• Title/Summary/Keyword: Cognitive Interaction

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An Analysis of Supervisory Control Performance under Urgent Enviornments (감시제어작업에서 긴급상황의 수행도 분석)

  • 오영진;이근희
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.17 no.32
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    • pp.243-253
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    • 1994
  • Work environments have been changed with the advent of new technologies, such as computer technology. The newer technologies, the more changes in our work conditions. However, human cognitive limits can't keep up with the change of work environments. Mental workload has been an important factors in designing modem work environments such as human-computer interaction. Designing man-machine systems requires knowledge and evaluation of the human cognitive processes which control information flow workload. Futhermore, under an urgent situation, human operator may suffer the work stress, work error, and resultant deleterious work performance. To describe the work performance in the urgent work situations, with time stress and dynamic event occurence, a new concept of information density was introduced. For a series of experiments performed for this study, three independent variables(information amount system processing time, information density) were evaluated using such dependent variables as reaction time, number of error, and number of failure. The results of statistical anlysiss indicate that the amount of information effected on all of five dependent measure. Number of failure and number of secondary task score were effected by both amount of information and operational speed of system, but reaction time of secondary task were effected by both amount of information and information density.

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Game Theory based Dynamic Spectrum Allocation for Secondary Users in the Cell Edge of Cognitive Radio Networks

  • Jang, Sungjin;Kim, Jongbae;Byun, Jungwon;Shin, Yongtae
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.7
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    • pp.2231-2245
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    • 2014
  • Cognitive Radio (CR) has very promising potential to improve spectrum utilization by allowing unlicensed Secondary Users (SUs) to access the spectrum dynamically without disturbing licensed Primary Users (PUs). Mitigating interference is a fundamental problem in CR scenarios. This is particularly problematic for deploying CR in cellular networks, when users are located at the cell edge, as the inter-cell interference mitigation and frequency reuse are critical requirements for both PUs and SUs. Further cellular networks require higher cell edge performance, then SUs will meet more challenges than PUs. To solve the performance decrease for SUs at the cell edge, a novel Dynamic Spectrum Allocation (DSA) scheme based on Game Theory is proposed in this paper. Full frequency reuse can be realized as well as inter-cell interference mitigated according to SUs' sensing, measurement and interaction in this scheme. A joint power/channel allocation algorithm is proposed to improve both cell-edge user experience and network performance through distributed pricing calculation and exchange based on game theory. Analytical proof is presented and simulation results show that the proposed scheme achieves high efficiency of spectrum usage and improvement of cell edge SUs' performance.

UI, Supporting Old Age's Prospective Memory (노인의 미래기억을 보조하는 UI)

  • Yoon, Yong-Sik;Lee, Seung-Yong;Lee, Kyung-Soo;Yoon, Jong-Sung;Song, Sun-Mi;Oh, Chang-Young;Sohn, Young-Woo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.655-660
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    • 2006
  • 노인들은 연령에 따라 기억력의 저하가 일어나면서 일상생활을 영유하는데 많은 불편함을 겪고 있다. 정해진 시간에 약을 복용하는 것을 기억하거나 가스 불에 물을 끊인 후 끄는 것을 기억하는 것 등 의도한 행위를 실제로 수행하거나, 진행 중인 행위와 미래에 수행하여야 할 행위 등을 기억 (미래기억; prospective memory) 해야 하는 데 부담을 갖는다. 특히 노인은 시간-의존 미래기억(time-based PM)에서 다른 미래기억보다 연령에 따른 낮은 기억 수행을 보였다. (Einstein & McDaniel, 1995) 본 논문은 인터뷰와 설문을 통해 노인의 일상생활의 패턴을 파악하고, 일상생활과 비슷한 상황에서 노인의 시간-의존 미래기억(time-based prospective memory)과 노인의 자율성(autonomy)을 높이기 위한 몇 가지 UI 방식을 알아보고자 하였다. 실험 결과, 노인 실험 참가자는 사건의존 미래기억에서 의도와 연합된 '맥락 단서'를 제시하는 방식을 더 선호하였으며, 시간의존 미래기억 실험에서는 대학생 집단보다 미래기억 수행 시 외부 도구에 대한 강한 의존도를 보였다. 이는 적절한 미래기억 보조도구가 제시된다면 더 높은 수행을 보일 수 있음을 확인하였다.

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Knowledge Representation Characteristics of Categories and Scripts: An Investigation on Hierarchy and Typicality Effects (개념지식의 유형에 따른 표상차이: 범주와 각본의 위계성과 전형성 비교1))

  • 이재호;이정모
    • Korean Journal of Cognitive Science
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    • v.11 no.3_4
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    • pp.73-81
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    • 2000
  • This study was conducted to investigate some characteristics of representation of category knowledge and script knowledge. Using primed lexical decision task with higher level primers in the representation structure, Experiment 1 examined the interaction effects between knowledge type and concept typicality. It was found that the concept typicality has some effects in category representation, while it has no significant effect in script representation. In Experiment 2, primers of the lower hierarchy in the representation structure were employed. The results showed that the main effect of knowledge type was significant: the response time for category knowledge was faster than that for script knowledge. Typicality effect did not show in this experiment. The results of t the two experiments suggest that category knowledge is represented in hierarchy and typicality. while script knowledge may lack in that characteristics. Other aspects of the differences in characteristics of category- and script- knowledge representation were discussed,

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Constructing Content Producing Group with Creativity under Media Convergence Environments (미디어 융합 환경 하에서 창의적인 콘텐츠 생산그룹의 구성에 관한 연구)

  • Kim, Joong-Gyoo;Lee, Chang-Hoon;Jang, Young-Cheol
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.137-146
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    • 2009
  • This paper aims to propose a framework of content creating group with creativity under new convergence environments. The framework is built based on content concept hierarchy(deep/surface) relating with the creativity of group members. The diversity of group members(potential creativity) decrease and change into creative abilities in one unified view at each content concept hierarchy in time. To do this, three methods of building a creative group(interaction-base, direction-base, hybrid) are proposed. Cooperating processes and operators are designed to promote creative abilities in the content producing group. These cooperations are considering new media convergence industry's job road map(IPTV) and fundamental content attributes(semantic, narrative, discourse). In the framework, creative content is produced with the help of member's cultural openness, media richness and synchronicity, hierachical adaptability on dissimilarity. Deep level creativity of cognitive semiotics on moving image content is composed of psychological, transformational, situational creating abilities in the structure of group members. Designing analogy, metaphor, symbol operators help members to traverse deep structure of content concept hierarchy. Our framework has strong points to relate fundamental content deep structure with structure of content producing group and to induce creativity on cognitive structure of human being.

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Discussion-based Interface Design Research on the Smart phone at Cyber Universities (사이버대학 강의에서 스마트폰을 활용한 토론학습 인터페이스 설계연구)

  • Si, Ji-Hyun;Park, Dae-Ghun;Chae, A-Lm;Kim, Dong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.81-96
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    • 2011
  • With the popularity of smart phones for mobile learning on the rise, cyber universities in Korea are trying to build a reliable mobile campus infrastructure. Such advances in smart phone technologies have made it increasingly easy for users to stay connected and this heightened interaction through smart phones has educational potential for collaborative learning. Thus, to fulfill its educational potential and ultimately provide optimal learning environments on the smart phones, this study has developed a discussion-based interface prototype for collaborative learning. The proposed interface design was evaluated through cognitive walkthrough of the expert reviewers and its usability improvements were also offered.

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Neuroscience and the Social Powers of Narrative: How Stories Configure Our Brains

  • Armstrong, Paul B.
    • Journal of English Language & Literature
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    • v.64 no.1
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    • pp.3-24
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    • 2018
  • Stories are important instruments for configuring our cognitive and social worlds, but they do not necessarily make us more caring or less aggressive and self-involved. The ability to tell and follow a story requires cognitive capacities that are basic to the neurobiology of mental functioning, and so it would stand to reason that our experiences with stories would draw on and re-shape patterns of interaction that extend beyond the immediate experience of reading or listening to a narrative. Our intuitive, bodily-based ability to understand the actions of other people is fundamental to social relations, including the circuit between the representation of a configured action emplotted in a narrative and the reader's or listener's activity of following the story as we assimilate its patterns into the figures that shape our worlds. The activity of following a narrative can have a variety of beneficial or potentially noxious social consequences, either promoting the shared intentionality that neurobiologically oriented cultural anthropologists identify as a unique human capacity supporting culturally productive collaboration, or habitualizing and thereby naturalizing particular patterns of perception into rigid ideological constructs. The doubling of "me" and "not-me" in narrative acts of identification may promote the "we-intentionality" that makes socially beneficial cooperation possible, or it can set off mimetic conflict and various contagion effects. Neuroscience cannot predict what the social consequences of narrative will be, but it can identify the brain- and body-based processes through which (for better or worse) stories exercise social power.

An Impact of Patient-physician Communication Curriculum on Students of Korean Medical School (환자-의사 의사소통 수업의 한의학전문대학원 학생에 대한 효과)

  • Lee, Hye-Yoon;Im, Sunju;Yune, So Jung;Lee, Sang Yeoup
    • The Journal of Korean Medicine
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    • v.42 no.3
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    • pp.86-98
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    • 2021
  • Objectives: This study aims to evaluate the impact of patient-physician communication curriculum on students of Korean medical school in terms of cognitive, affective, and psychomotor level of communication skills. Methods: A communication curriculum was developed considering COVID-19 pandemic situation. Lectures, peer role-play, open interview with standardized patient (SP), discussion and feedback were conducted by online, and face-to-face 1:1 SP-interview was performed. Scores of written test, peer role-play of medical communication, SP-interview, self-evaluation on one's interview with real patients in clinical clerkship, and questionnaire of importance were collected and analyzed. Results: Converted to 100 point scale, the mean score of written test (cognitive level) was 91.2 while that of importance questionnaire (affective level) was 77.5. The mean scores of psychomotor level were 72.5, 77.5, and 62.5 for peer role-play, SP-interview, and real patient interview in clerkship, respectively. Conclusions: Students' performance is lower in higher level of competence. Curriculums should provide more opportunities of practices to students, and include evaluation focusing on performance skills.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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A Review of Graphical Interface Design Methods through Collaborative Teamwork (공동협력 관계를 통한 GUI디자인 방법적 고찰)

  • 황지연;서정운
    • Archives of design research
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    • v.11 no.2
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    • pp.191-200
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    • 1998
  • In the "digitalized" world of new media, visual designer are increasingly enlarging their roles in desighing interaction products. However, the concepts and their methods of the interaction design have not been well established in the design community yet. The reason is attributed to the fact that designing interaction products requires two way communication between the products and final users. whereas traditional graphic design counts only on one way communication. This study emphasizes GUI design should aim at improving the usability of products which helps users quickly learn about the products and easily use them. The usability of GUI design significantly improved by securing logical rationality helps designers communicate and collaborate with program engineers and other product developers. To explain how designers can effectively communicate with program engineers and other product participants in the design process, a model of design collaboration is provided in this study. Based on the model, the study deals with the principles and methods of visual interaction, the formulation of specification system, testing design usability, and design evaluation. The study concludes that GUI designers must ensure logical rationality and the cognitive approach of visual language. Because it improves the usability of products. It also becomes an objective tool for communicating and collaborationg with engineers and the other participants in the design process.

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