• Title/Summary/Keyword: Cognitive complexity

Search Result 194, Processing Time 0.03 seconds

A Cognitive Study on the Diagrammatic Representation of Hierarchical Structure (도형을 이용한 계층구조 표현 방식에 대한 실증적 연구)

  • Kim, Jin-Woo;Mok, Jin-Hee
    • Asia pacific journal of information systems
    • /
    • v.9 no.1
    • /
    • pp.193-209
    • /
    • 1999
  • Developing Information Systems is a process of decomposing the entire systems into sub systems and identifying a hierarchical structure among the sub systems. Diagrammatic representation of hierarchy is an essential part of systems development since the identified hierarchical structures are usually presented in diagrams. The main goal of this research is to identify the most effective ways of representing system structures using diagrams. In order to achieve the main goal, this study performed three phases of research. In the first step, a theoretical model was constructed to conceptually explain users' comprehension on diagrams. Then visual factors of diagrammatic representations were identified based on the diagrams used in systems development. Finally, three consecutive experiments were conducted to identify the impacts of visual factors on the level of users' comprehension. The results indicate that familiarity and affordance of diagrams affect the degree of comprehension about the diagrams, which is in turn influenced by the complexity of tasks and the types of hierarchies. This paper concludes with the limitations of the study results and implications in the development of information systems.

  • PDF

A Proactive Dynamic Spectrum Access Method against both Erroneous Spectrum Sensing and Asynchronous Inter-Channel Spectrum Sensing

  • Gu, Junrong;Jang, Sung-Jeen;Kim, Jae-Moung
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.1
    • /
    • pp.361-378
    • /
    • 2012
  • Most of the current frequency hopping (FH) based dynamic spectrum access (DSA) methods concern a reactive channel access scheme with synchronous inter-channel spectrum sensing, i.e., FH is reactively triggered by the primary user (PU)'s return reported by spectrum sensing, and the PU channel to be switched to is assumed precisely just sensed or ready to be sensed, as if the inter-channel spectrum sensing moments are synchronous. However, the inter-channel spectrum sensing moments are more likely to be asynchronous, which risks PU suffering more interference. Moreover, the spectrum sensing is usually erroneous, which renders the problem more complex. To address this problem, we propose a proactive FH based DSA method against both erroneous spectrum sensing and asynchronous inter-channel spectrum sensing (moments). We term it as proactive DSA. The optimal FH sequence is obtained by dynamic programming. The complexity is also analyzed. Finally, the simulation results confirm the effectiveness of the proposed method.

Collecting the Information Needs of Skilled and Be-ginner Drivers Based on a User Mental Model for a Cus-tomized AR-HUD Interface

  • Zhang, Han;Lee, Seung Hee
    • Science of Emotion and Sensibility
    • /
    • v.24 no.4
    • /
    • pp.53-68
    • /
    • 2021
  • The continuous development of in-vehicle information systems in recent years has dramatically enriched drivers' driving experience while occupying their cognitive resources to varying degrees, causing driving distraction. Under this complex information system, managing the complexity and priority of information and further improvement in driving safety has become a key issue that needs to be urgently solved by the in-vehicle information system. The new interactive methods incorporating the augmented reality (AR) and head-up display (HUD) technologies into in-vehicle information systems are currently receiving widespread attention. This superimposes various onboard information into an actual driving scene, thereby meeting the needs of complex tasks and improving driving safety. Based on the qualitative research methods of surveys and telephone interviews, this study collects the information needs of the target user groups (i.e., beginners and skilled drivers) and constructs a three-mode information database to provide the basis for a customized AR-HUD interface design.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

  • PDF

Effect of Product Involvement and Brand Preference on Consumers' Evaluation Effort for Multi-Dimensional Prices (소비자의 다차원가격 평가노력에 대한 제품관여도와 브랜드선호도의 영향)

  • Kim, Jae-Yeong
    • Journal of Distribution Science
    • /
    • v.13 no.4
    • /
    • pp.55-64
    • /
    • 2015
  • Purpose - Multi-dimensional prices comprise multiple components such as monthly payments and a number of payments rather than a single lump-sum amount. According to previous studies, an increase in the number of price dimensions leads to a massive amount of cognitive stress resulting in incorrect calculation, and deterioration in the consistency of the price judgment. However, an increase only in the level of complexity of calculating multi-dimensional prices does not always result in a corresponding decrease in the accuracy of price evaluation. Since diverse variables could affect consumers' purchase-decision-making process, the results of price evaluation would be different. In this study, an empirical analysis was performed to determine how the accuracy of price evaluation varies depending on the extent of the complexity of price dimensions using product involvement and brand preference as moderating variables. Research design, data, and methodology - A survey was conducted on 260 students, and 252 effective responses were used for analysis. The data was analyzed using t-test, one-way ANOVA, and two-way ANOVA. In this study, six hypotheses were developed to examine the effect of product involvement and brand preference on consumers' evaluation effort of multi-dimensional prices. Results - As the number of price dimensions increased, accuracy of price evaluation appeared to be low in high involvement, as expected. However, it showed no differences in price evaluation effort when the level of complexity of calculating multi-dimensional prices is low. When a small number of price dimensions are presented in both cases of high and low involvement, accuracy of price evaluation is much higher in a weak brand preference. On the contrary, a strong brand preference enhances an accuracy of price evaluation only in case of low involvement when the number of price dimensions is increased. An interaction effect of product involvement and brand preference on consumers' evaluation of multi-dimensional prices did not exist irrespective of the level of complexity of calculating prices being high or low. Conclusions - When the number of price dimensions is small, consumers' effort for price evaluation shows almost no difference without the moderating effect of involvement, and a weak brand preference leads to a higher accuracy of price evaluation in an effort to make the best selection. No interaction effect of product involvement and brand preference was found except for a main effect of brand preference. When a price is composed of multiple dimensions rendering it more difficult to calculate the final price, the effort for price evaluation was expected to decrease only slightly in case of combination of high involvement and strong brand preference. This is because people have a higher purchase intentions and trust for that particular brand. However, the accuracy of price evaluation was much lower in cases of high involvement, and there was no interaction effect between product involvement and brand preference except for a main effect of involvement and brand preference, respectively.

Point Symbols on Tourist Maps: Cognitive Characteristics with Levels of Symbolization and Preference (관광지도 점기호의 상징수준과 선호도에 나타난 인지특성 연구)

  • Shim, Hye-Kyoung;Jung, In-Chul
    • Journal of the Korean Geographical Society
    • /
    • v.43 no.6
    • /
    • pp.981-1001
    • /
    • 2008
  • This research deals with cognitive characteristics of point symbols on the current tourist maps in terms of the communication theory in considering levels of symbolization and those of preference. The levels of symbolization are examined on the basis of the meaning of point symbols between map-makers and map-users. Preferences of point symbols are investigated by the tourist objects. As a result, when point symbols are expressed in conciseness, the meaning and interpretation about those symbols are highly accorded. And the point symbols that have familiarity by visual experience are preferred. Also, the higher symbolical levels symbols have, the more likely they are preferred. Through that fact, familiarity from the visual experience, conciseness in expression, concreteness of figures expressed in maps, and representativeness of visualized properties were deduced as factors that affect preferences. Those factors work to affect preference complicatedly, but familiarity is prior to simplicity in preferences. Likewise, ways that visualize information, contents that are expressed as images and familiarity in terms of cognitive characteristics make a relative difference in preferences and the levels of symbolization. On the basis of those cognitive characteristics, visual complexity and ambiguity should be removed and the higher symbolical level of point symbols for efficiency of map-reading should be developed.

Autopoiesis, Affordance, and Mimesis: Layout for Explication of Complexity of Cognitive Interaction between Environment and Human (오토포이에시스, 어포던스, 미메시스: 환경과 인간의 인지적 상호작용의 복잡성 해명을 위한 밑그림)

  • Shim, Kwang Hyun
    • Korean Journal of Cognitive Science
    • /
    • v.25 no.4
    • /
    • pp.343-384
    • /
    • 2014
  • In order to unravel the problems of the mind, today's cognitive science has expanded its perspective from the narrow framework of the past computer model or neuronal network model to the wider frameworks of interaction with the brain in interaction with the body in interaction with their environments. The theories of 'the extended mind', 'embodied mind', or 'enactive mind' appeared through such processes are working on a way to move into the environments while the problem to unravel the complex process of interactions between the mind, the body and the environments are left alone. This problem can be traced back as far as to Gibson and Maturana & Varela who tried at first to unravel the problem of the mind in terms of interaction between the brain, the body and there environments in 1960~70s. It's because Gibson stressed the importance of the 'affordance' provided by the environment while Maturana & Varela emphasized the 'autonomy' of auto-poiesis of life. However, it will be proper to say that there are invariants in the affordances provided by the environment as well as the autonomy of life in the state of structural coupling of the environment's variants and life's openness toward the environment. In this case, the confrontational points between Gibson and Maturana & Varela will be resolved. In this article, I propose Benjamin's theory of mimesis as a mediator of both theories. Because Benjamin's concept of mimesis has the process of making a constellation of the embodiment of the affordance and the enaction of new affordance into the environment at the same time, Gibson's concept of the affordance and Maturana & Varela's concept of embodiment and enaction will be so smoothly interconnected to circulate through the medium of Benjamin's concept of mimesis.

Effects of Cognitive Attention on Human Multitasking Behaviors (인지적 주의가 다중 작업 행위에 미치는 영향)

  • Minsoo Park
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.1
    • /
    • pp.501-506
    • /
    • 2024
  • Humans have been shown to engage in multitasking behavior when searching for information on two or more topics or searching an information system at the same time. When processing multiple information tasks, priorities must be established as there are cognitive and physical limitations in processing multiple information tasks at once. The level of cognitive attention involved in multitasking behavior can vary depending on the complexity and importance of the information task. The objectives of this study are to understand: (a) the relationship between attention and information task prioritization behavior when people interact with information retrieval systems to find information for multiple tasks; (b) The effect of the degree of attention on information task prioritization behavior when people interact with an IR system to find information for multiple tasks. A review of the relevant literature shows that when people interact with information retrieval systems to find information for multiple tasks, their level of attention affects how they prioritize multiple information tasks. It should be noticed that people pay more attention to things they find interesting or important. Human-centered system design based on a conceptual understanding of multitasking is discussed.

Purchasing Avoidance of Digital Convergence Products: Focusing on the Customer's Psychological Factors and the Innovation Resistance (디지털 컨버전스제품 구매회피에 관한 연구: 소비자의 심리적 요인과 혁신저항을 중심으로)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Lee, Eun-Kyung;Oh, Dae-Yang
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.1
    • /
    • pp.270-284
    • /
    • 2009
  • There is a big attention to digital convergence products(DCP) nowadays. However, consumers' response on the DCP is not always positive. These products may not match consumers' value and consumers may not know how to use them, because the DCP is generally innovative products. DCP marketers should learn that why consumers do not purchase them. Thus, this paper examines and identifies the consumers' purchase-avoiding psychological factors and antecedents on DCP. In detail, It is empirically checked that how the relationship between purchase-preventing factors such as complexity, incongruence, uncertainty, and unreasonability and purchase-avoiding psychological factors such as dissonance, innovation resistence, and perceived loss is. Also, these purchase-avoiding psychological factors' influence on the purchase-intention is empirically checked. As results, complexity and incongruence have an effect on the innovation resistence significantly. Uncertainty and unreasonability influence perceived loss variable. Unreasonability also influences consumers' cognitive dissonance variable. Additionally, cognitive dissonance have an influence on innovation resistence positively, and such innovation resistence influence consumer's purchase-intention negatively. Therefore, marketers should think twice about the roles of these purchase-preventing factors before launching.

High Resolution Cyclostationary Spectrum Sensing for ATSC Signal Detection (ATSC 신호 검출을 위한 고분해능 사이클로스테이션너리(Cyclostationary) 스펙트럼 센싱)

  • Yoo, Do-Sik;Lim, Jong-Tae;Kang, Min-Hong;Lim, Sun-Min
    • Journal of Advanced Navigation Technology
    • /
    • v.13 no.3
    • /
    • pp.378-384
    • /
    • 2009
  • In this paper, we consider a cyclostationary-feature-detection based spectrum sensing algorithm for ATSC signal detection. One of the proposed algorithms for IEEE 802.22 standardization organization which meet the requirements of IEEE 802.22 is Thomson's algorithm based on cyclostationary feature detection. We propose an interpolation-based spectrum sensing algorithm for ATSC signal detection, which has less computation complexity than that of Thomson's algorithm and provides no performance loss compared to Thomson's algorithm. By using zero-padding in time domain and effective sensing scanning method, the proposed algorithm requires less computational complexity and shows no performance degradation compared to Thomson's algorithm.

  • PDF