• Title/Summary/Keyword: 인지 차원

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Conceptual Differences between the Relation-Based Approach and the Feature-Based Approach in Noun-Noun Conceptual Combination (개념결합 처리과정에 대한 관계 - 기반 접근과 차원- 기반 접근의 조망 차이)

  • Choi, Min-Gyung;Shin, Hyun-Jung
    • Korean Journal of Cognitive Science
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    • v.21 no.1
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    • pp.199-231
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    • 2010
  • This study tried to contrast the relation-based and the dimension-based explanations and to suggest its implications on the noun-noun conceptual combination. In experiment 1, we investigated whether the dimension-based approach and intra-conceptual explanation can explain both thematic relational and property interpretations of conceptual combinations based upon the intrinsic and extrinsic features of constituent concepts. We defined intrinsic(or extrinsic) concepts according to the degree of dependency on intrinsic(or extrinsic) features. Property interpretation was facilitated when modifiers were the intrinsic concepts. This result implies that processing of conceptual combination can be influenced by the structures and information of constituent concepts. In experiment 2, exocentricity of the concepts used in Gagne(2000) was examined to reanalyze her data according to the dimension-based approach. The exocentricity was higher when the concepts were combined by their relational connections. Results of experiment 1 and 2 suggest the possibility that both approaches can be integrated through the diversities of information involved during interpreting conceptual combination. Implications and future directions of this study were discussed.

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The Effects of Group Composition on the Discussion in Web-Based Online Discussion (웹기반 온라인 토론에서 집단구성방식이 토론에 미치는 영향)

  • Ryu, Su-young;Kang, Oh-Han
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.31-39
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    • 2001
  • In this paper, we investigate the effects of group composition according to the personality type of learner on the content of discussion in web-based synchronous online discussion. The experiment for this study was conducted with high school students. First, we conducted the MBTI(Myers Briggs Type Indicator) test and based upon the result, we classified learners into 3 groups; introverts group, extroverts group, and introverts/extroverts mixed group. After the online discussion, the content of discussion were analyzed by the units of meaning, based on the four dimensions which were proposed in the 'content analysis model' by Henri(l992). Among four dimensions, 'social' and 'interactive' dimension belonged to category of inter-dependence, and 'cognitive' and 'metacognitive' dimension belonged to category of subject-relevance. The introverts/extroverts mixed group, which was heterogeneously composed, had the most positive effects on the total numbers of the units of meaning, the inter-dependence, and the subject-relevance of the contents of discussion.

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Performance tests for the expression synthesis system based on pleasure and arousal dimensions and efficiency comparisons for its interfaces (쾌 및 각성 차원 기반 표정 합성 시스템의 성능 검증 및 인터페이스의 효율성 비교)

  • 한재현;정찬섭
    • Korean Journal of Cognitive Science
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    • v.14 no.1
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    • pp.41-50
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    • 2003
  • We tested the capability of the pleasure and arousal dimension-based facial expression synthesis system and proposed the most effective interface for it. First, we tried to confirm the adequateness of the dimensional model as a basic structure of the internal states for the system. Fer it, subjects compared the 17 facial expressions on the two axes. The results validated the fundamental hypothesis of the system. Second, we chose 21 representative expressions from the system to test its performance and had subjects rate their similarities. We analyzed these data using multidimensional scaling methods and these results verified the system's reliability. Third, we compared the efficiencies of two interfaces -coordinate values and slide bars- to find the most suitable interface for the system. Subjects synthesise 25 facial expressions with each interface of it. The results showed that the visualization of two dimensional values into Cartesian coordinate is more stable as an input display of facial expression synthesis system based on dimensions.

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Sensibility Images of Korean Traditional Motifs Cognized by American College Students (미국대학원이 인지하는 韓國傳統紋樣의 感性이미지)

  • 장수경
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.3_4
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    • pp.402-411
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    • 2002
  • The objective of this study was to investigate sensibility images of Korean traditional motifs cognized by college students in U.S.A. The subjects consisted of 217 male and 351 female undergraduate students. The experimental materials used in this study were 48 stimuli and questionnaires, composed of 7-point semantic differential scales of 15 bipolar adjectives. Twelve motifs selected from 3 groups of Korean motifs were used as motif stimuli. Twelve repeated patterns were constructed from them to be applied on a CAD-simulated dress. The data were analyzed by factor analysis, ANOVA, Duncan's multiple range test. The major finding were as follows: 1. Four dimensions were emerged accounting for the dimensional structure of the images of Korean traditional motifs. These dimensions were ‘quality’, ‘simplicity’, ‘cheerfulnees’, and ‘modernity’. Among them, ‘quality’and ‘simplicity’were the major dimensions. 2. Category, interpretation type, composition type, and application object had significant effects on the images of above-mentioned dimensions. The interpretation type had a significant effect on ‘quality’image, the composition type on ‘cheerful’image, and the application object on ‘modernity’image.

A study on the perception and influence degree of company to the Green Management -Companies in Dae-gu and Kyoung-buk province- (기업의 그린경영 인지도 및 영향도에 관한 연구 -대구.경북지역 기업을 중심으로-)

  • Lee, Hee-Soo;Lee, Yang-Bok;Lee, Seung-Hee;Yoon, Hong-Geun;Ahn, Sang-Hoon
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.85-95
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    • 2012
  • Under the effectuation of law for $CO_2$ reduction and Green growth, it was surveyed in this study that how the Large company and the Small-medium company as well as the General company and the Green company prepare and proceed the Green management. For this purpose, in order to see the present situation, the perception and influence to the Green management was surveyed and analyzed. The result was that there were big differences in many items between the compared companies which are different from scale and character. On the basis of this analysis, It was suggested what and how the companies and the government have to do in order to improve the perception of Green management and make a new business chances.

Development of Optimal Maze Path Game Using Java (3차원 최적 미로 게임 개발)

  • Kim, Ki-Bum;Baek, Tae-Gwan;Jeong, Gab-Joong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.113-116
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    • 2007
  • This paper describes the development of an optimal 3D maze path game as web-based game contents. Client user using web can access and run java applet program with download of java byte code with the independence of hardware system. The optimal 3D maze path game developed in this paper consists of random maze path generation module, selected path input module, weighted optimal path search module, and path comparison module. It enhances the cognition faculty of game users with the comparison of the maze path searched by optimal path search algorithm and the selected maze path by game users.

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3D Spatial Region Relation Reasoning Method for Ubiquitous Computing Environments (유비쿼터스 컴퓨팅 환경을 위한 3차원 공간 관계 추론 기법)

  • Lee, Keon-Soo;Kim, Min-Koo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.13-15
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    • 2008
  • 유비쿼터스 컴퓨팅 환경에서 상황 인지는 지능형 서비스의 필수 요소로 인식되어 왔다. 현재 상황을 인식함에 있어 위치 인식이 주를 이루고 있다. 그러나 기존의 연구들이 제안하는 2차원 공간에서의 위치 관계만으로는 지능형 서비스가 필요로 하는 상황 모델 구축에 부족하다. 이에 본 연구에서는 3차원 공간에서의 위치 관계 인식 및 추론과정을 통한 3차원 상황 모델을 구축하기 위한 방법을 제안한다. 3차원 공간 상황은 서비스가 제공되는 환경에 대한 입체적 상황을 제공함으로써, 보다 상세한 상황에 대한 정보를 제공하고 이에 준한 상황에 민감한 서비스를 제공할 수 있다. 3차원 상황 모델은 공간을 수평/수직의 격자로 분할하여 연속된 평면의 집합으로 분류하여, 각 평면들 사이의 연계 정보에 근거하여 만들어진다. 각 평면은 방향 정보와 위상 정보의 조합으로 구성되고 이들 정보는 추론 규칙에 의해 서로 변경될 수 있다.

Analysis of Knowledge and Competency for the Fourth Industrial Revolution Based on Anderson's Revision of Bloom's Taxonomy: Focused on Achievement Standard in the 2015 revised Practical Arts(Technology·Home Economics) (Bloom의 신교육목표 분류체계에 기초한 4차 산업혁명 시대에 요구하는 지식과 역량 분석: 2015 개정 실과(기술·가정) 교육과정의 가정과 성취기준을 대상으로)

  • Yang, Ji Sun;Lee, Gyeong Suk
    • Journal of Korean Home Economics Education Association
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    • v.30 no.3
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    • pp.129-149
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    • 2018
  • This study has attempted to analyze the achievement standards in the 2015 revised curriculum, based on the revision of Bloom's Taxonomy and aims to identify the knowledge and required competencies in the fourth industrial era. The results of this study are as follows: First, the knowledge dimensions was the highest 'metacognitive knowledge' in middle school, while 'factual knowledge' was the highest in high school, and 'knowledge of specific details and elements' was the highest subtype of all of the knowledge dimensions. The dimensions of the cognitive process, such as the terms 'apply' and 'analyze' in middle school, as 'understand' and 'evaluate' in high school have been treated inattentively. Second, the knowledge dimension and the cognitive process dimension according to key concepts display the metacognitive knowledge and 'understand' in development, the conceptual knowledge and 'understand' in relationship. While the 'metacognitive knowledge' and 'apply' in life culture, the 'procedural knowledge' and 'evaluate' in safety, the 'factual knowledge' and 'apply' in management and the 'metacognitive knowledge' and 'understand' in life design were extremely high. Third, the verbs used in the achievement standards displayed as 'explore', 'understand', 'analyze', 'practice', 'suggest', 'recognize' and 'evaluate'. Since the statement of the action verb is the very basis for determining the performance process, specific competencies may be achieved by reflecting on the actual achievement standards. These standards should provide us with a effective cognitive process for to understand a learner's performance skills and support the direction of the education required, through a strategy that refines the connection between content elements and functions and develop their competences for the future.

The Effects of Learner's Self-Regulated Learning Strategy to the Discussion Satisfaction Levels and Mode of Participation Message in the Non-Real-Time Online Discussion (비실시간 온라인 토론에서 학습자의 자기조절학습전략이 토론 만족도와 참여 메시지 유형에 미치는 효과)

  • Kim, Tae-Woong
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.150-158
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    • 2009
  • This study deals with the effect of learner's self-regulated learning strategy in the non-real-time online discussion. Based on these research results, it was suggested self-regulated learning strategy should be utilized in order to enhance the cognitive dimension participation and discussion satisfaction quality of non-real-time online discussion.

The Impact of Flow and Experience on the Usage Time of Online Games (Flow와 Experience가 온라인게임 사용시간에 미치는 영향)

  • 최동성;김호영;김진우
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.214-219
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    • 2000
  • 최근 들어 많은 사람들이 네트워크를 이용하여 다양한 경험을 하고 있다. 특히 온라인게임의 경우 더욱 더 많은 사람들이 더 오랜 시간동안 게임을 즐기고 있다. 본 연구는 Flow 이론을 중심으로 왜 사람들이 온라인 게임 속에 오래 머물러 있는가에 대해 분석하였다. 온라인 설문을 통해 사용시간과 Flow 상태와의 관계를 분석한 결과 Flow의 4가지 차원 중에서 Intrinsic interest와 Curiosity를 많이 느끼면 그에 따라 온라인 게임을 이용하는 시간이 늘어간다는 것을 알 수 있었다. 그렇다면 온라인 게임을 통해 사람들에게 Intrinsic interest와 Curiosity를 많이 느끼게 하기 위해 어떻게 해야하는지를 본 연구에서는 인지적 재미와 지각적 재미라는 이론을 이용하여 분석하였다. 분석 결과 사람들은 인지적 재미와 지각적 재미를 많이 제공해 주면 줄수록 Intrinsic interest와 Curiosity를 많이 경험할 수 있게 해 준다는 것을 알 수 있었다.

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