• Title/Summary/Keyword: Cognitive Senses

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Cognitive Development Evaluation of Haptic Puzzle Game Using a Haptic Pen (촉각펜을 이용한 햅틱 퍼즐게임의 인지 발달 평가)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.45-56
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    • 2009
  • It is necessary for young children to integrate the sense of sight, hearing, touch, etc. for developing their emotion and cognition. Thanks to Information and Communication Technology (ICT) development, young children have more opportunities to use various senses in learning process. However, ICT learning method is more focusing on the sense of sight and hearing, and lacks of integrated recognition and this fact leads to the reason why ICT can not be used as a main education tool. Therefore, this study evaluated the influence of wUbi-Pen(haptic device) on cognition using a computer puzzle program. The results show that young children using a haptic pen have greater intention and performance in object assembly, mazes, picture completion in K-WPPSI test than those of non-using haptic pen. This implies that haptic function should be considered in ICT material and indeed useful in various cognition-related symptoms and diseases.

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Correlations between Foot Sensory Impairment, Timed Up and Go Test and Berg Balance Scale, and Mental Activities for Prevention of Falling in Elderly People

  • Lee, Young-Ho;Jang, Seon-Jung;Kang, Gi-Beom;Choi, Ye-Seul;Hwang, Young-In
    • Journal of the Korean Society of Physical Medicine
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    • v.14 no.4
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    • pp.9-17
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    • 2019
  • PURPOSE: This research was designed to study the correlations between physical activities such as foot sensory impairment, balance and ambulatory abilities, as well as fall risk factors and mental activities such as cognitive performance and depression in order to provide fundamental data for the prevention of falling in the elderly. METHODS: A total of 36 elderly people over the age of 65 years who voluntarily joined the research were selected as subjects. Sensory perception in both feet was measured by using a monofilament in 10 parts with each part given one point. The points for each foot were integrated to analyze the correlations between physical and mental activities indices, and the results were analyzed by using Pearson's correlation coefficient. RESULTS: The results of this research show that the extent to which senses in feet were impaired was correlated to TUG, a functional activity index involved in tranfers, gait, and turning movements, which was correlated to BBS (balance index) as well as MMSE-K and K-GDS (mental activities index). BBS was interrelated to FES-K (physical activities index) and MMSE-K. The muscular strength of the right ankle dorsiflexor had mutual relations with FES-K. CONCLUSION: The results of this research indicate that TUG is widely correlated to foot sensory impairment as well as general physical and mental activities in elderly people. BBS was also shown to be correlated with TUG, FES-K, and MMSE-K. Thus, it might be necessary that TUG and BBS be included as two items in physical and mental check-ups for the elderly, and further studies on correlations using evaluation items for physical and mental activities should lead to the simplification of the evaluation criteria.

Construction of Korean Wordnet "KorLex 1.5" (한국어 어휘의미망 "KorLex 1.5"의 구축)

  • Yoon, Ae-Sun;Hwang, Soon-Hee;Lee, Eun-Ryoung;Kwon, Hyuk-Chul
    • Journal of KIISE:Software and Applications
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    • v.36 no.1
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    • pp.92-108
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    • 2009
  • The Princeton WordNet (PWN), which was developed during last 20 years since the mid 80, aimed at representing a mental lexicon inside the human mind. Its potentiality, applicability and portability were more appreciated in the fields of NLP and KE than in cognitive psychology. The semantic and knowledge processing is indispensable in order to obtain useful information using human languages, in the CMC and HCI environment. The PWN is able to provide such NLP-based systems with 'concrete' semantic units and their network. Referenced to the PWN, about 50 wordnets of different languages were developed during last 10 years and they enable a variety of multilingual processing applications. This paper aims at describing PWN-referenced Korean Wordnet, KorLex 1.5, which was developed from 2004 to 2007, and which contains currently about 130,000 synsets and 150,000 word senses for nouns, verbs, adjectives, adverbs, and classifiers.

Haptic Technology for Educational Contents for Children with Disabilities (햅틱 테크놀로지를 활용한 장애 아동 교육 콘텐츠 연구)

  • Kwon, Jung-Min;Nam, Bo-Ram
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.505-517
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    • 2011
  • The haptic sense is one of the five human senses that deeply affects cognitive development and everyday lives of children and adults. Recently, researchers and developers have started active discussions and research on haptic technologies. The purpose of this paper is to explain the role of haptics in learning, review studies that have attempted to use haptic technologies to teach students, and discuss how these technologies can be applied in special education context. National and international databases were searched and analyzed using meta-analysis methods. The few studies that have been completed so far are heavily focused on math and science learning. However, haptic technology has great potentials for children with disabilities who can benefit from extra assistance from these devices in wide areas of curriculum including math, science, music, art, history, and so on.

The ontological understanding in the matter of truth in a work of art -on the subject of philosophical hermeneutics of H. G. Gadamer (예술 작품의 진리문제에 대한 존재론적 이해 - H. G. Gadamer의 철학적 해석학을 중심으로 -)

  • Kim Jin-Yub
    • Journal of Science of Art and Design
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    • v.8
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    • pp.95-127
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    • 2005
  • It's a matter of ontology rather than that of cognition and methodology to discuss a work of art in Gadamer's philosophy. In addition, he emphasizes the cognitive aspect of a work of art instead of comparing forms and contents of them. For that reason, he excludes aesthetic consciousness derived from Kant first and then makes away with Schiller's theory of aesthetic education. For Gadamer, the concept of truth does not mean accord or correspondence. It would rather be an encounter. This encounter is not axed on a specific time, but a continuous and historical one. Basically. a work of art guarantees this kind of an encounter. This encounter is not based on mutual agreement through an objective standard but on recognition with mutual understanding. Therefore, prejudice or tradition should be acknowledged and respected instead of being excluded. We have only to minimize difference between them through conversation. Gadamer's ontology of a work of art is based on such a ground. The function of a work of art is not only simple satisfaction of aesthetic senses but an object of interpretation, that is, a text by presenting a ground of truth through an agreement of situation. This text reveals its meaning in the situation of author-text-reader. The appearance of this meaning is nothing but the birth of truth. Symbol-allegory and classicism show how to express this kind of truth in a work of art. It is true that Gadamer's philosophical hermeneutics cannot be easily applied to interpret a concrete work of art because it just lays emphasis on the process of 'understanding' instead of a detailed analysis on an individual work. For that reason, he was criticized by some people because of this subjectivity of understanding. However, it's meaning could be changed according to the viewpoint on a work of art. There appears various structural approaches on a work of art in contemporary theory of art. Gadamer just asks the basis of such approaches instead of criticizing a specific one Therefore, a practical approach on individual work should be made separately and hermeneutics enriches the meaning of open-ending of each work of art.

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The Relationship between Brain Activities and Presence on Communication using an Avatar in Virtual Reality (가상현실에서 아바타를 통한 정보전달 시 뇌의 활성화와 현존감의 관계)

  • Lee, Hyeon-Rae;Kim, So-Young;Yoon, K.J.;Nam, Sang-Won;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.;Ku, Jeong-Hun
    • Korean Journal of Cognitive Science
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    • v.17 no.4
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    • pp.357-373
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    • 2006
  • Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented to the senses of the user. The user perceiver and interprets the VE context, and then naturally recognizes a level of realism in the VE. Presence is often thought of as the sense of 'being there' in the n. Presence includes overall feelings about the information conveyed from a virtual avatar to the user. Therefore, there must be brain mechanisms for integrating sensory information about presence.'Feeling of presence' is related with the user's cognition and perception about information on communication through medium. Thus 'feeling of presence' may characterize perceptual mechanisms in the brain. We studied these mechanisms by presenting a VR that consisted of an avatar telling a story about a social conversation. We performed covariance analysis on subjective brain activity (fMRI) during the story presentation with a presence score. The data analysis revealed that activity in several brain areas was correlated with the presence store. A positive correlation was shown in the right lingual gyrus, right cuneus, left lingual gyrus, right fusiform gyrus, left inferior temporal gyrus, anterior cingulate cortex and right posterior cingulate cortex of the brain. This study showed the brain mechanism to be related the feeling of presence and brain activities in our subjects, using VR to communicate information.

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A Study on the Interior Design of a Dog-Friendly Hotel Using Deepfake DID for Alleviation of Pet loss Syndrome

  • Hwang, Sungi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.248-252
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    • 2022
  • The environment refers to what is surrounded by something during human life. This environment is related to the way humans live, and presents various problems on how to perceive the surrounding environment and how the behaviors that constitute the environment support the elements necessary for human life. Humans have an interest in the supportability of the environment as the interrelationship increases as humans perceive and understand the environment and accept the factors supported by the environment. In space, human movement starts from one space to the next and exchanges stimuli and reactions with the environment until reaching a target point. These human movements start with subjective judgment and during gait movement, the spatial environment surrounding humans becomes a collection of information necessary for humans and gives stimulation. will do. In this process, in particular, humans move along the movement path through movement in space and go through displacement perception and psychological changes, and recognize a series of spatial continuity. An image of thinking is formed[1]. In this process, spatial experience is perceived through the process of filtering by the senses in the real space, and the result of cognition is added through the process of subjective change accompanied by memory and knowledge, resulting in human movement. As such, the spatial search behavior begins with a series of perceptual and cognitive behaviors that arise in the process of human beings trying to read meaning from objects in the environment. Here, cognition includes the psychological process of sorting out and judging what the information is in the process of reading the meaning of the external environment, conditions, and material composition, and perception is the process of accepting information as the first step. It can be said to be the cognitive ability to read the meaning of the environment given to humans. Therefore, if we can grasp the perception of space while moving and human behavior as a response to perception, it will be possible to predict how to grasp it from a human point of view in a space that does not exist. Modern people have the theme of reminiscing dog-friendly hotels for the healing of petloss syndrome, and this thesis attempts to approach the life of companions.

Preference Analysis of Forest Therapy Program according to the Stress Level (스트레스 수준에 따른 산림치유 프로그램 선호도 분석)

  • Kim, Youn-Hee
    • Korean Journal of Environment and Ecology
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    • v.30 no.3
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    • pp.434-442
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    • 2016
  • This study examined differences in the preference of the fest therapy program regarding stress level. Using convenience sampling method, the surveys on the preferred type of forest healing program and social and psychological stress scales was carried out for adult male and female. As a basis of Psycho social Stress Scale (PWI-SF: Psychosocial Well-being Index Short Form), the adult 620 people were classified such as healthy group, potential stress group, high-risk stress group. The data were analyzed by use of SPSS 21.0 program. To see the difference in preferences for forest therapy program between the three groups according to stress levels, it was analyzed using one-way ANOVA. Depending on the stress levels, there were differences in the preferences of forest healing program such as breathing, breathing exercises, walking in the forest, listening to the sound of water flowing, viewing the forest, counseling, consultation and expert coaching, stress-related lectures, communication-related lectures, forest bathing wind bathing sun bathing. High-risk stress group preferred cognitive based program such as counseling, consultation and expert coaching, stress-related lectures, communication-related lectures. Healthy group appeared to prefer highly emotional approach of the program to take advantage of the five senses such as breathing, breathing exercises, walking in the forest, listening to the sound of water flowing, viewing the forest, forest bathing, wind bathing, sun bathing. Noticeable preference difference was not observed in the potential stress group. It is hoped this study will serve as a basis for the development of forest healing program regarding stress level.

A Study on Perceptual Skill Training for Improving Performance - Focusing on sports cognitive aspects - (경기력 향상을 위한 지각기술훈련에 대한 고찰 - 스포츠 인지적 측면 중심으로-)

  • Song, Young-Hoon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.1
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    • pp.299-305
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    • 2018
  • Perception refers to the process of acquiring all the information about the environment through various sensory organs such as the visual, auditory, tactile, and olfactory senses and integrating and interpreting the information transmitted to the brain. The ability to use these perceptions efficiently is called perceptual skill, and perceptual skill is an important factor for improving performance in the field of sports. As a result, many researchers have developed various perceptual training programs to maximize these perceptual skills while they have also progressed on attempting to verify their effects. The perceptual skill training introduced in this study is a training method that focuses on visual perception and is a training method that is applied in the United States and Europe. to improve sports performance. As a result of carrying out the perceptual skills training based on the kicker's important clue (the kicker's hip - the angle of the body and foot before kicking) to the goalkeeper in the situation of a soccer penalty kick improved the ability of predicting the direction of the ball while even in tennis, carrying out the perceptual skills training based on the server's important clue (position, ball, racket) improved the accuracy of the ability to predict in the direction of serve. Recently, there have been numerous research studies that were carried out on such perceptual skills training, but the number of studies conducted are insufficient, especially in Korea where research studies on perceptual training seem to be in a relatively neglected state. In addition, extensive studies need to be carried out to investigate whether the improvement of perceptual skills in the laboratory situation can be transitioned to an actual performance situation. Therefore, in order to elevate sports performance, researchers need to examine the perceptual training program's extent of necessity as well as the research direction regarding its effects.

A Study on the Effect of Customers' Experimental Recognition of the Omni-Channel Brand on the Relationship Quality (옴니채널 브랜드에 대한 경험적 인식이 관계품질에 미치는 영향)

  • Ock, Jung-Won;Yun, Dae-Hong;Choi, Tae-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.448-458
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    • 2017
  • This study reviews the literature related to the omni-channel and derived structural relationship between experiential perception of omni-channel brand and consumer-brand relational quality. A total of 250 questionnaires were distributed to university students, workers, and consumers in Busan, Korea, who had experience using SSG.com. 210 questionnaires were used for final validation of research model. The hypotheses set in this study was validated through SPSS18.0 and LISREL8.3 based on the research model. The results showed that all hypotheses were accepted, except for 2 hypotheses(Hypothesis 2-3, Hypothesis 2-4). Findings of this study suggest the following:First, the consumer's experience with the omni-channel brand was found to be an important factor influencing consumers' cognitive and emotional responses formed by the transfer effect of experiential factors through senses. Second, the relationship between consumers and the omni-channel brand was found to be an important factor in building attachment and psychological bond through experience and trust for the omni-channel brand. Thus, the results of this study provide the basis for overall understanding of the strategic experiential module (SEMs) for the omni-channel, which recently emerged as a new trend of distribution channel, as well as for managing the spatial environment. Finally, we present the theoretical and practical implications related to consumers' experience and relational perception.