• Title/Summary/Keyword: 상호작용 맥락

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Effects of Association and Imagery on Word Recognition (단어재인에 미치는 연상과 심상성의 영향)

  • Kim, Min-Jung;Lee, Seung-Bok;Jung, Bum-Suk
    • Korean Journal of Cognitive Science
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    • v.20 no.3
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    • pp.243-274
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    • 2009
  • The association, word frequency and imagery have been considered as the main factors that affect the word recognition. The present study aimed to examine the imagery effect and the interaction of the association effect while controlling the frequency effect. To explain the imagery effect, we compared the two theories (dual-coding theory, context availability model). The lexical decision task using priming paradigm was administered. The duration of prime words was manipulated as 20ms, 50ms, and 450ms in experiments 1, 2, and 3, respectively. The association and imagery of prime words were manipulated as the main factors in each of the three experiments. In experiment 1, the duration of prime words (20ms) which is expected to not activate the semantic context enough to affects the word recognition was used. As a result, only imagery effect was statically significant. In experiment 2, the duration of prime word was 50ms, which we expected to activate the semantic context without perceptual awareness. The result showed both the association and imagery effects. The interaction between the two effects was also significant. In experiment 3, to activate the semantic context with perceptual awareness, the prime words were presented for 450ms. Only association effect was statically significant in this experimental condition. The results of the three experiments suggest that the influence of the imagery was at the early stages of word recognition, while the association effect appeared rather later than the imagery. These results implied that the two theories are not contrary to each other. The dual-coding theory just concerned imagery effect which affects the early stage of word recognition, and context-availability model is more for the semantic context effect which affects rather later stage of word recognition. To explain the word recognition process more completely, some integrated model need to be developed considering not only the main 3 effects but also the stages which extends along the time course of the process.

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Digital Libraries as Scocio-Technical Interaction Networks: American Memory Project as one example of it (사회기술상호작용망(STIN)으로서의 디지털 도서관: American Memory Project를 중심으로)

  • Joung, Kyoung-Hee
    • Journal of the Korean Society for information Management
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    • v.20 no.4 s.50
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    • pp.91-111
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    • 2003
  • This paper shows that digital libraries can be understood through STIN models which emphasize interactions among components in networks. The enrollment strategies in the American Memory make human and non-human factors interact. Specifically, this paper articulates that the relationships between users and collections, between users and staff, and between users and users are closely linked through the strategies . Observing the linkages among these components ,this paper found that the enrollment processes not only draw users to the American Memory, but also alter roles of components and creates new roles and players for them. The alterations of roles and the resulting changes of relationships among components mean that digital libraries lead to transform the grounding of knowledge works in a society.

Study on the Effects of Interactivity Perception of Art Archive Platform Users on Acceptance and the Intention (아트 아카이브 플랫폼 이용자의 상호작용성 지각이 수용과 이용의도에 미치는 영향에 관한 연구)

  • Kim, Hye-Jung;Park, Jong-Woo
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.540-555
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    • 2016
  • Art in the modern sense takes the lead to reform the society through constant interaction with members in society. Therefore the works of Art should be understood as social compositions that are reconstructed creatively according to the social environmental impact. Recording, collecting and preserving the references are compulsory for the constant social reform, so the importance of Archive is stressed. However, the Art Archive in Korea is operating very limitedly just to provide simple references to the users. Thus, We need to seek for various ways and user-focused service to utilize the digitalized Art culture records, and need positive research on Art Archive to enhance the creative activities. So in this study, we subdivided the interactivity and applied TAM model. Our analysis on the effect on the purpose of use shows that the users need to be provided with useful informations easily for their creative activities. It also shows that the purpose of use increases through awareness of interactivity. However, the result of this study has a limit of the sample so further studies for the purpose is suggested.

Exploring meaning of the context into the educational game (교육용 게임에서 맥락의 의미 고찰)

  • Park, Hyung-Sung;Baek, Young-Kyun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.11-20
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    • 2009
  • The purpose of this study is to consider a line of context into the game-based learning. By reason of that, in this study this system of the roles into interaction game, both variable and flexible, will be considered in terms of what it means and what it takes however, beyond certain reasons, it does not change applicably with the place under the category of players. Therefore, it is obvious that more systems above-mentioned need to be developed on the knowledge-based environment by using educational games as well as assigning the roles of them.

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Comparative Study about Interview Surveys on Water Resources Development and Management in Sustainability's context in Korea (지속가능성 맥락에서 국내 수자원 개발과 관리에 관한 설문조사들에 대한 비교 연구)

  • Kang, Min-Goo;Park, Seung-Woo;Kim, Hak-Kwan
    • Proceedings of the Korea Water Resources Association Conference
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    • 2008.05a
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    • pp.1515-1519
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    • 2008
  • 유역, 수계, 지역, 국가 등과 같은 거대 시스템은 사회 및 경제 시스템, 자연 시스템, 생태 시스템 등으로 구성이 되어 있으며, 이들은 상호작용과 피드백을 하면서 복잡하게 연결되어 있다. 이러한 시스템은 기후, 구성 부시스템, 사회적 선호도, 패러다임 등의 변화에 따라 변한다. 특히, 사회적 선호도나 패러다임과 같은 가치 시스템의 변화는 수자원 이용과 관리에 영향을 미치기 때문에 다양한 방법으로 수요자의 요구를 파악해야 하며, 이를 수자원 계획과 운영에 반영해야 한다. 따라서 수요자와 전문가들의 의견을 주기적으로 조사하여 수자원 상태를 평가하고 문제점을 파악하여 향후 발전 방향을 수립할 필요가 있다. 본 연구에서는 국내에서 실시된 수자원 개발과 관리와 관련된 설문조사 결과를 수집하여 이들을 비교 분석하였다. 이 분석에서는 지속가능성을 맥락으로 하여 설문대상과 설문시기의 변화에 따른 수자원 개발과 관리와 관련된 의견들의 차이를 분석하였으며, 설문조사 결과들을 종합하여 향후 국내 수자원 관리와 개발 방향을 제시하였다.

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An Exploratory Study on Factors Influencing Use Configuration of Interactive Media Services (인터랙티브 미디어 서비스 사용 행태에 영향을 미치는 요인에 관한 탐색적 연구)

  • Yang, Seung-Hwa;Lee, Su-Jin;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.197-204
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    • 2007
  • 사용자들이 직접적으로 영상의 전송과 시청 과정에 참여하고, 그 과정에서 다양한 형태로 상호작용을 할 수 있는 새로운 형태의 미디어 서비스를 인터랙티브 미디어 서비스(Interactive media service: IMS)이라고 한다. 본 연구의 목적은 이러한 인터랙티브 미디어 서비스 사용에 영향을 미치는 요인을 규명하는 것이다. 이를 위해 현재 서비스되고 있는 다양한 형태의 인터넷 미디어 서비스 사용자 12명을 대상으로 한 인터뷰를 진행하였으며 근거 이론 분석법에 따라 이를 분석하였다. 그리고 분석 결과에 따라 도출된 요인들을 바탕으로 인터랙티브 미디어 서비스 사용과 관련한 이론적 틀을 제시하고 이를 검증하기 위한 웹서베이를 실시하였다. 연구 결과, 시스템의 기술적 구조, 커뮤니케이션 맥락, 콘텐츠 특성과 같은 요인들이 인터랙티브 미디어 서비스 사용에 영향을 미치는 것으로 나타났다. 특히 실시간 인터랙티브 미디어 서비스의 경우에는 커뮤니케이션 맥락에 따른 사용 행태가 더 민감하게 나타났고, 비실시간 인터랙티브 미디어 서비스에서는 시스템의 기술적 특성과 콘텐츠 특성에 따른 사용 행태가 보다 민감한 것으로 나타났는데, 이는 인터랙티브 미디어 서비스의 시간 유연성(timing flexibility)에 따라서 사용 행태에 영향을 미치는 요인이 달라질 수 있음을 의미한다.

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The Influence of Depth Context on Blind Spot Filling-in (깊이 맥락이 맹점 채우기에 미치는 영향)

  • Park, Kyung-Mi;Cha, Oa-Kyoon;Kim, Sang-Rae;Im, Hee-Yeon;Chong, Sang-Chul
    • Korean Journal of Cognitive Science
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    • v.18 no.4
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    • pp.351-370
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    • 2007
  • This study investigated whether top-down information influenced the filing-in of the blind spot. Two potential stimuli, which could fill in the blind spot, were presented at the location of the blind spot. When the two stimuli competed against each other to fill in the blind spot with equal probability, the depth-context of one of the stimuli was manipulated. We used an overlapping cue as our depth-context. Participants' task was to report the relative depth of a target presented in the blind spot. We found that the overlapping rue influenced the frequency of reported depth. These results, however, were nor observed in the off blind spot. These results suggest that top-down information such as an overlapping cue influences the filing-in of the blind spot.

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Effects of Casino Servicescape and Customer Interaction on Chinese and Japanese Customers' Emotions and Loyalty (카지노 서비스스케이프와 고객 상호작용이 중국과 일본 고객의 PAD감정과 충성도에 미치는 영향)

  • Kim, JeanSei;Noh, Jeonpyo
    • Journal of Service Research and Studies
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    • v.8 no.2
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    • pp.1-24
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    • 2018
  • This study investigates the effects of casino servicescape and customer interaction on the emotions and loyalty of Chinese and Japanese customers. Data on casino servicescape, customer interaction, pleasure, arousal, and dominance (PAD) emotions, and loyalty were obtained from 275 Chinese and Japanese gamblers in Korea's foreigner-only casinos, and structural model analysis using AMOS 21.0 was conducted to verify the model. This study empirically confirmed the similarities and differences in PAD emotions between Chinese and Japanese customers on casino servicescape and on their interactions at casinos. By doing so, this study theoretically attempts to extend the existing research framework, and demonstrates the need for casinos to consider the role of culture/nationality in the context of international marketing when targeting international consumers.

The Effects of Interactive Instrument Playing Program on Social Interaction of Adults With Autism Spectrum Disorder (상호적 악기 연주 프로그램이 자폐범주성장애 성인의 사회적 상호작용 기능 향상에 미치는 효과)

  • Cho, Soo Jin
    • Journal of Music and Human Behavior
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    • v.13 no.1
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    • pp.89-110
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    • 2016
  • This study examined the effect of an interactive instrument playing program on the social interaction of adults with autism spectrum disorder (ASD). A single subject design with multiple baselines across participants was applied, and three adults with severe ASD in their late 20s living at a group home participated in this study. Participants received a total of 25 group sessions. During the intervention, participants engaged in structured instrument playing in which initiation and response to socially interactive behaviors were musically cued, and target behaviors were reinforced in the musical environment. At pre- and posttest, the frequency of initiation of and responding to social interaction behaviors were recorded and analyzed. The results of this study showed that the frequency of both initiation of, and response to, social interaction increased for all participants during the intervention phase, compared to the baseline phase. This result demonstrates that interactive instrument playing increased social behaviors of adults with ASD. It also shows that musically delivered social information can facilitate adults with ASD understanding the intention of social partners in social contexts and motivate this population to engage in social interaction.

Small Group Interaction and Norms in the Process of Constructing a Model for Blood Flow in the Heart (심장 혈액 흐름의 모형 구성 과정에서 나타난 소집단 상호작용과 소집단 규범)

  • Kang, Eun-Hee;Kim, Chan-Jong;Choe, Seung-Urn;Yoo, June-Hee;Park, Hyun-Ju;Lee, Shin-Young;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.372-387
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    • 2012
  • This study aims to identify unique small group norms and their influence on the process of constructing a scientific model. We developed instructional materials for the construction of a model of blood flow in the heart and conducted research on eighth-grade students from one middle school. We randomly selected 10 small groups, and videotaped and recorded their dialogues and behaviors. The data was categorized according to the types of interaction and then analyzed to investigate the characteristics of group norms and models in one or two representative groups for each type. The results show that the types of interaction, the quality of the group models, and the group norms were different in each group. Even though one teacher guided students through the same task in the inquiry context, each group revealed different patterns of discourse and behavior, which were based on norms of cognitive responsibility, the need for justification, participation, and membership. With the exception of one group, there was little cognitive responsibility and justification for students' opinions. Ultimately, these norms influenced the model construction of small groups. A group that forms norms to encourage the active participation and justify members' opinions with cognitive responsibility was encouraged to do inferential thinking and construct a group model close to the target model. This study has instructional implications for the establishment of a classroom environment that facilitates learning through small group activities.