of cognitive judgment technology and healthcare using AR.

A Study of Cognitive Warfare and Ethical Issues: Focusing on Just War Theory (인지전과 윤리적 문제에 대한 연구: 정의전쟁론을 중심으로)

  • Sangsu Kim;Youngsam Yoon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.451-459
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    • 2023
  • The purpose of this paper is to show the limitations of Just War Theory in evaluating ethical issues that can be raised in cognitive warfare, which is emerging as a new area of war. To this end, we will provide the background of cognitive warfare, derive the features of cognitive warfare based on conceptual analysis of cognitive warfare, and clarify the differences between cognitive warfare and traditional warfare. Afterwards, we will turn the discussion and take a look at the background and areas of Just War Theory as a theory that evaluates comprehensive ethical issues related to war. Then, we will elaborate what Just War Theory is and apply the ethical judgment criteria presented in the three areas of this theory, jus ad bellum, jus in bello, and jus post bellum, to cognitive warfare. Finally, we will evaluate the appropriateness of ethical judgment in cognitive warfare by applying criteria for each area and specify the limitations, thereby showing that Just War Theory has limitations as an ethical judgment criteria in cognitive warfare.

Effects of Cognitive Heuristics on the Decisions of Actual Judges and Mock Jury Groups for Simulated Trial Issues (가상적인 재판 쟁점에서의 현역판사의 판단과 모의배심의 집단판단에 대한 인지적 방략의 효과)

  • Kwang B. Park;Sang Joon Kim;Mi Young Han
    • Korean Journal of Culture and Social Issue
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    • v.11 no.1
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    • pp.59-84
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    • 2005
  • Three studies were conducted to examine the degree to which three common heuristics, anchoring heuristic, framing effect and representative-ness heuristic, influence the decision-making precesses of actual judges and 5-persons mock juries. With scenarios regarding various issues that are commonly raised in actual criminal and civil trials, study 1 examined the 158 actual judges' decisions. In study 2, the decisions of 80 mock jury groups that consisted of college students were examined with similar scenarios. And individual decisions were examined in study 3 to compare with the group decisions in study 2. The decision processes of the actual judges and the mock jury groups alike were found to be influenced by "anchors". But the biases by the anchoring heuristic were more pronounced in the group decisions than in the decisions of the actual judges. With respect to framing effect, the actual judges were found to be resistant, while a small effect was found in the decisions of mock jury groups. Representative-ness biases weren't found in the decisions of both the actual judges and mock juries. The implications of the results for judicial systems were discussed.

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Design and Development of Cognitive Judgment Platform using Augmented Reality (증강현실을 이용한 인지 판단 플랫폼 설계 및 개발)

  • Lee, Cheol-Seung;Kim, Kuk-Se
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1249-1254
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    • 2021
  • Computing technology and networking technology in the era of the 4th industrial revolution are rapidly evolving into an intelligent information society. AR, VR, and MR technologies, which are dual immersive media fields, are being applied in many convergence technologies, especially! The development of the health and healthcare field is actively progressing. In the field of health and healthcare, there are many problems due to aging of the population, increase in chronic progress, lack of infrastructure, and lack of professional manpower. services in the field are adopted. Therefore, this study applies cognitive evaluation through a computing system to the mild cognitive impairment, designs and develops a cognitive judgment platform using augmented reality based on the cognitive judgment technology system design, and integrates AI and BigData-based intelligent cognitive rehabilitation in the future. It is used as basic data for service platform development.

Inferring the Causal Relationship between Three Events (세 사건간의 인과관계 판단)

  • Do, Kyung-Soo;Choi, Jae-Hyuk
    • Korean Journal of Cognitive Science
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    • v.21 no.1
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    • pp.47-75
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    • 2010
  • Two experiments were conducted to explore whether the Or structure works as a default causal model in inferring the causal structure from the contingency data. The contingencies of three unfamiliar variables were used in Experiment 1. Participants inferred the Or structure quite well from the OR data, but incorrectly inferred the Or structure from the And data for about a little less than half of the time, and almost always inferred the Or structure from the chain data. The results suggested that the Or interpretation can be the default causal model. The prevalence of the Or interpretation from the contingency data was reported even when the three variables were familiar ones in Experiment 2. Multinomial modeling performed on the results of the two experiments strongly suggested that the Or interpretation work as a default causal model.

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Design and Development of the Second language Proficiency Method based on Cognitive Ability of Learner (학습자 언어 인지 능력 기반의 외국어 능숙도 측정 방법 설계 및 개발)

  • Yang, Yeong-Wook;Lee, Sae-Byeok;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.363-369
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    • 2013
  • In this paper, the modeling of phenomena that occurs in the brain related language was designed and developed the second language proficiency method. This method based on cognitive ability test in cognitive psychology that is the lexical decision task, the priming task and the verbal span task. The lexical decision task involves measuring how quickly decide stimuli as words or nonwords. This task is divided reading and listening according to stimulus type to the details. The priming task finds the output of the language. This task is divided the translation-priming and the semantic-priming according to stimulus type. The verbal span task finds the short term memory. In this paper, we propose the second language proficiency measurement method using the linguistics cognitive ability of the learner about the second language.

design vehicle tire abnormal wear check system with laser sensor (레이져 센서를 이용한 자동차 타이어 이상마모 체크 시스템 설계)

  • Baek, Sung-hyun;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.451-454
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    • 2013
  • 자동차의 타이어는 자체의 하중을 지지하고 구동력과 제동력을 노면에 전달 한 뿐만 아니라 노면으로부터 받는 충격을 완화하며 자동차의 진행 반행을 전환, 유지하는 등 자동차에 아주 중요한 역할을 담당하는 부품이다. 하지만 이러한 타이어에 약간의 이상이 발생을 하더라도 운전자 및 동승자의 안전을 영향이 있는 중요한 부품 중의 하나이다. 타이어의 문제는 여러 가지가 있을 수 있지만 일반적으로는 일반 마모와 이상마모로 두가지로 나뉠 것이다. 일반적인 마모는 자동차 주행 중의 마모로 적당한 주행거리에 교체 하면된다 하지만 이상마모는 일반적인 마모와 달리 각 타이어가 따로 마모가 되거나 타이어 일부분이 마모가 되는 것이다. 현재까지 이상마모를 점검하는 방법으로는 정비사가 타이어를 눈과 손으로 점검하여 편마모인지 아닌지를 판단을 하고 있기 때문에, 하지만 편마모인지 아닌지를 점검하는 기준이 다르고 타이어 마다 틀려 운전자는 애매모호한 기준에 당황 할 수밖에 없다. 그래서 본 논문에서는 이러한 단점을 보완 하고자 복 수개의 레이저 센서를 이용하여 각 타이어 마다 인지 아닌지를 체크 하는 시스템을 설계하여 주관적인 판단을 극복하고 객관적이고 정확한 판단을 내릴 것이다.

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A Study on Development of Effective MMORPG Character Design through Cognition (게임 인지성을 고려한 MMORPG 캐릭터 모델구축에 관한 연구)

  • Tang, Jun;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.16 no.9
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    • pp.1098-1108
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    • 2013
  • Customizing system is acting a main role for the character production system of MMORPG. However, since using the high degree of freedom in MMORPG, these characters are too individual and lack of awareness. We can describe each character's emotional characteristics and understand the correlation of characters more easily by adjusting design factors capable of cognitive decision to characters. Game character developer should consider seeking efficient character design process that is suitable to MMORPG game environment and users for proper character recognition and promoting character preferences. In addition, this research being extended on the article vol.13, no.3, "A Study on Cognitive and Preference of Games' Character" on Korean Society of Basic Design in June 2012 issue and this study is expected to have effectives as one method for the purpose of this research is to inquire and present what type of relation lies between recognition and preference of game characters of MMORPG.

Effects of Self-Explanation and Prompts Depend on the Students' Need for Cognition (인지욕구와 자기설명이 학습 수행에 미치는 영향)

  • Lee, Hyo-Hee;Do, Kyung-Soo
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2010.05a
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    • pp.25-30
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    • 2010
  • 자기설명이 학습을 촉진시키려면 무엇을 설명해야 하는지 판단해야 하고, 그에 대해 적절한 설명을 산출해내어야 한다. 본 연구에서는 촉진자극(propmpt)를 제공해서 무엇을 설명해야 하는지에 대해 도움을 주면 자기설명 효과가 얻어지는지 알아보았다. 또한 자기설명과 촉진 자극의 효과가 학습자의 인지욕구(need for cognition)와 상호작용하는지 알아보기 위해 인지욕구 수준을 상하로 나누어 3 요인 실험을 실시하였다. 촉진자극과 자기설명의 효과는 과제와 학습자의 인지욕구 수준에 따라 다르게 나타났다. 기억검사에서는 인지욕구가 낮은 학습자에게서만, 자기설명의 효과와 촉진자극의 효과가 관찰되었다. 반면에 이해검사에서는 인지욕구의주효과가 유의하였고, 3 요인상호작용 효과가 경향을 보였다. 즉 촉진 자극을 제공하는 것은 인지욕구가 높은 학습자에게서만 학습을 향상시켰다. 이 결과는 인지부하가 학습에 영향을 미치는 것으로 해석되었다.

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