• 제목/요약/키워드: Boundary of cognitive

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실시간 동영상 시청시 주제탐색조건과 주제관련성이 내재적 유발전위 활성에 미치는 영향 (The Influence of Topic Exploration and Topic Relevance On Amplitudes of Endogenous ERP Components in Real-Time Video Watching)

  • 김용호;김현희
    • 한국멀티미디어학회논문지
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    • 제22권8호
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    • pp.874-886
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    • 2019
  • To delve into the semantic gap problem of the automatic video summarization, we focused on an endogenous ERP responses at around 400ms and 600ms after the on-set of audio-visual stimulus. Our experiment included two factors: the topic exploration of experimental conditions (Topic Given vs. Topic Exploring) as a between-subject factor and the topic relevance of the shots (Topic-Relevant vs. Topic-Irrelevant) as a within-subject factor. For the Topic Given condition of 22 subjects, 6 short historical documentaries were shown with their video titles and written summaries, while in the Topic Exploring condition of 25 subjects, they were asked instead to explore topics of the same videos with no given information. EEG data were gathered while they were watching videos in real time. It was hypothesized that the cognitive activities to explore topics of videos while watching individual shots increase the amplitude of endogenous ERP at around 600 ms after the onset of topic relevant shots. The amplitude of endogenous ERP at around 400ms after the onset of topic-irrelevant shots was hypothesized to be lower in the Topic Given condition than that in the Topic Exploring condition. The repeated measure MANOVA test revealed that two hypotheses were acceptable.

SANAA의 뮤지엄 공간구성에서 나타나는 '새로운 위계성'의 표현 특성 (A Study on the Characteristics of Representation on 'The new hierarchy' that Appear in the SANAA's Space Configuration of Museum)

  • 신소명;윤상영;윤재은
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.149-157
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    • 2013
  • As a period of pluralism, today's museum architecture has been expanding social and cultural meaning. So, Various expressions are appearing in museum architecture. Accordingly, the museum must be very reproducible and comply with aesthetic requirements. At the same time, museum construction in urban design and features must satisfy professional requirements. SANAA is one of contemporary architects has been decisively deleted existing fixed and functional layout type of program through 'The new hierarchy'. Thus, the experience of the space will vary. Now, museum space is urgently needed than ever before crustal movements. Thus, this study aims to contribute an alternative to the museum space configuration according to the trend of the times through 'The new hierarchy' of SANAA. This paper is limited to the cases of the SANAA's museum architecture. We analyze the characteristics of representation on 'The new hierarchy' appear in the museum space configuration and then, examine the value of the spatial. SANAA's 'New Hierarchy' is going to set the cognitive boundary by expression targeting plane and the surface. It is completely different than the previous boundaries. Characteristics of the expression represents non-centrality, decentrally, non-oriented, uncertainty, non-territorialization, uniformity. It is steady that identity of Space, Human, Environment in Museum. They have a relationship each concept of Independence, autonomy, equality.

학습자의 경영예술 창작 체험이 제품-서비스 혁신 아이디어 생성에 미치는 영향에 대한 현상학적 연구 (A Phenomenological Study Defining the Fundamentals between Artistic Stimulation and the Creation of a Product-Service Innovation Idea)

  • 윤아영;김효근;서현주
    • 지식경영연구
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    • 제20권2호
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    • pp.105-135
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    • 2019
  • This study investigates cognitive and emotional changes in individuals to clarify the principle between artistic stimulation and business innovation idea generation based on phenomenological research methodology. We conducted in-depth interviews with six participants who participated in the artistic creation program of business art, and derived meanings from their experience. As a result, we presented 4 essential categories, 8 main subjects, and 20 sub-subjects; 1) Optimizing rational and creative thinking, 2) Projecting oneself to the artist, finding balance, 3) Having room in mind to view the surroundings, finding insight into the world, 4) Eureka moment, crossing the boundary between business and art. We also found out participants of the program 1) Gradually expanded the criteria, 2) In chaotic directions, and 3) Leaded business creativity through from a non-form to reality throughout the project experience, The attempt to identify business phenomena by using phenomenological qualitative research methods had an academic significance regarding the unfamiliarity of the method in the business administration area. Moreover, this study broadened the possibility of promoting creativity by art in business areas. The study verified the categories and subjects of the business art, paving the way towards application in the real business situation.

모바일 커머스 수용 후 행동에 관한 연구 (A Study on the Factors Affecting Mobile Commerce User' Post-Adoptive Behavior)

  • 조동혁;박종우
    • 한국IT서비스학회지
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    • 제14권3호
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    • pp.163-182
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    • 2015
  • The spread of mobile commerce due to popularization of smartphones not only broke down the boundary between online and offline, but also changed the consumer life, and hence brought change of commerce paradigm that creates new demand. The success of innovative information technology such as mobile shopping can be defined as an individual accepting the technology and continuously using it, but the studies on the usage behavior after the acceptance have been done in very restrictively, despite its importance. In this study, in order to empirically investigate the factors that influence the continuance in mobile shopping usage experience and its causal relationship, Social Cognitive Theory and Habit Theory were applied to IS Continuance Model, and the extended IS Continuance Model was suggested and proved. As a result, the usefulness, enjoyment, and self-efficacy perceived in usage experience significantly influence satisfaction, and usefulness, self-efficacy, and satisfaction influence habit. Also, usefulness, self-efficacy, satisfaction, and habit significantly influence continuance intention. This study provides a valuable asset in providing an opportunity to understand the usage behavior of mobile shopping service users after the acceptance, and furthermore proving directionality in improving customer loyalty.

어린이 글 읽기에서 나타나는 안구 운동의 특징 (The characteristics of eye-movement during children read Korean texts)

  • 고성룡;윤소정;민철홍;최경순;고선희;황민아
    • 인지과학
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    • 제21권4호
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    • pp.481-503
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    • 2010
  • 이 연구는 초등학교 3학년 아동들이 나이에 알맞은 동화와 설명글을 읽을 때 보이는 안구 운동의 전반 특징과 낱말/어절 수준에 따른 특징을 우리글에서 처음으로 알아보았다. 아동들은 동화를 읽을 때 어절을 대략 213ms 동안 보다가 글 방향으로 3.6자 눈을 움직였고, 설명문을 읽을 때는 214ms 동안 보다가 글 방향으로 3.3자 정도 눈을 움직였다. 동화와 설명글 모두에서 앞으로 가서 다시 읽는 눈 움직임은 전체의 약 31%정도를 차지했다. 이런 전반 양상과 더불어, 어절 수준에서 어절 길이, 낱말빈도, 착지점 효과를 살펴보았는데, 아이들은 동화와 설명 글 모두에서 긴 어절을 짧은 어절보다 오래 주시하였고, 성인 독자와 마찬가지로 눈을 어절 가운데 근처에 착지하려는 경향성을 보였다. 또한 반복되지 않은 어절들을 분석했을 때 설명글에서 빈도가 낮은 어절들은 길이에 따른 주시시간이 차이를 크게 보였고 빈도가 높은 어절들은 길이에 따른 차이를 거의 보이지 않았다.

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체현 인지에 기반한 개념 메타포에 관한 연구 (Conceptual Metaphor based on Embodied Cognition)

  • 김형우
    • 한국멀티미디어학회논문지
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    • 제16권7호
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    • pp.888-896
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    • 2013
  • 기존 인터페이스 연구는 전통적인 객관주의 인지 관점에 토대를 둔 수사적 메타포를 중심으로 연구되어 왔다. 그러나 미디어 환경의 변화로 인하여 기존의 연구 관점은 그 논리적 한계를 드러내고 있다. 본 연구에서는 체현 인지에 기반한 개념 메타포를 그 대안으로 제시하고 기존 인터페이스 환경에의 논리적 적합성을 고찰하였다. 고찰 결과 첫째, 체현 인지 관점은 총체적인 인지가 소통하는 공간 개념으로서의 인터페이스 관점을 제공해주는 이론이며, 체현 인지에 기반한 개념 메타포는 보다 구조화된 메타포 논리를 제공하여 복잡한 메타포 구조의 설명에 적합한 것으로 고찰되었다. 둘째, 그릇 이미지 스키마는 '안-밖-경계'의 기본적 구조 외에도 부차적 이미지 스키마를 제공하여 데스크탑 메타포를 설명하는 데 있어 기존 메타포에 비해 구체적이고 세부적인 구조를 제공해 준다. 셋째, 경로 이미지 스키마는 '출발점-경로-목적지'의 기본구조 외에도 부차적 이미지 스키마를 제공하여 기존 메타포가 가지는 논리 구조의 모호성과 혼란성을 해소하고 명확한 논리의 형성이 가능하다. 체현 인지에 기반한 개념 메타포는 인간의 물리적 경험을 그릇, 경로의 이미지 스키마로 표상함으로써 향후 다양한 미디어 환경의 인터페이스를 설명하는 이론적 근간이 될 것으로 기대된다.

한국 영화 제작의 다양성을 위한 팩션 콘텐츠 활용 연구 (Faction Contents' Practical Study for Korea Film Production's Variety)

  • 한달호
    • 한국콘텐츠학회논문지
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    • 제9권2호
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    • pp.193-202
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    • 2009
  • 이 논문은 한국 영화제작의 다양성을 위하여 새로운 영상콘텐츠로 부각되고 있는 팩션장르에 대해 고찰함으로써 팩션 콘텐츠로 활용된 작품들의 가능성을 모색해본다. 픽션과 팩트를 합성한 신조어인 팩션은 범위에 따른 경계방식으로, 역사의 서술방식을 통해 사실에 가깝다면 기록적 역사 서술방식, 허구에 가깝다면 허구적 역사 서술방식으로 나눠진다. 그리고 거시적 역사는 사회적 논란의 소지, 미시적 역사는 개인소송으로 이어지면서 경계의 범위에 따라 개인해석에 따라 다양한 해석을 만들어낸다. 한편 역사와 관련한 영화는 관객들이 이미지만 기억하고 실존하는 역사적 사실을 망각하여 기억의 왜곡이 뒤따르지만, 영화를 통해 역사적 사실을 간접체험으로 대신한다는 점에서 팩션장르의 장르적 가능성과 영화의 매력을 느끼게 해준다. 팩션장르 발전과제 있어서 3가지 인식전환이 필요하다. 첫째, 관객들의 관람인식 변환구조를 통해 관객들의 역사영화 해석능력이 필요하며, 관객들에게 과거와 현재를 연결해주는 역사와의 소통구조가 필요하며, 영화작가의 해석에 따라 관객 인식변화를 좌우하는데 역사우선으로 볼 것인지 허구우선으로 볼 것인지 신중한 결정이 필요하겠다. 무엇보다 관객들에게 1차적인 영화적 즐거움과 함께 역사적 진실이 공존할 수 있다면 그것이 한국 팩션장르의 매력이자 바람일 것이다.

노인요양시설 건강지원서비스 현황과 장애요인: 포커스 집단 면접 (Current Status and Barriers to Health Care Services for Nursing Home Residents: Perspectives of Staffs in Korean Nursing Homes)

  • 박연환;방활란;김가혜;오세은;정영일;김홍수
    • 성인간호학회지
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    • 제27권4호
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    • pp.418-427
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    • 2015
  • Purpose: Focus group interviews were conducted to explore the current status and barriers of health care services in nursing home from the viewpoint of staffs taking care of nursing home residents. Methods: A qualitative thematic analysis using the focus group interview method was used. A total of 32 health care professionals (19 nurses and 13 social workers) from thirteen nursing homes in South Korea attended (5 focus groups) in 2014. Results: The two main themes were identified: 'minimal health care services that left personal care needs unmet' which has three subthemes of 'stereotyped and fragmented care by types of care providers', 'medically-oriented health care services' and 'health care services mixed with social or recreational programs'; and 'barriers to proper and timely care in nursing homes' with four subthemes including 'unmet care needs due to cognitive dysfunction or lack of expression', 'care guides or tools not suitable for long-term care facilities', 'health care needs that are beyond the facility's care boundary', and 'care delay due to lack of understanding on the older adult's status'. Conclusion: The findings from this study should help health care policy makers to recognize the factors that influence health care services and provide direction for nurses and other staffs involved in supporting health care services for nursing home residents.

사물인터넷의 사회적 영향: 시나리오 플래닝을 통한 일자리 영향 전망 (Social Impacts of IoT: Job Prospects through Scenario Planning)

  • 유소영;한인구
    • 경영정보학연구
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    • 제18권4호
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    • pp.173-187
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    • 2016
  • 본 연구는 사물인터넷의 사회적 파급 중 일자리에 미치는 영향을 미래 분석 기법인 시나리오 플래닝을 통해 탐색하였다. 컴퓨팅성능의 기하급수적 발전과 단가 하락에 힘입어 사물인터넷 및 유관 기술의 혁신이 가속화되면서 기존에 인간의 고유한 영역으로 여겨졌던 비정형적, 인지적 영역까지 도전 받게 되었다. 시나리오분석을 통해 미래의 불확실한 경계를 정의, 잠재된 기회와 위협의 영역을 전망함으로써, 주요 의사결정자들에게 사물인터넷의 확장이 기존 일자리 구조에 어떤 영향을 미칠 것인가에 대한 마인드맵(Mind map)을 제공할 수 있을 것으로 기대된다. 또한 시나리오를 통해 전반적으로 기술한 일자리 영향의 정도를 가늠하기 위하여, 국내 고용노동 구조를 살펴보고 52개 중분류 표준직업군별로 향후 감소 또는 성장 가능성이 높은 분야에 대하여 기존 연구 및 시나리오분석을 바탕으로 직종별 전망을 논의한다.

과학교육체제의 맥락성에 관한 연구 (A Study on the Contextuality of the Science Education System)

  • 윤선진;우종옥;김범기
    • 한국과학교육학회지
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    • 제17권3호
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    • pp.229-237
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    • 1997
  • Due mainly to the complexity of educational system, it is difficult to comprehend the phenomena and nature of the science education. Educators have developed various kinds of means and methods useful for easy understanding of the phenomena and nature. This study added another method supporting that the phenomena and nature of the science education should be understood in the context of educational system. System approach into thought is holistic and contextual in nature. It focuses on both the whole and its relevant parts, and is concerned with environmental context. By its definition, a system interact not only with another system but also with its environments. The purpose of this study was to answer such questions as "What is the science education?", or "What is the meaning of the science education?", "Why do we teach science?", "Why are we ought to teach science?", and "How do we know that those facts and methods are valid?" The results for the study are as follows: 1. Science education is the human behavior with the purpose to attain something through science and education. It is socio-cultural process, social and organizational activity into which the public deeply involved. The process and activity are usually undergirded upon the value of science education. 2. The science education system is analyzed in the light of the legislative institution. The system model that characterize of the system and the interrelationship among the systems is suggested in terms of the conceptions of boundary, components, variables, parameters and linkage, etc. Then, the science education system is divided into the plan-system, do-system and see-system by the use of the criterion of plan-do-see that is the general process of human activity. The study also identified that the system of science education is consisted of the aspects of science education administration, school science education, and science education evaluation. 3. As the frame of thought on the contextuality in the science education system, the contexts of meaning, organization, legislation and policy were presented, along with the main cognitive interest, the system, the orientation, and the premise of each context which were used to explain the reasons. The results of this study suggested a new approach into the comprehension of the educational phenomena in teaching science and the possibility of understanding science education as a whole.

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