• 제목/요약/키워드: Cognitive Responses

검색결과 390건 처리시간 0.043초

의류상품 고객자산 측정 및 선행차원 규명에 관한 연구 (A Study on Measuring and Defining Dimensions of Fashion Product Customer Equity)

  • 윤선영;고은주
    • 한국의류학회지
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    • 제30권9_10호
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    • pp.1389-1399
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    • 2006
  • The purpose of this study was to measure customer equity, to identify customer equity dimensions reflecting characteristics of fashion products, and to understand dimensions that influence customer equity of fashion product. As for this research, an exit poll was conducted at 6 department stores located in Seoul and total 406 responses were used for the analysis. For the data analysis, descriptive statistics(i. e. frequency, percent, $X^{2}$), factor analysis, multiple-regression were used by utilizing SPSS 10.0 program. The results of this study were as follows: First, 35.5% of fashion product customer equity distributes between 1 million and 3 million won, 32.8% between 100,000 won and 1 million won in present. Second, as a result of factor analysis, dimensions of fashion product customer equity consists of 6 factors, including 'personalized relationship', 'discriminative brand image', 'cognitive value', 'beneficial value', 'constant brand image', and 'credible relationship' Third, the effect of fashion product factors on consumer equity, the higher 'personalized relationship', 'unique brand image', and 'trust relationship' are, the higher customer equity is. In conclusion, this study has significance in that it helps measure customer equity by predicting consumer's future purchase behavior in money and to understand influencing factors for fashion product customer equity.

A Study on the Effect of Pre-cue in Simple Reactions on Control-on-Display Interfaces

  • Lim, Ji-Hyoun;Choi, Jun-Young;Kim, Young-Su
    • 대한인간공학회지
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    • 제30권4호
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    • pp.563-569
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    • 2011
  • Objective: This study focuses on the effects of pre-cues informing the location of upcoming visual stimulus on finger movement response in the context of control-on-display interfaces. Background: Previous research on pre-cues focus on attention allocation and motion studies were limited to indirect control conditions. The design of this study aimed to collect data on the exact landing point for finger-tap responses to a given visual stimulus. Method: Controlled visual stimuli and tasks were presented on a UI evaluation system built using mobile web standards; response accuracy and response time were measured and collected as appropriate. Among the 16 recruited participants, 11 completed the experiment. Results: Providing pre-cue on the location of stimulus affected response time and response accuracy. The response bias, which is a distance from the center of stimulus to the finger-tap location, was larger when the pre-cue was given during a one-handed operation. Conclusion: Given a pre-cue, response time decreases, but with accuracy penalized. Application: In designing touch-screen UI's - more strictly, visual components also acting as controllers - designers would do well to balance human perceptual and cognitive characteristics strategically.

초등학교 저학년 학생들의 단계적 비유추론 학습과정을 통한 혼합물 학습 과정에서 제시된 생성적 비유의 특징 분석 (An Analysis of Features in Self Generated Analogies during Phaseal Teaching Learning Process about Mixture Using Analogy for Lower Elementary School Students)

  • 정진규;김영민
    • 한국초등과학교육학회지:초등과학교육
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    • 제34권4호
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    • pp.419-433
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    • 2015
  • Analogical reasoning is a central component of human cognition and contributes to scientific discovery and to develop science education. In this study, we investigated the process features of lower elementary school students' analogical reasoning to explain mixture concept. The subjects are 24 lower elementary students. And the research design includes three phases instruction to investigate the features of students' self generated analogy. Phase 1 is the introduction of analogy in which student learn to use analogy. Phase 2 is a POE class about mixture conception. Piaget and Inhelder studied the conception of mixing among children in relation to cognitive development. In phase 2, we taught the student with Piaget and Inhelder's the experiment and observed the features of learning process about mixture conception. Phase 3 is students' generation of analogy (self generated analogy) for the experienced phenomena in phase 2. We analyzed the students' responses through the three phases in the view of Gentner's Structure Mapping Theory. The results showed that many lower elementary school students even before formal operation stage understood the mixture conception and made well their self generated analogy to explain the mixture conception in spite of the difficulty of making self generated analogy.

Decoding Brain States during Auditory Perception by Supervising Unsupervised Learning

  • Porbadnigk, Anne K.;Gornitz, Nico;Kloft, Marius;Muller, Klaus-Robert
    • Journal of Computing Science and Engineering
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    • 제7권2호
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    • pp.112-121
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    • 2013
  • The last years have seen a rise of interest in using electroencephalography-based brain computer interfacing methodology for investigating non-medical questions, beyond the purpose of communication and control. One of these novel applications is to examine how signal quality is being processed neurally, which is of particular interest for industry, besides providing neuroscientific insights. As for most behavioral experiments in the neurosciences, the assessment of a given stimulus by a subject is required. Based on an EEG study on speech quality of phonemes, we will first discuss the information contained in the neural correlate of this judgement. Typically, this is done by analyzing the data along behavioral responses/labels. However, participants in such complex experiments often guess at the threshold of perception. This leads to labels that are only partly correct, and oftentimes random, which is a problematic scenario for using supervised learning. Therefore, we propose a novel supervised-unsupervised learning scheme, which aims to differentiate true labels from random ones in a data-driven way. We show that this approach provides a more crisp view of the brain states that experimenters are looking for, besides discovering additional brain states to which the classical analysis is blind.

경관평가연구의 국내외 동향 (Domestic and Foreign Trends in the Study of the Landscape Evaluation)

  • 주신하;임승빈
    • 한국조경학회지
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    • 제28권2호
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    • pp.49-60
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    • 2000
  • The purpose of this study is to overview domestic and foreign trends in the study of the landscape evaluation through new framework of landscape evaluation studies. 108 studies on the landscape evaluation are summarized and categorized into theoretical studies, verification of theories, development of evaluation methods and applications in physical planning. Major theories in the landscape evaluation came from the psycho-physics, the evolutionary theory ann the cultural-learning theory, and were verified and applied into physical planning. Early experimental researches on landscape evaluation, based on psycho-physics, were focused on relatively simple responses to landscapes. But many studies have been gradually related to the evolutionary theory and the cultural learning theory, emphasizing biological and cultural effects on landscape evaluation. Especially, Appleton's Prospect-Refuge theory' and Kaplans' 'Information Processing model' have very strong influence in landscape evaluation. Relatively there have been many application researches in Korea, which tells there have been strong needs to solve pending practical problems caused by the rapid economic and social growth for several decades. Almost of applications in physical planning are focused on physical features of landscapes, but for more comprehensive landscape evaluation, many other factors such as cognitive and sociocultural variables should be integrated into the whole evaluation system. As a result of reviewing of landscape evaluation studies, I found the overall domestic and foreign trends and the necessity of more research on the applications in physical planning. Because this study mainly focused on academic researches, for more appropriate landscape evaluation and management there should be more practical researches including various approaches.

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중의정지병증적내함해석(中医情志病证的内涵解析) (The meaning of Mental Disorder in Chinese Medicine)

  • 노명원
    • 대한한의학원전학회지
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    • 제22권4호
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    • pp.39-42
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    • 2009
  • Jeongji(情志) in Chinese medicine refers to a series of psychological activity which is expressed as hui(喜), no(怒), wu(優), sa(思), bi(悲), gong(恐), gyeong(驚), together with emotion, sentiment, and cognition, which are manifested as responses of the human body to environmental changes both inside and outside. Sa(思) is a major cognitive activity, and the other six emotions are main emotional activities. The emphasis on the interrelationship between cognition, sentiment, and emotional activity is a unique characteristic of the Jeongji(情志) concept in China. Jeongji[Mental] disorder refers to a series of diseases that has a close link between the attack, clinical presentation and emotional stimulation. The attack is deeply affected by emotional stimulation, with which physical symptoms are either present or absent. However, emotional changes are clear most of the time, their effect on disease development noticeable as well. To sum up, Jeongji[Mental] disorder is related to a wide range of medical problems in fields such as internal, surgical, gynecology, pediatrics, and various psychiatric disorders, not to mention contemporary psychological disorders, neurosis, and all kinds of mental illnesses of today. Moreover, the mental and physical disorders of today all share a common pathogenesis, clinical manifestation and treatment discipline. All the more reason for deeper professional research.

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컴퓨터교육 전공 수업에 적용된 학습성찰의 효과 (Effect of reflection on learning in computer education courses)

  • 허희옥;강의성;소원호
    • 컴퓨터교육학회논문지
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    • 제19권5호
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    • pp.11-25
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    • 2016
  • 본 연구는 대학교 학생들의 학습성찰이 그들의 학습성과에 미치는 영향을 조사하기 위하여 수행되었다. 학습 내용과 경험에 대한 성찰 활동은 컴퓨터과학 분야의 학습자들이 겪을 수 있는 학습의 어려움을 극복하고 성공적인 학습성과를 얻을 수 있는 기회를 마련할 것이다. 이를 위하여, 3개의 컴퓨터교육 전공 수업에 수강한 대학생들이 한 학기 동안에 수업 내용에 대한 성찰 활동을 6번 이상 수행하였다. 그리고 그 영향을 파악하기 위하여 학생들의 과제가치, 학습참여, 학업성취도를 학기 시작 시기와 종료 시기에 측정하였다. 또한 성찰 과정에 대한 학생들의 반응을 조사하기 위하여 의견조사와 면담을 실시하였다. 그 결과, 심층적인 성찰 활동은 학생들의 인지적, 행동적, 감성적 학습참여, 그리고 학업성취도에 긍정적인 영향을 미치는 것으로 조사되었다. 아울러 과제가치를 포함한 학습동기 증진을 위한 성찰 전략의 개발, 협력적 성찰 기회 제공 등이 후속 연구로 제안되었다.

컴퓨터교과교육의 교수활동에 영향을 미치는 교사의 정의적 요소 분석 (A Qualitative Analysis of Affective Components Influencing the Teaching of Computer Education)

  • 김혜정;김홍래
    • 컴퓨터교육학회논문지
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    • 제11권3호
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    • pp.21-32
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    • 2008
  • 본 연구는 컴퓨터교육에서 초등학교 교사의 교수활동과 관련하여 나타나는 정의적 요소를 탐색하고 그것에 영향을 미치는 요인을 탐구하였다. 이를 위하여 개방형 질문지를 개발하고, 13명의 교사로부터 자료를 수집하였으며 이를 질적 연구 방법 및 절차에 따라 분석하였다. 분석 결과, 초등학교 교사들은 수업활동과 관련하여 감성, 태도, 자기효능감, 동기, 기대 등의 정의적 요소를 가지고 있었다. 이러한 요소들은 교수활동에 내적 혹은 외적으로 영향을 미치고 있음을 확인할 수 있었다. 따라서 본 연구는 초등학교 컴퓨터교육의 목표 성취를 위하여 인지적인 요소뿐만 아니라 교사의 정의적 요소도 매우 중요함을 드러내고자 하였다. 또한 컴퓨터교육에서 교사 및 학생의 정의적 요소와 관련된 후속 연구의 기초적인 정보를 제공하고자 하였다.

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초등학교 암석 단원에서 개념도를 활용한 수업의 탐색 (The Effects of Utilizing Concept Maps on Elementary Students' Achievement and Attitudes toward Concept Maps in Rock-related Unit)

  • 위수민;장명덕;정진우;정재구
    • 한국지구과학회지
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    • 제24권5호
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    • pp.371-377
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    • 2003
  • The purpose of this study is to examine the effects of utilizing concept maps in a rock-related unit. To do this, two groups composed of 73 sixth grade students engaged in this study. One group (experimental group) participated in utilizing concept maps in the unit, the other (control group) took part in traditional instruction in the same unit. The results of this study are as follows, after seventeen sessions: First, the achievement between the two groups showed significant difference. It indicates that utilizing concept maps as an instructional method is effective. Second, in the examination of the experimental group's attitudes toward concept maps, the students showed more affirmative responses on cognitive items than on affective items. Third, the students showed that they have difficulty in the method and the procedure of drawing up the concept maps. It indicates that the method and the procedure are sufficiently learned before instruction begins.

User Experience를 고려한 자동차 전조등 설계 방안 (The Design Procedure of Automobile Headlamp Considering User Experience)

  • 김정룡;윤상영;민승남;이호상
    • 대한인간공학회지
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    • 제29권4호
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    • pp.575-584
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    • 2010
  • The aim of study is to suggest the design procedure of automobile headlamp by considering driver's experience in regard of the visibility and glare during nighttime driving. The characteristics of driver were investigated in terms of the drivers' cognitive ability and reaction time, headlamp specification and visibility, light source and glare. And, the degree of visual discomfort was categorized and recognized as a tool to represent the subjective user experience. The UX point of view was stated when the existing results were seemingly lacking of it. The visual comfort and safety of elderly drivers were also discussed by reviewing the studies of ageing regarding the visibility and driving responses. Finally, this study suggested how to reduce the negative effect of nighttime driving due to the height of headlamp, angle of lighting, color spectrum, discomfort glare, source of light by using the UX perspective and methodology.