• 제목/요약/키워드: Cognition process

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패션제품 구매 후 후회 - 선행변수로서의 인지욕구, 유행선도력과 결과변수로서의 불만족, 후회해소과정 및 재구매의도 - (Regret after purchasing fashion goods - Need for cognition and fashion leadership as antecedents and dissatisfaction, regret solving process and re-buying intention as consequences -)

  • 조남혜;박수경
    • 복식문화연구
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    • 제23권5호
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    • pp.846-860
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    • 2015
  • The purposes of this study were to investigate the influences of need for cognition (NFC) and fashion leadership on regret after purchasing fashion goods in female consumers and examine the relationships between regret and its dependent variables (i.e., dissatisfaction, regret resolution, and rebuying intentions). Data collection was conducted through a survey for females in their 20s~40s, and 642 questionnaires were used for final data analyses in which frequency analysis, factor analysis, reliability analysis, and regression were applied using SPSS 14.0. The results were as follows. The higher NFC was or the lower fashion leadership was, the higher the degree of regret, as NFC and fashion leadership both had a significant influence on regret. In terms of the dependent variables, the higher the degree of regret, the higher the degree of dissatisfaction and ultimately the lower the rebuying intentions. In addition, the influence of regret on regret resolution and the influence of regret resolution on rebuying intentions were significant. This study verified that consumers' characteristics and feelings of regret had a significant influence on their buying behavior of fashion goods. The results suggest that consumers' feelings of regret (which influence consumer satisfaction and rebuying intentions) should be considered in terms of competitive marketing strategies at fashion companies.

종단선형구간에서의 도로안전시설물 인지특성 모형개발 (Development of Cognition Character Model for Road Safety Facilities on Vertical Alignment Sections)

  • 이수범;김장욱;권혁민
    • 대한교통학회지
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    • 제23권3호
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    • pp.73-84
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    • 2005
  • 도로기하구조 설계기준은 운전자의 안전성 향상과 원활한 주행능력을 제공할 수 있도록 마련되었으나 지형조건이 열악한 우리나라의 경우 부득이 설계기준이 의도하는 방향과 운전자가 인지하는 특성에 차이를 보임으로써 안전성에 문제점이 있는 경우가 많다. 이러한 교통사고의 위험성을 감소시키기 위한 대책 중에 하나로 도로안전시설물을 설치하지만 설치한 안전시설물에 대한 평가는 제대로 이루어지지 않고 있으며, 특히 도로환경적 요인과 인적요인과의 관련성에 대한 연구는 상당히 미흡한 실정이다. 본 연구에서는 도로 이용자들이 종단선형구간에서 느끼는 도로안전성 요인을 파악하기 위하여 차량시뮬레이터(Driving Simulator)와 3D 그래픽 화면으로 종단선형구간을 재현하고 도로안전시설물의 설치 유, 무에 따라 운전자가 느끼는 안전성의 변화와 도로 이미지를 조사하였다. 조사된 데이터를 바탕으로 수량화 제II류에 의한 정준상관분석을 실시하여 도로 안전성의 영향 요인을 분석하였으며 수량화제 I류에 의한 모형화를 실시하여 안전성을 예측한 결과 도로안전시설물과 운전자가 느끼는 안전성과의 관계를 명확히 규명할 수 있었다.

인지장애 노인 시뮬레이션 교육이 간호대학생의 의사소통능력, 학업적 자기효능감, 노인에 대한 태도에 미치는 효과 (Effects of Simulation Education on the Communication Competence, Academic Self-efficacy, and Attitude About the Elderly for Nursing Students: A learning approach based on an elderly-with-cognition-disorder scenario)

  • 김지영;허나래;전혜진;정덕유
    • 한국간호교육학회지
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    • 제21권1호
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    • pp.54-64
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    • 2015
  • Purpose: The purpose of this study was to investigate the effects of simulation in nursing education based on caring for elderly cognition disorder patients. The education consisted of a caring program for patients that included a process of assessment of a patient's mental status, diagnosis of the patient's health condition, and intervention to address the problems by using therapeutic communication. Methods: A nonequivalent control group pretest-posttest design was used. A total of 69 subjects (undergraduate students) participated in the education and they were assigned to two groups: the experimental group (n=32) and the control group (n=37). Data-gathering structured questionnaires that included communication competence, academic self-efficacy, and attitudes about the elderly. The data were collected from October 2013 to December 2013, and statistical analyses were conducted with-test and t-test using the SPSS 21.0 program. Results: With respect to education, there was significant improvement in communication competence in the experiment group (t=2.41, p=.022) compared with in the control group (t=.69, p=.494). However, there was no statistically significant difference in academic self-efficacy and attitude about the elderly. Conclusion: Simulation-based education should continue to be developed further for better elderly-patient care. Integrated education in particular using a high-fidelity simulator will contribute to improvements in nursing competence in this area.

쿡방에서의 스타 조리사 이미지가 진로결정 자기효능감과 진로준비행동에 미치는 영향 -경주지역 조리전공 대학생을 대상으로- (The Effect of Star Chef Image in Cookbang on Career Decision Self-efficacy and Career Preparation Behavior -Focusing on Culinary Arts Major College Students in Gyeongju Area-)

  • 김옥선
    • 디지털융복합연구
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    • 제19권8호
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    • pp.405-413
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    • 2021
  • 본 연구는 쿡방에서의 인지가 스타조리사 이미지와 진로준비행동에 미치는 영향 및 진로결정 자기효능감의 조절 요인을 확인하는데 목적을 두고 연구하였다. 대구 및 경주지역 소재 조리전공 대학생 271명을 대상으로 자기기입식 설문조사를 실시하여 구조방정식모형을 활용하여 분석하였다. 분석 결과, 쿡방에서의 인지는 스타조리사 이미지에 유의한 긍정적인 영향을 미치며, 또한 스타조리사 이미지 역시 진로준비행동에 유의한 긍정적인 영향을 미치는 것으로 나타났다. 또한 진로결정 자기효능감은 스타조리사 이미지와 진로준비행동 간에 유의한 조절효과를 하는 것으로 검증되었다. 이러한 결과를 통해 쿡방의 영향이 진로준비행동에 영향을 미치는 과정에 대한 이론적, 확인적 검증을 통해 관련분야의 기초를 제공한 점에서 의미가 있을 것이다. 또한 연구결과를 통해 대학생들의 진로준비행동에 있어서 자기효능감의 조절역할에 대한 새로운 시사점도 발견할 수 있었다. 향후 이 분야에 대하여 보다 체계적이고 종합적인 연구가 필요한 것으로 보인다.

VR매체에서의 뇌인지와 사이버 멀미의 상관관계 (Correlation between Brain Cognition and Cyberdisease in VR Media)

  • 김민서;김균호;김유리;김은서;허원회
    • 문화기술의 융합
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    • 제8권5호
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    • pp.603-611
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    • 2022
  • 메타버스의 시대가 다가옴에 따라 해결해야 하는 난제가 있다. 그 중 '사이버 멀미'는 VR 기술이 주목받기 시작한 2016년부터 현재까지 VR의 대표적인 문제점이다. 감각 갈등이론에 따르면 멀미는 지각되는 운동 방향 정보와 기댓값이 같지 않을 때 유발한다. 본 논문은 뇌인지와 사이버 멀미의 상관관계에 대해 이론적으로 탐구하고, 이를 바탕으로 사용자의 몰입도가 멀미 증상에 미치는 영향에 관하여 연구하였다. SSQ 실험을 통해 카메라의 회전 값이 시청자의 사이버 멀미 증상을 악화시킨다는 점과 시청자가 해결해야 할 시각적·변속적 미션을 줌으로써 게임의 몰입도를 높여 사이버 멀미를 완화할 수 있다는 사실을 입증하였다. 본 연구는 VR 리듬 게임인 "beatale"을 개발하는 과정 중 사이버 멀미 문제를 해결하고자 진행되었으며, 해당 프로젝트 개발뿐만 아니라 향후 VR 콘텐츠 제작 시 사이버멀미를 개선하기 위한 기반이 될 것으로 기대된다.

The Role of Processing Fluency in Product Innovativeness Judgment

  • Cho, Hyejeung
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.31-52
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    • 2013
  • The metacognitive experience of the ease or difficulty with which new, external information can be processed, referred to as 'processing fluency,' has been shown to influence a wide range of human judgments including truth judgments, familiarity judgments, risk perception, evaluation, and preference (see Alter and Oppenheimer 2009 for a review). The current research explores the possibility of a consumer's product innovativeness judgment based on the difficulty of processing new information. In specific, this study examines if the inferential link between (dis)fluency-(un)familiarity can feed into the perception of innovativeness. This study also explores how a consumer's processing motivation can moderate the consumer's reliance on processing fluency in judgments and how the influence of fluency can vary depending on judgment task orders. In an experiment, participants rated a new product's innovativeness and then indicated their product attitude (or vice versa depending on the judgment task order condition) after reading a product review article that was printed in either an easy-to-read or a difficult-to-read font (for fluency manipulation). The findings show that low need for cognition individuals infer higher product innovativeness when processing product information is difficult rather than easy, consistent with the common assumption that 'new information is more difficult to process than familiar information.' The findings also suggest that once low fluency is attributed to innovativeness, it may no longer lead to a negative response to the product. High need for cognition individuals' judgments on product innovativeness are not affected by fluency. The findings also demonstrate a judgment task order effect on the use of fluency in judgments (e.g., Xu and Schwarz 2005). This study provides the first evidence that an individual's fluency experience can be used as a source of information in product innovativeness judgments especially under low processing motivation conditions. The findings can help marketers better understand the malleability of consumer judgments and perceptions of product characteristics (e.g., product innovativeness) by demonstrating an interesting interplay of processing fluency, processing motivation, and judgment task-related contextual factors.

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초등학교 5학년 학생들의 문제해결 과정의 타당성 검토 활동에 관한 사례연구 (A Case study on the Validity Review of the Problem Solving Process of Elemetary $5^{th}$ graders)

  • 박지연;박영희
    • 한국수학교육학회지시리즈A:수학교육
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    • 제51권3호
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    • pp.265-280
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    • 2012
  • This study aims to provide implications from mathematics education perspective by designing a process of 'validity review on the problem solving process', and then, by analyzing the results. In the result of analysis on the features of children's thinking in accordance with 4 stages of problem solving, children's thinking was equally observed in every stage rather than intensively observed in one stage, and reflective thinking related to important elements from each stage of problem solving process was observed. In the result of analysis of changes in description for problem solving process, there was a difference in the aspects of changes by children's knowledge level in mathematics, however, the activity of validity review on problem solving process in overall induced positive changes in children's description, especially the changes in problem solving process of children. Through the result of this study, we could see that the validity review on problem solving process promotes children's reflective thinking and enables meta-cognition thus has a positive influence on children's description of problem solving process.

신경 회로망을 이용한 우편번호 인식 (Recognition of Zip-Code using Neural Network)

  • 이래경;김성신
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.365-365
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    • 2000
  • In this paper, we describe the system to recognize the six digit postal number of mails using neural network. Our zip-code recognition system consists of a preprocessing procedure for the original captured image, a segmentation procedure for separating an address block area with a shape, and recognition procedure for the cognition of a postal number. we extract the feature vectors that are the input of a neural network for the recognition process based on an area optimizing and an image thinning processing. The neural network classifies the zip-code in the mail and the recognized zip-code is verified through the zip-code database.

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A Study on the Interior Design of a Dog-Friendly Hotel Using Deepfake DID for Alleviation of Pet loss Syndrome

  • Hwang, Sungi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.248-252
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    • 2022
  • The environment refers to what is surrounded by something during human life. This environment is related to the way humans live, and presents various problems on how to perceive the surrounding environment and how the behaviors that constitute the environment support the elements necessary for human life. Humans have an interest in the supportability of the environment as the interrelationship increases as humans perceive and understand the environment and accept the factors supported by the environment. In space, human movement starts from one space to the next and exchanges stimuli and reactions with the environment until reaching a target point. These human movements start with subjective judgment and during gait movement, the spatial environment surrounding humans becomes a collection of information necessary for humans and gives stimulation. will do. In this process, in particular, humans move along the movement path through movement in space and go through displacement perception and psychological changes, and recognize a series of spatial continuity. An image of thinking is formed[1]. In this process, spatial experience is perceived through the process of filtering by the senses in the real space, and the result of cognition is added through the process of subjective change accompanied by memory and knowledge, resulting in human movement. As such, the spatial search behavior begins with a series of perceptual and cognitive behaviors that arise in the process of human beings trying to read meaning from objects in the environment. Here, cognition includes the psychological process of sorting out and judging what the information is in the process of reading the meaning of the external environment, conditions, and material composition, and perception is the process of accepting information as the first step. It can be said to be the cognitive ability to read the meaning of the environment given to humans. Therefore, if we can grasp the perception of space while moving and human behavior as a response to perception, it will be possible to predict how to grasp it from a human point of view in a space that does not exist. Modern people have the theme of reminiscing dog-friendly hotels for the healing of petloss syndrome, and this thesis attempts to approach the life of companions.

팀 구성원들의 문화적 이질성과 과업복잡성이 팀 상호작용 프로세스에 미치는 영향 (Effects of Cultural Difference and Task Complexity on Team Interaction Process)

  • 남창수
    • 대한인간공학회지
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    • 제25권3호
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    • pp.7-16
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    • 2006
  • Although several theories and models have been proposed to explain the effects of cultural differences in team decision making, many aspects of team decision-making in multi-cultural contexts such as team performance, team communication, and team cognition still remain unclear. In particular, little attention has paid to the empirical studies on team processes multi-cultural team members use to interact with each other to accomplish the task in different task environments. To investigate the effects of culture and task characteristics on team decision making behavior in multi-cultural contexts, this study compared culturally homogenous and heterogeneous groups in the context of logistics decision making. Results of the study showed that cultural difference and task complexity may affect team performance as well as team interaction process to varying degree.