• Title/Summary/Keyword: Cognitive psychology

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Prediction of Menu selection on Touch-screen Using A Cognitive Architecture: ACT-R (ACT-R을 이용한 터치스크린 메뉴 선택 수행 예측)

  • Min, Jung-Sang;Jo, Seong-Sik;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.907-914
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    • 2010
  • Cognitive model, that is cognitive architecture, is the model expressed with computer program to show the process how human solve a certain problem and it is continuously under investigation through various fields of study such as cognitive engineering, computer engineering, and cognitive psychology. In addition, the much extensive applicability of cognitive model usually helps it to be used for quantitative prediction of human Behavior or Natural programming of human performance in many HCI areas including User Interface Usability, artificial intelligence, natural programming language and also Robot engineering. Meanwhile, when a system designed, an usability test about conceptual design of interface is needed and in this case, analysis evaluation using cognitive model like GOMS or ACT-R is much more effective than empirical evaluation which naturally needs products and subjects. In particular, if we consider the recent trend of very short-end term between a previous technology development and the next new one, it would take time and much efforts to choose subjects and train them in order to conduct usability test which is repeatedly followed in the process of a system development and this finally would bring delays of development of a new system. In this study, we predicted quantitatively the human behavior processes which contains cognitive processes for menu selection in touch screen interface through ACT-R, one of the common method of usability test. Throughout the study, it was shown that the result using cognitive model was equal with the result using existing empirical evaluation. And it is expected that cognitive model has a possibility not only to be used as an effective methodology for evaluation of HCI products or system but also to contribute the activation of HCI cognitive modeling in Korea.

Effect of Stereotype Threat on Spatial Working Memory and Emotion Recognition in Korean elderly (노화에 대한 고정관념 위협이 노인의 공간 작업기억 및 정서인식에 미치는 영향)

  • Lee, Kyoung eun;Lee, Wanjeoung;Choi, Kee-hong;Kim, Hyun Taek;Choi, June-seek
    • 한국노년학
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    • v.36 no.4
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    • pp.1109-1124
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    • 2016
  • We examined the effect of stereotype threat (STT) on spatial working memory and facial emotion recognition in Korean elderly. In addition, we investigated the role of expected moderator such as self-perception of aging. Seventeen seniors (male=7) received basic cognitive tests including K-WMS-IV, MMSE and answered self-report questionnaires including self-perception of aging, anxiety of aging, attitude toward aging and age identity on the first visit. On the second visit, they were exposed to negative stereotype by reading a script detailing cognitive decline related to aging while a control group was exposed to a neutral content. Following the exposure, they were tested on a spatial-working memory task (Corsi-block tapping task) and emotion recognition task (facial expression identification task). The results showed that the seniors exposed to STT showed significantly lower performance on emotion recognition task (p < .05) (i.e., especially on the more difficult facial stimuli). In addition, there was a significant interaction between STT and self-perception of aging (p< .05), indicating that those who have positive self-perception of aging did not show impairment in emotion recognition task and difficult spatial working memory task under STT. On the other hand, those with negative self-perception of aging showed impaired performance under STT. Taken together, the current study suggests that being exposed to STT could negatively influence cognitive and emotional functioning of elderly. Interestingly, having a positive self-perception of aging could protect the underperformance caused by STT.

The Effect of Empathy induced by Positive Events on Subjective Value of Reward: Preliminary Study

  • Kim, Jong-Wan;Jung, Dae-Hyun;Eom, Ki-Min;Han, Kwang-Hee
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.228-231
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    • 2009
  • Recent studies have focused on human empathic behavior regarding to physical, cognitive, and emotional aspects. Especially empathy is considered as a multidisciplinary study because of its wide application. However, majority of the studies have been focusing on empathy induced by negative emotion and physical pain. As a result, the purpose of this study, based on Loggia et al. (2008), is to investigate if empathy could be induced by positive events, and consequently if the positive empathy could increase subjective value of reward. According to the result of experiment which involved eight participants, we could confirm the inducement of empathy by positive events significantly; its power is not so strong though. However there was no interaction between empathy type (positive and no empathy) and whether the target received the reward or not. But if we would recruit more participants and additionally analyze correlation among trait/empathic state questionnaire, subjective ratings of the reward and emotion of the target, we suggest that this study would be valuable in that it could expand the empathy studies.

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A Study on the Hierarchical Structure of Color Sensibility (색채 감성의 위계 구조에 대한 탐구)

  • Park, Chang-Ho
    • Korean Journal of Cognitive Science
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    • v.19 no.1
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    • pp.41-56
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    • 2008
  • Previous studies, while investigating factors of sensibility, had rarely considered its internal structure. This study hypothesized that sensibility had sensational aspects and emotional aspects and the former corresponded to objective adjectives, describing attributes of objects, and the latter to subjective adjectives, describing psychology of experiencers. Forty-three objective adjectives and 21 subjective adjectives describing color sensibility were selected both by a linguistic criterion and an empirical evaluation. Factor analysis on semantic differential responses to these two groups of adjectives resulted in 5 sensational factors and 3 emotional factors of color sensibility respectively. Hierarchical structure was derived by regressing emotional factor scores on sensational factor scores. In consequence, emotional aspects were interpreted by different combinations of sensational factors. Limitations and significance of this study were discussed.

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Research in Off-Screen Space and Cognitive Psychology (외화면 공간과 인지심리에 관한 연구)

  • Wang, Zhen-Xing;Kim, Dong-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.341-347
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    • 2010
  • The off-screen space openness of the movies converted a unilateral communication, which films have made audiences understand with, into an interactive communication. When the spectators see a movie, the off-screen space will be able to take out their positivity and induce their deep thinking. They won't accept information of the screen by manual operation but will participate in the narrative stories of the cinemas, thinking about the reality. In the paper, it shows that the motion pictures, which Jean Renoir and Michelangelo Antonioni produced, consist of the expressive forms of the off-screen space as well as a human has the ability sense, feeling, perception and memory associated with interacting between the off-screen space and audiences.

Measurement of program volume complexity using fuzzy self-organizing control (퍼지 적응 제어를 이용한 프로그램 볼륨 복잡도 측정)

  • 김재웅
    • Journal of the Korea Computer Industry Society
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    • v.2 no.3
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    • pp.377-388
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    • 2001
  • Software metrics provide effective methods for characterizing software. Metrics have traditionally been composed through the definition of an equation, but this approach restricted within a full understanding of every interrelationships among the parameters. This paper use fuzzy logic system that is capable of uniformly approximating any nonlinear function and applying cognitive psychology theory. First of all, we extract multiple regression equation from the factors of 12 software complexity metrics collected from Java programs. We apply cognitive psychology theory in program volume factor, and then measure program volume complexity to execute fuzzy learning. This approach is sound, thus serving as the groundwork for further exploration into the analysis and design of software metrics.

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The Current State and Prospects of Peer Assessment (동료평가의 현황과 전망)

  • Park, Jooyong;Park, Jung Ae
    • Korean Journal of Cognitive Science
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    • v.29 no.2
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    • pp.85-104
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    • 2018
  • Peer assessment in educational setting, refers to activities in which students provide grades or comments on other students' accomplishments such as writing, presentation, or performances. In case of writing, peer assessment can allow instructors to give out more writing assignments, which were often avoided because of the burden of grading. Moreover, grading other students' writing can enhance learning by having students participate in the assessment process. This review will introduce major peer assessment systems and results from empirical studies on peer assessment, examine obstacles to its more wide-spread use, and discuss topics for further research. We hope this paper will facilitate further studies and use of peer assessment in actual educational settings, and eventually lead to many changes in assessment and teaching in Korea.

Effects of Congruence and SOA of distractors on target detection in Normal Children and ADHD Children (정상아와 ADHD 아동에서 방해자극의 일치도와 SOA가 목표자극 탐지에 미치는 영향)

  • Kim, Sung-Hee;Do, Kyung-Soo
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2010.05a
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    • pp.18-24
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    • 2010
  • ADHD 아동의 주의장애 원인이 반응 결정에서의 억제의 미숙인지, 전반적인 주의 기능의 미숙인지 알아보기 정상아동과 ADHD 아동을 대상으로 flanker 과제를 실시하였다. 실험 1 에서는 방해자극과 목표자극의 일치 (3: 일치, 불일치, 중립), 방해자극과 목표자극의 SO (3: -100, 0, 100 ms), 집단 (2; 정상, ADHD)의 3 요인 실험을 실시하였다. 정상아와 ADHD 아동간에 반응시간에서는 차이가 없었다. 그러나 정상아동에 비해 ADHD 아동이 부정확 반응을 더 많이 하였다. 특히 방해자극이 100 ms 먼저 제시되기 시작하는 SOA -100 ms 조건에서 두 집단의 차이가 크게 나타났다. 이 결과가 반응결정 단계에서의 억제에서 비롯되는 것인지 알아보기 위해 실험 2 에서는 목표자극의 반응 set(좌, 우)에 포함되지 않는 방해자극(상, 하로향함)을 제시하는 무관련조건을 추가하여 실험을 실시하였다. 실험 1 과 같이 불일치조건에서는 정상아동에 비해 ADHD 아동이 오반응을 더 많이 산출하였다. 그러나 무관련조건에서는 정상아와 ADHD 아동 간에 오반응에서 차이가 없었다. 즉 두 집단 모두에서 중립조건보다 무관련 조건에서 반응시간은 길었으나, 오반응에서는 차이가 없었다. 즉 정상아와 ADHD 아동 모두 전반적인 주의에서는 차이가 없다는 것을 시사하였다. 두 실험의 결과는 정상아에 비해 ADHD 아동이 반응 결정 단계에서의 억제에서 차이가 나는 것을 시사하는 것으로 해석되었다.

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Re-examination of Response Compatability Hypothesis in Decision-Making (결정에서 반응 조화설의 재검증)

  • Ahn, Sang-Ji;Lee, Young-Ai
    • Korean Journal of Cognitive Science
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    • v.20 no.2
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    • pp.197-223
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    • 2009
  • Three studies re-examined Shafer's(1993) response compatibility hypothesis in decision making. This hypothesis proposes that participants choose or reject an option when its features are compatible with either a selection or a rejection response. By changing the description of options into sentences and by the prior presentation of either a selection or a rejection question, we obtained results fairly consistent with the predictions of the response compatibility hypothesis. Based on the analysis of both previous and present results, we discussed the importance of preference elicitation methods when constructing options. Our results were compared to those of recent studies.

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The Changes of the Visual Dominance Effect due to Semantic Congruence of Visual and Auditory Information (시각과 청각 정보의 의미적 일치성에 따른 시각 우세성 효과의 변화)

  • Kim, Bo-Seong;Min, Yoon-Ki
    • Korean Journal of Cognitive Science
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    • v.20 no.2
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    • pp.109-124
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    • 2009
  • When visual and auditory information is presented simultaneously, we perceive visual information dominantly over auditory information. This effect is called the visual dominance effect. This study was to examine the influence of semantic congruence of visual and auditory information on the visual dominance effect. The semantic congruence of visual and auditory information was manipulated. The results showed that the visual dominance effect obtained in error rates was not modulated by semantic congruence, whereas the effect in RT was. It is suggested that this modulation of the influence of semantic congruence on the visual dominance effect would be due to the task type.

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