The visual span refers to the number of letters that can be accurately recognized without moving one's eyes. The size of the visual span is affected by sensory factors such as perimetric complexity, crowding, and mislocation of letters. Korean Hangul utilizes rather unique alphabetic-syllabary writing system, quite different from English and Chinese writing systems. Due to this combinatorial nature of the script, the visual span for Hangul characters can also be affected by the letter type (e.g., CV vs CVCC). The present study examined the effect of syllable complexity on the visual span for Hangul by comparing letter recognition accuracy across four letter type conditions (C only, CV, CVC, and CVCC). We also aimed to determine the meaningful letter type(s) that is associated with differences in reading abilities in Korean. Using a trigram presentation method, we found that overall recognition accuracy declined as syllable complexity increased. However, the visual span for CVC type was greater than that for CV type, suggesting that the effect is not necessarily linear, and that there might be other factors affecting the visual span for these types of letters. C and CV type showed fairly strong positive correlations with reading comprehension, suggesting that these might be the meaningful units for measuring visual span in relating to reading abilities.
The aim of this study was to investigate font change blindness based on text difficulty in the "Moving Window Task", as originally introduced by McConkie and Rayner(1975). During the reading process where the moving window was applied, different target words in terms of font style compared to the text were presented. As participants' gaze reached the position of the target word, the font of the target word was changed to match the text font. The font of the target word before the change was either sans-serif when the text font was serif, or serif when the text font was sans-serif. After completing the reading task, more than half of the participants(62.5%) reported not detecting the font change. Observation of eye movements at the target word positions revealed that when understanding the content within the text was difficult, there was an increase in the number of regressions, an extended gaze duration, and a reduction in saccade length. Specifically, the increase in the number of regressions was evident only when the text font was serif, in other words, when the font of the target word shifted from sans-serif to serif. These results suggest that sensory interference unrelated to content understanding is not easily detected during reading. However, the possibility of detection increases when comprehension of the content becomes challenging. Furthermore, this exceptional detection possibility implies that it may be higher when the text font is serif compared to when it is sans-serif.
The Journal of Korean Academy of Sensory Integration
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v.19
no.2
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pp.36-45
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2021
Purpose : This study aims to identify changes in the visuomotor coordination and fine motor coordination functions caused by the use of a task-oriented intervention in a child with developmental delay. Methods : The participant, who was a 6-year-old girl, was not diagnosed but showed a developmental delay in overall function. The study period was February 5, 2021, to June 4, 2021, and a single-subject A-B study design was used. The baseline (A) was initially evaluated in the first three sessions to identify the child's functions. In the intervention period, 12 session (B), task-oriented intervention was applied; the child engaged in many of the activities in kindergarten, such as painting, writing, making, and cutting with scissors. Visuomotor coordination and fine motor coordination were equally measured during the baseline and intervention periods. Visuomotor coordination was measured via drawing of an oval according to the Korean Developmental Test of Visual Perception 3 (K-DTVP-3), and fine motor coordination was assessed using the finger-nose touching item of the Clinical Observation of Motor and Postural Skills (COMPS). Results : The mean of the baseline of the K-DTVP-3 oval drawing was 23, and the mean of the intervention period was 39.66. The mean of the baseline of the COMPS finger-nose touching was 0, and the mean of the intervention period was 5.08. Conclusion : Task-oriented intervention seems to have a positive effect on the visuomotor coordination and fine motor coordination abilities of children with developmental delay.
Lee, Go eun;Moon, Kwang Su;Kim, Nam Kwen;Chung, sun yong;Jung, In Chul;Kang, Hyung Won
The Journal of Korean Medicine
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v.38
no.3
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pp.111-123
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2017
Objectives: To develop and investigate the reliability of the pathologic aging scale based on korean medical theory and korean medical pattern identification for dementia. Methods: We searched the textbook of korean neurophychiatry and Donguibogam and selected items through professional consensus. We compared between dementia(n=40) and normal elderly(n=38) and tested the reliability of two scales. Results: After professional consensus, we drafted the Korean Medical Pathologic Aging Scale(12 items, Likert 3 scale) and Korean Medical Pattern Identification for Dementia(4 patterns, 28 items, Likert 5 scale). On Korean Medical Pathologic Aging Scale, There is no significant difference between two groups. We had good internal consistency(Cronbach's alpha = 0.6) and test-retest reliability(r=0.631) but low inter-rater reliability(r=0.430). On Korean Medical Pattern Identification for Dementia, dementia patients diagnosed with Qi deficiency are significantly more than those in normal group. We had fairly good internal consistency(Cronbach's alpha = 0.574) and excellent test-retest(kappa= .800) and inter-rater reliability(kappa = .733). Conclusions: Korean Medical Pattern Identification for Dementia is appropriate for diagnosing korean medical pattern. But Korean Medical Pathologic Aging Scale isn't appropriate to discriminate dementia from normal elderly because of many subjective items. Therefore objective measurement of sensory dysfunction would be needed to measure pathologic aging based on korean medical theory.
Purpose: This study aims to offer fundamental data to develop a career program that helps the dental technology students find a proper and desired job position and to be satisfied with their job. To this goal, we analysed the differences found between the personality type, major satisfaction, job satisfaction, and preference in job position among the dental technology students. Method: We conducted a survey using Myers-Briggs Type Indicator among the subjects who are sophomores and juniors of the dental technology department of a university in Gangwon province. Our analysis was grounded on 130 valid questionnaires. Results: The results are summarized as follows: In personality type ESTJ turned out the highest as 20.0%, while ENTP was the lowest as 0.8%. The preference was revealed as Extraversion (66.9%), Sensing (74.6%), Feeling (50.8%), Judging (61.5%) respectively. Of the general characteristics, only the religious or non-religious state was statistically meaningful as (p<. 05) in emotional type (F). No statistical significance was found in the major satisfaction. The job satisfaction was statistically meaningful as p<. 05 in Judgemental type (J). GPA was statistically significant as p<. 05 in the sensory type of the personality type. Desired job position was statistically meaningful as p<. 05 in emotional and cognitive types. Conclusion: We found a meaningful difference in the job satisfaction and the desired job position with respect to the personality type of dental technology students. However clear explanation of the correlations among these factors requires a more comprehensive survey and various approaches from the personality and psychology tests, which is to follow.
International Journal of Advanced Culture Technology
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v.8
no.2
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pp.116-128
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2020
In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.
According to recent embodied cognition approach, understanding of actions is not based on abstract symbolic process but based on mental simulation of sensory-motor information related to those actions. As supporting evidence, motor resonance effect is a facilitation/interference effect of motor response in terms of similarity between observed action and concurrent own action. In the current research, we investigated this effect in the situation to perceive a complex social action perception and how it would be modulated by perspectives of construals of the social action scene. For this purpose, we created three kinds of fighting action scenes of two people in terms of body actions of the subject(ie., hitting, stepping, biting), and described them in two perspectives; active and passive. During the experiment, subjects had to verify the congruency of the picture and the description first, and if they are congruent, they had to do two different actions in terms of color of following cues. In the first experiment, subjects' response time for stepping on a pedal and pressing a button were analyzed for measuring motor resonance effect for the foot movement. In the second experiment, voice response time with a microphone and button pressing time were analyzed for the mouth movement motor resonance effect. Results showed the facilitation of the foot movement(in Exp1), and the mouth movement(in Exp2) only when the action scene was described in active perspective. Our results indicate that the motor resonance effect can be occurred during perception of social actions in the real life situation, but it can be also modulated by the perspective of the mental construal of the action event.
There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.
Journal of The Korean Association of Information Education
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v.17
no.4
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pp.421-432
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2013
The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
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v.15
no.5
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pp.328-334
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2022
The process that one may consciously focuses on necessary stimulation among tremendous amount of stimulation through human sensory systems is called attention in psychology. It is known that the attention can be affected by many factors such as room temperatures, humidity level, etc. In the field of sports science, ice packs are widely used for recovery from exercise fatigue providing fast heat transfer by conduction. However, the effect on attention by so-called iced-pack-cooling has not been tested. This research focuses on the attention levels when one is provided with a special cooling pad on their dorsal and lateral cervices. 40 subjects were divided into four groups and their attention level was evaluated based on the exposure conditions of combinations in reading and light walking with and without the cooling pad. The Frankfruter Aufmerksamkeits-Inventar, FAIR was used to evaluate the attention levels; the performance index, quality index, and continuity index consist of the FAIR test indicating the selectiveness of the attention, correctness of the attention, and maintaining term of the attention, respectively. Analysis of variance was carried out for those variables and post-hoc if applicable. When visual attention is constantly used for reading and studying, application of conductive heat transfer by the cooling pads is significantly helpful for improvement in selectiveness of the attention and maintaining terms of the attention levels. Also, light walking yielded improvement in selectiveness of the attention and maintaining terms of the attention levels; however one should presupposedly consider the loss of reading time.
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