• Title/Summary/Keyword: Cognitive Interface

Search Result 205, Processing Time 0.029 seconds

Mental States in Information Search Process (정보검색과정에서의 정신적 상태)

  • Na, Kyoungsik;Choi, Wontae
    • Journal of Korean Library and Information Science Society
    • /
    • v.48 no.3
    • /
    • pp.281-302
    • /
    • 2017
  • This study examined the differences in a searcher's mental states of a complex information search and retrieval task during information search process between the two groups: participants who were exposed to mental demand manipulation and those not exposed. Data from the experiments and questionnaires were analyzed. Based on qualitative approach and quantitative analyses, the results indicated that the participants exposed to mental demand required more thoughts; addressed negative emotions more often; reduced a searcher's efforts; and interrupted search performance than those not exposed. These results suggest that mental demand contributed to a searcher's perceived thought, emotion, effort, and performance, although these mental states differed in relative contribution of information search process. Significant differences were found between the two groups with respect to the component of mental demand, performance, and frustration of the NASA-TLX subjective cognitive load. These results have implications for search user interface design and information search systems among others.

Knowledge Based Question Answering System Using Fuzzy Logic (지식 기반형 fuzzy 질의 응답 시스템)

  • 이현주;오경환
    • Korean Journal of Cognitive Science
    • /
    • v.2 no.2
    • /
    • pp.309-339
    • /
    • 1990
  • The most common way that people communicate is by speaking or writing natural languages.But if people use computers in the modern technology,they should learn artificial programming languages.If computers could understand what people mean when people speak or type natural languages,people would use the computers more easily and naturally.but there is a problem.The language which people use has vagueness.For example,the convential computer system cant's handle the subjective feeling like 'tall' or 'young'.So peole must specify the exact threshold like 'more'than 25 ages'.We have developed the knowledge-based natural language question answering system which can handle sentences having fuzzy concepts by using blackboard model.Our goal of this research is to develop a portable question answering system as interface for database systems or understanding systems.

User Interface Design of the Control Panel of Kimchi Refrigerator for the Older Women (중고령 주부를 고려한 김치냉장고 제어판의 사용자 인터페이스 디자인)

  • Park, Jae-Hee;Lee, In-Seok;Park, Tae-Joo;Choi, Jae-Hyun
    • Journal of the Ergonomics Society of Korea
    • /
    • v.28 no.3
    • /
    • pp.27-31
    • /
    • 2009
  • To evaluate the usability of a Kimchi refrigerator, we performed an evaluation test that consisted of an experiment and a post-hoc questionnaire survey. In this study, we focused on the older women who have less physical and cognitive ability than younger women. In physical usability, there was no significant difference between the older and the younger subject group. However, there was some significant statistical difference in the results of cognitive usability test. When the subjects debriefed their operations after finishing the experiment, the all subjects in the older group reported the difficulties in identifying the labels and icons in the control panel and in understanding operation sequences. Also, they couldn't learn and remember the operation procedures well. Based on the analysis of the video protocols, some causes of the problems were found and then several improvement ideas were suggested.

A Study of Icon Design for Navigation Equipment (항해장비 아이콘 디자인에 관한 연구)

  • Jang, Jun Hyuk;Yang, Younghoon;Bae, Yonggi;Chae, Byeong-Geun
    • Journal of the Korean Institute of Plant Engineering
    • /
    • v.23 no.4
    • /
    • pp.77-83
    • /
    • 2018
  • Nowadays, as IT industry is being developed, many studies are in progress in the areas of user interface (UI) and user experience (UX) and interest in the icons related to these areas are rising accordingly. IT developments have also influenced the vessel sector promoting the development of navigation equipment and systems utilizing IT. However, due to complicated functions of navigation equipment and systems, concerns have been noted about the increased cognitive burden on officers, along with the need for researches on reducing such burden. This study, therefore, was conducted focusing on the design of icons that will reduce cognitive burden on officers when using a typical navigation equipment such as ECDIS(Electric Chart Display and Information System). Based on a survey conducted with experts who have rich experiences in navigation and are currently teaching ECDIS in universities, the present study identified the functions of ECDIS, for which icons should be designed. Accordingly, suitable icons for ECDIS were designed and their effects were evaluated. It is expected that the results of this study will be used as basic data for the design of icons for other navigation equipment in the future.

Digital Olfactory Based Dementia Screening and Cognitive Enhancer Content (후각 바이오 정보 기반 치매 가상증강콘텐츠 기술 동향)

  • Choi, J.W.;Chang, S.J.;Bang, J.H.;Lee, H.R.;Kim, J.S.
    • Electronics and Telecommunications Trends
    • /
    • v.34 no.4
    • /
    • pp.89-97
    • /
    • 2019
  • The olfactory bio technology is largely based on its corresponding recognition technology and smell stimulus that acquires, analyzes, and processes volatile organic compounds present in chemical molecules, which are present in the breath or air evoked by an electronic nose artificially imitating the human biological nose. The olfactory bio technology is also based on a scent display technology that automatically diverges various digital flavors based on aesthetics, concentration, duration, and intensity information required to enhance the sensibility using a computer. Recently, attempts have been made to apply noninvasive screening of dementia by sensing, analyzing, encoding, and transmitting bio information obtained through an olfactory interface, both domestically and externally; further, the olfactory medical content technology has been applied to delay or reduce the onset of dementia. In this study, we will focus on early screening of dementia using olfactory biology information and dementia cognitive enhancer content that delays or reduces the onset of dementia.

A Study on the Cognitive Potential of Pre-school Children with AR Collaborative TUI

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.4
    • /
    • pp.649-659
    • /
    • 2022
  • The most important factor in pre-school children's psychological perception is ease of learning, and the closest measure is "natural" interaction. This study aims to explore the potential of tangible user interfaces (TUI) for AR collaboration for children's cognitive development. The conceptual model is constructed by analyzing physical interaction, spatial perception and social collaboration on the usability of TUI, to explore the role of TUI in pre-school children's cognition. In the empirical study, children aged 3-6 were taken as research objects. The experimental tool is "Plugo" education application. Parents answered questionnaires after observing their children's use. Research shows that physical interaction are the most critical factor in TUI. TUI is beneficial to the cultivation of spatial ability. The results are as follows: 1. Cronbach's Alpha and KMO were 0.921 and 0.965, which were significant and passed the reliability and validity test. 2. Through confirmatory factor analysis (model fit index, combinatorial validity), we found that physical interaction were closely related to usability. 3. The path analysis of the relationship proves that usability has a significant impact on the cultivation of pre-school children's spatial ability.

Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
    • /
    • v.13 no.4
    • /
    • pp.195-201
    • /
    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

  • PDF

Effects of menu type and paging type on the users' searching performance and subjective preference on small screens (작은 화면에서의 메뉴 형식과 페이징 형식이 메뉴 탐색에 미치는 영향)

  • Jeon, Ha-Young;Kim, Young-Eun;Yang, Ji-Sun;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.1207-1213
    • /
    • 2006
  • 오늘날 모바일 기기가 갖는 역할이 다양해짐과 동시에 모바일 플랫폼에서의 사용자 인터페이스(User Interface, UI)에 대한 연구 또한 활발히 이루어지고 있다. 이는 전통적인 데스크탑 플랫폼에서의 정보에 대한 일반적인 접근 방법이 모바일 기기에 적용하기에는 적절하지 않기 때문이며, 이는 모바일 기기의 제한된 스크린 크기, 부자연스러운 상호작용 방식, 그리고 기기와 관련된 기술적인 다른 요인들과 관련된다고 할 수 있다. 본 연구에서는 휴대폰, PDA, 스마트폰과 같이 작은 화면을 가진 모바일 기기에서 제시되는 메뉴를 탐색할 때 효과적인 메뉴 형식과 페이징 형식이 무엇인지 알아보고자 하였다. 메뉴 형식은 모바일 기기에서 일반적으로 많이 사용되는 열거형(list) 메뉴와 격자형(grid) 메뉴의 두 가지로 제시하였고, 페이징 형식은 한 번에 한 줄씩 화면 하단에서 위로 이동하는 스크롤(scrolling) 방식과 한 번에 한 화면 전체가 위로 이동하는 페이지 간(page-to-page) 이동 방식의 두 가지로 제시하였다. 실험 1 에서는 한 수준의 깊이를 가진 메뉴에서 메뉴 형식과 페이징 형식에 따른 탐색 과제 수행을 측정한 결과, 열거형 메뉴보다 격자형 메뉴에서 사용자들의 메뉴 탐색 수행이 유의미하게 빠르며, 사용자의 만족도 또한 높은 것으로 나타났다. 그러나 페이징 형식에 따른 메뉴 탐색 수행 시간과 선호도에는 유의미한 차이점이 없었고, 메뉴 형식과 페이징 형식간의 상호작용 또한 나타나지 않았다. 실험 2 의 결과, 두 수준의 깊이를 가진 메뉴에서는 페이징 방식이 메뉴 탐색 정확도에 미치는 유의미한 주효과가 있었다. 메뉴 탐색 수행 시간과 주관적 만족도는 실험 1 과 같게 나타났다. 이는 메뉴 형식과 페이징 방법에 따라 사용자의 수행과 선호도가 차이가 있음을 시사한다.

  • PDF

Visual information processing of icons (아이콘의 표상 방식에 따른 시각정보처리)

  • Park, Jin-Han;Han, Gwang-Hui
    • Korean Journal of Cognitive Science
    • /
    • v.8 no.4
    • /
    • pp.19-33
    • /
    • 1997
  • Icon is a small graphic which represents a particular function in computer interface. Comprehension and learning of icons are needed for using them because they represent some meanings. This study was conducted to examine which were more important factors in using icons. First, representational characteristics of icons were examined. Second, using a eyetracker, the way of coding of redundant display was examined which removed obscurity of display and gave more meaning to a user. Icons using attribute of object and direct discription of action were more efficient than icons of other representational form in comprehension. Redundant display was proved to have some advantages, especially when the icons had low familarity. Visual information processing of icons were discussed according to familarity and learning.

  • PDF

An Experimental Evaluation on Human Error Hazards of Task using Digital Device (디지털 기기 기반 직무 수행 시 인적오류위험성에 대한 실험적 평가)

  • Oh, Yeon Ju;Jang, Tong Il;Lee, Yong Hee
    • Journal of the Korean Society of Safety
    • /
    • v.29 no.1
    • /
    • pp.47-53
    • /
    • 2014
  • The application of advanced Main Control Room(MCR) is accompanied with lots of changes and different forms and features through the virtue of new digital technologies. The characteristics of these digital technologies and devices give many opportunities to the interface management, and can be integrated into a compact single workstation in advanced MCR so that workers can operate the plant with minimum physical burden under any operation conditions. However, these devices may introduce new types of human errors and thus a means to evaluate and prevent such errors is needed, especially those related to characteristics of digital devices. This paper reviewed the new type of human error hazards of tasks based on digital devices and surveyed researches on physiological assessment related to human error. An experiment was performed to verify human error hazards by physiological responses such as EEG which was measured to evaluate the cognitive workload of operators. And also, the performances of four tasks which are representative in human error hazard tasks based on digital devices were compared. Response time, ${\beta}$ power spectrum rate of each task by EEG, and mental workload by NASA-TLX were evaluated. In the results of the experiment, the rate of the ${\beta}$ power was increased in the task 1 and task 4 which are searching and navigating task and memory task of hierarchical information, respectively. In case of the mental workload, in most of evaluation items, task 1 and 4 were highly rated comparatively. In this paper, human error hazards might be identified by highly cognitive workload. Conclusively, it was concluded that the predictive method which is utilized in this paper and an experimental verification can be used to ensure the safety when applying the digital devices in Nuclear Power Plants (NPPs).