• Title/Summary/Keyword: cognitive variable

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Musical Aptitude as a Variable in the Assessment of Working Memory and Selective Attention Tasks

  • Nisha, Kavassery Venkateswaran;Neelamegarajan, Devi;Nayagam, Nishant N.;Winston, Jim Saroj;Anil, Sam Publius
    • Journal of Audiology & Otology
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    • v.25 no.4
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    • pp.178-188
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    • 2021
  • Background and Objectives: The influence of musical aptitude on cognitive test performance in musicians is a long-debated research question. Evidence points to the low performance of nonmusicians in visual and auditory cognitive tasks (working memory and attention) compared with musicians. This cannot be generalized to all nonmusicians, as a sub-group in this population can have innate musical abilities even without any formal musical training. The present study aimed to study the effect of musical aptitude on the working memory and selective attention. Subjects and Methods: Three groups of 20 individuals each (a total of 60 participants), including trained-musicians, nonmusicians with good musical aptitude, and nonmusicians with low musical aptitude, participated in the present study. Cognitive-based visual (Flanker's selective attention test) and auditory (working memory tests: backward digit span and operation span) tests were administered. Results: MANOVA (followed by ANOVA) revealed a benefit of musicianship and musical aptitude on backward digit span and Flanker's reaction time (p<0.05). Discriminant function analyses showed that the groups could be effectively (accuracy, 80%) segregated based on the backward digit span and Flanker's selective attention test. Trained musicians and nonmusicians with good musical aptitude were distinguished as one cluster and nonmusicians with low musical aptitude formed another cluster, hinting the role of musical aptitude in working memory and selective attention. Conclusions: Nonmusicians with good musical aptitude can have enhanced working memory and selective attention skills like musicians. Hence, caution is required when these individuals are included as controls in cognitive-based visual and auditory experiments.

Proposal of Research Methodology Using The Measurement of Perception Difference

  • YANG, Hoechang
    • Journal of Wellbeing Management and Applied Psychology
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    • v.2 no.2
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    • pp.39-45
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    • 2019
  • The purpose of this study is to solve the problem of revision or abbreviation of questionnaires based on the previous studies suggested by many existing empirical studies. In addition, this study aims to provide the theoretical basis of the research method which has been variously approached since it presents the methodology that can directly measure the research object. For this purpose, this study proposed a more elaborate analysis method using the differences in perception of individuals who are interested in cognitive research. Specifically, the perception gap(D) can be used as an independent variable, a dependent variable, and a moderating variable. And this study suggested an effective research approach using the measurement of perception difference. The difference of perception suggested that it can be used as a measure to overcome the limitations of existing researches used it as independent variables or mediating variables that measure only one factor of expectation and performance or importance and satisfaction. In addition, it is highly likely that various analyzes on the perception differences, which are the result of measuring target factors for the same person, will be quite effective in the situation where follow-up of respondents is difficult. This study is expected to overcome various limitations reported by empirical studies such as scale utilization problem and follow-up survey difficulty. In future research, it was expected that the limitation of the factor derivation process in the research approach could be complemented by web crawling and text mining of big data analysis.

An Exploratory Study on Outcome Variable for Educational Serious Game (교육기능성게임의 효과성 측정에 대한 연구)

  • Yoon, Clara;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.546-552
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    • 2016
  • With the increasing popularity of computer games as a leisure activity, there has been a rise in the interest in the effectiveness of serious games. Many of the earlier researches are focused on evaluation of effects, types, developments of serious games, whereas little is known about the after effects of serious games. The aim of this paper is to examine the previous literatures on serious games in regard to their impacts and outcomes of gaming for the purpose of empirical evidence as impacts and outcomes are needed for exploratory study of variable outcomes of educational serious games. It is worth noting that current review would be used as an outcome indicator for verifying the after effects of both cognitive and educational after the usage of these educational serious games.

The Influence of Learner's Individual Characteristics on Using Six Sigma and the Structural Role of an Organization's Learning Culture and its Support (학습자 개인특성이 6시그마 활용에 미치는 영향과 조직의 학습문화 및 조직지원의 구조적 역할)

  • Choi, Seung-Eun;Kim, Min-Sun;Kang, So-Ra
    • Journal of Information Technology Applications and Management
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    • v.17 no.2
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    • pp.19-45
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    • 2010
  • This research has analyzed the differentiated influence of organizational variables(an organization's learning culture and organizational support networks) and personal variables(the individual's motivation to learn and self-efficacy) on the process of gaining and using of knowledge. These two variables have been regarded as the major variables for the successful learning of 6Sigma, according to Social Cognitive Theory. In addition, this research has proven the role structure of the abovementioned two variables through a suitable methodology(Hierarchical Linear Model). In regard to this methodology, the different hierarchical level of the personal variable and organizational variable was especially focused on, and the effect of interaction between the high level and the low level was considered in detail. Considering the current situation, in that the importance of organizational factor and personal factor has been emphasized but the accurate role of each variable has not been verified, the research model is thought to help to establish an effective strategy to implement 6 Sigma.

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Algorithmic approach for handling linguistic values (언어 값을 다루기 위한 알고리즘적인 접근법)

  • Choi Dae Young
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.203-208
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    • 2005
  • We propose an algorithmic approach for handling linguistic values defined in the same linguistic variable. Using the proposed approach, we can explicitly capture the differences of individuals' subjectivity with respect to linguistic values defined in the same linguistic variable. The proposed approach can be employed as a useful tool for discovering hidden relationship among linguistic values defined in the same linguistic variable. Consequently, it provides a basis for improving the precision of knowledge acquisition in the development of fuzzy systems including fuzzy expert systems, fuzzy decision tree, fuzzy cognitive map, ok. In this paper, we apply the proposed approach to a collective linguistic assessment among multiple experts.

An Empirical Study on Influencing Factors of Mobile Game Satisfaction through Mediating Factors of Self-fulfillment and Flow (자아성취감과 몰입 매개요인을 통한 모바일게임 만족도 영향요인의 실증적 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • Journal of Information Technology Services
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    • v.18 no.2
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    • pp.17-35
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    • 2019
  • The objective of this study is to extract affecting factors on game satisfaction of a mobile game through the two mediated variables, self-fulfillment and flow. To apply mobile environment changed into the research model of a mobile game, we classify independent factors into three types such as system characteristics, cognitive characteristics, and individual characteristics. The previous studies for using mobile game have been based on intrinsic motivation, such as flow, as a mediated factor. However, the flow variable has some limitations in explaining user satisfaction aspects of mobile game, and the self-fulfillment variable is popularly used as an important mediated factor in the field of sports science. Because users of mobile game often attain their goals as sports event, we utilize self-fulfillment as well as flow as mediated variables. We developed a research model that includes independent factors, mediated variables of self-fulfillment and flow, and a dependent variable of game satisfaction. The data were collected from 438 users of mobile game and were used for analysis. Based on the survey results, we found the followings: (1) Immediate connectivity, enjoyment, relationship, early adopter tendency, and competitiveness affect self-fulfillment, and self-fulfillment affects the flow. (2) Enjoyment and competitiveness affect self-fulfillment, flow, and game satisfaction simultaneously.

Factors Affecting Intention to Experience of 6th Industry (6차 산업 체험 의향에 영향을 미치는 요인에 관한 연구)

  • Choi, Yang-ae
    • Journal of Venture Innovation
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    • v.3 no.1
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    • pp.117-142
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    • 2020
  • The purpose of this study is to explore the factors affecting the 6th industry experience by Schmitt experience model. The newly introduced variables are the cognitive experience, emotional experience, and social experience that are reconstructed based on Schmitt's experience theory and gender, family as a moderrating variable and trust as a mediation variable. In addition to experience intention. The hypothesis was set as follows. the experience factors that are the cognitive factor, the emotional factor, and the social factor will have a positive(+) influence on the intention to experience. Mooring factors will have a negative(-) effect on intention to experience. For statistical analysis, SPSS 24 and AMOS 23 statistical packages were used to test the research hypothesis. The research was based on 320 questionnaire data and tested by 314 valid responses were analyzed. As a result of the research, First, cognitive, emotional, and social factors had positive(+) effects on experience intention. Among the factors that directly affect the experience intention, the magnitude of influence appeared in the order of cognitive factors > social factors > emotional factors > mooring factors. Second, mooring factors have negative(-) effects on experience intention. Third, Trust has been partially influenced by factors of attraction, cognitive, emotional, and social. Fourth, there are significant statistical differences between men and women in cognitive and mooring factors in the path differences. Fifth, Social factors and mooring factors differed significantly in the composition of the household. Social factors with significant differences in path analysis have also been statistically demonstrated. The results of this study are academically verified that the cognitive, emotional, and social factors have an important influence on the experience intention in the 6th industry experience and the Schmitt's experience model proposed in this study is useful framework of analysis. In practical terms, it could provide implications for what factors should be strategically and marketingly focused to activate the 6th industry experience.

Research on the Ecological System Variables Predicting Korean 4-year-olds' Cognitive Development (만4세 유아의 인지발달에 영향을 미치는 생태체계변인 연구)

  • Kim, Jihyun;Kim, Jung Min
    • Korean Journal of Childcare and Education
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    • v.11 no.2
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    • pp.87-108
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    • 2015
  • The purpose of this study was to investigate the difference in Korean 4-year-olds' cognitive development depending on variables concerning ecological system variables, predictive influences among these variables, and different predictive patterns between working mothers and non-working mothers. The subjects consisted of 998 4-year-olds, derived from the Korean Child Panel data of 2012. The results were as follows: First, 4-year-olds' cognitive development was different depending on their sex, education level of mother and father, mothers' working status, quality of home environment, and mothers' involvement in children's life in their institution. Second, mothers' involvement in children's life in their institution, children's sex, quality of home environment, and mothers' working status predicted 4-year-olds' cognitive development. Third, there was a different pattern of predictive influence among variables according to the mothers' working status. The mothers' involvement in their children's lives in their institution and children's sex was proved to be important in both, but that was more significant in working mothers, and the quality of home environment predicted cognitive development only in working mothers. These results were discussed in terms of necessity of the Korean national policy to support young children's cognitive development efficiently, especially for working mothers.

Effects of Computerized Cognitive Training Program Using Artificial Intelligence Motion Capture on Cognitive Function, Depression, and Quality of Life in Older Adults With Mild Cognitive Impairment During COVID-19: Pilot Study (인공지능 동작 인식을 활용한 전산화인지훈련이 코로나-19 기간 동안 경도 인지장애 고령자의 인지 기능, 우울, 삶의 질에 미치는 영향: 예비 연구)

  • Park, Ji Hyeun;Lee, Gyeong A;Lee, Jiyeon;Park, Young Uk;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.12 no.2
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    • pp.85-98
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    • 2023
  • Objective : We investigated the efficacy of an artificial intelligence computerized cognitive training program using motion capture to identify changes in cognition, depression, and quality of life in older adults with mild cognitive impairment. Methods : A total of seven older adults (experimental group = 4, control group = 3) participated in this study. During the COVID-19 period from October to December 2021, we used a program, "MOOVE Brain", that we had developed. The experimental group performed the program 30 minutes 3×/week for 1 month. We analyzed patients scores from the Korean version of the Mini-Mental State Examination-2, the Consortium to Establish a Registry for Alzheimer's Disease Assessment Packet for Daily Life Evaluation, the short form Geriatric Depression Scale, and Geriatric Quality of Life Scale. Results : We observed positive changes in the mean scores of the Stroop Color Test (attention), Stroop Color/Word Test (executive function), SGDS-K (depression), and GQOL (QoL). However, these changes did not reach statistical significance for each variable. Conclusion : The study results from "MOOVE Brain" can help address cognitive and psychosocial issues in isolated patients with MCI during the COVID-19 pandemic or those unable to access in-person medical services.

Effects of Trust and Cognitive Absorption on Smart Phone Use and User Satisfaction (신뢰와 인지적 몰입 매개변수가 스마트폰의 사용과 만족도에 미치는 영향 분석)

  • Lee, Bong-Gyou;Yeo, Yoon-Ki;Kim, Ki-Youn;Lee, Jong-Hoon
    • The KIPS Transactions:PartD
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    • v.17D no.6
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    • pp.471-480
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    • 2010
  • The purpose of this study is to explore determinants which affect the significant increase in the user acceptance of smart phone. This study also analyzes the effect of each variable on the actual acceptance by empirical methods. In this study, first, the system quality and the service quality are defined as independent variables based on developed IS success model of DeLone & McLean(2003). Second, we proposed the research model by providing trust and perceptual immersion as intermediate variables, and user satisfaction and actual use as dependent variables by the proceeding research for accepting information technology and new service. Third, the statistical analysis is conducted by surveying to 200 smart phone users for verifying a validity of research models and hypotheses. As a result, almost hypotheses are accepted in confidence interval except for the hypothesis between security and trust variable.