• Title/Summary/Keyword: Cognitive Needs

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The effects of visual and auditory information as A tool of emotional value assessment (감성 가치 평가를 위한 시각적, 청각적 매체의 효용)

  • Kim Myung-Suk;Lee Eun-Chang
    • Journal of Science of Art and Design
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    • v.1
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    • pp.95-123
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    • 1999
  • The goal of this research is a visual and auditory tool development enabling designers to have the same emotional value with users in the process of user centered design. Through the research, we intend to show the aid measure for making cognitive gaps narrow between users and designer in the process of transforming and understanding the emotional needs as a verbal image. because In the business practice of design, most of tools and techniques for assessment and analysis of emotional needs are those used usually in the marketing fields. So the information generated and transformed from users to designers have a form of physical words. When the designer's understanding of the emotional needs is considered as a product mediated communication process, the morphologic and cognitive information gaps become obvious. This difference could be a false basis in designing with emotional user needs. So the alternative needs assessment sub-tools of visual and auditory information form was embodied mainly for designer's cognitive gaps and inter-cultural emotional needs assessment. As the method of embodiment, Firstly, adjectives related to emotion were classified in their cognitive dimension. Secondly, visual and auditory data were extracted, and then the relativity verified. Finally, the practicality and effectiveness were tested through the database generation. In view of the results so far achieved, 1. We could find being of the big information cognitive gaps in the verbal assessment of emotional needs between designers and users. 2. With the visual and auditory assessment tool, we could make the big cognitive gaps narrower than we expected. 3. Also, we could find the chance that the fidelity, recognition, and friendliness of design for emotional user needs would become better.

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Differences in factors affecting cognitive function according to the education level of the older adults (노인의 교육연수에 따른 인지기능 영향 요인 차이)

  • Hong, Seong-Ae
    • The Korean Journal of Health Service Management
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    • v.13 no.1
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    • pp.67-78
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    • 2019
  • Objectives: To identify the factors affecting the cognitive function according to the education level of people aged 65 or older. Methods: This study used the data from the 2014 survey of living conditions and welfare needs of Korean older adults. A total of 10,248 people were analyzed in the final analysis, not including those who responded by proxy and those who did not participate in cognitive function tests. Cognitive function was measured by Mini Mental State Examination -Dementia Screening(MMSE-DS), and logistic regression was performed using the SPSS/WIN 24.0 program. Results: There were differences in factors affecting cognitive function depending on the education level. Overall, regular exercise had a positive effect on maintaining cognitive function, and the higher the education level, the more important it was to maintain the Instrumental Activities of Daily Living(IADL). In addition, for lower education levels, improving the life satisfaction was important to prevent the decline of cognitive function. Conclusions: Based on the results of this research, it is suggested that customized approaches shoud be taken according to education level when developing and implementing programs to prevent the decline of cognitive function.

A Study on the Structuralization of Consumer Needs by Analysing Emotional Factors (감성 요소 분석을 통한 소비자 니즈의 구조화에 관한 연구)

  • 엄정식;김창수;김명석
    • Archives of design research
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    • v.12 no.1
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    • pp.97-106
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    • 1999
  • As the Production technology Progresses, the necessity to consider consumers needs being complex and diverse in the phase of developing product is being more important. However, existing system of consumers needs being structured with the view of marketing is too abstractive and categorical to apply in the phase of developing product. So, the goal of this study is to establish method that structuralize customer's needs for applying practically in the phase of the product concept development and to suggest guidelines to needs structuralization with emphasis on the view of cognitive science/cognitive psychology. The major findings of this study is summerized as follows. First, to structuralize not only customer's needs category which being used as standard to assort needs in existing way but also practical needs features, it must contain the concept of emotion that is actual product's meaning to customers in its structure, and for this reason, the structuralized needs with emotions can be defined as emotional needs structure. Second, categorization of concept will be divided as essential concept and referential concept centering around symbolic concept, and from this supposition, emotional needs structure can be composed as benefit concept(essential concept), customer needs(referential concept) centering around emotion(symbolic concept).

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Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Survey for Needs of Bio-Signal Devices for the Diagnosis, Assessment, or Analysis of Neurocognitive Disorder in Korean Society of Oriental Neuropsychiatry (인지 장애 진단·평가·분석을 위한 생체신호 장비 개발에 대한 수요조사: 한방신경정신과학회 회원들을 대상으로)

  • Choi, Yujin;Kim, Ji Hye;Kim, Kahye;Kim, Jaeuk
    • Journal of Oriental Neuropsychiatry
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    • v.31 no.2
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    • pp.89-99
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    • 2020
  • Objectives: The purpose of this study was to identify the needs of bio-signal devices for the diagnosis, assessment, and analysis of neurocognitive disorder in Korean medicine (KM) hospitals and clinics. Methods: A questionnaire was developed to survey the current status of medical device use, and diagnosis and interventions for patients with cognitive disorders in KM hospitals and clinics. November 11~December 2, 2019, 114 responses (71.9% completed) were collected by internet-based questionnaires from the members of the Korean society of Oriental Neuropsychiatry. Results: The clinical requests were in the descending order of hematology analyzer, ultrasound imaging system, and electroencephalography among the 15 most commonly used devices of which research would support for their clinical usability. The biosignal-based devices showed the highest research demands for patients with mild cognitive impairment rather than more severe stages of cognitive impairment. Prevention rather than diagnosis, or several treatment regimens was the strongest clinical area of the KM for patients with neurodegenerative cognitive impairment. Many responded that five to 10 minutes of test duration and 20,000 won to 30,000 won of cost would be appropriated for a new device to be developed. Conclusions: There were strong demands for the development of bio-signal devices for neurocognitive disorders among the KM doctors. Specifically, it showed high needs for the technology that can be used in the prevention area of cognitive disorders. Additionally, new medical devices to assess cognitive functions and to obtain KM pattern-related information were the high needs.

"Needs to Learn" as a Moderator for Computer Self-Efficacy (컴퓨터 자기효능의 조절변수로서의 필요성의 인식에 관한 연구)

  • 이정우;김사임
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.127-146
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    • 2004
  • While 'Computer self-efficacy' is widely studied In the social science field with regard to the training effectiveness, little research has focused on clarifying the role of 'needs' in relation to self-efficacy and outcome expectations. in this regard, this study investigated the effects of 'needs to learn computer shills,' extending the social cognitive theory. A survey instrument was adopted and modified from previous studies to measure behavioral modeling, prior experience, Perceived computer self-efficacy, Perceived needs to learn computer skills and outcome expectations. A total of 209 practitioners were surveyed in this study. As a result, most part of the social cognitive theory was again Proven to be effective, and the 'needs to learn computer skills' was proven to be significant as a moderating variable between computer self-efficacy and outcome expectations. Implications of the research were discussed, and further studies were suggested at the end.

Effect of Health Information Awareness on Desire for Healing According to Food Preferences of Night Shift Workers (야간 근로자의 식품선택유형에 따른 건강정보 인지수준이 힐링 욕구에 미치는 영향)

  • Kang, Yeo wool;Jeong, Hee Sun
    • Journal of the Korean Society of Food Culture
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    • v.35 no.2
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    • pp.156-166
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    • 2020
  • In this study, 594 questionnaires administered to men and women residing in the capital metropolitan area who work night shifts were analyzed in order to study the effect of health information cognition on healing needs in accordance with the type of food selection criteria of the night worker. The results of confirmatory factor analysis in deriving food selection type identified four categories, a safety seeking type, a food exploratory type, a habitual seeking type, and a rational type, and the cognition types on health information were classified into physical cognition and psychological cognition. The need for healing, which was the investigated factor, was found to have a high correlation between questionnaire items with high reliable consistency. The results of this study were as follows. First, the food selection types of safety seeking type and habitual food seeking type had significant positive effects on the cognitive level of physical health information, and food exploratory type and habitual seeking type had significant positive effects on the cognitive level of psychological health information. In addition, it was shown that food exploratory type and rational type had significant positive effects on healing needs. As a result of this study, it was found that the cognition level of physical and psychological information was different according to food selection type, and the higher the cognitive level, the higher the healing needs. In particular, the result that the level of psychological health information significantly affected healing needs signifies that there is a demand to develop programs and menus that satisfy various needs related to healing and recovery from fatigue. In addition, further interest and study on the health and healing of night workers are required.

Types of Lexicographical Information Needs and their Relevance for Information Science

  • Bergenholtz, Henning;Agerbo, Heidi
    • Journal of Information Science Theory and Practice
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    • v.5 no.3
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    • pp.15-30
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    • 2017
  • In some situations, you need information in order to solve a problem that has occurred. In information science, user needs are often described through very specific examples rather than through a classification of situation types in which information needs occur. Furthermore, information science often describes general human needs, typically with a reference to Maslow's classification of needs (1954), instead of actual information needs. Lexicography has also focused on information needs, but has developed a more abstract classification of types of information needs, though (until more recent research into lexicographical functions) with a particular interest in linguistic uncertainties and the lack of knowledge and skills in relation to one or several languages. In this article, we suggest a classification of information needs in which a tripartition has been made according to the different types of situations: communicative needs, cognitive needs, and operative needs. This is a classification that is relevant and useful in general in our modern information society and therefore also relevant for information science, including lexicography.

Mediating Effects of Self-Respect and Cognitive Needs on the Relationship between Adolescents' Media Utilization and Critical Media Understanding (청소년의 미디어 활용 능력과 비판적 미디어 이해 능력의 관계에서 자아존중감과 인지욕구의 매개효과)

  • Kim, Dasol
    • Korean Educational Research Journal
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    • v.43 no.1
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    • pp.29-57
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    • 2022
  • This study was conducted to determine the effects of adolescents' media literacy, self-esteem, and cognitive related to on critical media understanding ability using data from the Korea Media Panel Survey 2020. As a result of the study, PC literacy and smart device literacy influenced adolescents' critical media literacy. The mediating effect of cognitive needs between Internet literacy and critical media understanding ability using PCs and smart devices was significant, and the mediating effect of self-esteem between email literacy using PCs and smart devices and critical media understanding ability was significant. Therefore, to improve adolescents' critical media understanding ability, it is necessary to educate them to use PCs and smart devices as tools for interaction. To this end, it is desirable for information and technology subjects to focus on media literacy to increase cognitive needs, and for other subjects, cooperative learning using media is desirable.

A Study of Relationship between Memory Variable and Cognitive Development in Children (아동의 인지발달과 기억변인과의 관계 연구)

  • 명정옥
    • Journal of the Korean Home Economics Association
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    • v.25 no.1
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    • pp.121-127
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    • 1987
  • The purpose of this study was to investigate the importance of mental capacity and to see whether it can be a barometer to predict childrne's cognitive development. The instruments used were Pictoral Test of Intelligence to select homogeneous samples, Cucui Scale for their M-power and Conservation Test. The results showed that M-power develops as age increases, and it can be a strong variable to predict their cognitive development. It has been demonstrated that capacity increases developmentally but whether this reflects changes in capacity perse, or in the efficient use of that capacity is a debatable issue. More study needs to be repeated for this matter.

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