• Title/Summary/Keyword: Cognitive Play

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Image Making As a Planning/Design Principle: A Case Study of Andong Municipal Museum Complex (AMMC)

  • Lee, Do Young
    • Architectural research
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    • v.3 no.1
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    • pp.21-27
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    • 2001
  • This study addressing the underlying strategies for Andong municipal museum complex development is in timely view that Andong has obtained a worldwide reputation as a treasury of traditional Korean Confucian culture. Thus far, there has been a tendency that various local museums are proposed to meet architectural aspirations architects and users commonly hold. Overall, though, the major role they play in making overall city image has not been considered in a systematic manner. Based on Lee's (2001) two previous studies, this study summarized the utility of cognitive distance and cognitive map concepts, which are proposed by Kevin Lunch (1976) to evaluate city image, in planning Andong municipal museum complex (AMMC). Sample is stratified into city residents and outsiders, and also into the general public and design-related professionals to see if there is any group difference in constructing their mental image. Three major findings are obtained. First, familiarity, so-called the degree of knowing, is the function of the length of stay in a designated area. That is, the longer people stay in Andong, the more likely they are familiar with its overall environmental aspects. Second, mental proximity of Andong municipal museum complex relative to existing cultural landmarks is closely related to the degree of how people value those landmarks in terms of their significance. Dosan Seowon and Hahoe folk village are most highly valued, which means higher proximity. Third, functional diversity turned out to be the most important design dimension, while display mechanism are least valued. Cognitive simulations of this sort are meaningful in that projected composite image might be a rough first approximation of true public image.

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A Review of Cognitive Aspects of Air Traffic Controllers from a Psychological Perspective (심리학으로 바라본 항공교통관제사 인지능력)

  • Kwon, Hyuk-Jin
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.22 no.4
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    • pp.34-41
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    • 2014
  • Aviation safety issues have drawn much attention from the international community due to the growing demand for air travel. Although it is a widely accepted fact that human-related factors are closely linked to aviation safety, there is lack of understanding what roles those factors play in aviation, in the field of air traffic control in particular. It has been reported that the role of air traffic controllers significantly affects air safety. This review will discuss cognitive aspects of expertise in air traffic control including time perception, working memory, reasoning, perception, attention, scanning/vigilance, decision making, and planning with examples of how each aspect can be dealt with in performing air traffic control duties. The relevant studies in psychology have also been briefly reviewed in the interest of enhancing understanding of characteristics of air traffic control tasks and the related human factors. This review concludes with a call for more in-depth research into cognitive factors in air traffic control.

A Q-learning based channel access scheme for cognitive radios (무선 인지 시스템을 위한 Q-learning 기반 채널접근기법)

  • Lee, Young-Doo;Koo, In-Soo
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.77-88
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    • 2011
  • In distributed cognitive radio networks, cognitive radio devices which perform the channel sensing individually, are seriously affected by radio channel environments such as noise, shadowing and fading such that they can not property satisfy the maximum allowable interference level to the primary user. In the paper, we propose a Q-learning based channel access scheme for cognitive radios so as to satisfy the maximum allowable interference level to the primary user as well as to improve the throughput of cognitive radio by opportunistically accessing on the idle channels. In the proposed scheme, the pattern of channel usage of the primary user will be learned through Q-learning during the pre-play learning step, and then the learned channel usage pattern will be utilized for improving the sensing performance during the Q-learning normal operation step. Through the simulation, it is shown that the proposed scheme can provide bettor performance than the conventional energy detector in terms of the interference level to primary user and the throughput of cognitive radio under both AWGN and Rayleigh fading channels.

The Cognitive performance in relation to motor functio recovery in stroke patients (뇌졸중 환자에 있어서 Mini-Mental State Examination과 Motor Assessment Scale을 통한 인지기능과 기능적 회복의 상관관계 연구)

  • Park, Chang-Ju;Hong, Do-Sun;Choi, Kyoung-Wook
    • Journal of Korean Physical Therapy Science
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    • v.7 no.1
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    • pp.333-352
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    • 2000
  • The objective of this study was to identify the effects of the cognitive performance of stroke patients on their motor function recovery after comprehensive rehabilitation management. The subjects of this study were 41 stroke in-patients of the Rehabilitation Hospital, College of Medicine, Yonsei University, hospitalized during the period from September 1, 1997 to May 5, 1998. The cognitive performance was measured using a Mini-Mental State Examination(MMSE) and the motor function recovery using Motor Assessment Scale(MAS). The data were analyzed by the paired t-test, independent t-test, a one way ANOVA, and Pearson's correlation coefficiency. The findings were as follows: 1. There was a significant difference found in the motor function recovery level after the comprehensive rehabilitation management. 2. There was no significant difference found in relation to sex, age, cause of stroke, laterality of paralysis and the level of spasticity. However, there was a big difference between pre- and post-treatment regarding the treatment period. 3. In line with the cognitive performance level, there was a significant difference found in the motor function recovery level after the comprehensive rehabilitation management. 4. The correlation between the elements of the cognitive performance and the motor recovery was found to be high in orientation, attention, calculation, and language. Those elements were expected to give larger effects on motor recovery after the comprehensive rehabilitation management. Based on this study, the cognitive performance level was found to play an important role in bringing effects on motor recovery after the comprehensive rehabilitation management of stroke patients. And the evaluation on the motor recovery based on quality would be also expected to be examined, as well as the cognitive performance level test accompanied by Intelligence Quality(IQ) test.

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A Study on the Science Process Skills according to Mental Capacity and Cognitive Style of Elementary Students (초등학생의 정신용량과 인지양식에 따른 과학탐구능력)

  • Lim, Cheong-Hwan;Nam, Jin-Soo
    • Journal of The Korean Association For Science Education
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    • v.19 no.3
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    • pp.441-447
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    • 1999
  • The purpose of this study was to explore the relationship among science process skills. mental capacity and cognitive styles of elementary students. For the study 264 fifth-grade students were sampled. The Test of Science Process Skills(TSPS) was used as a measure of science process skills. Figural Intersection Test(FIT) was used as a measure of mental capacity. Group Embedded Figure Test(GEFT) was also used as a measure of cognitive styles. The results of this study showed that the science processskills increases progressively as the mental capacity increases. The field independent students showed significantly higher(p<.05) science process skills than the field dependent ones. There was no significant interaction between mental capacity and cognitive styles on science process skills. The findings indicated that there may be evidence to argue that mental capacity and cognitive styles play a important role in development of science process skills. The present study provided a possibility of Neo-Piagetian approach in science education research, and also showed an importance of cognitive development in the performance of science inquiry task.

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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.

Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.188-196
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    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

Design and Implementation of Serious Games for Dementia Prevention and Brain Training (치매 예방과 두뇌 훈련을 위한 기능성 게임 설계 및 구현)

  • Young-Ho Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.5
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    • pp.89-95
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    • 2024
  • As the world's population ages, the incidence of dementia is increasing, and the psychological and economic burden on patients and their families is becoming a major social issue. As a result, various solutions are being sought to prevent dementia. In this study, we designed and implemented a serious game consisting of three types of mini-games aimed at effective dementia prevention, and improved the limitations of existing dementia prevention serious games as follows. Firstly, by implementing the game in a 3D environment, we were able to provide users with an enhanced play environment and experience. Secondly, by implementing three different mini-games to choose from, we were able to provide users with a variety of fun and experiences, as well as a variety of brain training. Third, by providing game content that can train not only spatial or visual cognitive abilities, but also visual and auditory cognitive abilities in combination, we have improved the efficacy of improving users' cognitive ability and memory. Fourth, we made it more accessible to users by supporting cross-platform play on PC or mobile devices.

An Analysis of Young Children's Play Behavior by the Characteristics of Environment in the Forest Experience Center for Children (유아숲체험장의 환경특성에 따른 유아놀이 행태분석)

  • Kang, Taesun;Lee, Myungwoo;Jeong, Moonsun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.6
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    • pp.162-176
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    • 2016
  • The experience and play activities in forest spaces have played an effective role in children's growth and development, therefore, many studies and projects related to forest activity space have progressed actively. However, the focus of previous research has been merely on the effectiveness of forest activity but little on providing the basis for the spatial design of these types of forest activity spaces. Thus, this study aims to identify the relationship between children's developmental play activity and the physical characteristics of forest activity spaces for evidence-based design. First of all, indicators for Cognitive-Social play(CSP) was selected and forest spaces were categorize into play facility spaces and forest spaces. More detailed environmental characteristics of each space were 'play area' and 'paving materials' for play facilities and 'density of tree and shrub', 'slope', 'paving materials' and 'fixing and type of natural loose parts' for forest space. Through environmental inventory and behavior observation, the types of play behaviors and the occurrence frequency of children aged four to five were collected and analyzed. The results were as follows: 1) In play facility spaces, play behaviors occurred at a high frequency at the facility playground with play facilities and sand area. In terms of CSP, functional-solitary and functional-parallel plays occurred predominantly. 2) In forest spaces, various play behaviors occurred at high frequency in the environment with low density planting and various natural loose parts. For CSP, functional-group and symbolic-group plays occurred at a high frequency. 3) Symbolic-group play appeared to be highly affected by environmental characteristics like tree area of scatter density or less, 10~20 degree slope, and the presence of fixed large stumps. In conclusion, this study provides standards of physical environmental characteristics for forest activity space design through direct observation and analysis of children's play behaviors.

Children's Play Facilities according to the Classification of Amusement Features (놀이속성 분류에 따른 적정 어린이 놀이시설물 연구)

  • Jeong, Kil-Taek;Shin, Min-Ji;Shin, Ji-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.1
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    • pp.29-37
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    • 2018
  • This study intends to derive play attribute words to describe the nature of play by analyzing the correlation between play facilities and play attribute words. To investigate play attributes at playing facilities and supplement areas of weakness can provide a balanced play environment. Play attributes words were compiled via a literature review and the importance of each play attributes word was surveyed by experts. The keywords explaining play derived from news articles and references are defined as play attributes words. These words were classified into six broad categories and twenty-six sub-categories. The importance of major play attribute words show: Communication (0.268%) > Imagination (0.201%) > Amusement (0.190%) > Development (0.167%) > Learning (0.108%) > Intelligence (0.067%). Experts have recognized the most important elements are communication and imagination. Each play attribute associated with an amusement facility was separately identified in the amusement facilities installed in 114 children's parks in Seoul. Of the play attribute words, the amusement facilities at Seoul's Children's Park reflected a high frequency in 'development'. Furthermore, the importance of major playing attribute words such as 'Communication' and 'Imagination' were not fully reflected in cognitive play facilities. Therefore, it was judged that there is a need to actively introduce these attributes. This study proposed future improvements by determining weaknesses of amusement facilities in children's parks and analyzing the features and functions of play so as to suggest future improvements.