• 제목/요약/키워드: Cognitive Interaction

검색결과 587건 처리시간 0.031초

도구 및 성인과의 상호작용이 유아의 인지수준에 미치는 효과 (The Effects of Interaction with an Object and with an Adult on Young Children's Cognitive Level)

  • 이소은;송지영
    • 아동학회지
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    • 제23권1호
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    • pp.71-85
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    • 2002
  • This study examined the effects of different interaction styles, that is, interaction with an object and interaction with an adult, on young children's cognitive level. Subjects were 150 5-year-old children. The task required children to predict the working of a mathematical balance beam. Seven cognitive levels were identified based on the logic of prediction. Data were analyzed by t-test, F-test, Duncan Test and Wilcoxon Matched-Pairs Test. Results showed that both interaction styles caused improvement in children's cognitive level, but when interaction with an adult was divided into two categories, i.e., interaction with the higher group and interaction with the lower group, the latter experienced decline in cognitive level. Regardless of sex, interactions within the Zone of Proximal Development and with the object were found to be effective methods for children's cognitive improvement.

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Designing Services with Models from Interaction Design and Cognitive Systems Engineering

  • Lee, Dong-Seok;Pan, Young-Hwan
    • 대한인간공학회지
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    • 제31권1호
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    • pp.125-130
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    • 2012
  • Objective: This paper discusses how service design is related to two well-known disciplines, interaction design and cognitive systems engineering, which are applied to the design of software, websites and mobile phones, and the design of control room of nuclear power plants and cockpit control, respectively. Background: Service design has been spotlighted recently due to its promisingness to service industry. Successful cases of service design are widely shared among designers. Service design, however, is treated as practice rather than a discipline. Method: It was discussed that it is important to consider the interaction between customers and services as in interaction design, and some domains are complex enough and have functional limitation as in cognitive systems engineering. Results: Models and design tools of the disciplines are introduced and applied to service design practices. Conclusion: It was concluded that service design has the characteristics of both interaction design and cognitive systems engineering.

Thinking Science 활동에서 리더의 성격에 따른 모둠내 언어적 상호 작용 특징 (The Characteristics of Verbal Interaction according to Leader's Personality in Small Group Activities of Thinking Science)

  • 김지현;최병순;신애경
    • 한국초등과학교육학회지:초등과학교육
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    • 제29권3호
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    • pp.364-377
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    • 2010
  • The purpose of this study was to analyze the within-group verbal interaction according to leader's personality in Thinking Science activities. For this study, 2 homogeneous small groups by cognitive level selected from one class of sixth grader. Each group was comprised of four students. Leaders of two groups selected from the results of NEO personality assessment and teacher's observation. One who got high scores in extraversion and agreeableness is named a sociable leader, the other who got low scores in extraversion and agreeableness is named a taciturn leader. Verbal interactions during small group activities were audio/video taped and students' interactions were classified into on-task and off-task. On-task included cognitive aspect and affective aspect. Interactions of cognitive aspect were divided into low and high level, also interactions of affective aspect were divided into positive and negative interaction. The results of this study showed that the verbal interactions in the sociable leader group were more activated than those in the taciturn leader group. Also, interaction level of the sociable leader group in cognitive aspect was higher than those of the taciturn leader group. In affective aspect, interaction pattern of the sociable leader group was similar to those of the taciturn leader group. The characteristics of leader's interaction are as follow. The rates of cognitive aspect in the sociable and the taciturn leaders' interactions were much higher than those of affective aspect. This tendency was especially remarkable in the taciturn leader's interactions. However, interaction level of the sociable leader in cognitive aspect was higher than those of the taciturn leader. In affective aspect, positive interaction rate of the sociable leader and the taciturn leader were higher than negative interaction rate.

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만 3세 유아의 인지발달에 대한 부모-교사 협력관계의 영향력: 가정환경의 질, 부모의 수학적 상호작용의 매개효과를 중심으로 (The Effects of the Parent-Teacher Cooperation on the Cognitive Development of 3-Year-Olds: Focusing on the Mediating Effect of the Quality of Home Environment and the Parental Mathematical Interaction)

  • 배진희;김지현
    • 한국보육지원학회지
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    • 제13권6호
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    • pp.143-161
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    • 2017
  • Objective: The purpose is to verify that whether there are significant correlation between parent-teacher cooperation, quality of home environment, and mathematical interaction of parents and cognitive development of 3-year-olds, and the quality of home environment and mathematical interaction mediate the relationship between the parent-teacher cooperation and the cognitive development. Methods: A test was performed on 110 3-year-olds enrolledin a daycare center located in city S, and a questionnaire survey was conducted on their parents. We analyzed our data using SPSS WIN 21.0 and pearson's correlation, tested the mediating effect using regression, and used the Sobel test to check significance of the mediating effect. Results: Cognitive development of 3-year-olds was correlated with the parent- teacher cooperation, the quality of home environment, and mathematical interaction of parents. The quality of home environment showed complete mediating effect on the relationship between the parent-teacher cooperation and the cognitive development, and the mathematical interaction showed complete mediating effect on the relationship between the parent-teacher cooperation and the cognitive development. Conclusion/Implications: The parent-teacher cooperation indirectly predicts the cognitive development through the quality of home environment and the mathematical interaction. This research can contribute to the development of the family- institution connection program to facilitate the parent-teacher cooperation.

Cognitive and Emotional Structure of a Robotic Game Player in Turn-based Interaction

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • 제4권2호
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    • pp.154-162
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    • 2015
  • This paper focuses on how cognitive and emotional structures affect humans during long-term interaction. We design an interaction with a turn-based game, the Chopstick Game, in which two agents play with numbers using their fingers. While a human and a robot agent alternate turn, the human user applies herself to play the game and to learn new winning skills from the robot agent. Conventional valence and arousal space is applied to design emotional interaction. For the robotic system, we implement finger gesture recognition and emotional behaviors that are designed for three-dimensional virtual robot. In the experimental tests, the properness of the proposed schemes is verified and the effect of the emotional interaction is discussed.

보상분배의 형평성과 인지적 성과가 몰입에 미치는 영향 (A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience)

  • 최동성;김진우
    • 한국게임학회 논문지
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    • 제9권3호
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    • pp.77-86
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    • 2009
  • 기존 연구에 따르면 컴퓨터 게임에서 플레이어에게 주어진 목표를 성취해 가는 과정을 Personal Interaction으로 정의하고 있다. 또한 Personal Interaction이 효율적으로 이루어졌을 때 사람들은 게임 플레이 과정이 즐거웠다는 몰입의 경험을 하게 된다고 한다. 본 연구에서는 Personal Interaction이 효율적으로 이루어졌다는 판단 근거가 되는 내적 보상인 인지적 성과와 외적 보상인 보상 분배의 형평성이 몰입에 어떤 영향을 미치는지를 분석하였다. 본 연구 결과에 따르면 플레이어는 목표 성취과정에서 주어지는 외적 보상이 형평성에 맞게 제공되었을 때, 자신이 수행한 목표 성취 과정이 잘 이루어졌다는 인지적 성과가 높아진다는 것을 알 수 있었다. 이와 더불어 인지적 성과가 높았을 때 플레이어는 목표 성취 과정이 최적의 경험이라고 평가한다는 점을 발견하였다. 본 연구의 결과는 앞으로 게임 디자인 과정에서 목표 성취와 관련한 외적 보상 분배를 어떻게 했을 때 플레이어에게 몰입의 경험을 높게 할 수 있도록 유도하는가에 대한 가이드라인을 제공해 줄 수 있을 것이다.

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웹 기반 학습자의 메타인지수준별 학습활동분석 -간호학 대학원 학생을 중심으로- (A Study on Interaction Pattern, Learning Attitude, Task Performance by Meta-cognitive Level in Web-Based Learning)

  • 이선옥;서민희
    • 한국간호교육학회지
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    • 제18권2호
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    • pp.323-331
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    • 2012
  • Purpose: Level of meta-cognition of students has been regarded as one of the crucial factors on web-based learning. This study aimed to describe interaction type in small group discussion of the nursing graduate students and to investigate learning consequences and interaction types in group discussion on meta-cognition level. Method: Twenty six graduate nursing students attending the class on-line at the K university in Seoul were included in the study. We measured their meta-cognition level and learning attitude. We also scored their individual and group reports as well as analyzed interaction type by reviewing the dialogue of the group discussion. Results: The participants showed low frequency of exploratory interaction and high frequency of integrative interaction in the cognitive interaction category. They showed frequent modification interaction in the meta-cognitive interaction category. Interestingly, the students with lower level of meta-cognition achieved significantly greater scores in the individual assignments. High functioning group consisting of the students with high meta-cognitive level produced greater group report. Conclusion: A new strategy is needed to encourage in-depth interaction in a group discussion of nursing students. Meta-cognitive level of the students should be considered to form a small group for discussion in order to improve group activities.

유아의 또래 상호작용이 언어·인지능력을 매개로 자기통제력에 미치는 종단적 영향: 성별의 차이를 중심으로 (The Longitudinal Effects of Preschoolers' Peer Interaction on Self-Control with Linguistic and Cognitive Abilities as Mediators: Focusing on Gender Differences)

  • 장유진;홍예지;이강이
    • Human Ecology Research
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    • 제56권2호
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    • pp.133-144
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    • 2018
  • The study examined the longitudinal relations of preschool children's peer interaction, linguistic and cognitive abilities, and self-control, while taking into account gender differences. The study was conducted with 671 preschoolers from the $5^{th}$, $6^{th}$, and $7^{th}$ wave of the Korean Children and Youth Panel Study (KCYPS). Data were analyzed by means of basic descriptive statistics, Pearson's correlations, and structural equation modeling analysis. Bootstrapping method was also used to determine the significance of indirect effects. The analysis were conducted to find the longitudinal effects of peer interaction at the age of 4 on their self-control at the age of 6, and the mediating effects of linguistics and cognitive abilities at the age of 5 on its associations. The results indicated gender differences among the variables. According to multi-group analysis, there was a significant influence of 4 years' peer interaction on subsequent 5 years' linguistic and cognitive abilities but also on 6 years' self-control across time for boys; however, no significant direct effect of peer interaction on self-control was found for girls. Based on the findings of this study, it can be implied that it is necessary to apply different methods for boys and girls to promote self-control from the influence of peer interaction and linguistic and cognitive abilities.

이용자 중심의 얼굴 표정을 통한 감정 인식 TV의 상호관계 연구 -인간의 표정을 통한 감정 인식기반의 TV과 인간의 상호 작용 연구 (The interaction between emotion recognition through facial expression based on cognitive user-centered television)

  • 이종식;신동희
    • 한국HCI학회논문지
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    • 제9권1호
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    • pp.23-28
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    • 2014
  • In this study we focus on the effect of the interaction between humans and reactive television when emotion recognition through facial expression mechanism is used. Most of today's user interfaces in electronic products are passive and are not properly fitted into users' needs. In terms of the user centered device, we propose that the emotion based reactive television is the most effective in interaction compared to other passive input products. We have developed and researched next generation cognitive TV models in user centered. In this paper we present a result of the experiment that had been taken with Fraunhofer IIS $SHORE^{TM}$ demo software version to measure emotion recognition. This new approach was based on the real time cognitive TV models and through this approach we studied the relationship between humans and cognitive TV. This study follows following steps: 1) Cognitive TV systems can be on automatic ON/OFF mode responding to motions of people 2) Cognitive TV can directly select channels as face changes (ex, Neutral Mode and Happy Mode, Sad Mode, Angry Mode) 3) Cognitive TV can detect emotion recognition from facial expression of people within the fixed time and then if Happy mode is detected the programs of TV would be shifted into funny or interesting shows and if Angry mode is detected it would be changed to moving or touching shows. In addition, we focus on improving the emotion recognition through facial expression. Furthermore, the improvement of cognition TV based on personal characteristics is needed for the different personality of users in human to computer interaction. In this manner, the study on how people feel and how cognitive TV responds accordingly, plus the effects of media as cognitive mechanism will be thoroughly discussed.

언이기반의 인지시스템을 위한 시공간적 기초화 (Spatiotemporal Grounding for a Language Based Cognitive System)

  • 안현식
    • 제어로봇시스템학회논문지
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    • 제15권1호
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    • pp.111-119
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    • 2009
  • For daily life interaction with human, robots need the capability of encoding and storing cognitive information and retrieving it contextually. In this paper, spatiotemporal grounding of cognitive information for a language based cognitive system is presented. The cognitive information of the event occurred at a robot is described with a sentence, stored in a memory, and retrieved contextually. Each sentence is parsed, discriminated with the functional type of it, and analyzed with argument structure for connecting to cognitive information. With the proposed grounding, the cognitive information is encoded to sentence form and stored in sentence memory with object descriptor. Sentences are retrieved for answering questions of human by searching temporal information from the sentence memory and doing spatial reasoning in schematic imagery. An experiment shows the feasibility and efficiency of the spatiotemporal grounding for advanced service robot.