• Title/Summary/Keyword: Cognitive immersion

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A Study on the Relationship between Cognitive Processes and Emotion Regulations in Depression and Anxiety Disorder: Focused on the Neurocognitive Networks (우울 및 불안 장애에서의 인지적 처리와 정서조절 고찰: 신경인지 연결망을 중심으로)

  • Kim, Choong-Myung
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.177-186
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    • 2021
  • This review aims to propose a model that can reinterpret the abnormal and functional connections between cognitive processes and emotional regulations based on the neurocognitive networks for a comprehensive understanding of pathologic processes and treatment approach of depression and anxiety disorder. Through the processes of rebuilding the network model for depression and anxiety disorder, it was confirmed that depression can be said to be 'over-immersion in self-referencing' due to hyper-activation of default mode network (DMN), and anxiety disorders to be 'disconnection with self-referencing' due to hypo-activation of DMN. The attempts to link up between abnormal activation and pathological function of DMN which is thought to be involved in self-referential processing associated with self-consciousness and projection among neurocognitive networks may be another starting point that can afford to be suggestive in integrated interpretation and therapeutic approach to depression and anxiety disorder.

Research about The Effect of Customer-Brand Relationship of Fashion Social Brand on Brand Equity (패션 사회적 브랜드-소비자 관계가 브랜드 자산에 미치는 영향 연구)

  • Na, Youn Kue
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.1-14
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    • 2016
  • 사회적기업의 브랜드를 추구하는 패션 소비층은 개인적인 가치 기준을 바탕으로 합리적인 소비생활을 하며 브랜드 이미지를 중시하고 자신만의 감도를 찾는 공통된 특징을 가지고 있다. 이러한 추세에 따라 패션 사회적 브랜드는 새로운 각도에서 소비자들을 이해하며 환경변화에 능동적으로 대응할 필요성이 요구되고 있다. 이에 본 연구에서는 패션 사회적 브랜드-소비자 관계의 세부적 요인이 브랜드 자산 구성요소들에 미치는 구조적 관계에 대해 규명하며, 연구결과를 기준으로 패션사회적 브랜드가 소비자의 구매행동을 예측하여 보다 효율적인 브랜드 전략을 진행하는데 있어 시사점을 제공하고자 한다. 이를 위해 2015년 4월 1일부터 30일까지 ${\bigcirc}{\bigcirc}$ 패션 사회적 브랜드 상품구매경험자를 800명을 대상으로 설문을 실시하였으며, SPSS 20.0, AMOS 20.0을 사용하여, 빈도분석, 신뢰도 분석, 요인분석 및 경로분석을 실시하였다. 이상을 바탕으로 도출된 연구결과는 다음과 같다. 첫째, 브랜드-소비자 관계의 행위적 몰입, 인지적 믿음은 브랜드 인지도에 유의한 영향을 미쳤으나, 감성적 유대는 브랜드 인지도에 영향을 미치지 않았다. 둘째, 브랜드-소비자 관계의 행위적 몰입, 감성적 유대, 인지적 믿음은 브랜드 이미지에 유의한 영향을 미쳤다. 셋째, 패션 사회적 브랜드 이미지는 브랜드 태도 및 브랜드 충성도에 유의한 영향을 미쳤다. 넷째, 패션 사회적 브랜드의 지각된 품질은 브랜드 이미지, 브랜드 태도, 브랜드 충성도에 유의한 영향을 미쳤다. 다섯째, 패션 사회적 브랜드 태도는 브랜드 충성도에 유의한 영향을 미쳤다.

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Teaching of the value of mathematics: in the perspective of Michael Polanyi's philosophy (수학의 가치 교육: 폴라니의 인식론을 중심으로)

  • Nam, JinYoung
    • Journal of Elementary Mathematics Education in Korea
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    • v.18 no.1
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    • pp.63-81
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    • 2014
  • Korean students have shown high achievements on the cognitive domain of mathematics in a range of international assessment tests. On the affective domain, however, significantly low achievements have been reported. Among the factors in the affective domain, this article discusses on the value of mathematics in the perspective of Michael Polanyi's philosophy, which centers personal knowledge and tacit knowing. Polanyi emphasizes abstractness and generalization in mathematics accompanied by intellectual beauty and passion. In his perspective, therefore, utilitarian aspects and usefulness of mathematics imparted through linguistic representations have limits in motivating students to learn mathematics. Students must be motivated from recognition of the value of mathematics formed through participating authentic mathematical problem solving activity with immersion, tension, confusion, passion, joy and the like.

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VR Tourism Content Using the HMD Device (HMD를 이용한 VR 관광 콘텐츠)

  • Han, Jong-Sung;Lee, Geun-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.40-47
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    • 2015
  • VR(virtual reality) which already is used commonly in diverse areas including entertainment, design, and simulation training is most important area in ICT. VR already has various uses within the tourism sector. As VR technology continues to evolve, there is little reason to doubt that it will become more prevalent throughout society and the tourism sector in particular. In this paper, we plan to improve the VR content to the market possibility and competitiveness of VR content in the culture industry. Out of focus, lens dust, motion blur, blur effect were minimized to improve the simulation sickness which caused by the cognitive dissonance in the HMD. And also, the content was considered UI design for user's immersion.

Brain Stimulation of Elderly with Dementia Using Virtual Reality Home

  • Park, Sung-jun
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.1-18
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    • 2019
  • The virtual reality (VR) is an immerging technology used in the serious games industry to treat psychological disorders like dementia. We created a system named as Virtual Reality Home (VRH) for the elderly who lived with Alzheimer's disease (or other form of dementia) and cognitive impairment using virtual reality technology. The purpose of our study is to measure the long-time immersion and retention of VRH on the moods and apathy, enhancement in physical and brain stimulation as well as a decision making with peoples of dementia and explore the experience of aged care home staff's member. The VRH shows a positive impact on the elderly participants and staff members. During the VRH experience, excitement and a great level of alertness were observed among the participants but few of them were feeling anxiety. Furthermore, we observed the improvement in physical, memory and brain stimulation, but the participants have a low focus on decision making because they wanted to explore all interactable objects in the VRH. This study suggests that the VR may have the potential to improve the quality of life, and these results can assist to expand the future development in the enhancement of efficiency of people with dementia.

Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

The Analysis of Educational Effect of The Horticultural Picture Books Focused on B.S. Bloom's Taxonomy of Educational Objectives (블룸(B.S. Bloom)의 교육목표에 따른 원예그림동화책과 교육적 효과분석)

  • Kwack, Hye Ran;Kim, Sun Ah
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.155-169
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    • 2019
  • This study aims at analyzing educational effects of the horticultural picture books, which are depending on B.S. Bloom's taxonomy of educational objectives. After collecting various horticulture-related picture books, this study classified them by the B.S bloom's educational taxonomy. There were objectives of the cognitive domain, objectives of the affective domain, psychomotor domain in plants and gardening activities. And the cognitive domain, affective domain, psychomotor domain subdivided into the sub-region can learn from the horticulture picture books to teach the unique characteristics could be found. To know the teachers' perceptions of the effectiveness of using picture books in the horticulture class, questionnaire were analyzed from the survey. As a result, by Bloom's educational taxonomy area they preferred children's books. Teacher think that fairy tale books promote the interest of the children and have the advantage of fostering creativity. In addition, an easy point to get in school, lack of hours in the effective education to help horticulture that was expected. The cognitions of most effective storytelling method of horticulture picture book was story immersion. And the effective activity after reading picture book was drawing picture. Also, the most effective teaching materials was a real-life picture.

Effects of Athlete Career and Competition Participation Frequency on Exercise Commitment of Women University Taekwondo Athletes (여자 대학 태권도 선수들의 선수 경력과 대회 참가빈도가 운동몰입에 미치는 영향)

  • Sung-Min Son;Byung-O Ahn
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.3
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    • pp.476-483
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    • 2023
  • This study aimed to analyze the effects of athletic career and competition participation frequency on exercise commitment of women university taekwondo athletes. Study subjects were 20 women university taekwondo athletes. Athletic career and competition participation frequency was assessed by 4-points scale and the higher points indicate the higher level of each variables. Exercise commitment was assessed by Exercise Commitment Scale. The assessment consists of a total of 8 questions, 4 of which are action immersion and 4 of cognitive immersion, and is evaluated using a 5-point Likert scale. The higher the score, the higher the level of exercise commitment. As the results, positive relationship showed both correlation and casual relationship analysis between competition participation frequency and exercise commitment. Negative casual relationship (-) showed between athletic career and exercise commitment. These results indicated that the increase of competition participation frequency affects the exercise commitment and the longer of athletic career indicates the decrease the level of exercise commitment. Thus, to improve the exercise commitment of women university taekwondo athletes, the competition participation frequency and athletic career should be considered.

AHRS Sensor Data Correction for Improved Immersion in VR (VR의 몰입감 향상을 위한 AHRS 센서 데이터 값 보정)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1413-1420
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    • 2018
  • The VR / AR market has grown significantly due to the development of virtual reality and augmented reality in the core technology field of the 4th Industrial Revolution. Since VR is basically focused on space and time, and the human brain is very sensitive to temporal events, it is important to make accurate I / O interface technology, one of the virtual reality technologies, not to affect the brain's cognitive ability. VR depends on the technology of the hardware such as the display and the sensor for biometric signal recognition. In this paper, in order to prevent the sensitive brain from affecting the sensor device in consideration of hardware dependency of VR, it is necessary to make various corrections to lower the motion to photon (MTP) to 20m / s or less experiments on the method and filtering were carried out.