• Title/Summary/Keyword: 콘텐츠 인지

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Analysis of EEG Signals for Attention Training Game Contents (주의력 훈련 게임 콘텐츠에 대한 EEG 신호 분석)

  • Kang, Sung-Ho;Park, Jung-Hyun;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.83-90
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    • 2019
  • Recently, the need to prevent or treat cognitive impairment in older adults has been arising. In particular, they tried to diagnose MCI as an early stage of Alzheimer's disease and to delay the progression to dementia through training cognitive function. Most of cognitive function training have been manufactured to game contents which related to several cognitive function, and it needs to be verified quantitatively whether subjects are paying attention to cognitive function training. Thus in this study, we measured and analyzed EEG signals while performing attention training game contents. As an analysis method, we utilized CI, which shows how much they are focusing on, and RI, which shows how stable they are. The result of this study can be seen that all the subjects' CI were increased, which means that the subjects performed game contents with concentration.

A Study on University Students' Intention to Use Video Contents as an Information Source of Serious Leisure Activities (대학생의 진지한 여가 활동 정보원으로서 동영상 콘텐츠 이용 의도에 관한 연구)

  • Back, Ga Yeon;Park, Ji-Hong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.2
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    • pp.69-99
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    • 2021
  • This study aims at exploring what kinds of factors affect university students to choose video contents as information sources of serious leisure activities. Among other, It focuses on the effect of information quality and cognitive authority. This study analyzed 209 sets of data collected by conducting an online survey of university students from across the country. The implications and results of this study are as follows: First, among the sub-components of information quality, timeliness, relevance, and accuracy had a positive effect significantly on the intention of video contents use as an serious leisure information source, and among those of cognitive authority, the characteristics of platforms was the most influential one. Second, the multiple regression analysis was used to figure out that, some sub-components of cognitive authority turned out to have a positive effect significantly on the evaluation of information quality. This study has a significant meaning in that it investigated the intention of video content use with the two factors (information quality and cognitive authority), especially at this time when more and more people are enjoying video contents as an serious leisure information source.

The Effects on Cognitive Psychology in Using Multimedia Teaching-Learning Contents (멀티미디어 교수-학습콘텐츠의 인지심리학적 효과)

  • Kwon Choong-Hoon
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.273-280
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    • 2005
  • Teaching-learning activities in a school class is influenced by the development of a information science in the 21 century. Recently, the instruction in a school class use a multimedia teaching-learning contents chiefly. A great number of teachers don't recognize a foundation of the effects on teaching-learning contents utilizing multimedia. In this paper, I propose to analyze and verify the foundation of effects on cognitive psychology of multimedia teaching-learning contents. The principal method of this study is to synthesize and analyze researches of scholars or literature study largely. In this paper, the foundations of effects on multimedia teaching-learning contents are following: the dual encoding of information process, the skill on direction and speed-regulation of learning, and the others educational strength. The theoretical conviction in multimedia teaching-learning contents is operated as the confidence of education contents & media utilized by teachers and learners, and is anticipated as the growth of the quantitative and qualitative learning activities.

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Correlation between ACLT and FIM, MMSE-K, and MFT in Stroke Patients (뇌졸중 환각에서 알렌인지수준과 일상생활활동, 인지기능 및 상지기능의 상관관계)

  • Lee, Sang-Heon
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.287-294
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    • 2009
  • The purpose of this research is to test the relationship between ACLT(Allen Cognitive Level Test) and FIM(Functional Independence Measure), MMSE-K(Mini-Mental State Examination), and MFT(Manual Function Test). 38 elderly persons with stroke were recruited. Pearson Correlation Coefficients is used for correlation test. There is statistically significant correlation between ACLT and FIM, MMSE-K, and MFT(p<.05). This results identified the relationship between cognitive function and activities of daily living, indicated the usability of ACLT as a cognition assessment tool and the need of research for it's application in stroke patients.

Effects of Eye Movement Training on Cognitive Function in Elderly Women: a pilot study (노인여성에게 적용한 안구움직임 훈련이 인지기능에 미치는 영향: 예비연구)

  • Bae, sea-hyun;Kim, kyung-yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.407-408
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    • 2018
  • 본 연구는 여성노인을 대상으로 안구운동 훈련을 적용하여 인지기능에 어떠한 영향을 미치는지 알아보고자 하였다. 대상자는 65세 이상 여성 노인 8명을 선정하였고 안구운동은 급속안구운동을 4주 동안 적용하여 사건관련 전위 중 P300을 활용하여 그 변화를 측정하였다. 그 결과 p300의 전위값은 유의하게 상승하였고, 잠복기는 유의하게 짧아졌다. 결론적으로 여성노인에게 적용한 급성안구운동은 뇌의 긍정적 변화를 나타내 인지기능 향상에 영향을 준다는 것을 알 수 있었다.

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A Study on the Multimedia Disaster Information Contents for Disaster Response Service (재난대응 서비스 제공을 위한 멀티미디어 재난정보 콘텐츠 연구)

  • Cho, Beom-Jun;Kwon, Ki Bong;Kim, Hyun Chul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.573-573
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    • 2020
  • 현재 운영되고 있는 대국민 재난 예.경보시스템은 텍스트 및 음성으로만 재난정보를 제공함으로써 고령자 및 외국인, 장애인들과 같이 재난상황 하에서의 사회적 약자에게는 재난대응을 위한 인지가 쉽지 않으며, 제한된 텍스트 정보로 인해 재난상황을 전달하기에 한계가 존재한다. 이를 해결하기 위해서는 다매체를 통한 다양한 멀티미디어 콘텐츠가 포함된 재난정보에 관한 연구와 이를 자동적으로 생성할 수 있는 기술이 필요하다. 국내에서는 디지털사이니지 및 버스정보시스템과 더불어 최신 ICT 기술인 '5G', 'UHD'를 활용한 멀티미디어 재난정보를 수용하여 제공할 수 있는 고도의 인프라 기반이 마련되어 있어 현재보다 많은 재난정보를 전달하여 국민들로 하여금 신속.정확한 재난상황 인지를 가능케 할 수 있다. 다매체에서 활용 가능한 멀티미디어 재난정보 콘텐츠는 행정안전부 '재난정보공동이용시스템'과 기상청 '지진조기경보시스템'에서 제공하고 있는 다양한 관측 및 분석정보를 기반으로 자동적으로 생성된다. 생성된 멀티미디어 재난정보 콘텐츠는 '발생재난 종류'와 '재난발생 일시', '발생지역'과 같은 기본적인 정보를 포함하여 지도기반 '재난발생 위치'와 '대피소 위치', '대응요령', '기타 정보' 등으로 구성된다. 이러한 재난 콘텐츠는 '경보'와 '후속 경보'를 통해 제공되는 정보에 차이를 두어 상황에 맞게 인지할 수 있도록 연구하였다. 다만, 이러한 재난정보 콘텐츠 제공 서비스를 가능케하기 위해서는 현재와 같은 재난정보 전달체계와 더불어 웹서비스 및 양방향 방송망을 활용할 수 있는 전달체계가 확보되어 보다 신속하게 제공될 수 있도록 기반 기술 연구가 필요하다.

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Exploring the Applicability of the Cognitive Theory of Multimedia Learning for Smart Pad Based Learning with a Focus on Principles of Multimedia and Individual Differences (스마트 패드 기반 학습 프로그램에서 멀티미디어 학습에 관한 인지이론적 원리의 적용가능성 탐색: 멀티미디어 원리와 개인차 원리를 중심으로)

  • Kim, Bo-Eun;Lee, Ye-Kyung
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.986-997
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    • 2011
  • The purpose of this study is to verify the cognitive theory of Multimedia learning in a Smart Pad environment. Specifically, the viability of the multimedia principle and individual difference principle was tested for this study. To accomplish this, participants were divided into two groups based on their prior knowledge level (high/low), and members of each group were given one of two Smart Pad based programs, one text-based and the other text and image based. Results indicate that the use of images and the interaction between image use and prior knowledge did not have a significant effect on cognitive load levels. However, there were significant effects on learning achievement. This study implies that when developing Smart Pad based learning content, the small screen size compared to PC monitors, types and functions of images, and learning objectives should be considered.

A Study on the Development of Physical Examination with VR Content and User Satisfaction (VR 콘텐츠를 이용한 신체검사 개발 및 사용자 만족도 연구)

  • An, Ho-Won;Kim, Jun-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.318-326
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    • 2021
  • This study aims to the effectiveness of physical examination using VR contents to solve problems such as the increase in chronic diseases and shortage of professional manpower in the health care field according to the aging and low birth rate, and to provide efficient healthcare. Therefore, this study implemented a one-stop VR content physical examination system by wearing HTC VIVE Pro VR and a stick controller. The system is from step 1 to step 5, and the final body age is determined and a simple solution is provided through five steps sequentially: color blind test, memory test, audiogram test, reaction speed test, and instantaneous cognitive ability test. In addition, for the one-stop VR content physical examination system developed by this study, as a result of verifying the user satisfaction for normal people who visited the health examination center and VR/AR clinical trial center of certified tertiary hospital in Daejeon, the overall satisfaction and the intention to reuse Was high, and according to gender, there was a significant difference in the 5-step test, and according to the age, there were significant differences in the 4-step test and the 5-step test.

Research on the meaning action of intertextuality in mobile contents design. (모바일 콘텐츠 어플리케이션 디자인의 상호 텍스트성에 관한 연구)

  • Park, hee-woon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.453-454
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    • 2011
  • 다양한 스마트 모바일을 기반으로 하는 인터페이스 호환 환경의 경우 상당히 유사한 형태의 어플리케에션 아이콘 디자인이 양산되어지고 있다, 이러한 현상은 사용자가 어떤 상호텍스트성의 요소에 의해 기호의 인지 작용을 수행하며 유사한 내용과 기능을 내포한 디자인을 어떻게 서로 다르게 인지 하는지를 증명하여 향후 디지털 기기의 아이콘의 디자인에 효과적인 가이드를 제시할 수 있을 것이다. 또한 이러한 연구 결과를 토대로 영상 미디어의 통합이나 유비쿼터스 환경의 디지털 영상 기호 설계에 있어서 나타날 수 있는 미디어의 컨버전스에 의한 디지털 영상 기호 커뮤니케이션 오류를 줄이는 기초적 연구가 되고자 한다.

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The Effectiveness of Cognitive Rehabilitation Program using Virtual reality content on Cognition, Activities of daily living, and Upper extremity functions in Cerebrovascular disease (가상현실 콘텐츠를 활용한 인지재활프로그램 훈련이 뇌혈관질환 환자의 인지, 일상생활활동, 상지기능에 미치는 영향)

  • Cho, Young-Seok;Kim, Keum Sook;Kim, Young-June;Park, Jin-Hong;Lee, Geon-Ho;Baek, So-Young;Hwang, Do-Yeon;Kwon, Ki-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.537-545
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    • 2020
  • This study was undertaken to investigate the effect of cognitive rehabilitation program (CRP) using virtual content, for recovering patients with cerebrovascular disease (CVD). A total of 34 patients with CVD were divided into a control group and an experimental group, and subsequently subjected to a virtual content based CRP, followed by cognition, ADLs, and upper limbs. The control group completed a universal rehabilitation program (URP), and the experimental group was provided a URP and a virtual content based cognitive rehabilitation program. For both groups, respective programs were conducted twice a day, 5 times a week for 4 weeks. Both groups showed significant improvement in ADLs (p<0.05); but the amount of change in the experimental group 5 point improved significantly (p<0.05). Cognition was significantly different for both groups (p<0.05). However, the experimental group showed a greater change (2 point) than the control group when considering the amount of change (p<0.05). Comparing the amount of change in the upper extremity, the experimental group showed a significant change (0.7 point) than the control group (p<0.05). This study confirms that compared to URP, CRP using virtual content significantly improves ADLs and cognition.