• Title/Summary/Keyword: Cognitive Interaction

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Detection speed of negative information in anxious participants

  • Choi, Moon-Gee;Nam, Ki-Chun
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2006.06a
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    • pp.39-41
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    • 2006
  • A modifiedPosner cue-target paradigm in which neutral, positive and negative (threat) words were presented in peripheral location for cue was used to investigate the difference of engagement component of attention across emotional valence and anxiety level of participants. Results showed an interaction effect between anxiety level of participants and emotional valence of cue in valid trial. This indicates that the engage component of attention is not encapsulated and influenced by anxiety level of participant.

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Cognitive Style and Presentation Order on Retention and Integration of Information in Multimedia Learning (멀티미디어 학습에서 인지 양식과 제시 순서가 파지와 이해에 미치는 영향)

  • Do, Kyung-Soo;Hwang, Hye-Ran
    • Korean Journal of Cognitive Science
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    • v.17 no.3
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    • pp.231-253
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    • 2006
  • The interaction effects of the cognitive style and the presentation order of learning material was explored in the study. Visualizers performed better when the graphic information was presented prior to the verbal information, whereas verbalizers did better when the verbal information was presented prior to the graphic information. The results of the present research have practical implication of personalized multimedia design based on the learner's cognitive style. The results also have suggested that the cognitive load of a multimedia material can be varied depending on the compatibility of the cognitive style and the material.

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An interaction between cognitive ability and personality on the performance of computer-based group idea generation

  • Jung, Joung-Ho
    • The Journal of Information Systems
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    • v.29 no.2
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    • pp.265-286
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    • 2020
  • Purpose Among various psychosocial factors, negative social comparison, attention blocking to stimuli, and cognitive interference via information overload are considered most critical in hindering the effective performance improvement of computer-based idea generation. Given that the effect of negative social comparison along with a plausible solution based on the notion of performance feedback and goal setting has been successfully addressed, this study focused on the remaining issues of "attention blocking to stimuli and cognitive interference via information overload" and attempted to find a way to alleviate the effect of such process losses on performance. Design/methodology/approach A 2 × 4 between-subjects design was used, crossing cognitive ability (high and low) and personality (extroversion and introversion). Five subjects per each treatment were randomly selected to make the sample size equal. The group simulator was used to measure individual-level performance. The dependent variables were the quantity of and quality score of ideas. The manner by which these performance measures were operationalized was consistent with prior studies. An additional analysis using the number of diverse ideas was also conducted. Findings Three arguments were made in this study: (1) high cognitive individuals would perform better than low cognitive individuals, (2) extraverted individuals would perform better than introverted individuals, and (3) cognitive ability and personality would interact such that individuals in Q1 would have the highest performance. Cognitive ability had an effect on quality not quantity. Personality had an effect on both quantity and quality. An interaction between cognitive ability and personality was not found due to small sample size despite the use of the group simulator.

A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.37-48
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    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.

Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction (멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계)

  • Im, Mi-Jeong;Park, Beom
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.135-146
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    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.

The Effects of Using Science Notebooks in the Open Inquiry Activities by Cognitive Levels (인지 수준에 따른 자유 탐구 활동에서 과학 탐구 노트의 활용 효과)

  • Lee, Sang-Gyun
    • Journal of Korean Elementary Science Education
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    • v.30 no.2
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    • pp.242-254
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    • 2011
  • The purpose of this study was to understand the teaching effects according to the cognitive levels after conducting inquiry activities using science notebooks in the open inquiry activities of the elementary science class. The results of this study were as follow. first, students having the open inquiry activities using science notebooks showed improvement in scientific inquiry abilities in both groups with the low and high cognitive level. Second, regarding the changes of scientific attitudes, both groups with the low and high cognitive level exhibited improvement. According to the result of analyzing interaction between the cognitive level and class treatment on the effects for scientific inquiry abilities and scientific attitudes, there was no difference by the cognitive level. And the use of science notebooks in open inquiry activities had effects on improving scientific inquiry abilities and scientific attitudes regardless of the cognitive level.

Prediction of Human Performance Time to Find Objects on Multi-display Monitors using ACT-R Cognitive Architecture

  • Oh, Hyungseok;Myung, Rohae;Kim, Sang-Hyeob;Jang, Eun-Hye;Park, Byoung-Jun
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.2
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    • pp.159-165
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    • 2013
  • Objective: The aim of this study was to predict human performance time in finding objects on multi-display monitors using ACT-R cognitive architecture. Background: Display monitors are one of the representative interfaces for interaction between people and the system. Nowadays, the use of multi-display monitors is increasing so that it is necessary to research about the interaction between users and the system on multi-display monitors. Method: A cognitive model using ACT-R cognitive architecture was developed for the model-based evaluation on multi-display monitors. To develop the cognitive model, first, an experiment was performed to extract the latency about the where system of ACT-R. Then, a menu selection experiment was performed to develop a human performance model to find objects on multi-display monitors. The validation of the cognitive model was also carried out between the developed ACT-R model and empirical data. Results: As a result, no significant difference on performance time was found between the model and empirical data. Conclusion: The ACT-R cognitive architecture could be extended to model human behavior in the search of objects on multi-display monitors.. Application: This model can help predicting performance time for the model-based usability evaluation in the area of multi-display work environments.

Group Idea Generation and Simulation (그룹 아이디어 제너레이션을 위한 시뮬레이션 알고리즘의 개발)

  • Jung, J.H.
    • Korean Management Science Review
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    • v.26 no.2
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    • pp.37-59
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    • 2009
  • Electronic brainstorming (EBS) to improve the process and outcomes of group decision making is an artifact of Information Systems legacy. Despite three decades of research with EBS in an effort to become a key resource of organizational performance, its performance when compared to that of nominal is inconclusive because of the recent debate over its usefulness in terms of productivity. Subsequent researchers have directed our attention to the re-examination of cognitive stimulation, which is considered the major benefit in computer-based idea generation, to explain the performance singularity in computer-based groups. While both cognitive and motivational factors that moderate and mediate the group-interaction process remain unexplored, individual differences that are tightly linked to creative behavior have been largely ignored to account for the discrepancy in performance. Since simulations have been widely used in situations where an outcome does not meet the assumptions, the notion of a group simulator and detailed simulation mechanisms are introduced to examine the potential effects of individual differences on the performance of computer-based idea generation groups. In addition, two prior studies that empirically explored cognitive mechanisms with the group simulator are showcased along with six propositions to initiate future research.

Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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Cognitive Function, Mood, Problematic Behavior and Response to Interaction with Robot Pet by Elders with Dementia (동물로봇과의 상호작용에 따른 치매노인의 인지기능, 기분상태, 문제행동 및 반응의 변화)

  • Lim, Nan-Young;Kang, Hyun-Sook;Park, Young-Sook;Ahn, Dong-Hyun;Oh, Jin-Hwan;Song, Jung-Hee
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.16 no.2
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    • pp.223-231
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    • 2009
  • Purpose: The purpose of this study was to identify the effects on cognitive function, mood, problematic behaviors and response to interaction with robot pet by elderly people with dementia. Method: A methodological triangulation design with quantitative and qualitative methods was used. The participants were 9 elderly people with dementia. The intervention was conducted twice a week for 4 weeks, Qualitative data were collected by interviews and video-taping for analysis of the responses of participants, Results: 1) Cognitive function, mood and problematic behaviors did not show any significantly differences after the program. 2) Analysis of the responses showed increases in verbal communication and positive action. Conclusion: The robot pet program had positive effects such as increasing communication and interaction. Therefore, this program could be considered as an effective program for emotional support for elderly people with dementia. However further repetitive study is need to validate the result.

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