• Title/Summary/Keyword: Cognitive Focus

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Outline of Domain Theory As a New Approach to Software Reuse (S/W 재사용을 위한 새로운 접근법으로서의 Domain Theory의 개요)

  • Ham, Dong-Han;Kim, Jin-Sam;Ha, Su-Jung;Cho, Jin-Hee
    • 한국IT서비스학회:학술대회논문집
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    • 2002.11a
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    • pp.425-430
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    • 2002
  • Over the years, several different approaches have been proposed to enhance the practice of software reuse. These approaches vary in reuse abstraction levels or application domains they focus on. However, it seems that they do not adequately meet the needs of software designers in planning and managing reuse. One reason may be the lack of conceptually well-established framework supporting work domain analysis and modeling. As a new viable solution to this problem, Sutcliffe and his colleagues developed Domain Theory , which is introduced in this paper. Utilizing multidisciplinary perspective, such as cognitive psychology, management science, human-computer interaction, and software engineering. it provides a schematic framework that defines a comprehensive library of generic and reusable models of domain knowledge in terms of generic tasks and meta-domains. It also provides useful methods and guidelines for software reuse, emphasizing the concept of abstraction process in a designer s mind. This paper firstly gives a brief overview of fundamentals of software reuse. Next, it explains the foundation of domain theory and discusses its applicability to software reuse. In particular, the taxonomy of meta-domains and the types of generic tasks are described in more detail. Finally, the future research framework, which primarily addresses the problem of how to apply the domain theory to various work domains, is proposed.

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A Study on Local Acceptance of Offshore Wind Farm: Focus on Maldo, Gunsan (해상풍력 주민수용성 연구: 군산 말도를 중심으로)

  • Lee, Sanghyuk;Park, Jaepil
    • New & Renewable Energy
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    • v.16 no.2
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    • pp.20-27
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    • 2020
  • According to "The Renewable Energy 3020 Implementation Plan", offshore wind power accounts for 12 GW of the total new capacity of 48.7 GW. Like the south-west 2.5 GW offshore wind farm case, government-led development has had difficulty in securing the residents' acceptability. This study contributes to the study of local acceptance by analyzing the perceptions of Maldo residents. To this end, in-depth interviews were conducted with the head of a village and fishing village chief, and the entire contents of the interview were revised and analyzed. The cognitive structure of the stakeholders could be confirmed using semantic network analysis, which analyzes the network structure among words. Based on the analysis results, focusing on the identity frames related to the compensation process from previous national projects, gain vs. loss frames act as the dominant frame in terms of profits from offshore wind turbines. To invigorate offshore wind farms, the policy implications as follows. First, a negotiation organization should be organized to deal with strategic opposition by fishes. Second, installing offshore wind farms on a public water body will result in demands for compensation from various actors, and a licensed fishing territory as an offshore wind farm installation site should be considered.

Interactive Information Retrieval: An Introduction

  • Borlund, Pia
    • Journal of Information Science Theory and Practice
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    • v.1 no.3
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    • pp.12-32
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    • 2013
  • The paper introduces the research area of interactive information retrieval (IIR) from a historical point of view. Further, the focus here is on evaluation, because much research in IR deals with IR evaluation methodology due to the core research interest in IR performance, system interaction and satisfaction with retrieved information. In order to position IIR evaluation, the Cranfield model and the series of tests that led to the Cranfield model are outlined. Three iconic user-oriented studies and projects that all have contributed to how IIR is perceived and understood today are presented: The MEDLARS test, the Book House fiction retrieval system, and the OKAPI project. On this basis the call for alternative IIR evaluation approaches motivated by the three revolutions (the cognitive, the relevance, and the interactive revolutions) put forward by Robertson & Hancock-Beaulieu (1992) is presented. As a response to this call the 'IIR evaluation model' by Borlund (e.g., 2003a) is introduced. The objective of the IIR evaluation model is to facilitate IIR evaluation as close as possible to actual information searching and IR processes, though still in a relatively controlled evaluation environment, in which the test instrument of a simulated work task situation plays a central part.

VR Tourism Content Using the HMD Device (HMD를 이용한 VR 관광 콘텐츠)

  • Han, Jong-Sung;Lee, Geun-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.40-47
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    • 2015
  • VR(virtual reality) which already is used commonly in diverse areas including entertainment, design, and simulation training is most important area in ICT. VR already has various uses within the tourism sector. As VR technology continues to evolve, there is little reason to doubt that it will become more prevalent throughout society and the tourism sector in particular. In this paper, we plan to improve the VR content to the market possibility and competitiveness of VR content in the culture industry. Out of focus, lens dust, motion blur, blur effect were minimized to improve the simulation sickness which caused by the cognitive dissonance in the HMD. And also, the content was considered UI design for user's immersion.

Psychological Analysis on Consumer Sentiment for Gacha (게임 내 캐릭터 뽑기 사용자의 과금 심리 분석 : 퍼즐 앤 드래곤을 중심으로)

  • Kim, Soul
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.77-86
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    • 2016
  • As the focus of game market moves to mobile era, payment on cyber money, specifically for Gacha system, possesses a large portion for creating profit in game industry. For this reason, this study mainly focuses on Puzzle and Dragon, the mobile game of Gungho online entertainment in Japan, which has made enormous profit for several years. The analysis on consumer sentiment for Gacha are categorized as below: (1) gambling mentality and cognitive error in stochastic game in God festival (2) reactional psychology for scarcity message in limited time God festival and collaboration (3) personal satisfaction through friend system and character collection.

Contested terrain - Conflicts between BOK(body of knowledge) of interior design and HSW(health, safety, welfare) ethos of profession - (갈등의 영역 - 실내디자인의 지식체계와 프로페션의 건강, 안전, 복지 에토스와의 갈등 -)

  • Kim, Duk-Su
    • Korean Institute of Interior Design Journal
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    • v.21 no.6
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    • pp.177-185
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    • 2012
  • The endowed privilege to an established profession acts as an important motivation related to professionalization of occupations. The established profession enjoys cognitive, legal, and economic privilege. This study analyzes the professionalization process of interior design. Specifically, the study evaluates the suitability of the body of knowledge and professional ethos(i.e., protection of citizen's health, safety, and welfare), while analyzing the professionalization of interior design in the United States. The research aims at proposing a reference point for the professionalization of Korean interior design. Utilized data include research paper, court sentencing, and reports published by related professional organizations. The study concludes that 3E's are a means of professionalization of interior design, while separating interior design from interior decorating. In addition, there is no evidence to the protection of citizen's HSW. Rather, it increases service costs and restricts the job opportunities. When the public is not persuaded, the argument related to the necessity of license for the protecting citizen's HSW can be consumed as a mere rhetoric, concealing intentions for formulating a cartel. Thus, this study proposes that the professionalization of interior design may focus on the establishment of identity and body of knowledge, which are specific to interior design.

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Brain Stimulation of Elderly with Dementia Using Virtual Reality Home

  • Park, Sung-jun
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.1-18
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    • 2019
  • The virtual reality (VR) is an immerging technology used in the serious games industry to treat psychological disorders like dementia. We created a system named as Virtual Reality Home (VRH) for the elderly who lived with Alzheimer's disease (or other form of dementia) and cognitive impairment using virtual reality technology. The purpose of our study is to measure the long-time immersion and retention of VRH on the moods and apathy, enhancement in physical and brain stimulation as well as a decision making with peoples of dementia and explore the experience of aged care home staff's member. The VRH shows a positive impact on the elderly participants and staff members. During the VRH experience, excitement and a great level of alertness were observed among the participants but few of them were feeling anxiety. Furthermore, we observed the improvement in physical, memory and brain stimulation, but the participants have a low focus on decision making because they wanted to explore all interactable objects in the VRH. This study suggests that the VR may have the potential to improve the quality of life, and these results can assist to expand the future development in the enhancement of efficiency of people with dementia.

Developmental Analysis of Morality(Belief, Judgment & Behavior) in Relation to Attribution (귀인 경향에 따른 도덕성(도덕신념, 판단, 행동) 발달 분석)

  • 하영희
    • Journal of the Korean Home Economics Association
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    • v.34 no.3
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    • pp.271-282
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    • 1996
  • Different aspects of morality, namely, moral belief, moral judgement and moral behavior have been studied seperately. This study examined the development of these three aspects of morality in relation to internal attribution in one sample. A total of 371, third -and sixth- grade children from Masan city were responded to questionnaires on moral belief, moral judgement, and attibutional tendency. In addition, children's moral behavior was measured by the teachers' 5-item rating scale. As results, there were signigicant but low correlations among three components of morality. There were developmental differences in moral belief and moral judgement but there was no age difference in moral behavior. Compared to third graders, sixth graders were higher in moral judgement but lower in moral belief. Social experience as well as cognitive development on moral relativity could explain this paradoxical developmental trend in moral belief. There was a sex difference only on moral behavior : Girls were rated higher in moral behavior than boys. Internal attribution was significantly correlated with all three aspects of morality, .15 with moral belief, .45 with moral judgement, .14 with moral behavior, respectively. There was a significant developmental difference but no sex difference in attributional tendency: Sixth graders reported higher internal attribution than third graders. However, there was no developmental difference in correlations among internal attribution and three aspects of morality. Most importantly, internal attribution explained morality better than either age -or sex- variable. It was suggested that educational programs on morality need to focus on the internalization of it.

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Development of a Family Relationship Enhancement Program for Youth Runaways (가출 청소년을 위한 가족관계 향상 프로그램 개발과 효과 연구)

  • Chung, Moon-Ja;Kim, Jin-Y;Kim, Tae-Eun;Choi, Nan-Kyung
    • Journal of the Korean Home Economics Association
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    • v.48 no.1
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    • pp.111-125
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    • 2010
  • The purpose of this study was to develop and evaluate the efficacy of a Family Relationship Enhancement Program for runaway youth. The theoretical framework of this program was based on Solution-Focused, Satir's Experiential, and Cognitive-Behavioral models. Need assessment analysis of youth shelter workers, focus group interviews with runaway youths, and advisory council meetings were used as a complementary resource for this study. Thirty-one runaway youths from 6 youth shelters in Seoul and Kyunggi participated in 4 two-hour sessions of this Family Relationship Enhancement Program. All participants were subjected to pre-test and post-test analysis in order to assess the efficacy of the program. The results of this study showed that the Family Relationship Enhancement Program had significantly increased the participants' self-esteem, communication capability, and understanding of family values.

A Study on the Relationships between Complex and Preference by Perceptual-cognitive and Affective Judgement - Focused on the Commercial Interior Design - (지각적-인지적 판단과 감정적 판단에 따른 복잡성과 선호도의 관계 - 상업공간의 실내디자인을 중심으로 -)

  • Choi Eun-Hee;Kwon Young-Gull
    • Korean Institute of Interior Design Journal
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    • v.15 no.3 s.56
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    • pp.173-183
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    • 2006
  • Design is inseparably related to aesthetics. In spite of that, it is difficult to explain the precise aesthetic variables that affect the aesthetic value of space or environment. Therefore, this study intended to find the relationships between aesthetic variables by perceptual and affective judgement for space design with focus on complexity and preference variables. The research found low level of 'arousing' as well as high levels of affective dimension variables 'pleasant' and 'relaxing' evoked high preference. High preference also appeared in space design cases with high unity, order, and clarity with low contrast and complexity, which are variables of perceptual dimension. Complexity, one variables of preference by Kaplan, is in an inverse proportion to space preference. Thus, space design with high complexity has high level of 'exciting' and 'arousing' affective responses and relatively low level of 'relaxing' response. Additionally, it was confirmed that the most importantly influential factor on complexity was diverse components rather than visual richness and ornamentation.