• Title/Summary/Keyword: 주의력 네트워크 검사

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Test-Retest Reliability of Attention Network Test Scores in Schizophrenia (조현병 환자가 시행한 주의력 네트워크 검사 점수의 검사-재검사 신뢰도)

  • Lee, Jae-Chang;Kim, Ji-Eun;Kim, Min-Young;Yang, Jisun;Han, Myung-Hun;Kwon, Hyukchan;Kim, Kiwoong;Lim, Sanghyun;Jung, Eun-eui;Kim, Ji-Woong;Im, Woo-Young;Lee, Sang-Min;Kim, Seung Jun
    • Korean Journal of Psychosomatic Medicine
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    • v.25 no.2
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    • pp.210-217
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    • 2017
  • Objectives : Although the Attention Network Test(ANT) has been widely used to assess selective attention including alerting, orienting, and conflict processing, data on its test-retest reliability are lacking for clinical population. The objective of the current study was to investigate test-retest reliability of the ANT in healthy controls and patients with schizophrenia. Methods : Fourteen patients with schizophrenia and 23 healthy controls participated in the study. They are tested with ANT twice with 1 week interval. Test-retest reliability was analyzed with Pearson and Intra-class correlations. Results : Patients with schizophrenia showed high test-retest correlations for mean reaction time, orienting effect, and conflict effect. Also, they showed moderate to high test-retest correlations for mean accuracy and moderate test-retest correlations for alerting effect and conflict error rate. On the other hand, healthy controls revealed high test-retest correlations for mean reaction time and moderate to high test-retest correlations for conflict error rate. In addition, they revealed moderate test-retest correlations for alert effect, orienting effect, and conflict effect. Conclusions : The mean reaction time, alerting effect, orienting effect, conflict effect, and conflict error rate of ANT showed acceptable test-retest reliabilities in healthy controls as well as patient with schizophrenia. Therefore, the analyses of these reliable measures of ANT are recommended for case-control studies in patients with schizophrenia.

An Analysis of Elementary Students' Attention Characteristics through Attention Test and the Eye Tracking on Real Science Classes (실제 과학수업에서 시선추적과 주의력 검사를 통한 초등학생들의 주의 특성 분석)

  • Shin, Won-Sub;Shin, Dong-Hoon
    • Journal of The Korean Association For Science Education
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    • v.36 no.4
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    • pp.705-715
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    • 2016
  • The purpose of this research is to analyze elementary students' attention characteristics through attention test and eye tracking on real science classes. The SMI's ETG(eye tracker glasses) mobile eye tracker was used to analyze the attention process of elementary students'. The sampling rate of the ETG is 30Hz. The participants of attention test were elementary 155 6th-grade elementary students and the participants for the eye-tracker were six 6th-grade male students. The eye movements were analyzed using the 'BeGaze Mobile Video Analysis Package' program. The results of this research are as follows. First, the attention test results of elementary students showed high correlation between selective attention and sustained attention (.85) and low correlation between selective attention and self-regulation (.32). Second, the attention types of elementary students were divided into four; attention, inattention, easygoing and hasty. Third, elementary students' attention were divided into top-down, bottom-up, default mode network through analysis of elementary students′ eye-movements during real science classes. Also their attention shift occurred frequently due to various reasons in real class situation. There were three reasons that made elementary students fail to handle knowledge-dependent top-down attention; 1) the cognitive failure of target caused by failing to focus attention, 2) the absence of prior knowledge on target object, 3) the analogical failure of prior knowledge. Finally, elementary students' attention process were schematized based on the analysis of students' eye movements and attention test. This research is expected to be utilized as basic data for developing effective teaching strategies, teaching-learning models and instructional materials.

ADHD Simple Examination Using an OSGi Base USB Terminal System (OSGi 기반 USB 단말기 시스템을 이용한 ADHD 간편검사)

  • Han, Sang-Seok;Lee, Chang-Goo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.3
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    • pp.664-673
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    • 2008
  • Recently, the ubiquitous is handled by maximum topic. New knowledge information and ubiquitous computing evolution have promoted new paradigm transfer and grand change. Also, need technology as powerful engineering approached fairly system and educational guidance side examination necessarily to overcome u-Learning base situation and studying obstacle situations. This treatise embodied handiness examination about attention shortage and excess obstacle (Attention Deficit Hyperactivity Disorder, low ADHD) who must solve so as to be square and level being increase trend in primary school using USB (Universal Serial Bus) terminal system that allow fetters to OSGi (Open Service Gateway Initiative). That OSGi base USB terminal system is easy preservation of information, safety of network, cost-cutting and maintenance by various ubiquitous system that server that load many USB terminals and OSGi uses an USB bus of high speed and construct network, there is advantage of concentration elevation and so on of week and ADHD handled in this treatise because early diagnosis and treatment are serious. The confirmed system application that can supplement paper and pens examination's shortcoming and could solve examination's problem which use computer, and help in student guidance through ADHD simpleexamination who utilize OSGi base USB terminal system. Is available by game system that system for human nature examination or intelligence test and general exam explaining and level studying, order style question investigation program, studying system for disabled person, majority that enforce in public in school this study finding does together.

Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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