• Title/Summary/Keyword: Cognitive Interaction

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Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.61-68
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    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

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A Study on the Demographic Characteristics, Personality Types, and Cognitive Styles Affecting Job Satisfaction of University Librarians (대학도서관 사서들의 인구적 특성과 성격유형 및 인지양식이 직무만족에 미치는 영향에 관한 연구)

  • Yoo Kil-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.33 no.1
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    • pp.49-65
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    • 1999
  • The purpose of this study was to examine the impacts of individual factors, such as demographic characteristics, personality types and cognitive styles, on job satisfaction of university librarians. The study further investigated the relationships and interaction effects among those factors. Three independent variables examined were demographic characteristics (sex, age, year at work, and position), personality types (Type A and Type B), and cognitive styles (Held-dependence and Held-independence). The dependent varilable was the level of job satisfaction. five factors that affect the level of job satisfaction were the nature of work, salary level promotion practices, supervision style, and the relationships with co-wokers. The number of subjects participated in the study was 166 university librarians working in Pusan area. The SPSSWIN package was used for statistical analysis.

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Virtual reality-based mild cognitive impairment prevention training system (가상현실기반의 경도인지장애 예방 훈련 시스템)

  • Choi, Ki-won;Joo, Moon-il;Kim, Hee-cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.749-751
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    • 2016
  • Due to the advent of virtual reality, the past communication method using images and video through the expansion into three-dimensional space has been provided more realistic and seamless interaction environment. Unlike reality, virtual reality is under a full human control and due to this benefit can be used as a substitute for reality therefore medicine and healthcare area has attracted attention in the prevention and treatment of dementia utilizing virtual reality. The research provided in this paper is aimed to design a virtual reality-based mild cognitive impairment prevention training system, focusing on the Symptoms of Alzheimer's precursor, mild cognitive impairment.

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The Impact of Movement Education Programs on the Empathy Ability of Disabled Children

  • Yun-Mi Min
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.277-285
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    • 2023
  • The purpose of this paper is to understand and express emotions and experiences from the perspective of others through empathy, which is crucial for maintaining social relationships. The smooth formation of interpersonal relationships through the physical activity of children with disabilities holds significant meaning. Children with disabilities often lack opportunities for interaction with their peers compared to typical children, and the absence of effective communication methods poses difficulties in forming relationships. Therefore, this study aimed to investigate the effects of a movement education program on enhancing empathy in children with disabilities. The program was implemented for 12 weeks from April to June 2023, involving five children with disabilities. The movement education program comprised 12 topics, encompassing physical, emotional, and cognitive domains. Empathy was measured in two areas: cognitive empathy and emotional empathy. The results indicated improvement in both cognitive and emotional empathy after the program compared to the pre-assessment. The rate of progress varied depending on the type and severity of the disability, but overall, positive changes in the development of empathy were observed. Through this research, it is hoped that movement programs can be practically utilized as a valuable resource.

The Effect of Depth Perception and Animation in Virtual Reality OOH Ad on Users' Cognitive Responses (가상현실 옥외광고의 깊이감과 애니메이션 효과가 사용자의 인지적 반응에 미치는 영향)

  • Min-Woo Cho;Donghun Chung
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.117-133
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    • 2024
  • This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.

Differences in Global/Local Processing of Combined Groups of Cultural Dispositions and Analytic-Holistic Thinking Styles (문화성향과 분석적-종합적 사고유형의 조합에 따른 전역/국소처리에서의 차이)

  • Joo, Mi-Jung;Lee, Jae-Sik
    • Korean Journal of Cognitive Science
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    • v.23 no.2
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    • pp.269-293
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    • 2012
  • This study aimed to investigate the interactive effects of individual's cultural disposition (individualism, collectivism, horizontal disposition and vertical disposition) and cognitive style (analytic vs. holistic thinking) combination on differences in global precedence. For this purpose, the participants were divided into 4 different cultural disposition groups based on Singelis et al.'s(1995) INDCOL scale, and 2 cognitive style groups based on Choi et al.'s(2007) AHS, and required to respond selectively to global or local property of two types of compound stimuli (compound figure and compound letter). Reaction time and error rates for both global or local property were analyzed and compared as the dependent measurement. The results can be summarized as followings. First, faster responses were observed in compound figure condition than in compound letter condition, and to global property than to local property. Second, contrasting to individualism-cognitive style or horizontal disposition-cognitive style combinations, significant interaction effects both between collectivism and cognitive style, and between vertical disposition and cognitive style on global/local processing were found. This result indicated that combinations of collectivism-holistic thinking and vertical disposition-holistic thinking can induced larger global precedence effect than other combinations of cultural disposition and cognitive style.

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The evaluation of Word Processors by Learning Model (학습모형을 이용한 워드프로세서의 평가방법 개발)

  • 손일문;홍상우;이상철
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.41
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    • pp.203-212
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    • 1997
  • The interface of computer software has to promote human-computer interaction. The one quality of interface to promote HCI should be evaluted with regard to user's information processing. The usability of interface is one of the main components of it's quality, and it is straightforwardly concerned with learnability, especially when users want to use a software at the first stage. In this paper, word processors, wide spreadly used in OA environments is studied in respect to menu structure on the interface. An cognitive menu structure is suggested by user's conceptual network of the main functions of word processor. Two word processors is selected to compare with the cognitive menu structure and to evalute learnabilities by teaming model.

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The Effects of Macrostructure of Discourse Processing (대형구조가 글 애해에 미치는 영향)

  • Cho, Hey-Ja
    • Korean Journal of Cognitive Science
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    • v.2 no.1
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    • pp.51-72
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    • 1990
  • This study investigated the effects of macrostructure on discourse processing. In this study, three different story were employed to form macrostructures on different times, and reading time, sentence verification time and free recall rate were measured as dependent vari- ables. The results showed that forming the macrostructure influenced the reading and verification times and the recall rate. The results were interpreted to indicate that the macrostructure is important to comprehend and recall the stories, and that the story grammars, hierarchies of story schema and causal relation of sentences affect the comprehension and recall through their interaction in macrostructure.

The Effect of Animation on Comprehension and Interest (애니매이션이 이해와 흥미에 미치는 효과)

  • Kim, Sung-il;Whang, Sang-min;Barbara Tversky;Julie Morrison
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2002.05a
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    • pp.85-91
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    • 2002
  • This study was conducted to investigate the interaction effects of various presentation types of graphics and the individual differences in need for cognition on comprehension, interestingness, and motivation. The depiction of the operation of a bicycle tire pump was presented in one of the following conditions, (a) simultaneous presentation, (b) successive presentation, (c) self-pace presentation, (d) animation. For younger students, animated graphics are rated more enjoyable and motivating only when they are low in NFC. If they are high in NFC, animated graphics are not more effective than static graphics in terms of comprehension, interest, and motivation. On the other hand, for older students, self-paced static graphics are more interesting and enjoyable than the animated graphics regardless of their NFC score. These results suggest that the animated graphics are not always beneficial for loaming and motivation.

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Experiment design and human reliability in software quality control system

  • Park, Peom
    • Journal of Korean Society for Quality Management
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    • v.20 no.2
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    • pp.94-108
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    • 1992
  • This study involves an experiment for the cognitive experiment design and the human reliability in software engineering. Its overall objectives are to analyze common-cause human domain error and reliability in human-software interaction. A laboratory study was performed to analyze software engineers' task behavior in software production and to identify software design factors contributing to the effects in common cause failure redundancy. Common-cause model and its function were developed, then the main experiment using programming experts was conducted in order to define a new cognitive paradigm, in the aspects of identification, pattern recognition, and behavior domain for human reliability and quality control in software development. The results and analytical procedures developed in this research can be applied to reliability improvement and cost reduction in software development for many applications. Results are also expected to provide guidelines for software engineering quality control and for more effective design of human-software interface system.

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