• Title/Summary/Keyword: Cognitive Language

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The Significance of Korean Proverb and Riddle in the sense of Bias (편향의 관점에서 본 한국의 속담과 수수께끼)

  • Kim, Kyung-Seop;Kim, Jeong-Lae
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.35-42
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    • 2017
  • Behavior Economics, a branch of social sciences, which seeks to find the answers about why man sometimes does absurd economy-related things, came into existence through combining economics and psychology. To the contrary of the traditional economics', behavior economics has developed by explaining how man makes economy-related choices by means of applying their own cognitive principles. Individuals lack the information on the goods and services in the market, and don't know how to make best use of the obtained information, failing to achieve maximum utility. Therefore, man's rationality is meant to be confined to bounded rationality. It is the very Heuristic that does work in the process of this simplified decision making process. Heuristic utilizes established empirical notion and specific information, and that's why there can be cognitive biases sometimes leading to inaccurate judgment. As Oral Literature is basically based on heavy guesswork and perceptual biases of general public, it is imperative to contemplate oral literature in the framework of Heuristic of behavior economics. This thesis deals with thinking types and behavioral patterns of the short-piece proverbs, folklore language-game riddles on the basis of personal or public memory. As a result, it is evident that proverbs point out biases arising from human behaviors, while riddles make full or active use of biases.

The Relationship between Lexical Retrieval and Coverbal Gestures (어휘인출과 구어동반 제스처의 관계)

  • Ha, Ji-Wan;Sim, Hyun-Sub
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.123-143
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    • 2011
  • At what point in the process of speech production are gestures involved? According to the Lexical Retrieval Hypothesis, gestures are involved in the lexicalization in the formulating stage. According to the Information Packaging Hypothesis, gestures are involved in the conceptual planning of massages in the conceptualizing stage. We investigated these hypotheses, using the game situation in a TV program that induced the players to involve in both lexicalization and conceptualization simultaneously. The transcription of the verbal utterances was augmented with all arm and hand gestures produced by the players. Coverbal gestures were classified into two types of gestures: lexical gestures and motor gestures. As a result, concrete words elicited lexical gestures significantly more frequently than abstract words, and abstract words elicited motor gestures significantly more frequently than concrete words. The difficulty of conceptualization in concrete words was significantly correlated with the amount of lexical gestures. However, the amount of words and the word frequency were not correlated with the amount of both gestures. This result supports the Information Packaging Hypothesis. Most of all, the importance of motor gestures was inferred from the result that abstract words elicited motor gestures more frequently rather than concrete words. Motor gestures, which have been considered as unrelated to verbal production, were excluded from analysis in many gestural studies. This study revealed motor gestures seemed to be connected to the abstract conceptualization.

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Arithmetic Fluctuation Effect affected by Induced Emotional Valence (유발된 정서가에 따른 계산 요동의 효과)

  • Kim, Choong-Myung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.185-191
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    • 2018
  • This study examined the type and extent of interruption between induced emotion and succeeding arithmetic operation. The experiment was carried out to determine the influence of the induced emotions (anger, joy, and sorrow) and stimulus types (picture and sentence) on the cognitive process load that may block the interactions among the constituents of working memory. The study subjects were 32 undergraduates who were similar with respect to age and education parameters and were especially instructed to attend to induced emotion by imitation of facial expression and to make a correct decision during the remainder calculation task. In the results, the stimulus types did not exhibit any difference but there was a significant difference among the induced emotion types. The difference was observed in slower response time at positive emotion(joy condition) as compared with other emotions(anger and sorrow). More specifically, error and delayed correct response rate for emotion types were analysed to determine which phase the slower response was associated with. Delayed responses of the joy condition by sentence-inducing stimulus were identified with the error rate difference, and those by picture-inducing stimulus with the delayed correct response rate. These findings not only suggest that induced positive emotion increased response time compared to negative emotions, but also imply that picture-inducing stimulus easily affords arithmetic fluctuation whereas sentence-inducing stimulus results in arithmetic failure.

Automatic Training Corpus Generation Method of Named Entity Recognition Using Knowledge-Bases (개체명 인식 코퍼스 생성을 위한 지식베이스 활용 기법)

  • Park, Youngmin;Kim, Yejin;Kang, Sangwoo;Seo, Jungyun
    • Korean Journal of Cognitive Science
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    • v.27 no.1
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    • pp.27-41
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    • 2016
  • Named entity recognition is to classify elements in text into predefined categories and used for various departments which receives natural language inputs. In this paper, we propose a method which can generate named entity training corpus automatically using knowledge bases. We apply two different methods to generate corpus depending on the knowledge bases. One of the methods attaches named entity labels to text data using Wikipedia. The other method crawls data from web and labels named entities to web text data using Freebase. We conduct two experiments to evaluate corpus quality and our proposed method for generating Named entity recognition corpus automatically. We extract sentences randomly from two corpus which called Wikipedia corpus and Web corpus then label them to validate both automatic labeled corpus. We also show the performance of named entity recognizer trained by corpus generated in our proposed method. The result shows that our proposed method adapts well with new corpus which reflects diverse sentence structures and the newest entities.

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The Development of Postverbal Negation in Korean in a Korean-English Bilingual Child (한국어와 영어 두 언어를 동시에 습득하는 한국어린이의 한국어 후치부정어 습득에 대한 연구)

  • Kim, Myung-Sook
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.383-419
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    • 2009
  • This study investigates the developmental process of Korean postverbal negation in a Korean-English bilingual child. The purposes of this study are firstly to find both common and divergent paths in the development of Korean postverbal negation in terms of both syntactic development and pragmatic uses of postverbal negation; and secondly to investigate explanations for the special pattern of development observed. The data were collected from one bilingual child (R) who is simultaneously acquiring two languages, Korean and English over two years between the ages of 5;00 and 700 (years; months). The data collection was carried out in four periods in two different environments: Periods I and III in Australia, Periods II and IV in Korea. The development of postverbal negation showed that when R was in Australia, she employed both L1 and L2 learning mechanisms, while when she was in Korea, she employed L1 learning mechanisms. The results reveal that L1 and L2 mechanisms are not basically different because R shows both forward and backward developmental features in conjunction with the two different language environments: Korea and Australia.

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Motor Imagery Brain Signal Analysis for EEG-based Mouse Control (뇌전도 기반 마우스 제어를 위한 동작 상상 뇌 신호 분석)

  • Lee, Kyeong-Yeon;Lee, Tae-Hoon;Lee, Sang-Yoon
    • Korean Journal of Cognitive Science
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    • v.21 no.2
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    • pp.309-338
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    • 2010
  • In this paper, we studied the brain-computer interface (BCI). BCIs help severely disabled people to control external devices by analyzing their brain signals evoked from motor imageries. The findings in the field of neurophysiology revealed that the power of $\beta$(14-26 Hz) and $\mu$(8-12 Hz) rhythms decreases or increases in synchrony of the underlying neuronal populations in the sensorymotor cortex when people imagine the movement of their body parts. These are called Event-Related Desynchronization / Synchronization (ERD/ERS), respectively. We implemented a BCI-based mouse interface system which enabled subjects to control a computer mouse cursor into four different directions (e.g., up, down, left, and right) by analyzing brain signal patterns online. Tongue, foot, left-hand, and right-hand motor imageries were utilized to stimulate a human brain. We used a non-invasive EEG which records brain's spontaneous electrical activity over a short period of time by placing electrodes on the scalp. Because of the nature of the EEG signals, i.e., low amplitude and vulnerability to artifacts and noise, it is hard to analyze and classify brain signals measured by EEG directly. In order to overcome these obstacles, we applied statistical machine-learning techniques. We could achieve high performance in the classification of four motor imageries by employing Common Spatial Pattern (CSP) and Linear Discriminant Analysis (LDA) which transformed input EEG signals into a new coordinate system making the variances among different motor imagery signals maximized for easy classification. From the inspection of the topographies of the results, we could also confirm ERD/ERS appeared at different brain areas for different motor imageries showing the correspondence with the anatomical and neurophysiological knowledge.

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Processing of syntactic dependency in Korean relative clauses: Evidence from an eye-tracking study (안구이동추적을 통해 살펴본 관계절의 통사처리 과정)

  • Lee, Mi-Seon;Yong, Nam-Seok
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.507-533
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    • 2009
  • This paper examines the time course and processing patterns of filler-gap dependencies in Korean relative clauses, using an eyetracking method. Participants listened to a short story while viewing four pictures of entities mentioned in the story. Each story is followed by an auditorily presented question involving a relative clause (subject relative or dative relative). Participants' eye movements in response to the question were recorded. Results showed that the proportion of looks to the picture corresponding to a filler noun significantly increased at the relative verb affixed with a relativizer, and was largest at the filler where the fixation duration on the filler picture significantly increased. These results suggest that online resolution of the filler-gap dependency only starts at the relative verb marked with a relativiser and is finally completed at the filler position. Accordingly, they partly support the filler-driven parsing strategy for Korean, as for head-initial languages. In addition, the different patterns of eye movements between subject relatives and dative relatives indicate the role of case markers in parsing Korean sentences.

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Component Analysis for Constructing an Emotion Ontology (감정 온톨로지의 구축을 위한 구성요소 분석)

  • Yoon, Ae-Sun;Kwon, Hyuk-Chul
    • Korean Journal of Cognitive Science
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    • v.21 no.1
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    • pp.157-175
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    • 2010
  • Understanding dialogue participant's emotion is important as well as decoding the explicit message in human communication. It is well known that non-verbal elements are more suitable for conveying speaker's emotions than verbal elements. Written texts, however, contain a variety of linguistic units that express emotions. This study aims at analyzing components for constructing an emotion ontology, that provides us with numerous applications in Human Language Technology. A majority of the previous work in text-based emotion processing focused on the classification of emotions, the construction of a dictionary describing emotion, and the retrieval of those lexica in texts through keyword spotting and/or syntactic parsing techniques. The retrieved or computed emotions based on that process did not show good results in terms of accuracy. Thus, more sophisticate components analysis is proposed and the linguistic factors are introduced in this study. (1) 5 linguistic types of emotion expressions are differentiated in terms of target (verbal/non-verbal) and the method (expressive/descriptive/iconic). The correlations among them as well as their correlation with the non-verbal expressive type are also determined. This characteristic is expected to guarantees more adaptability to our ontology in multi-modal environments. (2) As emotion-related components, this study proposes 24 emotion types, the 5-scale intensity (-2~+2), and the 3-scale polarity (positive/negative/neutral) which can describe a variety of emotions in more detail and in standardized way. (3) We introduce verbal expression-related components, such as 'experiencer', 'description target', 'description method' and 'linguistic features', which can classify and tag appropriately verbal expressions of emotions. (4) Adopting the linguistic tag sets proposed by ISO and TEI and providing the mapping table between our classification of emotions and Plutchik's, our ontology can be easily employed for multilingual processing.

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A meta analysis of programming education effects according to learning activity themes (학습 활동 주제별 프로그래밍 교육 효과 메타분석)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.21-29
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    • 2016
  • The introduction of educational programming language has changed programming learning environment to learn programming through various learning activities. We need to analyze how effective these learning activities could be in programming learning. We performed a meta analysis of the programming learning effects according to 8 types of learning activities. The 44 studies were collected from 1993 to 2015 for the meta analysis. The study data of 77 were extracted among 44 studies through several steps. The major results were as follows. The effect size of cognitive domain was shown to be mid-level with .595 and the effect size of affective domain was shown to be mid-level with .594. We analysed according to learning activities. The effect size were no significant difference between learning activities in the cognitive domain. But simulation, animation and mathematical activities was shown to be more consistent results and mid-level effect size. Although the effect size were no significant difference, the homogeneity was shown to be high in the affective domain. The implications were suggested from research findings. First, it is desirable that learners learn programming according to various learning activity themes. Second, instructors should pay attention to simulation, animation and mathmatics activities. Third, researchers need research to find another factors for effective learning.

The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.