• Title/Summary/Keyword: Impact cognition

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The Relationship between Information Literacy and Developmental Trends in Early Childhood (유아의 정보화 능력에 따른 유아발달 경향 탐색)

  • Jo, Jun-Oh;Hwang, Hae-Ik
    • Korean Journal of Child Studies
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    • v.32 no.5
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    • pp.151-165
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    • 2011
  • The purpose of this study was to examine the relationship between the information literacy of preschoolers and their developmental trends. The subjects in this study were 122 preschoolers. After taking tests in information literacy and early childhood development, the collected data was analyzed. The findings of the study were as follows : First, there were gaps among the preschoolers in the level of early childhood development according to the relative levels of their information literacy. When a post-hoc analysis was carried out to investigate intergroup differences in detail, there were statistically significant gaps between the preschoolers with excellent information literacy and those with intermediate-or poor information literacy, and between the preschoolers with intermediate information literacy and those with poor information literacy. Second, the differences in terms of the levels of information literacy and the impact these differences made to their body, cognition, language, sociability and emotions which comprise the five subfactors of the early childhood development inventory were checked after the mutual influence of the five subfactors was controlled. As a result, statistically significant gaps were apparent in all the subfactors of early childhood development according to relative levels of information literacy. The preschoolers who had a better level of information literacy exhibited a statistically significantly better level of development in every subfactor.

Effect of Environmental Enrichment on Cognitive Impairment-induced by Ethanol Exposure in Adolescent Rat

  • Kim, Yoon Ju;Park, Jong Min;Song, Min Kyung;Seong, Ho Hyun;Kim, Youn Jung
    • Journal of Korean Biological Nursing Science
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    • v.18 no.4
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    • pp.274-279
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    • 2016
  • Purpose: Adolescents who experienced the alcohol consumption have gradually increased. Adolescence is a critical period of the neural plasticity in the brain. Neural plasticity is mediated by neurotrophins and has an impact on cognitive function. Environmental enrichment ameliorates the cognitive function and increases neurotrophins. Thus, we investigated the neuroprotective effect of environmental enrichment on ethanol induced cognitive impairment in adolescent rats. Methods: The ethanol groups and the controls groups were injected with ethanol (0.5g/kg) and phosphate buffered saline, respectively, through intraperitoneal from 28th day of birth for 11 days. The environmental enrichment groups were provided larger cages containing toys than the standard cage. Passive avoidance test and Y-maze test were performed to evaluate the spatial memory. Results: Environmental enrichment+ethanol group showed higher alterations than the standard environment+ethanol group in Y-maze test (p<.05). In hippocampus, The environmental enrichment+ethanol group showed significantly higher level of the number of c-fos positive celsl and density of tropomyosin receptors kinase B receptor than the standard environment+ethanol group (p<.05). Conclusion: So, we suggested that the environmental enrichment played a role as a prophylaxis for prevention of memory impairment induced by ethanol exposure in adolescence.

Exploring the Attractive Factors of App Icons

  • Ho, Chun-Heng;Hou, Kai-Chun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.6
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    • pp.2251-2270
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    • 2015
  • More than 1 billion mobile apps (smartphone applications) have been released worldwide. Competition among developers of apps that are available in app stores has intensified because of increasing demand. App icons with an appealing design can instantly increase attention. Miryoku Engineering methods were used and combined with the Kansei interface model to examine the relationship between attractive icons and users. The evaluation grid method (EGM) is a qualitative method that was used to evaluate the icons, and Quantification Theory Type I is a quantitative method that was used to analyze the influence of design elements in icons. Eight attractive factors of app icons were determined using EGM, and six specific factors were identified using questionnaires. The quantitative results indicated that user cognition and emotion were influenced by the various design elements. The impact on the attractive factors of a single design element differed among users with diverse backgrounds. App icons were assessed on the basis of aesthetics to identify attractive factors and thereby assist designers in understanding and implementing design elements and improving the overall visual appeal of their apps. The result of this investigation is crucial to the presentation of app icons in online app stores.

The Experience of Nursing Staff on the Dementia Patients′ Aggressive Behavior (간호제공자들의 치매노인 공격행동 경험에 대한 연구)

  • 오진주
    • Journal of Korean Academy of Nursing
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    • v.30 no.2
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    • pp.293-306
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    • 2000
  • Providing care to the dementia elderly with behavioral problem is a major issue in nursing homes today. This study was aimed to explore the nursing staffs′ response to aggressive dementia patients, and the effect that the aggressive behavior had on Nsgstaff. The interviews used a semi-structured questionnaire are were carried out from May to July, 1999. The subjects were 23 nursing personnel working in the nursing homes for dementia elderly. The result are as follows; 1. The types of aggressive behavior cited by the subjects was "physical", "linguistic", and "sexual". 2. The factors that caused the behavior were "symptoms of disease", "under- conditioning", "context of nursing care", "unsatisfied need", "relationship to other patients", "change of outer environment", and "invasion of one′s own privacy". 3. The response of the subjects were "unhappiness", "stress", "anger", "exaggeration", "anxiety", and "fear". 4. The management strategies listed by nursing personnel used to alleviate aggressive behavior were "ignorance" "patience" "leaving the area" "soothing sounds" "verbal punishment" "restriction and isolation" and "various management skill appliance" "adaptation". 5. The effect that aggressive behavior and were "disturbance of relationship to elderly" "decline in the amount and quality of nursing care" "interruption of task performance" "job exhaustion" "desire to leave the job" "physical impact" "stress on the cognition of others" "anxiety about health and one own future" "interference to family life′. The findings of this study will be useful in understanding the difficulties of nursing personnel when confronting the aggressive behavior of dementia partients. It also is useful as basic data in preparing efficient intervention program for these difficulties.

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A Path Analysis of Social Support in Patients with Hemodialysis: Based on the Self-regulation Model (혈액투석환자의 사회적 지지 경로분석 : 자기조절모형에 기반하여)

  • Cha, Jieun;Yi, Myungsun
    • Journal of Korean Clinical Nursing Research
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    • v.21 no.1
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    • pp.116-126
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    • 2015
  • Purpose: The purpose of this study was to examine the relationship between social support (family, healthcare provider, friends/peer), treatment belief, hope, and health status in patients on hemodialysis, and to identify direct and indirect effects of the variables on patients' health status. Methods: The self-regulation model was used to establish a path model. Data were collected from 240 patients. Multidimensional Scale of Perceived Social Support, Revised Illness Perception Questionnaire, Herth Hope Index, and Medical Outcomes Study Short Form-12 were used. Data were analyzed using the SPSS and AMOS programs. Results: The model was supported by fit statistics ($x^2=3.33$, p=.343, GFI .995, RMSEA .021, AGFI .968, NFI .986, CFI .999, TLI .993). Family and friends/peer support showed a significant direct influence on hope, while healthcare provider support directly influenced treatment belief. Social support, treatment belief, and hope directly and indirectly influenced health status, explaining 28.7% of the variance. Conclusion: These results show mechanisms underlying connections between social support and health status by demonstrating impact of social support and showing treatment belief and hope as mediators between social context and outcomes. To promote health of patients on hemodialysis, it is necessary for patient, family, healthcare professional, and friends to collaborate.

Effect of Cancer Symptoms and Fatigue on Chemotherapy-related Cognitive Impairment and Depression in People with Gastrointestinal Cancer (암증상과 피로가 소화기 암 환자의 항암화학요법 관련 인지기능 감퇴와 우울에 미치는 영향)

  • Oh, Pok Ja;Lee, Jung Ran
    • Journal of Korean Academy of Nursing
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    • v.46 no.3
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    • pp.420-430
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    • 2016
  • Purpose: The purpose of this study was to test a hypothetical model of chemotherapy-related cognitive impairment (CRCI) and depression in people with gastrointestinal cancer. Methods: A purposive sample of 198 patients undergoing chemotherapy was recruited from November 2014 to July 2015. The instruments were Everyday Cognition (ECog), Hospital Anxiety Depression Scale (HADS), Functional Assessment of Chronic Illness Therapy-Fatigue (FACIT-F), and M. D. Anderson Symptom Inventory-Gastrointestinal Cancer Module. Data were analyzed using descriptive statistics, correlation, and path analysis. Results: CRCI was directly affected by cancer symptoms (${\beta}=.19$, p=.004) and fatigue (${\beta}=.56$, p<.001)($R^2=47.2%$). Depression was directly affected by fatigue (${\beta}=.48$, p<.001) and CRCI (${\beta}=.27$, p<.001). However, The impact of cancer symptoms on depression was confirmed through the mediating effect of CRCI. Conclusion: Results indicate that in patients with gastrointestinal cancer undergoing chemotherapy along with the direct physiologic effects (fatigue, symptoms) of cancer treatment may have altered cognitive function leading to depression.

Analysis of the Effectiveness of Tai Chi Exercise in Elderly (노인에게 적용한 타이치운동의 논문분석)

  • Lee, Hea-Young;Kim, Kum-Ja
    • Journal of muscle and joint health
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    • v.15 no.1
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    • pp.5-23
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    • 2008
  • Purpose: This study aims to conduct a systematic review of the physical, psychosocial and physiological effects of Tai Chi exercise in elderly. Method: 37 articles from Medline search of foreign journals (1966-2006) were surveyed by the key words 'Tai Chi', 'Tai-chi program' and 'Tai-chi and elderly' limiting the range to age 65 or older, choosing clinical trial and randomized controlled trial research in English articles. Four articles were excluded due to methodological study, pilot study and review. The research was analyzed according to health status of the subjects, styles and forms of Tai Chi exercises, factors for physical, psychosocial and physiological measures. Result: A short forming Yang style was commonly used in chronic diseases and health for elderly. Variable outcome measures were used in Tai Chi studies relating to balance, muscle strength, walking and mobility, flexibility and cardiorespiratory function in physical measure, quality of life, depression, self-efficacy, health status, cognition and impact questionnaire in psychosocial measure, lipids, insulin resistance and hormone in physiological measure. Conclusion: Tai Chi exercise appears to have physical and psychosocial benefits and also appears to be safe for elderly and chronic diseases. It is suggested that future studies analyze statistical part of systematic reviews through meta analysis.

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Research on the Influence of the Use of VR Technology in Dance Creation on the Willingness of Dance Directors to Use: Focusing on the Ease of Cognition and the Mediating Effect of Usefulness

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.117-124
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    • 2019
  • In the field of dance creation, the use of film and television skills, cyberspace, action sets, computer graphics and other technology and media technology have made the creative environment for dance art that it rapidly improves and presents a new situation. Especially in the dance creation part, VR technology can show many possibilities and can be used as a tool to fully satisfy the choreographer's intention and imagination. Therefore, this study analyzes the acceptance model of virtual reality technology in dance creative education, and we will examine the effect of social influence, shared trust, innovation, interest, and self-efficacy on perceived usefulness and perceived ease. Second, we will examine the effect of perceived usefulness and perceived ease on intention to use. The study is targeted at ordinary dance creators who currently reside in Hebei Province, China. The survey was conducted for approximately 30 days from March 16th to April 17th. The total number of valid samples collected was 377. The results of the identification of the hypotheses between variables based on the questionnaire data are as follows: Firstly, social influence, shared trust, innovation, interest, and self-efficacy have a positive impact on perceived usefulness, perceived ease. Secondly, perceived usefulness, perceived ease has a positive effect on the intention to use. In view of the above research results, the theoretical significance and limitations of this research and the future research directions are discussed in depth.

A Study on Parents' View of the Augmented Reality Card Use for Pr e-School Education

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.24 no.6
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    • pp.838-848
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    • 2021
  • Parents' influence on children's development is generally considered essential. This paper attempts to explore the role of AR in preschool education from the perspective of parents, aiming to help parents better understand the impact of children's use of augmented reality in preschool education. The subjects were parents of children in the preschool age range (3-6 years old), and the experimental equipment was AR cognitive cards. In order to extract parents' views on AR, five parents were invited to conduct an experiment with their children using AR cognition cards, and then an open interview survey was conducted. In the second experiment, the answers obtained from the first experiment were sorted out and formed a questionnaire to conduct a closed-book survey. It shows that parents are satisfied with the characteristics of AR to assist their children's learning. At the same time, parents also value technology, usage management and playing environment. AR can stimulate children's learning initiative. Children like to use AR, AR is suitable for learning, make parents satisfied. But even if AR is suitable for learning, parents will control the time their children use it.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.