• 제목/요약/키워드: Third-person Perspective

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From Thinking to Action: The Moderating Effect of Perspective Taking on Embodied Cognition

  • Min, Dongwon;Kang, Hyunmo
    • Asia Marketing Journal
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    • 제15권2호
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    • pp.117-132
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    • 2013
  • Recent developments in embodied cognition suggest that people process environmental information by using their bodily state and mental simulation. The focus of embodiment theory is that cognitive processing is based on the interaction among the body, the mind, and the world. Based on embodied theories of cognition, the authors predict that when the representation of marathon running is activated, bodily feedback such as tiredness and thirst will occur because mental simulation of marathon running contains sensorimotor representation of marathon running. As a result, it is predicted that participants primed with marathon runner will have more desire to have products that enable thirsty-quenching. Specifically, this research proposes that consumers' tendency to adopt the perspective of others influences embodied cognition, since perspective taking leads people to assimilate their own self-judgments and behaviors toward the cognitive representations of others. An experiment reveals that both perceptual and cognitive perspective taking tendencies moderate how participants respond to the contextual cues. The effect of perspective taking is moderated by whether participants are prompted to adopt a first-person view or a third-person view. In detail, among the high perspective takers, those in the marathon-first-person condition drink more the mineral water than those in the marathon-third-person condition, who in turn drink more the mineral water than those in the control condition. Among the low perceptual perspective takers, however, there are no significant differences in the amount of mineral water intake. This research delivers important insights for advertising messages. When being exposed to an advertisement, high perspective taking consumers may be more engaged in the advertised message than low perspective taking consumers, which in turn high (vs. low) perspective taking consumers' tendency to respond behaviorally consistent with the message may be higher. Based on the findings of this research, if the message induces the high perspective taking consumers to have a first- (vs. third-) person view, this effect may be stronger. Moreover, if the advertising message contains behaviors, such as using the target product, inducing consumers to mimic the behaviors seems to bring more behavioral responses which marketers intend.

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관점 획득과 관련된 청소년에서의 뇌 활성화 : 성인과의 차이 (Brain Activation Related to Perspective-Taking in Adolescents : Differences from Adults)

  • 박성경;손정우;이승복;김혜리;이상익;신철진;김시경;주가원
    • 생물정신의학
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    • 제26권2호
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    • pp.47-58
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    • 2019
  • Objectives The purpose of this study was to investigate the differences between adolescents and adults, in the perspective-taking ability, as well as the brain activation patterns during the perspective-taking situation. Methods We recruited healthy adolescents aged 13 years to 15 years (n = 20) and adults aged 19 years to 29 years (n = 20). All the subjects were scanned while performing the perspective-taking task, in which an emotional situation was presented in the form of statements comprising first person, as well as third person perspectives. Differences in brain activation between groups were assessed by contrasting neural activity during the tasks. Results In the between-group analysis, while performing the third-person perspective-taking task, the adolescent group showed greater neural activities in the middle frontal gyrus and precentral gyrus as compared to the adult group. Positive correlation was observed between the activity in the frontal areas (Brodmann area 6/9) and the score of scales related to perspective-taking and social cognition in the adolescent group. Conclusions This study suggests that several frontal brain areas of adolescents needs to be overactivated in order to compensate for low perspective-taking ability when they ought to take another person's point of view.

자신 혹은 타인의 정서적 상황에 대한 뇌 활성도의 차이 : 관점 획득에 관한 신경영상학적 연구 (The Difference of Neural Activity in Viewing between one's own Emotional Situation and Other's : A Neuroimaging Study about Perspective-Taking)

  • 오인경;손정우;이승복;김혜리
    • 생물정신의학
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    • 제16권3호
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    • pp.159-169
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    • 2009
  • Objectives : This study aimed to investigate the difference of brain activities in viewing a common emotional situation according to perspective-taking. Methods : Using fMRI, brain activities were measured while performing the task viewing a common emotional situation on either self-perspective or third-person perspective in fourteen healthy men. The relatively activated brain areas on each perspective were investigated, then the relationship between the activated brain regions and the scores of self report about some emotion or empathic ability were explored. Results : The relatively activated brain areas on self-perspective were bilateral paracentral lobule(BA 5), right postcentral gyrus(BA 3), right precentral gyrus(BA 4), left superior temporal gyrus(BA 22), left medial frontal gyrus(BA 6), whereas on third-person perspective right inferior frontal gyrus(BA 47), left caudate body and tail, right superior temporal gyrus(BA 38), right medial frontal gyrus(BA 8) were activated. The relative activity of left superior temporal gyrus on self-perspective was positively correlated with the score of Beck Depression Inventory. Conclusion : This study demonstrated that the activated brain region according to perspective-taking were different while viewing a common emotional situation. The depressive feeling would have an influence on the brain activity related to perspective-taking.

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3D 1인칭 슈팅 게임에서의 시각적 요소와 주체 (Screen Image and Subjectivity of 3D First-Person Shooting Game)

  • 전경란
    • 한국게임학회 논문지
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    • 제10권3호
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    • pp.37-45
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    • 2010
  • 이 연구에서는 3D 1인칭 슈팅게임의 시각적 요소를 살펴보고, 그 고유한 특징으로 인해 새롭게 구성되는 주체의 문제를 검토하였다. 3D 1인칭 슈팅게임은 현실 세계에서 인간이 갖는 시각 경험을 재매개함으로써 게이머로 하여금 몰입감을 창조한다. 주관적 시점의 구성, 상대적으로 투명한 인터페이스의 설정 등은 3D 1인칭 슈팅게임의 영상이 지니고 있는 특징이라 할 수 있다. 이러한 게임의 시각적 요소를 통해 구성되는 주체는 영화에서 봉합과 같은 장치를 통해 형성되는 주체와 다른 것이며, 게이머는 주관적 시점과 자율적인 영상 구성을 통해 시선의 주체, 행위의 주체이자 서술의 주체가 된다. 그러나 3D 1인칭 슈팅게임에서 게이머는 완전한 의미의 말하는 주체가 아니라 시야의 제한으로 인해 불완전한 수준의 주체에 머무르게 된다.

드론의 안전비행을 위한 국부 및 전역지도 인터페이스 (Local and Global Navigation Maps for Safe UAV Flight)

  • 유상형;전종우;조광수
    • 로봇학회논문지
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    • 제13권2호
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    • pp.113-120
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    • 2018
  • To fly a drone or unmanned aerial vechicle(UAV) safely, its pilot needs to maintain high situation awareness of its flight space. One of the important ways to improve the flight space awareness is to integrate both the global and the local navigation map a drone provides. However, the drone pilot often has to use the inconsistent reference frames or perspectives between the two maps. In specific, the global navigation map tends to display space information in the third-person perspective, whereas the local map tends to use the first-person perspective through the drone camera. This inconsistent perspective problem makes the pilot use mental rotation to align the different perspectives. In addition, integrating different dimensionalities (2D vs. 3D) of the two maps may aggravate the pilot's cognitive load of mental rotation. Therefore, this study aims to investigate the relation between perspective difference ($0^{\circ}$, $90^{\circ}$, $180^{\circ}$, $270^{\circ}$) and the map dimensionality matches (3D-3D vs. 3D-2D) to improve the way of integrating the two maps. The results show that the pilot's flight space awareness improves when the perspective differences are smaller and also when the dimensionalities between the two maps are matched.

칼리가리 박사의 밀실과 해체주의 건축의 표현주의 특성 비교 (Comparison of "The Cabinet of Dr. Caligari" and Deconstructive Architecture in the Expressionist Characteristics)

  • 최효식
    • 한국실내디자인학회논문집
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    • 제25권1호
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    • pp.35-46
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    • 2016
  • The purpose of this study was to identify the characteristics of expressionism in the space of deconstructive architecture by comparing the spaces of "The Cabinet of Dr. Caligari" video with the expressionist characteristics of film narrative structure and expressionist architecture and making an expansion based on the results. The findings were as follows: first, the "The Cabinet of Dr. Caligari" is divided into two set spaces: one has the perspective representation distorted in the viewpoint of a mad person applied to it, and the other reflects the viewpoint of a normal person from medieval paintings with no perspective. Second, the expressionist buildings did not reflect the expressionist characteristics in the interior spaces as fully as in the exterior ones. Third, the incomplete combination of Signifiant and $Signifi{\acute{e}}$, which were the theoretical basis of deconstructive architecture, showed a tendency of binary opposition like the double narrative structure of "The Cabinet of Dr. Caligari." Fourth, deconstructive architecture seems to embody the exterior form and interior space of "The Cabinet of Dr. Caligari" and its set spaces in the phenomenal aspect but exhibits its limitations with the realization of dynamics, one of the characteristics of expressionism. Finally, the Seattle Public Library presents the best embodiment of expressionist characteristics found in the set spaces of "The Cabinet of Dr. Caligari" while seeking after the combination of horizontal and vertical paths of action through the spiral ramps and inclined slabs.

직장인의 직무적합도가 번영에 미치는 영향: 일의 의미와 불안의 매개효과를 중심으로 (The Effect of Person-Job Fit on Flourishing: Mediating Effect of Work Meaningfulness and Anxiety)

  • 정승철
    • 한국콘텐츠학회논문지
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    • 제22권3호
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    • pp.250-260
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    • 2022
  • 본 연구는 직무적합도가 번영에 영향을 미치는 과정에서 일의 의미와 불안의 이중 매개효과를 검증하고자 하였다. 이를 위하여 국내 공기업 및 일반기업에서 근무하는 직장인 320명을 대상으로 온라인 설문조사를 실시하였으며, AMOS 21, SPSS 21, 그리고 SPSS Process Macro v.3.3을 활용하여 통계분석을 하였다. 연구 결과는 다음과 같다. 첫째, 직무적합도는 일의 의미 및 번영과는 정적 상관을 그리고 불안과는 부적상관을 보였다. 둘째, 직무적합도가 번영에 영향을 미치는 관계에서 일의 의미와 불안이 각각 매개효과를 보이는 것으로 확인되었다. 셋째, 이들 일의 의미와 불안이 순차적으로 매개효과를 보이는 이중매개효과도 확인되었다. 본 연구는 최근 직무에 대한 의식이 변화하고 정서적 및 심리적 웰빙에 대한 관심이 커지는 상황에서 조직 관리 차원에서 직무적합도와 일의 의미의 효과적인 관리가 중요하다는 실무적인 의의가 있다. 마지막으로 본 연구의 논의, 시사점 및 제한점이 결론에서 다루어졌다.

게임 텍스트와 플레이어의 인터랙티브적 관점에서 본 게임의 시점 (Perspectives of Game in Terms of Interactivity between Game Texts and Players)

  • 길태숙;장준호
    • 한국게임학회 논문지
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    • 제8권3호
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    • pp.51-59
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    • 2008
  • 이 논문에서는 컴퓨터 게임 텍스트와 플레이어 간의 인터랙티브적 관점을 통해서 게임의 시점에 대해 살펴보았다. 현재 게임의 시점으로 많이 논의되고 있는 1인칭 시점, 3인칭 시점, Top-Down 시점, Side-View 시점, Quarter-View 시점, 아이소매트릭 시점 등은 게임 텍스트와 플레이어의 상호소통적 측면에 대한 고려가 충분하지 못하다. 이에 본 논문에서는 게임 텍스트와 플레이어 간의 인터랙티브 관점에서 1차 저자인 제작자와 2차 저자인 플레이어의 내포저자로서의 기능을 살피고 내포저자로서의 플레이어와 플레이어 캐릭터 사이의 거리감을 통하여 게임의 시점에 대해 논의하였다.

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A Study Based on Alienation Theory to Analyze Different Modes in Meta- Fictional Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.185-190
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    • 2023
  • With the continuous development of the game field, the subdivision of game types is becoming more and more precise. There are also more and more games that draw on some achievements in other fields in their game design. Among them are meta-fiction games based on metafiction. This article will explore whether the combination of a meta-fiction game and a side-scrolling game with a unique visual experience is appropriate. If the side-scrolling game is the external form of the game, then the meta-fiction game is the internal content core of the game. The degree of fit between the external form and the internal core will undoubtedly determine the lower limit and upper limit of the game quality. Based on alienation theory, this article takes several highly rated side-scrolling games on the market as examples to conduct a theoretical analysis on the compatibility of side-scrolling games and metafiction games. The analysis results suggest that compared to first-person games, side-scrolling games with a unique third-person perspective have the best compatibility with meta-games.

동작관찰 중 동작 수행 시 시점의 변화에 따른 뇌 활성의 변화 (Change of Brain Activation due to Change of Viewpoint in Action during Action Observation: an EEG Analysis Study)

  • 김외진;심지영;이세영;진현진
    • PNF and Movement
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    • 제14권3호
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    • pp.209-217
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    • 2016
  • Purpose: Treatments using a mirror neuron system, such as 3D virtual reality therapy, are used in stroke rehabilitation, but they need to be constructed according to a detailed procedure. The aims of this study were to analyze electroencephalograms (EEG) during relaxation and action while observing first person perspective (1AE) and third person perspective (3AE) videos of the right hand for 20's. Methods: Thirty participants (Male=4, Female=26) were recruited for this study. Participants were selected by a vividness of movement imagery questionnaire (VMIQ). EEG was measured during relaxxation and during action with 1AE and 3AE videos, focusing on the supination and pronation actions of participants' right hands. An absolute mu rhythm, a relatively high alpha power, and a relative beta power were identified. In each group, one-way repeated measures ANOVA was used for statistical analysis. Results: Measurement of absolute mu rhythms was significantly suppressed for both 1AE and 3AE compared with relaxation in C3 and C4 regions. High alpha wave measurements were significantly suppressed for both 1AE and 3AE in all regions, while beta wave measurements were significantly increased only for 3AE in F3 and F4 regions. Conclusion: Based on this study, we suggest that the mirror neuron system is activated during actions accompanied by action observation, especially actions with 3AE video observation, which can be a great therapeutic mathod in stroke rehabilitation.