• Title/Summary/Keyword: 콘텐츠 인지

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A Study on the Content Case for the Improvement of Senior Cognitive Capabilities (노인 인지능력 향상을 위한 콘텐츠 사례 연구)

  • Jung, tae-won;Ha, kwang-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.71-72
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    • 2019
  • 의학 기술의 발달로 인해 현 사회의 노령 인구가 급증하는 가운데 노화로 인한 노인들의 신체능력 및 인지능력의 저하가 전 세계의 사회적 문제로 자리 잡았다. 인지능력의 저하는 치매로까지 연결될 수 있어 초기에 관리를 하는 것이 매우 중요하며, 인지능력 향상을 목적으로 다양한 콘텐츠가 제작되고 있다. 최근 다양한 분야에서 콘텐츠들이 디지털화를 통해 효용을 높이고 있으나 노인을 위한 콘텐츠는 사용자의 특성상 디지털 콘텐츠로의 전환 및 활성화가 쉽지 않아 아날로그 콘텐츠가 현재까지도 일상 및 병원 치료활동에 주로 활용되고 있는 실정이다. 이에 현재 사용 중인 아날로그 콘텐츠의 사례분석을 통해 노인 콘텐츠의 특성을 파악하고 한계점을 도출해 노인 인지능력 향상을 위한 콘텐츠가 제공해야 하는 특성과 발전해나가야 할 방향성을 제시하고자 하였다. 본 연구는 노인 경도인지장애 개선을 위한 서비스디자인 가이드라인 개발을 위한 선행연구로 수행되었다.

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A Study on the Prosperity of Digital Films and Cognitive Balance (인지적 균형을 위한 디지털 영화의 핍진성)

  • Wen, Ke-jing;Choi, Won-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.95-96
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    • 2019
  • 디지털 영화의 핍진성은 인지적 균형과 밀접한 연관성을 가진다. 이것은 이미지를 통해 균형을 이루기 위한 끊임없는 인지의 과정이다. 그러나 인지적인 균형을 중심으로 디지털 영화의 핍진성을 연구한 문헌은 부족한 상황이다. 이에 연구자는 인지적인 균형과 디지털 영화의 핍진성이 디지털 영화에 끼치는 영향에 대해 분석하고자 한다. 이를 통해 디지털 영화에 대한 폭 넓은 연구의 가능성을 제기하고자 한다.

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Study on Influence of VR Visual Cognitive Factors on VR Contents cognition and Presence (VR콘텐츠의 인지에 미치는 시지각 요인이 실재감에 미치는 영향에 관한 연구)

  • Park, Jung-ho;Choi, Eun-young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.985-992
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    • 2018
  • As a result of the recent development and dissemination of HMD equipment, there has been an increase in the development of virtual reality contents. However most of these developments do not take differences of users' cognitive abilities and users' ability to immerse in and connect to these contents into consideration. In this study, we investigated the effects of visual factors of contents by conducting literature reviews, and conducted research on the correlation between visual factors and Virtual reality presence. While color and spatial factors had significant positive effects on content recognition and sense of reality, motion perception factors caused cognitive dissonance, which negatively effects the accurate recognition of contents. We were able to find that accurate recognition of virtual reality contents have a great impact on users' sense of reality.

Factors Affecting the Continuous Use of Mobile Music Contents (모바일 음악콘텐츠의 지속적 사용에 영향을 미치는 요인에 관한 연구)

  • Yang, Seung-Kyu;Park, Seong-Won;Lee, Choong-C.
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.291-305
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    • 2008
  • Previous study about Mobile Music Contents was mainly focused on Industry factors & enterprise factors like Technology. This study is not only focused on Technology factors, but also Customer & System factors like TAM of original, and also, this study first tried to find the Mobile Internet medium's customer purchase by each property's Mobile Music Contents from assorting the Mobile music Contents property and defining them. So to speak of this study have tried to concretely verify the factors of purchase. And also, I proposed an transformated model, and added independent variable factors, 'distinction', 'speed of system', 'speed of network', 'a career of use', 'amount of use', 'preservation', 'customization', 'information', 'confidence', 'omni presentation', 'potential possibility of reproduce'. By applying TAM this study has measured how the product property. user property, and system property causes effect to customer purchase of Mobile Music Contents. In results, First, success 8 factors were determined to be the purchase of 'Ringtone'. Second, 8 factors were determined to be the purchase of 'Ring-Back tone', but, 'The use of convenience' was not influenced 'Intention of Purchase'. Third, 6 factors were determined to be the purchase of 'Full Track Download of Music'. At the Conclusion this study presented a scheme that these study results could be applied in actual company and academic world.

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The Effect of Advertising Content Creativity on Desire to Postpone Cognitive Closure and Ad Attitude - Focusing on the Mediating Effect of Disfluency (광고 콘텐츠의 창의성이 인지종결 지연욕구와 광고태도에 미치는 영향 - 비유창성의 매개효과를 중심으로)

  • Park, Hyunjung;Yoo, Seung-Chul
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.339-356
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    • 2017
  • So far, there have been studies to verify the effectiveness of creative advertising contents, but there have been few studies explaining why creative advertisement contents are effective in consumer cognitive processes. The purpose of this study is to examine the effect of creativity of ad contents on desire to postpone cognitive closure and ad attitude. Furthermore, the cause of the advertising effect of the creative advertisement contents was set as disfluency and the relationship between the related variables was verified. Research has shown that creative advertising does not directly produce positive advertising attitudes, but it also forms ad attitudes through mediating effects of disfluency. In addition, it was found that disfluency mediated the desire to postpone cognitive closure in creative advertising. In summary, this study finds that the disfluency of advertising is an important variable for enhancing the advertising effect of creative advertisement. This study verified the advertising effect of creative advertisement by connecting it with consumers' cognitive variables.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Image Recognition and Clustering for Virtual Reality based on Cognitive Rehabilitation Contents (가상현실 기반 인지재활 콘텐츠를 위한 영상 인식 및 군집화)

  • Choi, KwonTaeg
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1249-1257
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    • 2017
  • Due to the 4th industrial revolution and an aged society, many studies are being conducted to apply virtual reality to medical field. Research on dementia is especially active. This paper proposes virtual reality based on cognitive rehabilitation contents using image recognition and clustering method to improve cognitive and physical disabilities caused by dementia. Unlike the existing cognitive rehabilitation system, this paper uses travel photos that reflect the memories of the subjects to be treated. In order to generate automated cognitive rehabilitation contents, we extract face information, food pictures, place information, and time information from photographs, and normalization is performed for clustering. And we present scenarios that can be used as cognitive rehabilitation contents using travel photos in virtual reality space.

Development of cognitive rehabilitation of dementia patients base on smart block (치매환자의 인지재활을 위한 스마트블록 기반의 인지재활 콘텐츠 개발)

  • an, jaeyong;Oh, Junhyeok;Kim, Dong-Yeon;Lim, Tae Yoon;Won, JinSub;Hwang, Jun Ho;Woo, Deok Ha;Lee, Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1157-1159
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    • 2019
  • 치매환자는 인지기능 중 기억력이 가장 먼저 저하된 후 동시다발적으로 인지기능 저하를 보인다. 인지기능의 재활을 위해 다양한 방법들이 연구되고 있으며 콘텐츠도 개발되고 있다. 치매환자의 인지기능은 지속적인 재활이 중요하며 누구든 쉽게 접근할 할 수 있어야 한다. 본 논문에서는 이러한 문제해결을 제안하기 위해 스마트블록을 활용한 치매환자의 인지재활 콘텐츠를 개발하였다.

Cognitive and Online Activity based Profiling to provide Senior User Customized UI/UX (고령 사용자 맞춤형 UI/UX 제공을 위한 인지 및 온라인 활동 기반 프로파일링)

  • Hur, YunA;Whang, Taesun;So, Aram;Lee, Seolhwa;Lim, HeuiSeok
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.89-91
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    • 2018
  • 초 고령사회가 전망됨에 따라 적극적인 문화향유를 즐기는 다양한 신체적 활동성이 있는 새로운 실버세대를 스마트 시니어라고 지칭한다. 이전 연구에서는 스마트 시니어의 신체적 노화나 운동능력 저하를 고려하여 제공하는 맞춤형 UI/UX 콘텐츠 서비스를 제공하였다. 또한 스마트 시니어의 인지 반응 검사를 통하여 인지적 특성 저하 요소를 파악하고 A, B, C 그룹으로 나뉘어 그룹 특성에 맞게 글자 크기, 폰트 종류, 재생 속도 등 설정을 조정하여 맞춤형 UI/UX 콘텐츠를 제공하였다. 그러나 약 180여개의 인지 반응 검사를 진행함에 따라 스마트 시니어의 집중력 저하의 문제점이 있었다. 본 논문에서는 스마트 시니어의 인지 반응 검사지와 온라인 콘텐츠에서 스마트 시니어가 활동하여 변경된 설정 값을 이용하여 유의미한 인지반응 검사지를 추출하고 인지 반응 검사지 결과를 통해 상세한 맞춤형 UI/UX 콘텐츠를 제공하는 모델을 제안한다.

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Determinants the Effect of Exposure Type of Short-form Branded Content on Consumer Response : Focusing on the Mediating Effect of Perceived Sense of Belonging (숏폼 브랜디드 콘텐츠 노출 유형이 소비자 반응에 미치는 영향: 인지된 소속감의 매개 효과를 중심으로)

  • Kim, Qurie;Choi, Jeonghye;Park, Kyung Min
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.642-657
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    • 2022
  • The fourth industrial revolution became a decisive opportunity to increase our dependence on non-face-to-face services. Therefore, this study tried to derive a new strategic plan for non-face-to-face marketing by discussing the short-form branded content currently in the spotlight among the digital native generation. In particular, focusing on the phenomenon of co-viewing, where short-form branded content is viewed and communicated on social media, how exposure type of branded content affect attitudes toward short-form branded content and the products it contains verified. In addition, this research presents the perceived sense of belonging as a mediating variable. It was confirmed through an experiment whether the sense of belonging perceived by consumers during the co-viewing process significantly mediated the relationship between the exposure types and consumer attitudes. As a result of the study, it was found that the exposure type significantly affected the attitude towards the contents and the products contained in them. Furthermore, the perceived sense of belonging was also significant as a mediating variable.