• Title/Summary/Keyword: Cognitive psychology

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Workflow Interruptions and Failed Action Regulation in Surgery Personnel

  • Elfering, Achim;Nutzi, Marina;Koch, Patricia;Baur, Heiner
    • Safety and Health at Work
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    • v.5 no.1
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    • pp.1-6
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    • 2014
  • Background: Workflow interruptions during surgery may cause a threat to patient's safety. Workflow interruptions were tested to predict failure in action regulation that in turn predicts near-accidents in surgery and related health care. Methods: One-hundred-and-thirty-three theater nurses and physicians from eight Swiss hospitals participated in a cross-sectional questionnaire survey. The study participation rate was 43%. Results: Structural equation modeling confirmed an indirect path from workflow interruptions through cognitive failure in action regulation on near-accidents (p < 0.05). The indirect path was stronger for workflow interruptions by malfunctions and task organizational blockages compared with workflow interruptions that were caused by persons. The indirect path remained meaningful when individual differences in conscientiousness and compliance with safety regulations were controlled. Conclusion: Task interruptions caused by malfunction and organizational constraints are likely to trigger errors in surgery. Work redesign is recommended to reduce workflow interruptions by malfunction and regulatory constraints.

The Influence of Safety Climate, Safety Leadership, Workload, and Accident Experiences on Risk Perception: A Study of Korean Manufacturing Workers

  • Oah, Shezeen;Na, Rudia;Moon, Kwangsu
    • Safety and Health at Work
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    • v.9 no.4
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    • pp.427-433
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    • 2018
  • Background: The purpose of this study was to identify the influence of workers' perceived workload, accident experiences, supervisors' safety leadership, and an organization's safety climate on the cognitive and emotional risk perception. Methods: Six hundred and twenty employees in a variety of manufacturing organizations were asked to complete to a questionnaire. Among them, a total of 376 employees provided valid data for analysis. To test the hypothesis, correlation analysis and hierarchical regression analysis were used. Statistical analyses were conducted using IBM SPSS program, version 23. Results: The results indicated that workload and accident experiences have a positive influence and safety leadership and safety climate have a negative influence on the cognitive and emotional risk perception. Workload, safety leadership, and the safety climate influence perceived risk more than accident experience, especially for the emotional risk perception. Conclusion: These results indicated that multilevel factors (organization, group, and individual) play a critical role in predicting individual risk perceptions. Based on these results, therefore, to reduce risk perception related with unsafe behaviors and accidents, organizations need to conduct a variety of safety programs that enhance their safety climate beyond simple safety-related education and training. Simultaneously, it needs to seek ways to promote supervisors' safety leadership behaviors (e.g., site visits, feedback, safety communication, etc.). In addition, it is necessary to adjust work speed and amount and allocate task considering employees' skill and ability to reduce the workload for reducing risk perception.

Mobile Gamer Categorization with Archetypal Analysis and Cognitive-Psychological Features from Log Data (로그 데이터의 유형분석 및 인지심리적 속성 추출을 이용한 모바일 게이머 유형화 연구)

  • Jeon, Jihoon;Yoon, Dumim;Yang, Seongil;Kim, Kyungjoong
    • Journal of KIISE
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    • v.45 no.3
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    • pp.234-241
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    • 2018
  • The study of classifying gamer types or analyzing the characteristics of gamers is a field of interest for data analysis researchers. From the past to the present, much research has been done on gamer categorization and gamer analysis. However, most studies use surveys or bio-signals, which is not practical because it is difficult to obtain large amounts of data. Even if the game log is used, it is difficult to analyze the psychology of the gamer because the gamer is categorized and analyzed by extracting only statistical values. However, if we can extract the cognitive psychology information of the gamer from the basic game log, we can analyze the gamer more intuitively and easily. In this paper, we extracted eight cognitive psychological features representing the behavior and psychological information of the gamer using Crazy Dragon's game log, which is a mobile Role-Playing-Game (RPG). In addition, we classified gamers based upon cognitive psychological features and analyzed them using eight cognitive psychological features. As a result, most gamers were highly correlated with one or two types.

Effect of Virtual Reality Exposure and Web-based Cognitive Intervention Integrated Program on Social Anxiety Disorder (발표상황에 대한 가상현실노출과 웹기반 인지적 개입의 통합 프로그램 효과 검증)

  • Park, Ki-Woo;Yoon, Hyae-Yeong
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.1-12
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    • 2022
  • In this study, the effect of VR exposure programs integrated with web-based cognitive restructuring education on reducing social anxiety was confirmed. The experimental group (n=12) received a 10~15 minute session of web-based cognitive intervention and a 20-minute session of virtual reality exposure therapy. The comparison group (n=15) received a 10~15 minute session of web-based speech education and a 20-minute session of virtual reality exposure therapy. After 4 weeks, the experimental group had an increase in positive interpretation bias, a decrease in negative interpretation bias, and a decreased level of social anxiety. These results suggest that the combination of self-help form of web-based cognitive intervention in the treatment of social anxiety disorder can improve the therapeutic effect of VRET.

A Study on the Motivation Theory In the Point of Cognitive Views (인지적 관점에서의 모티베이션 이론에 관한 연구)

  • 이영식;신승국
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.10 no.16
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    • pp.173-182
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    • 1987
  • Motivation models based on the Psychology have contributed to Predict and understand individual behaviors. During the many period, a various type of motivation models have been experimented by the researchers(i.e., need theory that is the first theory in motivation and equity theory, expectancy theory, reinforcement theory, and goal-setting theory centered on cognitive mechanisms). This article's objectives is to analyze motivation models mentioned above in the point of cognitive views (cognitive processes and cognitive mechanisms). Accordingly, the article's structure is consisted of five parts as follows. Part 1. Introduction. Part 2. The theoritical backgrounds of motivation. Part 3. The major theories of motivation. Part 4. The cognitive analysis of motivation theories. Part 5. Conclusion.

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Auditory shaping _Conveying shape information using auditory images (도형을 그리는 소리: 소리를 이용한 형태정보의 전달 가능성 탐색)

  • Park, Young-Hyun;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.506-512
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    • 2006
  • 시각적인 정보전달이 어려운 상황에서의 대상인식, 혹은 시각장애인의 대상인식에 있어서 소리는 어느 정도의 역할을 할 수 있을까? 이 연구는 소리를 통해 대상의 형태정보를 전달하기 위해 진행되었다. 하나의 음(musical tone)을 음높이와 음색, 지속시간을 조정한 후, 머리전달함수(Head-Related Transfer Function: HRTF)를 이용하여 수평선, 수직선, 대각선, 곡선의 형태로 운동하는 3-D 사운드 형태소로 만들었다. 그리고 이들의 연속적인 조합을 통해 단순한 도형에서부터 복잡한 도형, 이들 2차원상의 도형을 단면으로 하는 3차원상의 도형들까지 그려내는 소리자극을 구성하였다. 성인 대학생을 대상으로 한 실험에서, 이렇게 만들어진 청각이미지(auditory image)를 듣고 표상된 형태를 여러 개의 시각적인 이미지들(visual images) 중에서 선택하는 과제를 실시하였는데, 실험 결과는 평균 78%의 정확율을 보였다. 이는 소리를 이용한 형태정보 전달의 가능성이 있음을 시사하는 것이며, 이러한 시도는 청각 인터페이스의 응용범위를 확장하는데 도움이 될 것이다.

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Active Modulation of Visual Motion Perception around the time of Saccadic Eye Movements (안구 운동에 즈음한 시각 운동 지각의 역동적 조절)

  • Lee, Jung-Ah;Lee, Choong-Kil
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2005.05a
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    • pp.223-227
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    • 2005
  • 시각 자극의 운동 방향을 파악하는 것은 시각의 주요 기능 가운데 하나이다. 동일한 망막상의 영상 운동은 다양한 조합의 시각 자극의 운동 벡터와 눈 운동의 벡터의 합으로 발생할 수 있는데, 이렇게 망막 정보가 애매한 경우에도 불구하고 시각 자극의 움직임을 정확하게 파악하며, 이것은 시지각의 안정성을 돕는 망막 이외의 정보가 통합된 결과이다. 본 발표는 이러한 정보 중에 하나인 도약 안구 운동에 즈음하여 제시되는 시자극 운동의 지각 과정에서 안구 운동 정보의 역할을 결정한 실험의 결과에 관한 것이다. 도약 안구 운동의 발생 전후에 제시된 자극의 속성에 대한 판단은, 자극의 속성과 도약 안구 운동 방향에 따라 일정한 방식으로 조절되는 것을 관찰하였다. 이러한 시각 운동의 지각 왜곡을 일으키는 신경 기전은 일차 시각 피질에서 일어날 가능성이 있는 것으로 생각된다.

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Effects of Multi-modality Cues on Personal Navigation in Wearable Computing (웨어러블 컴퓨터 환경의 개인 네비게이션 수행에 다중양식 단서가 미치는 영향)

  • Jeon, Ha-Young;Chae, Haeng-Suk;Hong, Ji-Young;Han, Kwang-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.4
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    • pp.1-7
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    • 2007
  • Navigation system or way finding in Wearable computer help disabled and impaired persons and it is impossible to be safe and efficient for drivers as well as pedestrian. Wearable computing situation must be multi-tasking simultaneously and users need minimal attention. In this paper, we used virtual environment as real way-finding similarly. The direction cues of navigation system are investigated as visual only, visual & auditory, and visual & speech. In the paper, the trial demonstrates the difference of performance in detection of directing and performance of motor and subjective satisfaction of user.

Syntax Process in English Sentence Types : Comparison between Korean-English Bilinguals and Korean Non-bilinguals (이중언어자와 한국 대학생의 문장 유형별 영어 통사처리 특성 조사)

  • Park, Jin-Han;Oh, Chang-Young;Yum, Eun-Young;Chung, Chan-Sup
    • Annual Conference on Human and Language Technology
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    • 1996.10a
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    • pp.123-127
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    • 1996
  • 영어와 한국어의 통사구조의 차이로 인하여, 이중언어자와 비이중언어자인 한국 대학생의 영어 문장 유형에 따른 통사 처리에 있어 차이가 있을 것이다. 네가지 영어 문장 유형, 수동태, 관계사절, 물주구문, 가정법 구문 등으로 문장 완성 과제를 실험하여 이중언어자와 비이중언어자의 문장완성 시간과 오류율을 측정하였다. 실험 결과 비이중언어자인 한국 대학생은 다른 문장 유형에 비하여 물주구문에서의 통사처리 수행에 있어 이중언어자와 유의한 차이를 보였다. 이로부터 이중언어자와 한국 대학생의 영어 문장의 통사 정보처리의 자동화 및 어순효과 정보와 생물 주어(word animacy)구문 단서, 즉 대부분의 주어는 살아있는 사물의 명사로 이루어져 있다는 단서(Gass, l987)의 사용에 대하여 논의하였다.

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본문읽기시간과 선호도 평정에 영향을 미치는 요인들의 상대적 중요도(III)

  • Yi, Joon-suk;Jin, Young-sun;Park, Min
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.247-251
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    • 2000
  • This study examined relative importance of these factors by asking people to read the texts that was constituted with square and non-squre form letter and rank the preference of texts through conjoint analysis. In the case of reading time, font type was the most important factor, followed by leading , line width, font size, line length, justification, letter width in their order of impotance. And in the case of preference decision, font size was the most important factor, followed by font type, leading, line width, letter width, justification, line length. The result will be useful in understanding how to consider human preference in the Hangul typography.

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