• Title/Summary/Keyword: Cognitive response

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Comparison of Lower Extremity Electromyography and Ground Reaction Force during Gait Termination according to the Performance of the Stop Signal Task (정지신호과제의 수행에 따른 보행정지 시 다리 근전도 및 지면반발력 비교)

  • Koo, Dong-Kyun;Kwon, Jung-Won
    • PNF and Movement
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    • v.20 no.1
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    • pp.135-145
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    • 2022
  • Purpose: The purpose of this study was to investigate the association between cognitive and motor inhibition by comparing muscle activity and ground reaction force during unplanned gait termination according to reaction time measured through the stop-signal task. Methods: Sixteen young adults performed a stop-signal task and an unplanned gait termination separately. The subjects were divided into fast and slow groups based on their stop-signal reaction time (SSRT), as measured by the stop-signal task. Electromyography (EMG) and ground reaction force (GRF) were compared between the groups during unplanned gait termination. The data for gait termination were divided into three phases (Phase 1 to 3). The Mann-Whitney U test was used to compare spatiotemporal gait parameters and EMG and GRF data between groups. Results: The slow group had significantly higher activity of the tibialis anterior in Phase 2 and Phase 3 than the fast group (p <0.05). In Phase 1, the fast group had significantly shorter time to peak amplitude (TPA) of the soleus than the slow group (p <0.05). In Phase 2, the TPA of the tibialis anterior was significantly lower in the fast group than the slow group (p <0.05). In Phase 3, there was no significant difference in the GRF between the two groups (p >0.05). There were no significant difference between the two groups in the spatiotemporal gait parameters (p >0.05). Conclusion: Compared to the slow group, the fast group with cognitive inhibition suppressed muscle activity for unplanned gait termination. The association between SSRT and unplanned gait termination shows that a participant's ability to suppress an incipient finger response is relevant to their ability to construct a corrective gait pattern in a choice-demanding environment.

The Effects of the Emotion Regulation Strategy to the Disgust Stimulus on Facial Expression and Emotional Experience (혐오자극에 대한 정서조절전략이 얼굴표정 및 정서경험에 미치는 영향)

  • Jang, Sung-Lee;Lee, Jang-Han
    • Korean Journal of Health Psychology
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    • v.15 no.3
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    • pp.483-498
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    • 2010
  • This study is to examine the effects of emotion regulation strategies in facial expressions and emotional experiences, based on the facial expressions of groups, using antecedent- and response- focused regulation. 50 female undergraduate students were instructed to use different emotion regulation strategies during the viewing of a disgust inducing film. While watching, their facial expressions and emotional experiences were measured. As a result, participants showed the highest frequency of action units related to disgust in the EG(expression group), and they reported in the following order of DG(expressive dissonance group), CG(cognitive reappraisal group), and SG(expressive suppression group). Also, the upper region of the face reflected real emotions. In this region, the frequency of action units related to disgust were lower in the CG than in the EG or DG. The results of the PANAS indicated the largest decrease of positive emotions reported in the DG, but an increase of positive emotions reported in the CG. This study suggests that cognitive reappraisal to an event is a more functional emotion regulation strategy compared to other strategies related to facial expression and emotional experience that affect emotion regulation strategies.

A Comparison of Item Characteristics and Test Information Between the K-MMSE~2:SV and K-MMSE

  • Jihyang Kim;Seungmin Jahng;SangYun Kim;Yeonwook Kang
    • Dementia and Neurocognitive Disorders
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    • v.23 no.3
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    • pp.117-126
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    • 2024
  • Background and Purpose: The Korean-Mini Mental State Examination, 2nd edition (K-MMSE~2) was recently released. This study aimed to determine whether the K-MMSE~2: Standard Version (K-MMSE~2:SV) had the same test characteristics as the K-MMSE. Methods: A total of 1,514 healthy community-based participants aged 19 to 90 years were administered the K-MMSE~2:SV Blue Form along with the language items from the K-MMSE. The item and test characteristics and test information for the K-MMSE~2:SV and K-MMSE were compared using Item Response Theory analysis. Results: Item discriminations for the K-MMSE~2:SV and K-MMSE were above the moderate range for all items except Recall. Most of the items on the K-MMSE~2:SV and K-MMSE had item category difficulty in the very easy or easy range. The test information curve (TIC) showed that the K-MMSE~2:SV and K-MMSE provide almost the same amount of information (27.86 vs. 28.44), with both tests providing the most information at an ability level of -1.57. The generalizability (G) coefficient for the K-MMSE~2:SV and K-MMSE was 0.99. Conclusions: These results indicate that the K-MMSE~2:SV and K-MMSE are equally optimal tests for screening for mild cognitive impairment and early dementia. Given that the amount of test information provided by the two tests was almost identical, the shapes of the TICs were very similar, and the G coefficient was close to 1, we can conclude that the K-MMSE and K-MMSE~2:SV are equivalent tests.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Neural Bases of Empathy in Competitive vs. non-Competitive situation (경쟁과 비경쟁 상황에서 공감의 신경학적 기제)

  • Hwang, Su-Young;Yoon, Mi-Sun
    • Korean Journal of Cognitive Science
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    • v.27 no.3
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    • pp.441-467
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    • 2016
  • This fMRI study is aim to investigate effects of competitive environment in cognitive empathic process in human brain. Empathy is known as a crucial factor for human's adaptive behavior in aspects of social cognition and it is almost automatic process, on the other hand competitive situation is psychologically devastated environment to win someone for getting rewards. We hypnotized that reading and understanding of other person's mind are a specific characteristic related to survival evolutionarily, however competition would have an effect on the empathic cognitive process because of mechanisms of competition. To manipulate the competitive atmosphere, one researcher took a role of competitor against participants and they were instructed to get monetary rewards when their performance was better than a competitor. 21 participants(9 males and 12 females) performed to judge the emotional valence of the empathic task consisted of illustrated images with various situation could be experienced in real world as on $1^{st}$ person perspective in both competitive and non-competitive condition, and did same performance with objects stimulus in control condition. In order to examine the competition effects on empathic process,, hemodynamic response were obtained during fMRI session and the imaging data were analyzed to identify brain regions where responses to each condition across the two consecutive runs. Participants' reaction time in competitive condition was faster statistically significant than non-competitive one. Activation for competitive condition increased in the following areas: ACC, mPFC, SMG, thalamus extended caudate and Nacc, parahippocampal gyrus, and for non-competitive condition increased paracingulate gyrus, temporal pole, vmPFC, superior occipital gyrus. As a result of regression analysis using empathic scores as covariance, the rSMG, IFG, fusiform gyrus, thalamus, putamen were correlated with higher empathic levels, and TPJ were correlated with lower empathic scores. We suggest that these observations could mean competitive environment have an effect on neural base of cognitive empathic process.

Development of the Perceived Stress Response Inventory (스트레스반응 지각척도의 개발)

  • Koh, Kyung-Bong;Park, Joong-Kyu;Kim, Chan-Hyung
    • Korean Journal of Psychosomatic Medicine
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    • v.7 no.1
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    • pp.26-41
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    • 1999
  • The perceived stress response inventory(PSRI) was developed to measure 4 types of current stress responses : emotional, somatic, cognitive, and behavioral responses. 242 patients with psychiatric disorders(71 patients with anxiety disorders, 73 patients with depressive disorders, 47 patients with somatoform disorders, 51 patients with psychosomatic disorders) and 215 healthy subjects completed the questionnaire including the PSRI. Global assessment of recent stress(GARS) scale, perceived stress questionnaire(PSQ) and symptom checklist-90-revised(SCL-90-R) were also administered at the same time. Factor analysis for each of 4 types of stress responses yielded 8 factors : negative emotional responses, general somatic symptoms, specific somatic symptoms, lowered cognitive function and general negative thinking, self-depreciative thinking, impulsive-aggressive thinking, passive-responsive and careless behavior, and impulsive-aggressive behavior. Both test-restest reliability(r= .83 -.93) and internal consistency(Cronbach's alpha : .79 -.96 for each of 8 subscales and .98 for total items of the scale) were all at statistically significant levels. Total scores of the PSRI significantly correlated with total scores of GARS scale, PSQ, and global indicies of SCL-90-R, respectively. The patient group had significantly higher scores than healthy subjects in each of all the subscales except impulsive-aggressive behavior subscale. These results suggest that the PSRI is a reliable and valid tool stable over time which may be effectively used for the research in stress-related field including psychosomatic medicine.

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Design and Application of the Teaching-Learning Model on Highschool Student's Daily Life : A Case Study of Migration and Population Change Unit in Highschool (생활중심 교수학습 모형의 설계와 적용 - '인구이동과 인구변화' 단원을 중심으로 -)

  • Ock, Han-Suk;Jang, Hyun-Suk
    • Journal of the Korean association of regional geographers
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    • v.11 no.4
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    • pp.523-535
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    • 2005
  • This study is aimed at researching the applicability of teaching-learning models in highschool geography class by designing the models on the basis of geographical experience the learners go through everyday life. The procedures and results of the application of the models are as followed. First, the systematization of the teaching concepts should be preceded to internalize the learners cognitive development, that is, to systemize cognitive structure. The concrete learning points of geographical concepts from the units about Migration and Population Changes are systemized with 'migration' as a higher concept, 'moving type' as basic concept, 'moving factors' as the lower concept. Everyday geographical experiences the students can go through are surveyed. Second, as preparation for the geography class, hand-outs about family-moving history and the change of the family number were used as basic material for real class teaching activity, showing the learners' general concepts are very effective as basic units which can be easily understood and accessed to. Third, with the experimental class, the geography class should secure the flexibility on the teaching-learning process. The result of applying the newly developed teaching-learning model to actual geography classes was that experimental group had higher achievement rate than the compared group with general teaching-learning model applied to. The result of analyzing students' response of the new teaching-learning model was that the students were interested and satisfied emphatically and they showed positive response in regard to practical use of the contents. Here, it is noticeable that the new teaching-learning model causes the students to be interested. But it's also found that there's no big difference in improving the students' inquisitive mind.

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T.O.V.A. PROFILES OF CLINICALLY REFERRED CHILDREN WITH SYMPTOMS OF INATTENTION (주의산만을 주소로 소아정신과를 내원한 아동의 인지적 특성 - T.O.V.A. 양상을 중심으로 -)

  • Lee, Soo-Jin;Lee, Hye-Ran;Ko, Ryo-Won;Shin, Yee-Jin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.2
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    • pp.290-296
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    • 2000
  • Objective:This study aims to investigate the cognitive characteristics of clinically referred children with symptoms of inattention, cach as having ADHD, tic disorder, and emotional disorder. Methods:65 boys(38 with ADHD, 17 with Tic disorder, and 10 with Emotional disorder) were individually assessed using the KEDI-WISC(FIQ, VIQ, PIQ) and T.O.V.A.(errors of omission, errors of commission, reaction time, variability, anticipatory response, multiple response), and the results of those tests were analyzed. Results:There was significant difference among three diagnostic groups of the VIQ of KEDIWISC and the reaction time of T.O.V.A. after the correction of the effect of age difference. Conclusion:The findings suggest that the reaction time of T.O.V.A. might be the useful variable to differentiate the ADHD from other psychiatric disorders and the effect of age and IQ difference should be considered carefully to diagnose in clinical setting.

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A Computerized Testing system that Reduces Backward Reasoning in Multiple-choice Items (선다형 문항에서 역행추리를 줄이는 컴퓨터화 검사 방식)

  • Park, Joo-Yong
    • Korean Journal of Cognitive Science
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    • v.20 no.3
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    • pp.275-289
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    • 2009
  • A new computerized testing system, called the Computerized Multiple-choice Testing (CMMT) system, was introduced. In this system, questions of multiple choice (MC) items are presented first without options, so that students must generate answers for themselves. They can click for the options when they are ready, and can respond within a brief, specified time period. The present study was performed to examine whether this system is effective in reducing backward reasoning, I. e., using the options of MC items as cues to find the correct answer. One hundred and seventy-seven 6th grade students (12 year olds) were divided into two groups so that mean scores from a prior test were equal: The experimental group took an intervening computerized test in the new format, and the control group in the MC format. Five days after the computerized intervening test, a short answer paper-and-pencil final test was given. Testing effect was greater in the new system than in the MC system. Analysis of the final test response in relation to the intervening test response showed that i) the students retained the correct answer in the new system more than in the MC testing system, and that ii) students corrected their previous failures in the intervening CMMT format more than those in the MC format. These results suggest that the new system is effective in reducing backward reasoning.

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The Relationships between Inhibitory Control and Action Monitoring; Event-related Potential Study (억제적 통제 및 행동 감시간의 관계: 사건관련전위 연구)

  • 강승석;박성근;하태현;노규식;김명선;권준수
    • Korean Journal of Cognitive Science
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    • v.14 no.4
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    • pp.1-7
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    • 2003
  • The common features of the behavioral inhibition and the action monitoring that are considered as one of the executive functions were investigated using event-related brain potentials (ERPs) and source localization analysis. The electrophysiological correlates of behavioral inhibition and action monitoring ate analyzed when the subjects performed the Go/NoGo task. Two ERP components of behavioral inhibition termed as N200 and P300 in NoGo condition were differ from those of Go condition, that is the amplitudes of NoGo N200 and P300 are largest on the fronto-central region, which may reflect the inhibitory control of frontal lobe required in NoGo condition. The error-related negativity (ERN) observed on the fronto-central region when the subjects committed error was much larger in amplitude and faster in latency than those of the correct-related negativity (CRN), which may indicate that the signal of action monitoring is much more required for the error response. The correlation analysis for the ERP components of behavioral inhibition and action monitoring revealed the significant negative correlation among the latencies of NoGo N200 and P300 and the amplitude of ERN, which may reflects that the faster subjects inhibit response, the more monitor their own action. The close relationship between behavioral inhibition and action monitoring was also supported by the results of source localization analysis, which showed the common neural sources of NoGo N200 and ERN was anterior cingulate cortex.

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