• Title/Summary/Keyword: Cognitive 콘텐츠

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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.

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.

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.

Improvement of Cognitive Rehabilitation Method using K-means Algorithm (K-MEANS 알고리즘을 이용한 인지 재활 훈련 방법의 개선)

  • Cho, Ha-Yeon;Lee, Hyeok-Min;Moon, Ho-Sang;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.259-268
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    • 2018
  • The purpose of this study is to propose a training method customized to the level of cognitive abilities to increase users' interest and engagement while using cognitive function training contents. The level of cognitive ability of the users was based on the clustering based on the users' information and Mini-Mental Statue Examination-Korea Child test score using the K-means algorithm applied collaborative filtering. The results were applied to the integrated cognitive function training system, and the contents order and difficulty level of the cognitive function training area were recommended to the user's cognitive ability level. Particularly, the contents difficulty control was designed to give a high immersion feeling by applying the 'flow theory' method that users can repeatedly feel tension and comfort. In conclusion, the user-customized cognitive function training method proposed in this paper can be expected to be more effective and rehabilitative results than existing therapists' subjective setting of contents order and difficulty level.

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 Spectrum with Cognitive Radio for Real-time Streaming Transmission (실시간 스트리밍 전송을 위한 Cognitive Radio 시스템에 대한 연구)

  • Lee Sang-Heon;Kang Heau-Jo
    • Journal of Digital Contents Society
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    • v.6 no.3
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    • pp.179-184
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    • 2005
  • We concern practical of utilizable frequency with wireless communication and broadcast technology. And, present that wireless application technology such of Ubiquitous sensor network, mobile or fixed wireless communication and wireless broadcast will require more efficiently using of frequency. In this paper, we studied Cognitive Radio That necessity of cognitive and intelligent technology in variable wireless environment and IEEE 802.22 standardization.

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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.

Implementation of Serious Games with Language-Based Cognitive Enhancement for BIF Children (경계선지적기능 아동을 위한 언어기반 인지강화 기능성 게임 구현)

  • Ryu, Su-Rin;Park, Hyunju;Chung, Dong Gyu;Baik, Kyoungsun;Yun, Hongoak
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1051-1060
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    • 2018
  • This study aims to propose instituting the serious games of language-based cognitive enhancement for the BIF children. The program consists of 4 cognitive areas (perception, attention, working memory, knowledge inference) in 4 language dimensions (phoneme, word, sentence, discourse). 16 games of 4 areas/2 dimensions with 3 difficulty levels were implemented in a mobile station and pilot-tested to children including BIFs. The results from the pilot tests supported for the validity and effectiveness of our games: Children's game performance correlated with their IQ scores (overall and sub-areas) revealing significant differences between the groups. The stroop scores in pre-and-post training hinted the increase of children's cognitive control.

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.

An Ecosystem Model and Content Research of the Satellite Information Utilization Business (위성정보 활용 사업의 생태계 모델과 콘텐츠 연구)

  • Seungkuk Baik ;Jinhwa Roh;Hyounjoo Shim;Xuanning Zhu
    • Korean Journal of Remote Sensing
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    • v.39 no.5_4
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    • pp.1075-1084
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    • 2023
  • Satellite-derived data is collected by observing the Earth and is used in various fields such as national defense, natural disasters, location-based services, infrastructure, environment, energy, marine, and insurance. This study aims to present the virtuous cycle structure of the satellite information data industry and the business ecosystem model of the industry. As a research method, cases were collected and categorized from the following areas: literature, online, application, and content. The results show that the ecosystem model of the satellite information data industry provides an approach to content services in public and commercial areas, and develops various algorithmic technologies to facilitate content production and services at the level of complex general-purpose technologies. Second, in terms of content typology, satellite information data can be subdivided into monitoring content, urban space monitoring content, and satellite information content. Third, the consumption value of satellite content could be subdivided into informational value, environmental, social and governance (ESG) value, educational value, and content value. In order to expand the global content market, Korea will need to focus on creating an ecosystem for the satellite information industry and discovering differentiated content. It will also need to increase the popularization and accessibility of data to the general public and promote the Korean K-Satellite Information Data Industry ecosystem through government support, policy efforts, and policies such as establishing legal systems, increasing investment, and training human resources.