• 제목/요약/키워드: cognitive error

검색결과 242건 처리시간 0.026초

3D 스위트닝 과정을 이용한 입체영상의 효율적인 공간 연출 (Using 3D Sweetening for Efficient Directing Space in Stereoscopic Image)

  • 김명하;홍현기
    • 한국콘텐츠학회논문지
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    • 제12권10호
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    • pp.63-71
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    • 2012
  • 입체영상은 공간에 대한 정확한 깊이인식을 기본으로 하며, 공간 디자인 및 인지과학 등의 다양한 차원에서 접근해야 한다. 특히 휴먼 팩터(human factor)를 고려한 인간공학적 설계가 중요하다. 즉, 입체영상설계자는 양안시차를 결정할 때, 인간의 눈과 카메라 시점을 일치시켜야 한다. 이 과정에서 광학적(dichoptic) 오차에 의한 왜곡 등의 구조적인 문제가 발생하며, 이를 해결하기 위해 기하학의 재해석 및 인간공학적 설계를 기반으로 시각 피로를 최소화하는 3D 스위트닝(sweetening)과정이 요구된다. 본 연구는 입체영상의 근본적인 불일치 문제를 실험영상의 제작을 통해 분석하고, 생체 안정성과의 상관관계를 파악한다. 이를 통해 인간공학적 설계에 기초한 다양한 입체영상의 공간 연출 방법을 제안한다.

의사결정나무 분석기법을 이용한 농촌거주 노인의 우울예측모형 구축 (A Predictive Model of Depression in Rural Elders-Decision Tree Analysis)

  • 김성은;김선아
    • 대한간호학회지
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    • 제43권3호
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    • pp.442-451
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    • 2013
  • Purpose: This descriptive study was done to develop a predictive model of depression in rural elders that will guide prevention and reduction of depression in elders. Methods: A cross-sectional descriptive survey was done using face-to-face private interviews. Participants included in the final analysis were 461 elders (aged${\geq}$ 65 years). The questions were on depression, personal and environmental factors, body functions and structures, activity and participation. Decision tree analysis using the SPSS Modeler 14.1 program was applied to build an optimum and significant predictive model to predict depression in rural elders. Results: From the data analysis, the predictive model for factors related to depression in rural elders presented with 4 pathways. Predictive factors included exercise capacity, self-esteem, farming, social activity, cognitive function, and gender. The accuracy of the model was 83.7%, error rate 16.3%, sensitivity 63.3%, and specificity 93.6%. Conclusion: The results of this study can be used as a theoretical basis for developing a systematic knowledge system for nursing and for developing a protocol that prevents depression in elders living in rural areas, thereby contributing to advanced depression prevention for elders.

스마트폰의 정보구조와 사용자경험 (A Study on Information Architecture & User Experience of the Smartphone)

  • 이영주
    • 디지털융복합연구
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    • 제13권11호
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    • pp.383-390
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    • 2015
  • 본 연구에서는 스마트 폰의 사용 시 가장 많은 이용 목적을 가진 정보 검색의 인터페이스의 정보 구조와 사용자 경험 패턴을 분석하여 보다 효율적인 사용자 경험을 제공하는데 목적을 두었다. 대표적인 모바일 인터넷 접속 기기인 스마트폰의 특징과 사용자 경험 요소에 대해 알아보는 것을 우선으로 정보 검색에 있어 가장 많이 사용되는 포털 사이트인 네이버와 다음의 메인 페이지를 중심으로 분석하였다. 연구의 결과 네이버와 다음은 각각 28개와 15개의 카테고리로 구성되어 있었다. 또 네이버와 다음 모두 하향식 순차 구조를 가지고 있었으며 네이버의 카테고리에서는 3Depth 계층을 가지고 있음을 알 수 있었다. 네이버의 경우는 중복된 뉴스 콘텐츠와 과도한 스크롤의 사용으로 인지 부하의 가능성이 제기 되었으며 다음의 경우는 하단의 쇼핑 카테고리에 있어 터치 제스처 사용의 오류 가능성이 제기 되었다.

SC-IQ의 간이 측정방법 개발 (Development of a Simplified Version of SC-IQ in Korea)

  • 김은미;배상수
    • 보건교육건강증진학회지
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    • 제29권1호
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    • pp.73-87
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    • 2012
  • Objectives: The purpose of this study was to examine the compositional fitness and independence of the original six dimensions and the newly-designed six dimensions of Integrated Questionnaire for the Measurement of Social Capital[SC-IQ], and to explore the more simplified version for convenient use in public health-related social capital studies. Methods: This study reanalyzed social capital items included in a 2004 community health survey of K-city conducted by Hallym Health Services Research Center. Data was collected from 1,000 adults using core questions of SC-IQ. Explanatory factor analyses to all questions were done, and the new six dimensions were established. Confirmatory factor analyses[CFA] were done on the original and new six dimensions. And then reliability and validity test were done. SPSS 15.0 and AMOS 7.0 were used. Results: The final CFA module to the new SC-IQ exhibited Root Mean Square Error of Approximation[RMSEA] 0.028 and only compositional fitness and independence, and was composed of four dimensions and eight questions, and covers all elements of social capital including structural, cognitive, operational, outcome, bonding and bridging elements. Conclusion: This study demonstrates the utility of a new, simplified version of SC-IQ as well as its convenience.

대두 이소플라본 섭취가 흰쥐에서 미로수행능력과 뇌 중 Acetylcholinesterase 활성에 미치는 영향 (Effect of Soy Isoflavone Intake on Water Maze Performance and Brain Acetylcholinesterase Activity in Rats)

  • 오현경;김선희
    • Journal of Nutrition and Health
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    • 제39권3호
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    • pp.219-224
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    • 2006
  • This study was performed to determine the effect of soy isoflavones on brain development and function in rats. Forty Sprague-Dawley male rats were provided diets containing different levels of soy isoflavones for 6 weeks; 0 ppm (control), 50 ppm (low isoflavone intake; LI), 250 ppm (medium isoflavone intake; MI) and 500 ppm (high isoflavone intake; HI). Learning ability was evaluated by a Y-shaped water maze and the activity of acetylcholinesterase in brain was assayed after decapitation. Food intake and body weights as well as weights of brain, liver, spleen, heart and kidney showed no significant difference among the four groups, which means 500 ppm of isoflavones is safe. In the water maze test, the frequency of error counted when rats entered one end of the alley without platform was significantly lower in the HI group than in the control group, and the escape latency as swim time taken to escape on the hidden platform was significantly shorter in the HI group than in the LI and control groups. The activity of acetylcholinesterase of the brain was significantly higher in the HI and MI groups than in the control group. Therefore, the results indicate that isoflavones may improve the cognitive function without adverse effects.

AHP 기법의 적용효과및 한계점에 관한 연구 -MIS 성공요인평가를 위한 3가지 통계기법 비교중심- (Application effect and limitation of AHP as a research methodology -A comparison of 3 statistical technique for evaluating MIS success factor-)

  • 윤재곤
    • 한국경영과학회지
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    • 제21권3호
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    • pp.109-125
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    • 1996
  • Biases and errors in the human being's reasoning process have been studied continuously by the researchers, especially psychlogists and social scientists. These bias phenomenon is classified on the basis of the origin, i. e. motivation and cognition. Furthermore the necessity of research on the bias in the management and management information system areas in increased more and more recently, which have their academic backgrounds in the psychology and social science. The biased information stream is transformed into the systematic error due to the motivation and cognitive bias of human-being, then its resulting phenomena are as follows; 1. the availability of salient information 2. preconceived ideas or theories about peoples and event 3. anchoring and perseverence phenomena. In order to reduce the information errors, Satty suggested the Analytic Hierarchy Process (AHP) that is the subject of this paper and that is widely used for evaluation of complex decision making alternatives. THerefore this paper studies AHP's effects and its limitations in applying to the management area. Thus this paper compared the performances of the 3 models : 1 the traditional additive regression model. 2 regression model using the factor score, and 3 the regression model with AHP. As a result, 3 models produce the different outcomes.

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A Bottom-up and Top-down Based Disparity Computation

  • Kim, Jung-Gu;hong Jeong
    • Journal of Electrical Engineering and information Science
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    • 제3권2호
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    • pp.211-221
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    • 1998
  • It is becoming apparent that stereo matching algorithms need much information from high level cognitive processes. Otherwise, conventional algorithms based on bottom-up control alone are susceptible to local minima. We introduce a system that consists of two levels. A lower level, using a usual matching method, is based upon the local neighborhood and a second level, that can integrate the partial information, is aimed at contextual matching. Conceptually, the introduction of bottom-up and top-down feedback loop to the usual matching algorithm improves the overall performance. For this purpose, we model the image attributes using a Markov random field (MRF) and thereupon derive a maximum a posteriori (MAP) estimate. The energy equation, corresponding to the estimate, efficiently represents the natural constraints such as occlusion and the partial informations from the other levels. In addition to recognition, we derive a training method that can determine the system informations from the other levels. In addition to recognition, we derive a training method that can determine the system parameters automatically. As an experiment, we test the algorithms using random dot stereograms (RDS) as well as natural scenes. It is proven that the overall recognition error is drastically reduced by the introduction of contextual matching.

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연습이 화학문제 해결에 미치는 효과 (The Effects of Training on Chemical Problem-Solving Learning)

  • 이명자;김미영;이진희
    • 한국과학교육학회지
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    • 제16권3호
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    • pp.295-302
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    • 1996
  • The purpose of this study was to investigate the effects of training and use of worked-example on chemical problem-solving learning. Schema acquisition and rule automation are the basic components of skilled problem-solving, which are dependent on appropriately focused attention and sufficient cognitive resources. Training and use of worked-example facilitate schema acquisition and rule automation, so improve problem-solving learning. The subjects of this study were 60 high school students. The average age was 17 years old. Then, they were randomly assigned to each groups and the chemical reaction problems used as experimental materials. The independent variables of this study were training and use of worked-examples and dependent variables were time for solution and the number of error. The results of this study were as follows; 1. The worked-example groups spent significantly less time on solution for acquisition problems than the conventional problem groups. 2. The long-acquisition groups spent significantly less time on solution for acquisition problems than the short-acquisition groups. 3. The modified worked-example groups did not spend significantly less time on solution for acquisition problems than the worked-example groups.

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자가적응모듈과 퍼지인식도가 적용된 하이브리드 침입시도탐지모델 (An Hybrid Probe Detection Model using FCM and Self-Adaptive Module)

  • 이세열
    • 디지털산업정보학회논문지
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    • 제13권3호
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    • pp.19-25
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    • 2017
  • Nowadays, networked computer systems play an increasingly important role in our society and its economy. They have become the targets of a wide array of malicious attacks that invariably turn into actual intrusions. This is the reason computer security has become an essential concern for network administrators. Recently, a number of Detection/Prevention System schemes have been proposed based on various technologies. However, the techniques, which have been applied in many systems, are useful only for the existing patterns of intrusion. Therefore, probe detection has become a major security protection technology to detection potential attacks. Probe detection needs to take into account a variety of factors ant the relationship between the various factors to reduce false negative & positive error. It is necessary to develop new technology of probe detection that can find new pattern of probe. In this paper, we propose an hybrid probe detection using Fuzzy Cognitive Map(FCM) and Self Adaptive Module(SAM) in dynamic environment such as Cloud and IoT. Also, in order to verify the proposed method, experiments about measuring detection rate in dynamic environments and possibility of countermeasure against intrusion were performed. From experimental results, decrease of false detection and the possibilities of countermeasures against intrusions were confirmed.

게임 내 캐릭터 뽑기 사용자의 과금 심리 분석 : 퍼즐 앤 드래곤을 중심으로 (Psychological Analysis on Consumer Sentiment for Gacha)

  • 김소울
    • 한국게임학회 논문지
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    • 제16권3호
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    • pp.77-86
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    • 2016
  • 게임 산업 시장이 모바일 게임중심으로 변화하며, 모바일 게임 상의 가상전자화폐 구매는 게임업체의 주요 수익창출요소가 되어 왔다. 특히 확률게임 원리가 도입된 캐릭터 뽑기 시스템은 가상전자화폐를 이용한 대표적인 수익창출요소이다. 본 연구에서는 그러한 게임업체 가운데서도 이례적인 매출을 기록한 일본의 겅호 엔터테인먼트의 모바일 게임 퍼즐 앤 드래곤의 캐릭터 뽑기 시스템에 과금하는 사용자들의 심리를 분석하였다. 연구의 결과 도출된 세 가지 심리적 요인은 다음과 같다: (1) 갓 페스티벌의 확률게임에 적용되는 도박적 심리반응 추구와 인지적 오류의 발생 (2) 기간한정 갓 페스티벌과 콜라보의 희소성메시지의 전달을 통한 반응심리 (3) 친구시스템 및 캐릭터 콜렉션을 통한 개인적 만족감의 추구.