• Title/Summary/Keyword: Cognitive Survey

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Cognitive Distance Mapping: a Survey-Based Experiment Using GPS and GIS

  • Park, Sun-Yurp
    • Spatial Information Research
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    • v.14 no.4 s.39
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    • pp.433-449
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    • 2006
  • Two primary objectives of this study were to determine important personal factors in performing cognitive distance mapping, and to understand how human's cognitive distance mapping capabilities were influenced by reference and subjects' locations using Global Positioning System (GPS). Undergraduate and graduate students at the University of Kansas, USA were interviewed and surveyed throughout the campus area giving them a paper-and-pencil test. Study results showed that females had more accurate cognitive mapping capability than males regardless of ethnic background and academic levels. Generally, subjects with longer affiliation with the university, higher ages and academic levels had less variability in their mapping accuracy. Subjects tended to more accurately map the target locations closer to the reference points than those located farther away, and subjects who were closer to a reference point performed their distance mapping better than those farther away. A correlation analysis reported that male subjects used reference-to-target and subject-to-reference distances more sensitively than females to estimate the locations of the targets. This result indicates that males might have used the reference point-based map scale more strenuously than females.

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Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Cognitive Evaluation of Geometrical Structure on Express Highway with Driving Simulator (차량시뮬레이터를 이용한 고속도로 복합선형구간에서의 운전자 감성평가)

  • 이병주;박민수;이범수;남궁문
    • Journal of Korean Society of Transportation
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    • v.21 no.4
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    • pp.91-101
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    • 2003
  • This study modeled 4-lane highway in three-dimensional virtual reality in order to overcome difficulties of field experiment. and the research subject was placed in a driving simulator. We survey the driver's cognitive characteristics to the alignment changes in the three-dimensional virtual reality highway. Especially, maximizing the identity of driving movements and virtual scenery on the basis of the data obtained by dynamic analysis module. we minimized simulator sickness for the graphic module of driving simulator. And we carried out cognitive evaluation on the basis of adjective words extracted by dictionary and the opinion of specialist. In this study LISREL model was used to detect the causal relation between geometry and safety in cognitive side, and found that geometric change affects the safety of drivers by static and dynamic road safety model in three-dimensional combined alignments. As the result, for constructing safety road. we consider drivers' cognitive characteristics as human factors in road design, and we think that they are very important factors to improve road safety.

The Effects of Exercise Program on Cognitive Function, Depression, and Life Satisfaction in Elderly (12주간 운동 프로그램이 노인의 인지기능, 불안 및 생활 만족도에 미치는 영향)

  • An, Sang-Hyun
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.401-408
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    • 2019
  • The purpose of this research was to examine conduction of 12 week exercise program for the aged of sanatorium on their cognitive function, depression, uneasiness, and living satisfaction. The subject of this research was 60 aged persons of H sanatorium in H-si and mental status examination and survey on depression criterion, uneasiness measurement, and living satisfaction of the aged were conducted. To examine the effects of the program, paired t-test was conducted. As a result, there were significant differences after 12-week exercise program in all factors such as cognitive function, depression, uneasiness and living satisfaction of the subjects. In conclusion, regular exercise program may positive effects on mental status cognitive status, depression, uneasiness, and living satisfaction of the aged. Therefore proper exercise form and program are necessary to the aged in long term care facilities.

A Study on University Students' Intention to Use Video Contents as an Information Source of Serious Leisure Activities (대학생의 진지한 여가 활동 정보원으로서 동영상 콘텐츠 이용 의도에 관한 연구)

  • Back, Ga Yeon;Park, Ji-Hong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.2
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    • pp.69-99
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    • 2021
  • This study aims at exploring what kinds of factors affect university students to choose video contents as information sources of serious leisure activities. Among other, It focuses on the effect of information quality and cognitive authority. This study analyzed 209 sets of data collected by conducting an online survey of university students from across the country. The implications and results of this study are as follows: First, among the sub-components of information quality, timeliness, relevance, and accuracy had a positive effect significantly on the intention of video contents use as an serious leisure information source, and among those of cognitive authority, the characteristics of platforms was the most influential one. Second, the multiple regression analysis was used to figure out that, some sub-components of cognitive authority turned out to have a positive effect significantly on the evaluation of information quality. This study has a significant meaning in that it investigated the intention of video content use with the two factors (information quality and cognitive authority), especially at this time when more and more people are enjoying video contents as an serious leisure information source.

The Effect of Dissonant Chord on Cognitive Interference and Emotion (불협화음의 종류가 인지간섭과 정서에 미치는 영향)

  • Kim, JayHee;Han, KwangHee
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.55-66
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    • 2022
  • Many studies have shown that musical dissonance generally evokes negative affect, but few studies detail how distinct dissonant intervals, ranging in various roughness, influence emotions and cognition. This research entailed two experiments to confirm whether varying musical intervals of dissonance trigger particular negative emotions and increase cognitive interference. Experiment 1 assumed that different dissonant intervals would elicit distinct negative emotions. In a survey involving 131 participants, there was an overwhelming consensus that dissonant intervals elicited stronger high arousal negative affect than low arousal negative affect. The major 7th degree was found to evoke a significantly stronger feeling of scared. Experiment 2 investigated whether emotions-affecting dissonance would have an enhancing effect on cognitive interference. According to a color-word Stroop task conducted on 81 participants, the presence of any dissonant sound caused significantly higher reaction times and error rates than in the absence of sound. In particular, the minor 2nd degree was cognitively the most disruptive and associated with the slowest reaction times. This paper shows how different ranges of dissonance can effectively influence negative affect and heighten cognitive interference.

User Response to Mobile Payment System: Emotional, Cognitive, and Behavioral Approaches (모바일 간편결제시스템 사용의 감성적, 인지적, 행동적 반응 과정 연구)

  • Choi, Yoo-Jung;Hwangbo, Hyunwoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1158-1164
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    • 2022
  • In this study, the emotional reaction process and the cognitive reaction process were divided into the process of building trust in order to form a continuous use intention in the process of using the mobile simple payment system. We examined the process by which various external factors generate continuous use intentions, that is, behavioral responses through the process of each reaction. External factors were divided into social factors, systemic factors, and social factors. Among them, system factors were social norms and images, and systemic factors were simplicity and accessibility. And the social factors consisted of security and compatibility. And the emotional response was set as pleasure and emotional trust, the cognitive response was cognitive trust, and the final dependent variable was set as continuous use intention. A survey was conducted for model analysis, and the analysis results were derived using PLS.

The effects of fashion creators' innovativeness and attractiveness on consumer response and orientation toward a sustainable relationship - Focusing on personal media - (패션 크리에이터의 혁신성과 매력성이 소비자 반응 및 지속적 관계지향성에 미치는 영향 - 1인 미디어를 중심으로 -)

  • Lee, Eun-Jin
    • The Research Journal of the Costume Culture
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    • v.30 no.1
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    • pp.121-144
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    • 2022
  • This study analyzed the effects of fashion creators' innovativeness and attractiveness on consumer response and orientation toward a sustainable relationship in personal media. A survey was conducted with consumers aged in their 20s and 30s who had experience in sharing video content or writing comments and participating in fashion creators' real-time broadcasting of personal media. The results show that the innovativeness of fashion creators was classified into originality, opinion leadership, variety, and adventurous spirit, while attractiveness was classified into physical, social, and professional attractiveness. Consumer responses were classified into either emotional or cognitive responses, and sustainable relationship orientation was classified into communication, sharing, and relationship sustainability. The originality and variety of the fashion creators positively affected the emotional and cognitive responses of consumers. Adventurous spirit positively affected emotional response, whereas opinion leadership positively affected cognitive response. In addition, the social and professional attractiveness of fashion creators positively affected consumers' emotional and cognitive responses. Emotional and cognitive responses positively affected consumers' sustainable relationship orientation. The originality and opinion leadership of the fashion creators positively affected the three factors of sustainable relationship orientation, while variety positively affected communication and relationship sustainability. Fashion creators' social and professional attractiveness positively affected the three factors of sustainable relationship orientation, and physical attractiveness positively affected relationship sustainability. The results of this study are expected to provide useful data on the direction of fashion startups using personal media and marketing as well as distribution strategies in the fashion industry.

The Study on the Structural Effects of Cognitive Age on Consumer Innovativeness by Mediating Perceived Usefulness and Easy of Use of Mobile (모바일 지각적 사용 용이성과 유용성 매개효과를 통한 인지적 나이가 소비자 혁신성에 영향을 미치는 구조적 효과 연구)

  • Son, Young-seok;Na, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.140-148
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    • 2022
  • This study focuses on the finding out the structural effect of consumers' cognitive age affecting consumer innovativeness due to the mediating effect of perceived easy of use of mobile and perceived usefulness of mobile. For this study, a self report survey is conducted through a structured questionnaire, and a parallel double-mediated effect analysis is performed using the process macro of SPSS for the analysis. In the study results, it is found that the cognitive age of consumers directly have a statistically significant negative effect on consumer innovativeness. In addition, in the analysis to verify the mediating effect of perceived easy of use of mobile and perceived usefulness of mobile, it is shown that perceived usefulness of mobile has a positive and significant effect on consumer innovativeness. Through this, The contribution of this study can be attributed to the fact that it analyzed the structural relationship between the perceived ease of use of mobile and the perceived usefulness of mobile in the process of consumers' cognitive age affecting consumer innovativeness.

A Study on Library Use and Reading Tendency According to Cognitive Development: Focused on Fourth and Sixth Grade Students in an Elementary School (인지발달에 따른 도서관 이용과 독서성향 연구: 초등학교 4학년과 6학년을 중심으로)

  • Lee, Eunkyung;Kim, Giyeong
    • Journal of the Korean Society for information Management
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    • v.34 no.3
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    • pp.179-207
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    • 2017
  • The purpose of this study is to analyze the effects of cognitive developmental stages on library behaviors, reading tendency and perception on the library of the elementary students. For this study, a cognitive development tests and a questionnaire survey was conducted with students in their fourth and sixth grades in three elementary schools in Seoul and statistical analysis was carried out with the survey data. As a result, sixth grade students with the higher cognitive development had more requests for library information services than fourth grade students did. However, sixth grade students use library less and preferred to focus on the books for fun and personal interests, comparing with the fourth grade students. Their high level of cognitive development did not always have a positive effect on library behaviors and reading tendency. In addition, perception on the library of sixth grade students was lower than that of fourth grade students and it was influenced by library behaviors and reading tendency. It was also influenced positively by frequent use of library, active support by librarians and reading curriculum-related books. Based on the analysis, it is suggested that school library service should be provided based on the development stage of the upper grades of elementary students.