• Title/Summary/Keyword: Cognitive Play

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강제된 정보시스템 사용환경에서 결과기대가 사용활동에 미치는 영향에 관한 연구;사회인지이론의 관점

  • O, Song-U;Gwak, Gi-Yeong
    • 한국경영정보학회:학술대회논문집
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    • 2007.11a
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    • pp.123-128
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    • 2007
  • It has been argued that Enterprise systems (ES) implementations are overshadowed by a high failure rate despite their promised benefits. One of the commonly cited reasons for ES implementation failures in the context of mandatory use is end-user's unwillingness or sabotage to adopt or use systems. Considering that the appropriate management of expectations may play an important role in making positive behavior toward newly implemented systems, this study examines the effect of outcome expectations on the system use activity in the mandatory use context of information systems from the Social Cognitive Theory perspective. Structural equation model analysis using LISREL 8.7 provides significant support for the proposed relationships. The empirical results suggest that outcome expectations and user satisfaction have positive effects on system use activity conceptualized by immersion, reinvention, and learning. Theoretical and practical implications of the study shed some light on how to improve system use activity in the mandatory use context of information systems.

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The cellular basis of dendrite pathology in neurodegenerative diseases

  • Kweon, Jung Hyun;Kim, Sunhong;Lee, Sung Bae
    • BMB Reports
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    • v.50 no.1
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    • pp.5-11
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    • 2017
  • One of the characteristics of the neurons that distinguishes them from other cells is their complex and polarized structure consisting of dendrites, cell body, and axon. The complexity and diversity of dendrites are particularly well recognized, and accumulating evidences suggest that the alterations in the dendrite structure are associated with many neurodegenerative diseases. Given the importance of the proper dendritic structures for neuronal functions, the dendrite pathology appears to have crucial contribution to the pathogenesis of neurodegenerative diseases. Nonetheless, the cellular and molecular basis of dendritic changes in the neurodegenerative diseases remains largely elusive. Previous studies in normal condition have revealed that several cellular components, such as local cytoskeletal structures and organelles located locally in dendrites, play crucial roles in dendrite growth. By reviewing what has been unveiled to date regarding dendrite growth in terms of these local cellular components, we aim to provide an insight to categorize the potential cellular basis that can be applied to the dendrite pathology manifested in many neurodegenerative diseases.

Clinical Application of Digital Therapeutics for Insomnia (불면증 디지털 치료제의 임상 적용)

  • Cho, Chul-Hyun
    • Sleep Medicine and Psychophysiology
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    • v.28 no.1
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    • pp.6-12
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    • 2021
  • Insomnia is one of the most common sleep disorders experienced by modern people, and treatment is often not adequate due to various limitations. Digital therapeutics for insomnia are expected to play a revolutionary role in supplementing and satisfying unmet needs in real-world clinical treatment. Digital therapeutics for insomnia were developed based on cognitive-behavioral therapy for insomnia, which is the first standard treatment for insomnia. The effectiveness of digital therapeutics for insomnia developed by several companies has been proven through well-designed clinical research. Various approaches have been used for practical application of digital therapeutics for insomnia. Thus far, meaningful results have been drawn, but there are areas that need to be improved upon based on real-world evidence. Sleep researchers need to validate the safe and effective application of digital therapeutics for the treatment of insomnia.

Self-Assessment in Mathematics (수학교과에서의 자기평가)

  • 최승현
    • School Mathematics
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    • v.1 no.1
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    • pp.123-133
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    • 1999
  • For an appropriate assessment in mathematics, students should play an active role in their learning by becoming aware of what they have learned in mathematics and by being able to assess their attainment of mathematical knowledge. The process of actively examining and monitoring students' own progress in learning and understanding of their mathematical knowledge, process, and attitude is called self-assessment, Researchers in mathematics education have found some important facts about the meta-cognitive process which is related to self-assessment : i. e. meta-cognition progress is composed of being aware of ones' own personal thinking of content knowledge and cognitive process(self-awareness) and engagement in self-evaluation. Tipical method for self-assessment in mathematics developed upon above finding about meta-cognitive progress is describing about students' knowledge and their problem solving strategies. In the beginning of the description in mathematics about themselves, students are required to answer which part they know and which part they don't know. Self-assessment of students' attitudes and dispositions can be just as important as assessment of their specific mathematical abilities. To make the self-assessment method a success, teachers should let students' have confidence and earn their cooperation by let them overcoming fear to be known the their ability to other students. In conclusion, self-assessment encourages students to assume an active role in development of mathematical power. For teachers, student self-assessment activities can provide a prism through which the development of students' mathematical power can be viewed.

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A Study on Time & Change in Contemporary Space Design -Their Perceptual.Cognitive Bases and Alfordances on Human Behavior- (현대 공간디자인에 입어 시간성과 변화 - 지각 . 인지적 기제 및 행태지원성을 중심으로 -)

  • 이정민;임진이
    • Korean Institute of Interior Design Journal
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    • no.41
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    • pp.246-255
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    • 2003
  • All art forms are the results of the artist's response to the philosophical, sociological, and cultural tendencies of the period in which the artist lives. Post-modern period differentiates itself from Modern period in many aspects. One of these is the emphasis on phenomena which are ephemeral and changing. This paper looks at the perceptive and cognitive bases of these expressions of change in space design and their affordances on human behavior The first chapter provides the purpose and the background of the research. It studies the philosophical, sociological and cultural characteristics of the Post-modern era which bring forth expressions of time & change in space design. The second chapter explains two basic approaches which can be applied to the perception and cognition of the environment. The third chapter deals with the perceptional and cognitive bases, and the human affordances of the expressions of change in space design. Finally this paper will analyze the types of space design which show this tendency : change by the technology, change by the participation of viewers, and change by the natural and chance. In each type, there will be analyses of examples. this will lead us to the understanding of how the space design including time & change expresses the spirit of the age and how it can play positive roles in human psychology.

Cognitive Biases and Their Effects on Information Behaviour of Graduate Students in Their Research Projects

  • Behimehr, Sara;Jamali, Hamid R.
    • Journal of Information Science Theory and Practice
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    • v.8 no.2
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    • pp.18-31
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    • 2020
  • Cognitive biases can influence human information behaviour and decisions made in information behaviour and use. This study aims to identify the biases involved in some aspects of information behaviour and the role they play in information behaviour and use. Twenty-five semi-structured face-to-face interviews were conducted in an exploratory qualitative study with graduate (MA and PhD) students who were at the stage of their dissertation/thesis research. Eisenberg & Berkowitz Big6TM Skills for Information Literacy was adopted as a framework for interviews and the analysis was done using grounded theory coding method. The findings revealed the presence of twenty-eight biases in different stages of information behaviour, including availability bias (affects the preference for information seeking strategies), attentional bias (leads to biased attention to some information), anchoring effect (persuades users to anchor in special parts of information), confirmation bias (increases the tendency to use information that supports one's beliefs), and choice-supportive bias (results in confidence in information seeking processes). All stages of information seeking were influenced by some biases. Biases might result in a lack of clarity in defining the information needs, failure in looking for the right information, misinterpretation of information, and might also influence the way information is presented.

Consideration for cognitive effects in smart environments for effective UXD(User eXperience Design) (스마트환경의 효과적인 UXD를 위한 인지작용 고찰)

  • Lee, Chang Wook;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.397-405
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    • 2013
  • The development of the technology of the 21st century, wireless Internet technology development in smart environments, was rapidly settled. In such an environment, the user is faced with many smart devices and smart content. This study is the analysis of the smart environment and smart devices, and user-to-user cognitive out about the effects reported. Cognitive effects observed behavior, technology, and user-centered system design, and plays a very important role to play in educating the users. And theoretical consideration about the UX (User eXperience) and UXD (User eXperience Design), by case analysis on the technical aspects of 'effective' visual aspect of interoperation aspects (interaction), and the cognitive effects of UXD (User eXperience Design) examined. As a result, on the visual aspects of the user experience based on the design that can be used to know, and be sound or through interaction with the user of the machine-to-machine interaction (and interaction) that must be provided, such as location-based or speech recognition technology will help you through the convenience of the user. Through this research, the smart environment and helping act of understanding, effective UXD (User eXperience Design) to take advantage of to help.

Effects of Gastrodiae Elata Pharmacopuncture at GB20 on Motor Control and Cognitive Function in Mild TBI Rats (중등도 외상성 뇌손상 흰쥐에서 천마약침(天麻藥鍼)이 운동조정 및 인지 기능회복에 미치는 효과)

  • Kim, Kyung-Yoon;Jeong, Hyun-Woo;Kim, Gye-Yeop
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.23 no.5
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    • pp.1080-1086
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    • 2009
  • This study was designed to investigate the effects of Gastrodiae Elata Pharmacopuncure at GB20 on motor control and cognitive dysfunction recovery after mild traumatic brain injury in rats. Rats were divided into three groups; (1) no treatment after traumatic brain injury(experiment I), (2) Treatment with NPA after traumatic brain injury(experiment II), (3) Treatment with GEP after traumatic brain injury(experiment III). In our study, we carried out behavioral test(Rotarod, Morris water maze) and immunohistochemistry study of the change BDNF in the hippocampus(pre, $7^{th}$, $14^{th}$ day). In Rotarod test(motor control function) was significantly increased in the experimental group III as compared with experimental group I, II on $7^{th}$(p<0.01) and $14^{th}$ day(p<0.001). In Morris water maze test(cognitive function) was significantly decreased in the experimental group III as compared with experimental group I, II on $14^{th}$ day(p<0.001). In immunohistochemistric response of BDNF in the hippocampus, the experimental group III was more immune response than the other groups on $14^{th}$ day. These results imply that Gastrodiae Elata Pharmacopuncure at GB20 can play a role in facilitating recovery of motor control and cognitive function after mild traumatic brain injury in rats.

Relationship between Alternating Attention and Context Use during Sentence Processing in Older and Younger Adults (정상노인과 젊은 성인의 문맥을 이용한 문장처리와 교대주의력의 관계)

  • Park, Youngmi
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.527-539
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    • 2018
  • Cognitive decline in aging is known to yield detrimental effects in syntactic processing and working memory capacity is the most crucial cognitive function in understanding older adults' sentence processing skills. This study examined how young and older adults utilize contextual information while resolving NP-attached Ps vis word-by-word self-paced reading paradigm. In addition, the study asked which cognitive functions play roles on the use of a NP-supporting context during processing of NP-attached PP. When NP-attached PP was presented in a supporting context, both age groups performed faster than in the null context condition. Among different cognitive functions, alternating attention skills were correlated with the ability utilizing context during syntactic ambiguity resolution and working memory capacity was not found to be crucial for this study. In conclusion, this study suggests that aging does not always affect older adults' syntactic processing negatively and relevant cognitive function may vary depending on the type of syntactic structure.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.