• 제목/요약/키워드: Cognitivity

검색결과 4건 처리시간 0.015초

Forklift 운전자의 계기판 인지성에 따른 Visual object의 layout과 위치에 관한 분석 (Analysis about visual object's layout and position by forklift driver's instrument cognitivity)

  • 정우근;박범
    • 대한안전경영과학회지
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    • 제7권5호
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    • pp.97-105
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    • 2005
  • Achievement degree can be improved by display offering more effective process about cognitive, pattern recognition than making observers use memory, integration, and cognitive process of control. And this research is proved by several scholars' researches [4][5][7][9]. In this study, researches was conducted about cognition according to layout of object in instrument panel. To decide layout of instrument panel, Cognition value was preferentially decided about all location. And then, objects are arranged to correct position of low cognition following the inferior procedure about each location. As a result, we get conclusion that gauge location is taken in high importance order through mechanical importance degree bringing huge damage during driving forklift-truck.

교통 예비점멸등 사용에 따른 운전자 행동반응 비교 (A Comparison Study of Driver's Responsive Action by Using the Traffic Light Change Anticipation)

  • 장명순;김영준
    • 대한교통학회지
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    • 제21권6호
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    • pp.67-73
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    • 2003
  • 본 연구는 기존의 신호등의 시각적 인지도를 향상시켜 운전자의 인지실수를 예방하고 안전운전을 도모하기 위해 보조녹색신호가 추가된 신호등에 대한 연구를 수행하였다. 기존의 3색, 4색 신호등과 보조녹색신호를 추가로 제시한 3색, 4색 신호등을 자동차 모의실험장치를 통하여 비교한 결과 두 가지의 신호등간의 유의한 차이가 있는 것으로 나타났다. 이러한 결과는 개선된 신호등이 현장 적용시 운전자가 스스로 의식하지 못하는 상태에서 제동시점을 다소 앞당겨준다는 점에서 안전운전에 기여할 수 있는 가능성을 보여주었다. 본 연구 결과는 실제 운전자의 반응을 비교함과 동시에 주관적인 행동반응을 조사함으로써, 연구결과의 실제 적용가능성을 제시하였다는데 그 의의가 있다고 할 수 있다.

유아의 창의성과 놀이성, 다중지능과의 관계 (The relationship between children's creativity, playfulness and multiple intelligence)

  • 이영환;임영옥;오가영
    • 한국가정과학회지
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    • 제9권1호
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    • pp.15-24
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    • 2006
  • The early childhood is a pivotal period for the development of creativity since creative imaginary is rich at the age from 4 to 4.5 years old, The purpose of this study is to examine the relationships between children's creativity, playfulness and multiple intelligence. 91 children(41 boy, 50 girls) attending preschool in jeon-ju city were participated in this research, The age of children was 6 years(average 73.7 months), After collecting the data to find the connections between children's creativity, playfulness and multiple intelligence from the subjects' data using the SPSS WIN 10.0 program, along with t-test, ANOVA and Pearson's correlation in this paper. 1. There was significant correlation between children's playfulness and creativity. Intelligence spontaneousness the element of the playfulness has a correlation with Creativity strengths, Elaboration. In addition, Resistance to Premature Closure has a correlation with social spontaneity, And Originality has a correlation with the Expression of Pleasure the element of the playfulness, 2. There was a significant positive correlation between children's multiple intelligence(MI) and creativity, Fluency the element of creativity has a correlation with Interpersonal intelligence the element of multiple intelligence: And Originality has a correlation with Bodily-kinesthetic intelligence, Intrapersonal intelligence the element of MI. In addition, Abstraction of Titles has a correlation with Intrapersonal intelligence. 3. There was a little correlation between children's MI and playfulness. The Expression of Pleasure has a correlation with bodily-kinesthetic intelligence, Based on the current study, the relationships between creativity, playfulness, and multiple intelligence could be identified. Especially, creativity was significantly correlated with playfulness and multiple intelligence of early childhood. Therefore, it was found that creativity of toddler might be essential factor for the development of toddler's cognitivity.

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손잡이/발판 컨트롤러를 이용한 걷기게임 '팔도강산2' 개발 및 효과성 연구 (Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2))

  • 김경식;오성석;안준희;안진호
    • 한국게임학회 논문지
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    • 제13권3호
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    • pp.95-104
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    • 2013
  • 본 연구진에서 이번에 개발한 '팔도강산2'는 노인용 기능성게임으로서 2011년에 개발한 '팔도강산1'(팔걸이와 발판을 이용하여 2인이 걷는 PC 운동게임)의 후속 작이며 걷기운동에 노인들의 인지, 신체, 심리 기능을 추가한 게임이다. 현대생활에서의 장보기(몰워킹)를 게임 속에서 구현하였으며, 70년대의 재래시장을 배경으로 기억한 물품을 사오는 장보기 걷기 운동 게임이다. 유사한 맥락으로 걷기가 어려운 노인과 장애인용으로 미니게임도 2종 개발하였다. 아산 노인종합복지관에서 65세이상 고령자 219명을 대상으로 실험하여 효과성을 테스트한 결과 게임 플레이가 기억력, 집중력, 활력도에 긍정적인 효과가 있다고 평가되었다.