• Title/Summary/Keyword: attention effect

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Evaluate Role of Negative Emotions effect in Advertising

  • Khorvash, Mahdi
    • East Asian Journal of Business Economics (EAJBE)
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    • v.2 no.2
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    • pp.53-57
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    • 2014
  • Persuasive emotion advertising has great effect on attention and motivation. The using of negative emotions has been an interest in consumer psychology and advertising. This is because emotions place impact on consumers, attention and decision making. Emotions are also believed to cretin evoke brand name from memory. This paper presents the evidence for the impact of negative emotions by comparing then greater with positive emotions advertising.

The Effect of Focus of Attention (Sadness and Joy) on Altruism (슬픔과 기쁨, 그 정서의 소재유형이 중학생의 이타행동에 미치는 효과)

  • KWON, Myn Gyun;CHUNG, Ock Boon
    • Korean Journal of Child Studies
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    • v.9 no.2
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    • pp.95-117
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    • 1988
  • The present research was designed to study the effect of gender differences and focus of attention (on sadness and on joy) in altruistic behavior. The subjects were 74 boys and 76 girls from a junior high school in Seoul. Emotion arousing and focus of attention identifying methods were used. Statistical analyses were with two-way ANOVA and $Scheff\acute{e}$ test. There were significant differences in altruisic behavior between the sadness self-oriented group and the sadness other-oriented group. The results were explained in terms of the accessibility of cognitive contents.

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Effect Analysis of a Artificial Intelligence Attention Redirection Compensation Strategy System on the Data Labeling Work Attention Concentration of Individuals with Developmental Disabilities (인공지능 주의환기 보상전략 시스템이 발달장애인의 데이터 라벨링 작업 주의집중력에 미치는 효과 분석)

  • Yong-Man Ha;Jong-Wook Jang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.119-125
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    • 2024
  • This paper investigates the effect of an artificial intelligence attention redirection compensation strategy system on the data labeling work attention concentration by individuals with developmental disabilities. Task accuracy and task performance for each session were used as measures of attention concentration. As a result of the study, after the intervention was applied, a significant improvement in attention concentration was observed in all study subjects compared to self-serving task. These results mean that artificial intelligence technology can have a positive effect on improving the attention span of people with developmental disabilities during data labeling tasks. This study shows that the application of artificial intelligence technology can improve the quality of learning data by improving the accuracy of data labeling tasks for people with developmental disabilities, and is expected to provide important implications for vocational training programs related to data labeling for people with developmental disabilities.

The Effect of Game and Mandala on the Attention of School-aged Children (게임 및 만다라의 융복합적 접근이 학령기 아동의 주의 집중력에 미치는 영향)

  • Kim, Soo-Han;Kim, Ko-Un
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.525-533
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    • 2015
  • Purpose: The purpose of this study was designed to find out the effect of game and mandala convergence approach on the attention ability of the with school aged children. Method : The subjects of study were 30 children(11 male, 19 female) with school aged children who were attending in A, B community children center located in B city. The intervention was administered for 4 weeks : 3 times a weeks and 12 sessions in total. They were separated into a mandala group(n=10), game group(n=10) and control group(n=10). The experimental group was provided game and mandala program for 4 weeks. Each group examined though FAIR attention and concentration test. Result : The results of this study showed that the game and mandala program was effective to improved attention ability of the school aged children. Conclusion: This study concludes that game and mandala program had effect on the improvement of children's attention.

The Effect of Interactive Metronome Training on Attention to Autism Spectrum Disorder Children: Single Case Study (상호작용식 메트로놈(Interactive Metronome; IM) 훈련이 자폐 스펙트럼 장애아동의 주의집중력에 미치는 영향 : 단일대상연구)

  • Cho, Sun Young;Ju, Yumi
    • Therapeutic Science for Rehabilitation
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    • v.7 no.4
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    • pp.57-66
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    • 2018
  • Objective: The purpose of this study is to investigate the effect of interactive metronome (IM) training on attention among children on the autistic spectrum. Methods: This is a single case study, using ABA design, of one child with autism spectrum disorder (ASD) who had attentional difficulties. A total of 20 sessions were conducted: 3 baseline sessions (A), 14 intervention sessions (B), and 3 follow-up baseline sessions (A'). During the intervention period (B), IM training was performed. Inattention and attention activities were measured as the dependent variables in all three phases (A, B, and A'). Results: Compared to baseline, the subject's inattention decreased in the IM training mediation period, and the performance of activities requiring attention also improved. The intervention effect was maintained even during the follow-up baseline period. Conclusion: The results of this study suggest that IM training positively influences attention among children with ASD with attention deficit symptoms. Further, it provides the clinical basis of IM training as an intervention for children with ASD.

Internet article's context and attention effects of the attitude toward advertising and corporate image (인터넷 기사의 맥락과 주목도가 광고태도와 기업이미지에 미치는 효과)

  • Kim, Eun-Hee;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.129-136
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    • 2012
  • This study is presented on the corporate advertising strategy utilizing internet on corporate social responsibility in the context of the articles. To this end, Internet articles divided into positive and negative contexts, and has even attracted the attention of Internet articles and high /low and then separated into groups on ad attitudes and corporate image, the interaction effect was examined. Firstly, the Internet, a low level of condition of the article noted, in the context of a positive than a negative context, recall rates were higher. Second, the context of Internet articles and attention on the interaction effect between attitude toward advertising appeared. Third, the context of Internet articles and attention on the interaction effects between the corporate image appeared. Finally, the context of Internet articles and attention on competitive interactions between the corporate management was effective. Thus, the context of Internet articles based on the level of attention and context to determine the effect of advertising by consumer advertising awareness and favorable attitude toward corporate advertising and corporate image enhancement and competitiveness of business management can be an effective strategic plan suggests that.

Effect of a Multi-Sensory Play Therapy Program on the Attention and Learning of Children with ADHD (다감각놀이치료 프로그램이 ADHD 아동의 주의집중력과 학습에 미치는 영향)

  • Oh, Hyewon;Kim, Koun
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.4
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    • pp.23-32
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    • 2019
  • Purpose : The purpose of this study was to evaluate the effects of multi-sensory treatment programs on attention and learning in ADHD children. Methods : The program was provided for 50 minutes twice a week for a total of 12 times over 6 weeks. The FAIR concentration test was used to identify the children's concentration of attention before and after the intervention. The children's learning ability was evaluated using K-ABC. Results : When attention was evaluated using FAIR, there was a significant increase in all dependencies of performance value (P), quality value (Q), and continuity value (C) (p>.05). In addition, when learning ability was evaluated using K-ABC, learning ability in general increased significantly (p>.05). The multi-sensory play therapy program had a positive effect on the children's attention and learning ability and thus it is a positive intervention method for children with ADHD. Conclusion : In addition to providing challenging activities, the program showed that it was possible to elicit the children's interest by engaging a variety of senses at the same time. This is believed to have motivated them internally to engage actively in the program.

Forecasting Crop Yield Using Encoder-Decoder Model with Attention (Attention 기반 Encoder-Decoder 모델을 활용한작물의 생산량 예측)

  • Kang, Sooram;Cho, Kyungchul;Na, MyungHwan
    • Journal of Korean Society for Quality Management
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    • v.49 no.4
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    • pp.569-579
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    • 2021
  • Purpose: The purpose of this study is the time series analysis for predicting the yield of crops applicable to each farm using environmental variables measured by smart farms cultivating tomato. In addition, it is intended to confirm the influence of environmental variables using a deep learning model that can be explained to some extent. Methods: A time series analysis was performed to predict production using environmental variables measured at 75 smart farms cultivating tomato in two periods. An LSTM-based encoder-decoder model was used for cases of several farms with similar length. In particular, Dual Attention Mechanism was applied to use environmental variables as exogenous variables and to confirm their influence. Results: As a result of the analysis, Dual Attention LSTM with a window size of 12 weeks showed the best predictive power. It was verified that the environmental variables has a similar effect on prediction through wieghtss extracted from the prediction model, and it was also verified that the previous time point has a greater effect than the time point close to the prediction point. Conclusion: It is expected that it will be possible to attempt various crops as a model that can be explained by supplementing the shortcomings of general deep learning model.

Development of Mobile Application Prototype Inducing Learner's Attention (학습자의 주의집중을 유도하는 모바일 애플리케이션 프로토타입 개발)

  • Roh, Kyoung Eui;Lee, Chan Haeng;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.391-398
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    • 2022
  • As non face-to-face classes carry on discussion about learner's attention continues. To improve learning effect learner's attention is important whether non face-to-face classes or face-to-face classes. In this study a mobile application prototype inducing learner attention is developed taking account of learner emotion that is one of the factors affecting learner attention. When learner selects one of the four emotions displayed in the application, it shows the activity inducing the learner's attention related to the selected emotion. In order to evaluate the usability of the developed application, 32 middle and high school students are asked to run the application and then conduct a survey using 5 point Likert scale. The survey result indicates that there is a possibility that the developed application in this study induces learner attention as showing that the result point of 'I can pay attention' and 'I feel psychological stable' is respectively 3.56 and the result point of 'I feel useless thought disappear' is 3.6.

A Single Case Study on a Child with ADHD by the Application of Attention Improvement Training Composed of Play and Games (놀이와 게임을 활용한 주의력향상훈련을 적용한 ADHD 아동의 단일사례연구)

  • Kim, Mi-Yeon;Hong, Young-Ki
    • The Korean Journal of Elementary Counseling
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    • v.8 no.1
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    • pp.15-32
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    • 2009
  • The purpose of this study was to make a case study of a fourth- grade child diagnosed as ADHD. The subject in this study, who was the supplier of information, was especially inattentive and. impulsive. The focus of this study was placed on improving his attention, and it's also meant to lighten his impulsiveness. An attention improvement training program was devised by applying play and games that would spark the interest of the ADHD child who was inattentive and felt easily boring. The program was conducted in 15 sessions, and his self-report of attention and impulsiveness and task performance were checked to find out the effect of the program before, after and six weeks after it was implemented. Besides, additional data were gathered by keeping observational and counseling journals and interviewing people around them, and the collected data were analyzed to get a profound understanding of the child. The finding of the study were as follows: First, according to the pretest, posttest and retention test scores on attention and additional data, the attention improvement training that utilized play and game served to boost the attention of the information provider, and that had a lasting effect on that as well. Second, as a result of analyzing the pretest, posttest and retention test scores on impulsiveness and additional data, the attention improvement training that utilized play and games contributed to easing the impulsiveness of the information provider, and that had a continuing effect on that as well. Third, in addition to attention and impulsiveness, there were favorable changes in his peer relationship and confidence when all the collected data were analyzed.

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