• Title/Summary/Keyword: Cognitive Content

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The effect of game-based dual-task training for executive function and repetitive behaviors in patients with autism

  • Yu, Jae-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.394-395
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    • 2022
  • Exergames are playing an important role in healthcare/rehabilitation. It has also been used to improve motivation among patients with reduced cognition. The purpose of this pilot study was to evaluate the feasibility of using augmented reality (AR) with game-based cognitive-motor training programs for executive function, restricted and repetitive behaviors (RRBs) in children with autism spectrum disorder. Sixteen children aged 6 -16 years were randomly allocated to the experimental group and control group. Outcome measures were performed before and after the intervention and included executive function, restricted and repetitive behavior. A satisfactory survey was conducted post-intervention. A statistically significant improvement was observed in working memory and cognitive flexibility in the experimental group (P<0.05). However, despite no statistical improvements in cognitive inhibition and four subscales of RRBs, promising changes were observed in all the subscales of the executive function and the behavioral outcomes. Parents appreciated the program and children enjoyed the interaction with the AR game-based training. The findings of this preliminary feasibility study showed that AR using Kinect v2 motion with a cognitive-motor game content can be used for children with autism. However, there is a need for conducting a large-scale study to evaluate his effectiveness on executive function and restricted and repetitive behaviors.

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Video Adaptation Model for User-Centric Contents Delivery in Mobile Computing (모바일 환경에서 맞춤형 콘텐츠 전달을 위한 비디오 적응성 모델)

  • Kim, Svetlana;Yoon, Yong-Ik
    • The KIPS Transactions:PartA
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    • v.16A no.5
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    • pp.389-394
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    • 2009
  • Lately the usage of multimedia equipment with small LCD displays is rapidly increasing. Although many people use devices like this, videos intended for TV or HDTV are sent to these mobile devices. Therefore cases where it is hard for the user to view the desired scenes are growing more frequent. Currently, most services simply reduce the size of the content to fit the screen when they offer it for mobile devices. However, especially with sports broadcasts, there are many areas that cannot be seen very well because it was simply reduced in size. We therefore consider this weakness and are researching how to let the user choose an area of interest and then sending it to the user in a way that fits the device. In this paper, we address the problem of video delivery and personalization. For the delivered video content, we suggest the UP-SAM User Personalized Context-Aware Service Adaptation Middleware) model that uses the video content description and MPEG-21 multimedia framework.

A Study on Composition and Utilization of Digital Literacy Education elements Using Open Contents (오픈 콘텐츠를 활용한 디지털 리터러시 학습 요소 구성과 활용)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.711-721
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    • 2018
  • The development of artificial intelligence technology and the shift to a software-driven society are raising the need for digital literacy education on how to access, understand, use, create and share new open content in a variety of sustainable open content. At this point in time, this paper defines the digital literacy as the subliteracy concept for data, tools, and device elements. It is defined as a concept that includes cognitive and non-cognitive abilities and is stratified by computer literacy, ICT literacy, and information literacy. Open content is also defined as teaching-learning materials that can be used and shared freely by anyone, such as the Open Education Resource (OER) and the Open Access movement. Based on the two definitions, a three-step strategy for digital literacy education was developed to select open content in the digital environment, followed by a digital literacy education plan, and finally, an education frame to foster digital literacy capabilities.

An Exploration of Cognitive Demand Level in MiC Textbook based on the Tasks of 'Data Analysis and Probability' (MiC 교과서의 과제에 대한 인지적 요구 수준 탐색 -'자료 분석과 확률' 영역을 중심으로-)

  • Hwang, Hye Jeang;Jeong, Ji hye
    • Communications of Mathematical Education
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    • v.31 no.1
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    • pp.103-123
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    • 2017
  • Mathematical tasks in general introduce and deal with real-life situations, and they derive to students' thinking fluently in solving the given tasks. The tasks might be considered as an important and significant factor to lead a successful mathematical teaching and learning situation. MiC Textbook is a representative one showing such good examples and tasks. This study explores concretely and in detail the cognitive demand level of mathematical tasks, by the subject of MiC Textbook. To accomplish this, this study is to reconstruct more elaborately the analysis framework developed by Hwang and Park in 2013. The framework basically was set up utilizing 'the cognitive demand level' suggested by Stein, et, al. The cognitive demand level is divided into two levels such as low level and high level. The low level is comprized of two elements such as Memorization Tasks(MT), Procedures Without Connections Tasks(PNCT), and high level is Procedures With Connections Tasks(PWCT), and Doing Mathematics Tasks(DMT). This study deals with the tasks on the area of 'data analysis and statistics' in MiC 1, 2, 3 level Textbook. As a result, mathematical tasks of MiC Textbook led learners to deal with and understand mathematical content for themselves, and furthermore to do leading roles for checking and reinforcing the content. Also, mathematical tasks of MiC Textbook are comprized of the tasks suitable to enhance mathematical thinking ability through communication. In addition, mathematical tasks of MiC Textbook tend to offer more learning opportunity to learners' themselves while the level of MiC Textbook is going up.

COMPUTATIONAL MODELING OF KANSEI PROCESSES FOR HUMAN-CENTERED INFORMATION SYSTEMS

  • Kato, Toshikazu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.3-8
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    • 2002
  • This paper introduces the basic concept of computational modeling of perception processes for multimedia data. Such processes are modeled as hierarchical inter- and intra- relationships amongst information in physical, physiological, psychological and cognitive layers in perception. Based on our framework, this paper gives the algorithms for content-based retrieval for multimedia database systems.

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An Exploratory Study on the Meaning of Visual Scaffolding in Teaching and Learning Contexts

  • PARK, Soyoung
    • Educational Technology International
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    • v.18 no.2
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    • pp.215-247
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    • 2017
  • This study aims to conduct a literature review on visual scaffolding. Visual scaffolding, as a support for learning, employs various forms of visual objects which can be either content-independent or content-dependent and the types of which would be abstract-verbal, concrete-verbal, concrete-visual, or abstract visual. The effectiveness of visual scaffolding can be argued in the following three aspects: 1) explicit representation of information and emphasis of critical features in effective and efficient manner, 2) supplement of additional information, 3) structural understanding with decrease in cognitive load. The limitations of the study and the suggestions for future study are discussed.

A Study of Class Design for Liberal arts computer Convergence class using cognitive apprentice theory (인지적 도제 이론을 적용한 교양컴퓨터 융합 수업 설계 연구 -"컴퓨터와 프레젠테이션 기법" 수업 사례를 중심으로-)

  • Kim, Jin-Il
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.153-160
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    • 2018
  • This study suggests the development and the application of cognitive apprenticeship to instructional design for the 'computer and presentation skill' among the liberal arts computer courses in H university. The purpose of this paper is to show effects of instructional design on learning of the liberal arts computer courses employing cognitive apprenticeship, and examine earner's satisfaction of instructional planning, lecture contents, and teaching methods, which are evaluation elements of the content evaluation area. As a result of the study, cognitive apprenticeship theory has improved the satisfaction of the lesson plan, lecture contents and teaching method. Therefore, this study has significance in that it recognizes that cognitive apprentice theory is effective for general computer class. It is expected that it will be applied to effective teaching methods of liberal arts computer related subjects in the future.

The Development of an Instrument for the Measuring Cognitive Conflict Levels of Elementary Students Confronted with an Anomalous Situation in Science Learning (과학학습에서 불일치 상황에 대면한 초등학생의 인지갈등 측정 도구 개발)

  • 박상석;이경호;김정환;권혁구;권재술
    • Journal of Korean Elementary Science Education
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    • v.18 no.2
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    • pp.21-33
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    • 1999
  • The purpose of this study was to develop an Instrument for the Measurement of Cognitive Conflict Levels of students who confronted with an anomalous situation in science teaming. Anomalous situation is generated when students' prediction is disconsistent with the observed fact. In this study, the researchers identified 4 components of cognitive conflict and developed three items for each component. The items were developed and revised by four pilot tests. In the first pilot test, 55 elementary school students participated in the test In the second pilot test, 88 students of the 5th and 6th grader participated in the test. The instrument of measuring cognitive conflict levels was given to the subjects right after demonstrating anomalous situation. For the demonstration, two different problem situations were developed: one was a pulley problem and the other was electric bulbs in parallel. Answered reasons for each items were analyzed to assess students' understanding on each items. In third pilot test, 125 elementary school students participated in the test. A factor analysis of the responses was carried out and reliability of the test was assessed by calculating internal consistency values. The items were finalized by three pilot tests. After 1 month after the third pilot test, researchers conducted the finalized test items to 323 students of the 5th and 6th grader. The final instrument showed moderate reliability (Cronbach-α 0.82∼0.87) and good content validity(0.93). A factor analysis of the response was carried out. 4 main factors completely coincided with 4 components that we supposed to be the conducts of cognitive conflict. The instrument can provide a means for both teachers and researchers to assess the cognitive conflict of a large number of students within a single class period. The results can be used by teachers to better understand the process of conceptual change of their students and to match instruction and materials accordingly.

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Social Media Advertising Effectiveness: A Conceptual Framework and Empirical Validation

  • Liguo Lou;Joon Koh
    • Asia pacific journal of information systems
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    • v.28 no.3
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    • pp.183-203
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    • 2018
  • In the era of Web 2.0, social media advertising can simultaneously stimulate consumers' brand purchase intention and brand information sharing intention. Product sales and brand information diffusion are equally important for a company that conducts advertising. This study investigates how features of brand content influence social media advertising effectiveness by integrating the stimulus-organism-response model and classic advertising effectiveness models. An analysis of 267 survey questionnaires shows that brand content-related cues, including perceived uniqueness, perceived vividness, and perceived interactivity have significant effects on consumers' affective and cognitive involvement, which then affect their attitude toward brand content. As a result, the consumers' attitude toward the brand and their brand purchase intention, as well as their brand content sharing intention, are positively affected by attitude toward brand content. This study contributes to a better understanding of how social advertising works, which suggests that managers should effectively use social media to conduct advertising.