• Title/Summary/Keyword: 환경지각

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The Impact of Parental Style, Parent-Adolescent Communication on Parent's Perception Types of Online Game (부모의 양육태도, 부모-자녀 간 의사소통 방식이 온라인 게임에 대한 부모의 인식에 미치는 영향)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.65-76
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    • 2015
  • This study attempts to investigate the parent's perception types of online game and their related factors. The data was collected through the online survey from 485 parents. As a result, the parent's perception types of online game were classified as 4 types. Each perception type shows differences in an attitude and reaction to online game and gender. Next, this study employed a multinomial logistic regression model to examine variables influencing the parent's perception types of online game. The result shows that parent's gender, controlling parental style, and problematic communication have statistically significant effects on the parent's perception types of online game. This study holds its significance in considering the game use of children in the context of parent-child relationship by exploring the parent's perception of online game and its influencing variables.

Effective directional signs for the clear cognition of directions -2-D expression of directional sighs in 3-D spaces (효과적 방향인지를 위한 유도사인에 관한 연구 -3차원 공간에서의 2차원적 방향표식을 중심으로)

  • 심은미;백진경
    • Archives of design research
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    • v.16 no.3
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    • pp.15-22
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    • 2003
  • At public spaces, signs have purposes of communicating their information clearly. Especially directional signs point out the proper route showing our surroundings. The present directional signs which are indicating 3-dimensional direction in a 2-dimensional mode seem to be difficult to understand as we are moving. This study has the purpose of investigating the role of present signs and suggesting visually effective directional signs, in particular arrows. Firstly, this study surveyed the user's attitude on directional signs in case of subway station. The research shows that the present directional signs hardly perform their roles to communicate the directional information, which means the need of newly expressed arrows. In this study we consider a new effective expression on the viewpoint of human cognition mechanism. So it is thought that those trials are helpful to efficient sign system.

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Boundary Extension of Inverted Scenes (상하 반전된 장면의 테두리 확장)

  • Kong, Jin-Gi;Yi, Do-Joon
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.173-192
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    • 2011
  • The visual system applies previously learned contextual knowledge to facilitate the perception and encoding of scenes. When extrapolation following the employment of contextual information occurs, it sometimes leads to scene memory distortion: people report as if they saw more than they actually had seen. This phenomenon is called the "boundary extension" effect (Intraub & Richardson, 1989). The present study aimed to clarify the effects of contextual information on boundary extension in a more systematic way. Based on the assumption that it is harder to extract contextual information from inverted scenes compared to intact scenes, we presented inverted scenes either during encoding or retrieval to manipulate the level of contextual information and compared the magnitude of boundary extension effect for upright versus inverted scenes. In a series of experiments, we found that scene inversion during encoding, but not during retrieval, significantly reduced boundary extension. Showing reduced memory distortion for inverted scenes, the current study directly demonstrated that access to contextual information is a critical component of scene extrapolation process.

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Geochemical characteristics of Ogcheon granite in Ogcheon area (옥천화강암의 지구화학적 특성)

  • 윤현수;김대업;박석환
    • The Journal of the Petrological Society of Korea
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    • v.8 no.2
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    • pp.81-91
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    • 1999
  • The area of the study is located in Ogcheon district, middle part of Ogcheon Fold Belt. The area is covered by metasedimentary rocks of Ogcheon Supergroup at northern, eastern and southern part. Jurassic Ogcheon granite which intruded into Ogcheon Supergroup at central part, was intruded by Cretaceous quartz porphyry at western part. The granite consists of quartz, plagioclase, alkali feldspar, biotite, sphene, apatite, epidote, opaque and so on. It is generally characterized by grey to light grey, medium-grained, mafic enclave and partly weak foliation. In terms of geochmical compositions, the granite is felsic, peraluminous, subalkaline and calc-alkaline, and it was differentiated from single granitic magma. It shows parallel LREE enrichment and HREE depletion patterns with 0.84 Eu negative anomaly, which has REE variation trend and anomaly value similar to Jurassic granites in Korea. From charactristics of petrology, mineralogy and geochmistry, it may be interpreted that the Ogcheon granite body was derived from melting of I-type crustal material related to syn-collisional tectonic setting and emplaced more or less rapidly into the Ogcheon Supergroup.

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The Relationship between Status of Medical Knowledge of Medical Consumers and Satisfaction of Medical Service (의료 소비자의 의학적 지식 유무와 의료서비스만족도 관계)

  • Choi, Hyung-Seok;Kim, Gyoo Hyung
    • Journal of the Korean Society of Radiology
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    • v.12 no.3
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    • pp.367-372
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    • 2018
  • The supply of medical services using high-priced medical equipment is increasing due to the medicalization of medical science. The level of medical knowledge of medical consumers and the ability to select medical institutions are required to provide high quality medical services because of the popularization of medical information. As the attitudes of medical consumers toward medical institutions change, medical institutions also need to change their perception to improve customer satisfaction. The purpose of this study is to analyze the difference of medical service satisfaction according to the medical knowledge about the utility of PET / CT in order to change the consciousness structure of medical service. The results of this study showed that both medical satisfaction and environmental satisfaction were high in those who had medical knowledge about their own illness and the usefulness of PET / CT. Therefore, medical institutions will need a practical medical service countermeasures to provide medical information by noticing the changes in perception of the medical knowledge of medical consumers, rather than providing formal medical services.

A Study on the Hereafter Development in Universal Design Surveyed on the Case Studies of Kitchen Design (부엌디자인 사례연구를 중심으로 살펴본 유니버설디자인의 전개방향에 관한 연구)

  • Choi, Eun-Hee
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.81-90
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    • 2005
  • Universal Design is comprised of three main concepts known as barrier-free, adaptive and life-span design. It does not focus on accessibility for the disabled, but rather expands its breadth to the comfortable use and easy access in ail physical environments and facilities. In this study, the researcher views the present and future of universal design through the cases of kitchen design. Based on the market changes in design guidelines and the changes of time uncovered from past studies, this researcher suggests that universal design would develop through mass customization for personalized use, application of new technology and consideration of psychological aspects. Additionally, for the diffusion of universal design appropriate solution in economic cost problem, social recognition and conversion of problem cognizance in designing is needed. In Korea design models of universal design concepts are not yet in production over various fields. In order to develop and study universal design which suits our country, cultural and regional characteristics should be considered as well as physical, perceptual, psychological aspects.

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The Factors Affecting the Driving Experience based on UX (UX기반의 운전 경험에 영향을 미치는 요소)

  • Park, Do Eun;Yoon, Ye Jin;Park, Su E
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.237-246
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    • 2017
  • Recently, with the attention of future vehicle technology, automobiles that are influenced by user experience(UX) are regarded as living space. However, the concept of term, definition, and constituent factors of driving experience have not been established so far. The purposes of this study are to define driving experience in terms of UX and to extract experience factors. We conducted the 18 drivers interviews and studied literature reviews. The collected interview data was analyzed by bottom-up method based on the grounded theory. And we reconstructed it through the top-down approach, based on the results of the literature review. As the result, the 'driving experience' is a concept that means all the emotions, perceptions, and cognitive outcomes on the basis of personal characteristics that drivers have in anticipation of the driving situation from the start to the destination Respectively. Nine factors that constitute driving experience were extracted by 'internal UI factors', 'environmental factors' and 'user related factors'.

Predicting User Acceptance of Strong AI using Extension of Theory of Planned Behavior: Focused on the Age Group of 20s (확장된 계획적 행동이론을 통해 본 강한 인공지능 제품에 대한 이용자의 수용의도: 20대 연령층을 중심으로)

  • Rhee, Chang Seop;Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.284-293
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    • 2020
  • The rapid progress of AI technology gives us the expectation to solutions to various problems in our society, and at the same time, it gives us anxiety about the side effects that can occur if AI develops beyond human control. This study was conducted in the early 20s with less objection to advanced devices. We attempted to provide clues to understand thoughts and attitudes of the targets about the future environment that will be brought by AI through the process of finding intent the acceptance of strong AI technology. For this, we applied the Theory of Planned Behavior, and further expanded this research model to identify factors affecting the attitude toward AI. As a result, the attitude toward AI and perceived behavioral control had a significant effect on the intention to use to strong AI. In addition, we found that the expectation of the benefit of improving task performance and the anxiety on the threat of relationship disturbance had a significant effect on the attitude toward AI. This study suggests implications for AI-related companies establishing the direction of technology development and for government setting a policy direction for AI adoption.

Factors Affecting the Delay of the Final Purchase Decision in Online Shopping: Investigating the Moderating Effect of Need for Cognitive Closure (온라인 쇼핑에서 최종 구매결정 지연 발생의 영향요인: 인지적 종결욕구의 조절효과를 중심으로)

  • Lee, Ae Ri;Kim, Dohoon;Kim, Kyung Kyu
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.658-669
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    • 2017
  • While online shopping has been increased expeditiously, a significant portion of purchasing intention has not been converted into actual purchasing behavior without delay in online space. This study investigates the factors causing a delay in online purchasing decision even after purchasing intention has been formed. It identifies the uncertainty variables (information, psychological, and preference uncertainties) related to consumer needs and the situational variables (time pressure and past purchase experience) surrounding the purchasing transaction. Furthermore, the need for cognitive closure is proposed to moderate the relationships between uncertainty/situational variables and the purchasing behavior. The results show that the uncertainties and situational factors significantly influence purchasing delay. Also, the need for cognitive closure indeed works as a moderator between the uncertainty variables and the purchasing behavior. Practical and academic implications of these findings are also discussed.

Fun Labor and User Identity of Virtual Worlds (가상세계의 재미노동과 사용자 정체성)

  • Lyou, Chul-Gyun;Shin, Sae-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.182-190
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    • 2007
  • Virtual world is the 3D graphical interactive environment that networked by electronic communications. Virtual Worlds offered flow experience for a long time to their users. They blur the boundaries of work and play, so bring out the concept of Fun Labor. If we can accept the principle of equivalence between Fun Labor and Real Labor, the Fun Labor may be one of the solutions of the large unemployment problem in the information society. And the Fun Labor is the new type of labor that corresponds the subjectivity of users who want interesting experience as much as they spend money and times. This situation means that the users of Virtual worlds are structuring the identities as the Residents who act the Fun Labor. It'll be very important to examine the social effects of this situation.