• Title/Summary/Keyword: Cognitive Information

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Study on surface processing design of aluminum alloy materials that is applied to IT and electronics (IT 및 전자제품에 적용되는 알루미늄 합금소재의 표면처리디자인에 관한 연구)

  • Han, Jisu;Kim, Pureum;Kim, Hyun-Sung
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.27 no.4
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    • pp.212-219
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    • 2017
  • To become a person that is suitable to the 'High-Touch' generation where emotion takes over, we can focus on 6 skill including design, story, harmony, empathy, play, and meaning. Among these skills, harmony with design was chosen as the most important skill. Design can be seen as the basic element of all business, but it will be difficult to match the flow of the future Sensibility and intuitive generation with just the modern design that has been made based on reasonable and objective information and knowledge. This study suggests system and standardization of Sensibility surface processing design that satisfies great quality, attractive quality and Sensibility quality by applying surface processing design of product and Sensibility cognitive factors felt by the consumer by setting differentiated strategy and CMF (Color, Material, Finishing) understanding along with the importance of design materials in primary aspect. By considering the efficacy/characteristic of new surface processing characteristic/differentiation/possibility of implementation according to setting direction of differentiated CMF strategy per type of parts applied to the product, visual surface processing sample was implemented. Through this, it is expected that practical communication connected tool and Sensibility surface processing design's strategic access framework can be applied by understanding and sharing comprehensive elements such as target product, part type, applied material, applied surface processing, surface color, surface texture, and implementing feeling to environments such as designers, CMF designers, surface processing experts, and engineers in IT, electronics, and other areas. when developing a product.

Effects of Retirement Planning on Quality of Life and Satisfaction -with Moderating Effects on the Social and Psychological Sense of Crisis- (은퇴예정자의 은퇴설계가 개인의 삶의 질과 만족도에 미치는 영향 -사회심리적 위기감의 조절효과를 중심으로-)

  • Kim, Sun-Hwa;Lim, Wang-Kyu
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.570-586
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    • 2015
  • The purpose of this study is to analyze the effects of middle-aged retirement planning on individual's quality of life and overall satisfaction, and moderating effects of social and psychological sense of crisis, and the differences of measured variables in the demographic characteristics. Retirement planning that may be the most important factor in the country's social costs is aimed to provide a basis for fixing the interest in advance of retirement planning training and retirement. The subjects are workers who live in the Seoul metropolitan area and Gyonggi-do. Total sample size is 350, then 335 samples were collected on the data. The results of this study can be summarized as follows. First, house ownership and education level among demographic variables affects satisfaction of their life. People who do not own a house shows higher satisfaction, and higher education level affects satisfaction positively. Second, satisfaction is affected by transition to rest negatively, on the other hand, it is affected by expect of new beginning positively. Besides, No moderating effect of social and psychological crisis showed that negative life evaluation role to the independent variables. Third, cognitive information is affected by transition to rest and imposed disruption positively. Besides, job dissatisfaction adjusts between them. Fourth, improvement of life quality is not affected by expect of the retirement planning. On the other hand, there is not moderating effects of social and psychological sense of crisis.

A Methodology of Decision Making Condition-based Data Modeling for Constructing AI Staff (AI 참모 구축을 위한 의사결심조건의 데이터 모델링 방안)

  • Han, Changhee;Shin, Kyuyong;Choi, Sunghun;Moon, Sangwoo;Lee, Chihoon;Lee, Jong-kwan
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.237-246
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    • 2020
  • this paper, a data modeling method based on decision-making conditions is proposed for making combat and battlefield management systems to be intelligent, which are also a decision-making support system. A picture of a robot seeing and perceiving like humans and arriving a point it wanted can be understood and be felt in body. However, we can't find an example of implementing a decision-making which is the most important element in human cognitive action. Although the agent arrives at a designated office instead of human, it doesn't support a decision of whether raising the market price is appropriate or doing a counter-attack is smart. After we reviewed a current situation and problem in control & command of military, in order to collect a big data for making a machine staff's advice to be possible, we propose a data modeling prototype based on decision-making conditions as a method to change a current control & command system. In addition, a decision-making tree method is applied as an example of the decision making that the reformed control & command system equipped with the proposed data modeling will do. This paper can contribute in giving us an insight of how a future AI decision-making staff approaches to us.

Activation Differences of Superior Parietal Lobule and Cerebellum Areas While Inferring Geometrical Figures per Intellectual Category in Adolescents (도형 과제 수행 때 나타나는 청소년의 지능별 대뇌 및 소뇌의 활성도 차이 분석)

  • Kim, Ye Rim
    • Journal of Gifted/Talented Education
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    • v.23 no.5
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    • pp.637-648
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    • 2013
  • The relationship between the cerebral cortex and human intelligence has been studied using various methods, and related brain areas involved in intellectual manifestation have been discovered individually. Such studies have also shown the cerebellum is closely involved in various cognitive functions such as language, memory, and information processing. However, studies showing an activity difference between the cerebral cortex and cerebellum when performing specific tasks are hard to find. This study searched and analyzed the active regions of the cerebral cortex and cerebellum seen while performing the inference of geometrical figures. A WAIS intelligence test was conducted using 81 healthy boys (16.3 years of age on average), and five categories were classified. While performing the inference of shapes, their brain images were taken using functional magnetic resonance imaging (fMRI). As a result, the activity in 12 brain regions was observed, including in the cerebral cortex, the bilateral inferior parietal, the visual cortex, bilateral superior parietal, frontal-Inf-Tri-R, and bilateral caudate, while activities in 5 discrete areas were seen in the cerebellum. In particular, the higher the intelligence (IQ) of the subject, the stronger their activity. Among those with the most superior intelligence, subjects with an IQ of 140-147 showed significantly higher activity compared to the other groups. Such results seem to represent a very high utilization of intelligence in a highly gifted group, and we can expect to use this to determine the super gifted.

Effects of Virtual Reality Images on Body Stability : Focused on Hand Stability (VR 영상이 신체 안정성에 미치는 영향 : 손 안정성을 중심으로)

  • Han, Seung Jo;Kim, Sun-Uk;Koo, Kyo-Chan;Lee, Kyun-Joo;Cho, Min-Su
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.391-400
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    • 2017
  • The purpose of this paper is to present the effect of image stimulation on body stability as a conceptual model and to investigate the effect of image stimulus(2D, VR) on body stability(hand stability) through experiments Recently, stereoscopic images such as virtual and augmented reality are combined with smart phones and exercise equipments, and the diffusion is becoming active. The possibility of a safety accident or human error is also increasing as it temporarily affects the balance of the body and hand stability after the image stimulus is removed. The conceptual model is presented based on the results of previous studies. Based on the experimental results, the conceptual model has been explained in combination with the human information processing process and cognitive resource models that take place in the brain. Twenty subjects were exposed to 2D and VR stimuli, and display fatigue was measured by cybersickness questionnaire and hand stability by hand steadiness tester. Experimental results show that VR images induce higher display fatigue and lower hand stability than 2D. In this study, it is meaningful that hand stability according to image type and display fatigue level which have not been tried yet is revealed through conceptual model and experiment.

The Impact of Grouping Methods on Free Inquiry Implementation: The Case of Two Middle Schools Adopting Different Grouping Methods (소집단 구성 방식이 자유 탐구 수행에 미치는 영향: 소집단 구성 방식을 달리한 두 중학교의 사례)

  • Park, Jae-Yong;Lee, Ki-Young
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.686-702
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    • 2012
  • This study investigated the impact of grouping methods on free inquiry implementation through the use of mixed research methods. Some 113 7th graders and 2 science teachers in two middle schools participated in this study. The 113 students who participated in this study were grouped by homogeneity and heterogeneity according to scientific inquiry skills and personality types respectively, and performed free inquiry activities on the same subject for three weeks. Data were collected by means of a test on science inquiry skills and from focus group interviews with 36 students and in-depth interviews with 2 teachers. The quantitative results of this study showed that homogeneous grouping was more effective than heterogeneous grouping in improvement of scientific inquiry skills. Meanwhile, the qualitative results revealed both the students and teachers perceived that it was effective to compose a small group according to their affective quality than their cognitive quality. Particularly, most of the students preferred the method of small group from the personality types. Some students and both teachers proposed that it is necessary to collect enough information on students and to use them in mixture with the method of small group according to the affective quality.

The Immersion Factors and Characteristics of Youtube Channels for Generation Z (Z세대가 즐기는 유튜브 채널의 몰입 요인과 특징)

  • Kang, MinJeong;Jeong, Eun-Ju;Cho, Hae-Yoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.150-161
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    • 2020
  • Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.

A Study on the Gap Analysis between Expectation and Perceptions of Users for IPTV Services based on N-Screen Technology (N-Screen 기술 기반 IPTV서비스에 대한 이용자의 기대와 인지 간의 GAP분석에 관한 연구)

  • Kim, Jun Soo;Kang, Sang Ug;Lim, Gyoo Gun
    • The Journal of Society for e-Business Studies
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    • v.18 no.2
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    • pp.205-222
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    • 2013
  • One of the recent important issues in IT fields is the convergence. It had been simply focused on functional convergence of technologyies. However the convergence in terms of businesses or services also has been made in recent years. The convergence between broadcasting and telecommunication industries can be possible because the e-transformation of broadcasting industry based on digital technology such as multimedia and multi-channel, can be combined with the high speed telecommunication network. It is giving a birth of various convergence services such as IPTV. IPTV is a kind of new service that is combined with the convergence of network, contents, and device. Nevertheless the controversy about the scope and the value of this new convergence service has constantly been raised; for example, what is the difference between IPTV and Internet TV? or what are the benefits that customers can have? This study measured the expectation level and the cognitive level of users before and after using the service and analyzed the gap between the importance and the satisfaction of the service. From this study, we proposed the priority of each function by analysing Importance-Performance Analysis(IPA) method to suggest required functions of IPTV service based on N-Screen technology. This study will identify the gap of awareness level between service providers and end users for the functions of broadcasting and telecommunications convergence service and suggest a solution enhancing user satisfaction.

The relationship between smartphone addiction and depression, self-esteem, and self-regulation using quantitative EEG in adolescents (청소년의 스마트폰 중독과 우울, 자아존중감 및 정량 뇌파를 활용한 자기조절력의 관계)

  • Weon, Hee-Wook;Kim, Gui-Yub;Kim, You-Jin;Hwang, Joon-Sung;Lee, Hyun-Yi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.536-547
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    • 2020
  • This study analyzed the correlation between adolescents' smartphone addiction as well as depression, self-esteem, and self-regulation based on QEEG (Quantitative Electroencephalogram) analysis. The study period was from March 19 to July 12, 2019, and the subjects were 76 students at P Middle School in Gyeonggi-do (normal group 47, risk group 29) who filled out a questionnaire and were subjected to quantitative EEG. The data analysis was performed via frequency analysis, independent t-test, correlation analysis, and path analysis of the IBM SPSS Statics 21.0 program. First, smartphone addiction had a positive correlation with depression. Second, smartphone addiction showed a negative correlation with self-esteem and α wave. Third, depression showed a negative correlation with self-esteem, which did not show a significant correlation with self-regulation. Fourth, depression was higher in the risk group than the normal group. For self-esteem, the normal group scored higher than the risk group. Self-regulation showed higher significant differences with the normal group than the risk group. Fifth, for α wave and SMR, the normal group scored higher than the risk group. Sixth, α waves had a negative effect on smartphone addiction. This study is meaningful in that it applied a brain science approach using quantitative analysis for objective evaluation of smartphone addiction.

A Classification Method of Delirium Patients Using Local Covering-Based Rule Acquisition Approach with Rough Lower Approximation (러프 하한 근사를 갖는 로컬 커버링 기반 규칙 획득 기법을 이용한 섬망 환자의 분류 방법)

  • Son, Chang Sik;Kang, Won Seok;Lee, Jong Ha;Moon, Kyoung Ja
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.4
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    • pp.137-144
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    • 2020
  • Delirium is among the most common mental disorders encountered in patients with a temporary cognitive impairment such as consciousness disorder, attention disorder, and poor speech, particularly among those who are older. Delirium is distressing for patients and families, can interfere with the management of symptoms such as pain, and is associated with increased elderly mortality. The purpose of this paper is to generate useful clinical knowledge that can be used to distinguish the outcomes of patients with delirium in long-term care facilities. For this purpose, we extracted the clinical classification knowledge associated with delirium using a local covering rule acquisition approach with the rough lower approximation region. The clinical applicability of the proposed method was verified using data collected from a prospective cohort study. From the results of this study, we found six useful clinical pieces of evidence that the duration of delirium could more than 12 days. Also, we confirmed eight factors such as BMI, Charlson Comorbidity Index, hospitalization path, nutrition deficiency, infection, sleep disturbance, bed scores, and diaper use are important in distinguishing the outcomes of delirium patients. The classification performance of the proposed method was verified by comparison with three benchmarking models, ANN, SVM with RBF kernel, and Random Forest, using a statistical five-fold cross-validation method. The proposed method showed an improved average performance of 0.6% and 2.7% in both accuracy and AUC criteria when compared with the SVM model with the highest classification performance of the three models respectively.