• Title/Summary/Keyword: 기억 효과

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The effect of syntatic and pragmatic Constraints on Sentential Representaition and Memory Accessibility (통사적 제약과 화용적 제약이 문장의 표상과 기억접근에 미치는 효과)

  • Kim, Sung-Il;Lee, Jae-Ho
    • Korean Journal of Cognitive Science
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    • v.6 no.2
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    • pp.97-116
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    • 1995
  • This study was conducted to investigate how syntaction and pragmatic constraints influence the sentential representation and memory accessibility. In order to seperate the syntactic constraints from the pragmatic constraint from the pragmatic constraints,the syntactic role of constituent in the sentence (subject or object) and the order of mention(first or second) were manipulted.After each sentence was presented by RSVP procedure,the probe recognition time was measured to investigate memory accessibility.In Experiment 1,in which SOA interval was 255ms,it was found that the subject of a sentece were more accessible than the object and participants first in a sentence were more accessible than participants mentioned later.However, in Experiment 2,in which SOA interval was 1540ms,it was found that participants mentioned first in a sentence were more accessible than participants mentioned later while there was no significant difference between the subject and object of a sentece.These results suggest that the syntactic and pragmatic constraints have an independent effect on the initial senential representation at the early stage of constructing representation,but as time passes only the pragmatic constraints influence sentential representation.These results also support a theoretical position which assumes that sentential representation is constructed through the process of convergent statisfaction of multiple constraints.

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Effect of Distractor Memorability on Target Memory Performance (방해자극의 기억용이성이 목표자극의 기억 수행에 미치는 영향)

  • Jeong, Su Keun
    • Science of Emotion and Sensibility
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    • v.25 no.2
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    • pp.3-10
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    • 2022
  • Memorability is an indicator of how well a stimulus can be remembered. Studies on memorability have shown that stimulus memorability cannot be explained by the perceptual and semantic properties of a stimulus, suggesting that memorability is an intrinsic property of a stimulus. Though real-world scenes almost always contain multiple objects, previous studies on memorability have mainly tested memory performance using a single stimulus. In the current study, we investigated how multiple stimuli with different levels of memorability interact with each other. Participants were asked to remember a high or low memorability target presented with a high or low memorability distractor in the encoding block. Participants' memory accuracy was measured by a sensitivity index in the testing block. Results showed that a high memorability target was easier to remember. However, the distractor memorability level did not modulate this target memorability effect. The current results support previous studies that showed a highly memorable stimulus does not automatically induce bottom-up attentional shifts.

Meta-cognitive awareness and prospective memory retrieval process: The effect of voluntary attention allocation strategy (메타 인지적 인식과 미래계획기억 인출 과정: 자발적 주의 할당 전략의 효과)

  • Yoon, Yong-Sik;Sohn, Young-Woo
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.145-172
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    • 2011
  • Prospective memory (PM) is memory for activities to be performed in the future, such as remembering to purchase a piece of fruit on the way home or remembering to give someone a telephone message. Theoretically, PM retrieval can be accomplished either by controlled monitoring of intended action or by a more automatic process that spontaneously responds to the presence of intended event. The present study examined the effect of meta-cognitive awareness in PM retrieval process. In Experiment 1, we manipulated PM condition with a salient cue to stimulate participants' meta-cognitive awareness. Results showed the salient cue condition spontaneously triggered remembering to perform an intended action. In Experiment 2, we manipulated participants' meta-cognitive awareness about PM task difficulty and about the degree to which cognitive capacity is required to realize the PM task. Results showed that PM retrieval process varied with meta-cognitive awareness (i.e., more resources were allocated if the PM task was expected to be difficult). These results imply that participants' meta-cognitive awareness play an important role in PM retrieval process.

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흰쥐의 실험적 건망모델에 있어 항치매 효과물질의 약효검색에 관한연구(I)

  • 이영근;류항목;양지선;김옥희;최병천;이숙영
    • Proceedings of the Korean Society of Applied Pharmacology
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    • 1992.05a
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    • pp.43-43
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    • 1992
  • 최근 수년 전부터 학습(learning), 기억(memory)의 분자약리학적 기전과 치매(dementia)의 신경생리학적 원인 규명에 대한 연구가 사회적 요구에 부응하여 증가하고 있다. 이에 본 연구에서는 횐쥐를 이용하여 실험실적 건망모델을 설정하여 항치매 물질의 효력 screening을 시도하였다. 실험실적 건망모델은 다음 두 가지 방법으로 설정하였다. 첫째, Acetylcholine 길항제인 Scopolamine을 사용하여 중추신경계중 기억, 학습기전과 관련된 것으로 알려진 cholinergic신경계률 차단하여 유발한 실험적 건망모델과, 둘째, 단백질합성 저해제인 cycloheximide를 사용하여 기억, 학습경로에 관여하는 수종의 중추 단백질듈을 비선택적으로 저해하여 유발한 실험적 건망모델을 이용하여 인삼, 오미자등의 항치매 효과를 검색하고자 수동적 회피학습능, 능동적 회피학습능, 자발운동량을 측정하여 기억, 학습, 행동의 상관 관계를 고찰하였다.

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Analyses of Behaviors of a Shape-Memory-Alloy Torque Tube Actuator (형상기억합금 비틀림 튜브 작동기의 거동 해석)

  • Kim, Jun-Hyoung;Kim, Cheol
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.8
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    • pp.1083-1089
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    • 2010
  • Shape memory alloys (SMAs) are smart materials. The unique characteristics of SMAs enable the production of large force and displacement. Hence, SMAs can be used in many applications such as in actuators and active structural acoustic controllers; the SMAs can also be used for dynamic tuning and shape control. A SMA torque tube actuator consisting of SMA tubes and superelastic springs is proposed, and the behaviors of the actuator are investigated. From the results of heat transfer analysis, it is proved that the SMA torque tube actuator with both resistive heating of SMA itself and a separate conventional heating rod in the tube core has good performance. The behavior of an actuator system was analyzed by performing a contact analysis, and the twisting motion was noticed when checking the actuation. 3D SMA nonlinear constitutive equations were formulated numerically and implemented by performing a nonlinear analysis by using Abaqus UMAT.

A Study of Evaluating VR Learning Styles on User Attention and Memory (가상현실 교육설계방식에 따른 학습자 주의와 학습 기억에 관한 연구)

  • Park, Kyoung-Shin;Goo, Ja-Young
    • The KIPS Transactions:PartB
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    • v.14B no.2
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    • pp.119-126
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    • 2007
  • This paper presents a study investigating the effects of VR learning style on user attention and memory. The study involved users performed the guided or unguided style learning in the virtual environment while user attention was measured through physiological sensors (EEG, ECG, and GSR) and an eye tracking system. The users experienced the five specific events in a virtual environment associated with different stimuli, while they were given more specific goals during the guided task whereas they were given more goal asking them to actively search for the interesting items during the unguided task. The subject's attentions workload, feelings, memories about VR experience were measured by using a variety of physiological sensors during the task, video analysis, and post test survey. The results showed that the unguided task followed by the guided task made a considerable learning effect by giving a preview effect to the user. Moreover, the guided task drew more user attention and mental workload than the unguided task did.

The Effect of Digital Signage and Smart Media Convergence on Memory and Attitude According to the Level of Engagement and Interactivity (디지털 사이니지와 스마트 미디어 융합이 인게이지먼트와 상호작용성 수준에 따라 기억과 태도에 미치는 영향)

  • Han, Kwang-Seok
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.1-7
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    • 2017
  • This study examined how the memory effect and the brand attitude effect differ according to the interaction (high / low) and the involvement (high / low) of digital signage. The two-way MANOVA analysis using SPSS 18 was used for the empirical analysis. The results of this study are as follows: First, GRM is recalled if the level of interactivity and inffence of digital signage is low, but if both conditions are high, ARM recalls. Second, if the interaction of digital signage is low and the level of engagement is high, a lot of memory information is formed that forms the overall attitude of the product. In addition, even though the interaction level is high and the engagement is low, the attitude cognitive response through the overall evaluation is formed rather than the attribute information. Third, brand attitude was positive when interactivity level was high and engagement level was high.

A Study on Learning Effect of Serious Game for Memory Improvement (기억력 향상 기능성 게임의 학습 효과에 대한 연구)

  • Lee, Hwa-Min;Hong, Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.39-46
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    • 2011
  • Serious games are designed for special purposes of education, training, treatment as well as game-like fun and entertainment. Recently, domestic and foreign market of serious game are growing rapidly. By dissemination of smartphone, the global market for serious game will be expanded for various purposes and users. In this paper, we design and implement serious game 'QUICK REMEMBER 20' for memory improvement using smartphone. We analyze game users based on socio-demographic characteristics and evaluate the learning effectiveness of this game with statistic method.

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Neuroprotective Effect of Yukmijihwamg-tang(Liuweidihuangtang) Gamibang on the Deficits of Learning and Memory in Trimethyltin-Intoxicated Rats (트리메틸틴에 의해 유도된 흰쥐의 학습과 기억력 손상에 대한 육미지황탕가미방의 신경보호 효과)

  • Jeung, Hee-Sang;Kim, Geun-Woo;Koo, Byung-Soo
    • Journal of Oriental Neuropsychiatry
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    • v.20 no.1
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    • pp.75-87
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    • 2009
  • 목적 : 이 연구는 알쯔하이머 병에 대한 육미지황가미방의 효과를 조사하였다. 육미지황가미방은 산약, 산수유, 복령, 목단피, 구기자, 택사, 숙지황을 포함한 여러 가지 한약재의 전탕액으로 치매의 한약 치료제로 널리 사용되어 왔다. 방법 : 이 약물의 신경보호 작용을 조사하기 위해, 수중미로를 사용하여 학습과 기억에 대한 육미지황가미방의 효과를 평가 했고, 트리메틸틴은 강력한 유독물질로 선택적으로 중추신경계와 면역계의 세포를 파괴시킨다. 트리메틸틴(6.0 mg/kg, i.p.)주입 후, 쥐에게 육미지황가미방(400mg/kg, p.o.)를 2주 동안 날마다 복용시켰으며, 수중미로를 수행시켰다. 결과 : 육미지황가미방을 트리메틸틴에 노출시킨 쥐에 투약했으며, 그들은 수중미로에서 학습과 기억의 향상을 보였고, 이는 육미지황가미방이 어떠한 환경에서는 트리메틸틴으로 유발된 신경퇴화 후 중추신경계의 결손을 감소시킬 수 있음을 보여준다. 결론 : 이러한 결론은 육미지황가미방이 인지능력을 증가시키고, 트리메틸틴으로 유발된 신경퇴화에서 콜린 아세틸전환효소의 정도를 변화시킬 수 있음을 보여준다.

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An Eyetracking Study on the Measurement of Newspaper Advertising Exposure Effects : Comparison with Data Collected by Recognition Measurement (안구운동 추적을 활용한 신문광고 노출효과 측정 방법론 연구 : 보조인지 설문 응답과 비교를 통하여)

  • An, Byung-Wook;Jung, Dae-Hoon;Lee, Joon
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.136-144
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    • 2007
  • 1990년대 후반까지 줄곧 광고 시장 점유율 1위를 차지하던 신문광고가 2001년을 기점으로 광고 시장 점유율의 지속적인 하락세를 보이고 있다. 이는 인터넷과 같은 경쟁적인 뉴미디어가 급격히 성장하는 데 그 원인이 있을 뿐만 아니라, 신문의 광고효과를 산출하는 과학적 방법론이 부족하다는 데에도 그 원인이 있다. 이러한 문제의식에서 출발하여, 본 연구에서는 안구운동 추적(eyetracking)을 활용하여 신문광고의 노출효과를 측정했다. 이를 위하여, 기존 신문 구독자의 인구통계학적 분포에 따라 추출된 50명의 표본을 대상으로, 신문의 면내 광고별 체류시간을 헤드 마운트형 안구운동 추적기(head-mounted eyetracker)를 활용하여 측정했다. 실험 결과, 데이터의 95%가 기존의 주의-기억 단계를 따르는 순차적인 정보처리모델과 스타치 구독률 조사(starch readership reports) 결과와 안구운동 추적 결과와 일치했다. 하지만, 5%의 데이터가 주의와 기억 단계의 차이에 기인한 이월 효과(carry-out)로 순차적인 정보처리모델과 일치하지 않는 것으로 나타났다. 즉 5%가량이 광고를 보지 않았음에도 봤다고 표시했다. 또한, 기존에 스타치 구독률 조사와 같은 재인 측정 방법을 통하여 간접적으로 측정하였던 기존의 신문 광고 노출율(보통 30%)에 비하여, 직접 측정한 결과 60%에 달하는 광고 노출율을 보였다. 이는 기존의 인식과 달리, 스타치 구독률 조사가 단순 노출 정도가 아니라, 응답자의 선택적인 기억 결과를 측정한 것임을 보여준다. 이로써, 안구운동 추적을 활용한 노출효과측정은 기존에 스타치 구독률 조사에서 놓치고 있는 부분을 보완할 수 있는 기법임을 보여준다. 또한 이 기법에 의하여 도출된 노출율은 60%에 달하여 기존의 약30%로 제시된 연구결과들이 실제로 측정기법의 한계로 인하여, 기억이 가지고 있는 왜곡을 그대로 반영한 노출율에 관한 자료를 쓰는 것으로 나타났다. 본 연구에서 제안된 노출효과 측정방법론은 기존의 왜곡된 데이터를 보완하고, 신문 광고 시장의 과학적인 측정기법을 발전시키는 데 의미 있는 기여를 할 것으로 기대한다.

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