• Title/Summary/Keyword: cognitive structure

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A Symphony of Language

  • Kim, Chin W.
    • Lingua Humanitatis
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    • v.2 no.2
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    • pp.5-50
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    • 2002
  • This paper aims to illustrate and illuminate the relationship between language and its neighbor disciplines, in particular between language and literature, language and religion, and language and music. 1. Language and literature. Literature is an art of language. Therefore, linguistics, the science of language, should be able to explain how the grammar of literature elevates and ordinary language into a literary language. I illustrate poetic syntax with examples from Shelley, Coleridge, and Wordsworth. 2. Language and religion. I show how a linguistic analysis of a religious text can illuminate the background, authorship, chronology, etc., of a religious text with an example from the Book of Daniel. I also illustrate how a misanalysis of a poetic meter led to a mistranslation with an example from the Book of Psalms. 3. Language and music. First I trace an epochal event in the history of the Western music, i.e., the change of the musical style from the liturgical music of Latin in which the rhythm was created by the alternation of syllable duration into the liberated music of German in which the rhythm was generated by the alternation of lexical stress. I then illustrate a parallelism between linguistic and musical structures with several musical pieces including Gregorian chant, the 16th century music of Palestrina, the 17th century music of Schutz, the 18th century music of Mozart, and the 19th century Viennese music. Finally, the importance of text-tune (verse-melody) association is discussed with examples of mismatches in translated Korean hymns and contemporary Korean lyrical songs. In the concluding part, I speculate on some factors that are responsible for the same organizational devices in three different modes of human communication. An answer may be that all are under the same laws of mind that govern the way man perceives and organizes nature, i.e., the same cognitive abilities of man, in particular, the capacity to organize and impose structure on their respective inputs.

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Neurological Dynamic Development Cycles of Abstractions in Math Learning (수학학습의 추상적 개념발달에 대한 뇌신경학적 역동학습 연구)

  • Kwon, Hyungkyu
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.559-566
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    • 2014
  • This is to understand the neurological dynamic cognitive processes of math learning based on the abstract mappings( level A2), abstract systems(level A3), and single principles(level A4), which are principles of Fischer's cognitive development theory. Math learning requires flexibility to adapt existing brain function in selecting new neurophysiological activities to learn desired knowledge. This study suggests a general statistical framework for the identification of neurological patterns in different abstract learning change with optimal support. We expected that functional brain networks derived from a simple math learning would change dynamically during the supportive learning associated with different abstract levels. Task based patterns of the brain structure and function on representations of underlying connectivity suggests the possible prediction for the success of the supportive learning.

Covariance Structure Analysis of Science Process Skills Affected by Students' Cognitive and Affective Characteristics in Elementary and Middle School (초 . 중학생들의 과학탐구능력에 미치는 인지적, 정의적 특성에 대한 공변량 구조분석)

  • Lim, Cheong-Whan;Kim, Seung-Wha;Yang, Il-Ho
    • Journal of The Korean Association For Science Education
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    • v.17 no.1
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    • pp.1-10
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    • 1997
  • The purpose of this study was to analyze the structural model of causal effects of students' variables on science process skills. Student characteristics investigated in the study included attitude related to the science, logical thinking ability, scientific experiences, cognitive style. Covariance structural modeling procedures were used to test causal inferences about hypothesized relationships. The sample consisted of 319 6th grade students and 321 8th grade students in Seoul City, Korea. Five instruments were used in the study, TSPS(test of science process skills), GALT(group assessment of logical thinking), CEFT(children embedded figures test), questionnaire of attitude related to the science, questionnaire of scientific experience. For statistical analysis, the study adopted the structural equation modeling with LlSREL, a computer statistical program developed by J reskog and S rbom. Major findings of the study are as follows:1) Logical thinking ability has a most strong direct effect on science process skills. 2) The structural coefficient of scientific experience influence on attitude related to the science has the greatest direct one than the others in the covariance structural model. According to the results of this study, it is very importance that various scientific experiences, particularly hands-on activity, should be offer to students to improve science process skills. Also, understanding the relationships of student variable to science process skills will be helpful to decision making on the part of curriculum developers, science teachers and researchers.

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Comparison of map display styles of vehicle navigation system on human factors (차량 항법장치의 화면표시형태에 대한 인간공학적 비교)

  • Jung, Beom-Jin;Baek, Seung-Ryul;Kim, Gi-Beom;Park, Beom
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.208-213
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and lastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other infor- mation service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating -must be considered. The display style must be designed simply and easily, not to be obstacle of human - machine interface. In this study, outside- in view display style and inside-out view display style are compared each other. Tow factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds -Cross, T-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically. The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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Prediction of Prosodic Break Using Syntactic Relations and Prosodic Features (구문 관계와 운율 특성을 이용한 한국어 운율구 경계 예측)

  • Jung, Young-Im;Cho, Sun-Ho;Yoon, Ae-Sun;Kwon, Hyuk-Chul
    • Korean Journal of Cognitive Science
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    • v.19 no.1
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    • pp.89-105
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    • 2008
  • In this paper, we suggest a rule-based system for the prediction of natural prosodic phrase breaks from Korean texts. For the implementation of the rule-based system, (1) sentence constituents are sub-categorized according to their syntactic functions, (2) syntactic phrases are recognized using the dependency relations among sub-categorized constituents, (3) rules for predicting prosodic phrase breaks are created. In addition, (4) the length of syntactic phrases and sentences, the position of syntactic phrases in a sentence, sense information of contextual words have been considered as to determine the variable prosodic phrase breaks. Based on these rules and features, we obtained the accuracy over 90% in predicting the position of major break and no break which have high correlation with the syntactic structure of the sentence. As for the overall accuracy in predicting the whole prosodic phrase breaks, the suggested system shows Break_Correct of 87.18% and Juncture Correct of 89.27% which is higher than that of other models.

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Mind,Intelligence,Artificial Intelligence (마음,지능,인공지능)

  • 공용현
    • Korean Journal of Cognitive Science
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    • v.1 no.2
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    • pp.175-192
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    • 1989
  • The main problems of artificial intelligence (AI)which are vividly being discussed today are not only scientific but also involve serious philosophical dimension.The purpose of this paper is to analyze the computer scientist's definitions of AI and by this method uncober and examine the controversial arguments and problems.The result is to clarify the meaning of AI-research program. It can be said that we can clssify the definitions of AI in various types according to the interest and purpose of AI-reasearchers or the strength of their arguments.But this leaves much to be considered.We have also to consider and analyze the following related problems: Understanding how we grasp human intelligence,what relations there are between intelligence and the brain,and what the logical structure of simulating and copying is with the computer. In this respect,the key problem in AI-research is not the matter of it's use and experience such as computer technonolgy,rather it is the philosophical problem of the a priori such as logic,analysis of the concept.

Learning Predictive Models of Memory Landmarks based on Attributed Bayesian Networks Using Mobile Context Log (모바일 컨텍스트 로그를 사용한 속성별 베이지안 네트워크 기반의 랜드마크 예측 모델 학습)

  • Lee, Byung-Gil;Lim, Sung-Soo;Cho, Sung-Bae
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.535-554
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    • 2009
  • Information collected on mobile devices might be utilized to support user's memory, but it is difficult to effectively retrieve them because of the enormous amount of information. In order to organize information as an episodic approach that mimics human memory for the effective search, it is required to detect important event like landmarks. For providing new services with users, in this paper, we propose the prediction model to find landmarks automatically from various context log information based on attributed Bayesian networks. The data are divided into daily and weekly ones, and are categorized into attributes according to the source, to learn the Bayesian networks for the improvement of landmark prediction. The experiments on the Nokia log data showed that the Bayesian method outperforms SVMs, and the proposed attributed Bayesian networks are superior to the Bayesian networks modelled daily and weekly.

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Pronoun Resolution in French Discourse by Korean-learners of French (한국인 프랑스어 학습자의 프랑스어 담화 이해와 대명사 해석 연구)

  • Ahn, Eui-Jeen;Song, Hyun-Joo;Kim, Min-Ju;Leem, Jai-Ho
    • Korean Journal of Cognitive Science
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    • v.25 no.4
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    • pp.417-433
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    • 2014
  • This research examined whether Korean-learners of French were sensitive to discourse structure in anaphoric pronoun resolution. In the experiments, participants read three-sentenced stories and made judgements about how the last sentence of each story makes sense in relation to previous two sentences on a 7-point Likert scale. The stories differed in whether the subject of the last sentence continued the subject of the preceding sentence, and whether the subject of the last sentence was mentioned with a pronoun or a proper noun. The results from French participants replicated the patterns shown in previous studies. In contrast, Koreans exhibited greater difficulty in interpreting pronoun-subject sentences than noun-subject sentences regardless of subject continuity. These findings are discussed within the context of developmental perspective, which suggests the processing of co-referential interpretation may interact with language proficiency.

A Study on Interaction Design of Companion Robots Based on Emotional State (감정 상태에 따른 컴패니언 로봇의 인터랙션 디자인 : 공감 인터랙션을 중심으로)

  • Oh, Ye-Jeon;Shin, Yoon-Soo;Lee, Jee-Hang;Kim, Jin-Woo
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1293-1301
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    • 2017
  • Recent changes in social structure, such as nuclear family and personalization, are leading to personal and social problems, which may cause various problems due to negative emotional amplification. The absence of a family member who gives a sense of psychological stability in the past can be considered as a representative cause of the emotional difficulties of modern people. This personal and social problem is solved through the empathic interaction of the companion robot communication with users in daily life. In this study, we developed sophisticated empathic interaction design through prototyping of emotional robots. As a result, it was confirmed that the face interaction greatly affects the emotional interaction of the emotional robot and the interaction of the robot improves the emotional sense of the robot. This study has the theoretical and practical significance in that the emotional robot is made more sophisticated interaction and the guideline of the sympathetic interaction design is presented based on the experimental results.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.