• Title/Summary/Keyword: Cognitive Information

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A Study on the Phobia Treatment Using 3D Virtual Reality System (3D 가상환경시스템 이용한 공포증 치료에 대한 연구)

  • Paek Seung-Eun
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.45-55
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    • 2002
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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Trials and Effects of A Learner-centered Creative Training Technique on Undergraduate Education of Medical Record Information Management (의무기록정보관리 교육에서 학습자 중심의 창의적 교수법 적용 및 효과)

  • Chun, Jin-Ho;Yoo, Jin-Yeong
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.277-288
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    • 2014
  • The purpose of the study is to investigate the students' learning motive through the application of the learner-centered program Creative Teaching Technique(CTT) conducted by undergraduate school of Medical Record Information Management(MRIM), and to improve learning from the results. A questionnaire survey was carried out that started March to June 2013 among the sixty freshmen college students from the Health Administration Department who participated in the CTT during the 12 weeks training. The main results are as follows. The subjects' cognitive results form CTT were relativiely higher in 'increased voluntary participation(4.03)', 'improved concentration(4.00)', 'increased understanding(3.97)' in order. The effects of the tools used in CTT were higher as well in 'two members in a tem(4.08)', 'three-dimensional tools(4.03)' and 'quiz cards(3.95)' in order. While undergoing CTT, the learners considered reviewing repeatedly the content before starting and finishing as mostly helpful. Concludingly, this learner-centered CTT program identified having positive effects on their participation, concentration and understanding. To maximize the learning effects, development and activating a systematic, continuous and supportive program like this CTT is highly recommended.

Research on Selecting Candidates for the Courses for the Gifted Children on Intelligence Technology (정보과학 분야의 영재교육 대상자 선발에 관한 연구)

  • Seo, Seong-Won;Jeon, Mi-Yeon;Hong, Rok-Ki;Lim, Gyeong-Jin;Shin, Mi-Hae;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.401-404
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    • 2010
  • Researches on prodigies and education for those have recently been progressing in many fields. Education for the gifted, which was basically on Math and Science on the start, now includes Intelligence, Invention, Cultural Sciences, Art, and so on. With the progression towards extremely developed information society, interests in and importance on the courses for the talented get more and more focused. The problem is, however, choosing the gifted and educating them is not an easy matter, since the history of Intelligence Technology is relatively short and it is hard to identify prodigies and categorize what kinds of courses they need. Also, from 2010 "Science Education Institute for the Gifted" freshmen draft, paper-based admission test has been discarded and teacher-recommendation through long-term observation introduced. Therefore needs have been increasing for quality selection methods including observation records, recommendation letters, and portfolios. Reformation on teaching and creative selection methods has been accentuated because of lack of academic base for selecting candidates for education for the gifted. Because of all those mentioned above, reliances for the selection processes during the last three years and the one in 2010, observation records, recommendations and portfolios included, have been analyzed and evaluated. Several factors which can be used instead of paper-based tests were coordinated. Based on it, it was highly possible and has been successful to draft all the applicants in cognitive, sentimental, and creative fields.

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A Study on the Visual Attention of Popular Animation Characters Utilizing Eye Tracking (아이트래킹을 활용한 인기 애니메이션 캐릭터의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee;Yin, Shuo-Han
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.214-221
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    • 2019
  • Visual perception information acquired through human eyes contains much information on how to view visual stimuli using eye tracking technology, it is possible to acquire and analyze consumer visual information as quantitative data. These measurements can be used to measure emotions that customers feel unconsciously, and they can be directly collected by numerically quantifying the character's search response through eye tracking. In this study, we traced the character's area of interest (AOI) and found that the average of fixation duration, count, average of visit duration, count, and finally the time to first fixation was analyzed. As a result of analysis, it was found that there were many cognitive processing processes on the face than the character's body, and the visual attention was high. The visual attention of attraction factor has also been able to verify that attraction is being presented as an important factor in determining preferences for characters. Based on the results of this study, further studies of more characters will be conducted and quantitative interpretation methods can be used as basic data for character development and factors to be considered in determining character design.

National and Patriotic Education of Young Students by Means of Digital Technologies in Distance Learning Environment

  • Bezliudniy, Oleksandr;Kravchenko, Oksana;Kondur, Oksana;Reznichenko, Iryna;Kyrsta, Nataliia;Kuzmenko, Yulia;Tkachuk, Larysa
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.451-458
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    • 2022
  • This article is devoted to the problem of national and patriotic education of young students by means of digital technologies in the conditions of distance learning environment. It is emphasized that national and patriotic education is a powerful means of strengthening the unity and integrity of Ukraine. It is proved that national and patriotic education will be effective under the condition of systematic and purposeful activity on formation of patriotic consciousness in youth, sense of national dignity, necessity of service of ideals and values of the country. Various forms of educational work of national and patriotic orientation at Pavlo Tychyna Uman State Pedagogical University, which were conducted by digital technologies: online thematic lectures, educational classes, round tables, workshops, guest online meetings with famous researchers of historical heritage of Ukraine, online tours of historical places, virtual exhibitions of art, participation in the national-patriotic student camp "Diia" (Action) and etc. The activity of the University Library and V. O. Sukhomlinsky State Scientific and Pedagogical Library of Ukraine of the National Academy of Pedagogical Sciences of Ukraine, which has a significant impact on the formation of national consciousness and social and political activity of students by modern means of information and communication technologies. It is determined that the project "Inclusive 3D map" helps to broaden the horizons and deepen the knowledge of young students, education of a true citizen, the formation of cognitive interest in the subjects studied, motivation to study, raising awareness of Ukrainians on historical and cultural heritage. The study showed that young students take an active social attitude: they speak Ukrainian, want to live and work in Ukraine, respect their homeland, its traditions, cultural and historical past, love to travel and they are tolerant of people with special needs. Promising areas of educational work with students based on the use of a wide range of information and communication technologies, namely 3D games, TV tandems, podcasts, social networks, video resources in national and patriotic education of youth.

The Effect of Content Layout in Mobile Shopping Product Page on Product Attitude and Purchase Intention: Focusing on Consumer Cognitive Responses Depending on Regulatory Focus (모바일 쇼핑몰 상세페이지 콘텐츠 레이아웃 형태가 제품태도 및 구매의도에 미치는 영향: 조절초점에 따른 소비자 인지 반응 중심으로)

  • Park, Kyunghee;Seo, Bonggoon;Park, Dohyung
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.193-210
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    • 2022
  • The rapid development of mobile technology and the improvement of network speed are providing convenience to various services, and mobile shopping malls are no exception. Although efforts are being made to promote sales by combining various technologies such as customized recommendations using big data and specialized personalization services based on artificial intelligence, most mobile shopping malls have the same detailed page information structure including detailed product information. In this context, in this study, it was determined that the content layout of the product detail page and the mobile product detail page layout tailored to the consumer's preference should be presented according to the consumer's preference. Based on Higgins' Regulatory Focus Theory, a study of consumer propensity revealed that the content layout arrangement on a product detail page, when presented in an F-shape, informs the consumer that it is organized. If presented in a Z-shape, vivid information was recognized, and it was examined whether the product attitude and purchase intention were affected. As a result, when the content layout composition was presented as a layout arrangement in the form of a sense of unity and organization, prevention-focused consumers were positively affected by product attitudes and purchase intentions, and promotion-oriented consumers felt freedom. When presented in an arrangement, it was confirmed that the product attitude and purchase intention were affected.

A Study on the Blockchain based Frequency Allocation Process for Private 5G (블록체인 기반 5G 특화망 주파수 할당 프로세스 연구)

  • Won-Seok Yoo;Won-Cheol Lee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.1
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    • pp.24-32
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    • 2023
  • The current Private 5G use procedure goes through the step of application examination, use and usage inspection, and can be divided in to application, examination step as a procedure before frequency allocation, and use, usage inspection step as a procedure after frequency allocation. Various types of documents are required to apply for a Private 5G, and due to the document screening process and radio station inspection for using Private 5G frequencies, the procedure for Private 5G applicants to use Private 5G is complicated and takes a considerable amount of time. In this paper, we proposed Frequency Allocation Process for Private 5G using a blockchain platform, which is fast and simplified than the current procedure. Through the use of a blockchain platform and NFT (Non-Fungible Token), reliability and integrity of the data required in the frequency allocation process were secured, and security of frequency usage information was maintained and a reliable Private 5G frequency allocation process was established. Also by applying the RPA system that minimizes human intervention, fairness was secured in the process of allocating Private 5G. Finally, the frequency allocation process of Private 5G based on the Ethereum blockchain was performed though a simulation.

Design of Algorithm for Collision Avoidance with VRU Using V2X Information (V2X 정보를 활용한 VRU 충돌 회피 알고리즘 개발)

  • Jang, Seono;Lee, Sangyeop;Park, Kihong;Shin, Jaekon;Eom, Sungwook;Cho, Sungwoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.1
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    • pp.240-257
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    • 2022
  • Autonomous vehicles use various local sensors such as camera, radar, and lidar to perceive the surrounding environment. However, it is difficult to predict the movement of vulnerable road users using only local sensors that are subject to limits in cognitive range. This is true especially when these users are blocked from view by obstacles. Hence, this paper developed an algorithm for collision avoidance with VRU using V2X information. The main purpose of this collision avoidance system is to overcome the limitations of the local sensors. The algorithm first evaluates the risk of collision, based on the current driving condition and the V2X information of the VRU. Subsequently, the algorithm takes one of four evasive actions; steering, braking, steering after braking, and braking after steering. A simulation was performed under various conditions. The results of the simulation confirmed that the algorithm could significantly improve the performance of the collision avoidance system while securing vehicle stability during evasive maneuvers.

A Study on Improving the Acceptability of Security Policies among Organizational Members: Based on the Health Belief Model (조직구성원의 보안정책 수용성 향상에 관한 연구: 건강신념모델을 바탕으로)

  • Boyoung Kim;Woojong Suh
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.5
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    • pp.69-94
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    • 2024
  • In order to improve the security policy compliance performance of an organization, it is crucial for organizational members to have a strong intention to actively accept these policies. Accordingly, this study proposes a research model based on the Health Belief Model, a key theory in the field of health psychology, with the aim of seeking ways to enhance the acceptability of security policies among organizational members. Data were collected through surveys and analyzed using statistical methods. The results of the study revealed that the perceived security threats and the perception of support for security policy compliance at the organizational level significantly influence the acceptance of security policies through the mediating role of perceived benefits from security policy compliance. Additionally, the study demonstrated that the perceived burden of effort and work disruption associated with complying with security policies, i.e., perceived barriers, has a significant negative impact on the acceptance of security policies. This study holds academic significance as it presents a model that effectively analyzes the cognitive mechanisms influencing the acceptance of security policies by applying the Health Belief Model, originally rooted in healthcare. The analysis results and various implications discussed in this study are expected to provide useful information and insights for developing strategies to enhance the acceptance of security policies among organizational members in the future.

A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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