• Title/Summary/Keyword: cognitive structure analysis

Search Result 204, Processing Time 0.027 seconds

Review of complex network analysis for MEG (MEG 복잡계 네트워크 분석에 대한 통계적 고찰)

  • Sunhan Shin;Jaehee Kim
    • The Korean Journal of Applied Statistics
    • /
    • v.36 no.5
    • /
    • pp.361-380
    • /
    • 2023
  • Magnetoencephalography (MEG) is a technique to record oscillatory magnetic fields coming from ongoing neuronal activity. Functional brain activities performing cognitive or physiological tasks are performed on structural connections between neurons or brain regions. MEG data can be characterized as highly correlated, spatio-temporal, multidimensional, multilayered dynamic networks. Due to its complex structure, many studies on MEG network have not yet been conducted. In this study, we will explain the concept, necessity, and possible approaches of MEG network analysis. We reviewed the characteristics of MEG data. Network measures and potential network models in MEG and clinical studies are also reviewed.

A Study on the Image Evaluation and Morphological Elements of Buildings In the University Campus (대학캠퍼스 건축물의 형태적 요소 및 이미지평가에 관한 연구)

  • Kim, Cheon-Il;Kim, Ick-Hwan
    • The Journal of Sustainable Design and Educational Environment Research
    • /
    • v.12 no.2
    • /
    • pp.1-10
    • /
    • 2013
  • This study evaluates the relationship among the evaluation structure of morphological elements, the satisfaction on exterior elements, and the image evaluation for the campus landmarks by campus type. The investigation results are summarized as follows. 1) The university headquarter was nominated as the university landmark, and the main reason for the nomination was the building's historic and locational value. 2) Of the morphological elements of the campus landmark, 'proportion and balance' and 'harmony and order' were deemed important, while 'diversity' was deemed less important. 3) For the satisfaction on the facility's exterior elements, the evaluation structure was different for each university. However, the factor of 'location of the facility' was deemed the biggest factor for satisfaction for all universities, while the facility's 'color and material' were found to be the most dissatisfying factors. 4) The image evaluation on the facility was different for each university. Although there was a strong skeptical image about 'liveliness', there was a very positive image about 'elegance' and 'scale'. 5) On the relationship between the satisfaction on exterior elements and the image evaluation, there was a different evaluation structure for each university. 'Facility's color and exterior material' were the main elements which improved the overall image of the facility. Thus, the study results strongly suggest that an important task is to determine the maintenance direction through the emphasis on the relationship between exterior elements and image satisfaction for each university.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.3-11
    • /
    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

An Longitudinal Analysis of Changing Beliefs on the Use in IT Educatee by Elaboration Likelihood Model (정교화 가능성 모형에 의한 IT 피교육자 신용 믿음 변화의 종단분석)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
    • /
    • v.18 no.3
    • /
    • pp.147-165
    • /
    • 2008
  • IT education can be summarized as persuading the educatee to accept IT. The persuasion is made by delivering the messages for how-to-use and where-to-use to the educatee, which leads formulation of a belief structure for using IT. Therefore, message based persuasion theory, as well as IT acceptance theories such as technology acceptance model(TAM), would play a very important role for explaining IT education. According to elaboration likelihood model(ELM) that has been considered as one of the most influential persuasion theories, people change attitude or perception by two routes, central route and peripheral route. In central route, people would think critically about issue-related arguments in an informational message. In peripheral route, subjects rely on cues regarding the target behavior with less cognitive efforts. Moreover, such persuasion process is not a one-shot program but continuous repetition with feedbacks, which leads to changing a belief structure for using IT. An educatee would get more knowledge and experiences of using IT as following an education program, and be more dependent on a central route than a peripheral route. Such change would reformulate a belief structure which is different from the intial one. The objectives of this study are the following two: First, an identification of the relationship between ELM and belief structures for using IT. Especially, we analyze the effects of message interpretation through both of central and peripheral routes on perceived usefulness which is an important explaining variable in TAM and perceived use control which have perceived ease of use and perceived controllability as sub-dimensions. Second, a longitudinal analysis of the above effects. In other words, change of the relationship between interpretation of message delivered by IT education and beliefs of IT using is analyzed longitudinally. For achievement of our objectives, we suggest a research model, which is constructed as three-layered. While first layer has a dependent variable, use intention, second one has perceived usefulness and perceived use control that has two sub-concepts, perceived ease of use and perceived controllability. Finally, third one is related with two routes in ELM, source credibility and argument quality which are operationalization of peripheral route and central route respectively. By these variables, we suggest five hypotheses. In addition to relationship among variables, we suggest two additional hypotheses, moderation effects of time in the relationships between perceived usefulness and two routes. That is, source credibility's influence on perceived usefulness is decreased as time flows, and argument quality's influence is increased. For validation of it, our research model is tested empirically. With measurements which have been validated in the other studies, we survey students in an Excel class two times for longitudinal analysis. Data Analysis is done by partial least square(PLS), which is known as an appropriate approach for multi-group comparison analysis with a small sized sample as like this study. In result. all hypotheses are statistically supported. One of theoretical contributions in this study is an analysis of IT education based on ELM and TAM which are considered as important theories in psychology and IS theories respectively. A longitudinal analysis by comparison between two surveys based on PLS is also considered as a methodological contribution. In practice, finding the importance of peripheral route in early stage of IT education should be notable.

Covariance Structure Analysis of the Influence of Social Support, Physical and Mental Health Status on Quality of Life among the Elderly at Care Facilities (요양시설 노인의 사회적지지, 신체적 및 정신적 건강수준이 삶의 질에 미치는 영향에 대한 공분산구조분석)

  • Lim, Young-A;Cho, Young-Chae
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.8
    • /
    • pp.210-220
    • /
    • 2017
  • This study investigated the effect of social support (MOS-SSS), and physical (ADL, IADL) and mental (CES-D, MMSE-K) function on the quality of life (WHOQOL- BREF) among the elderly at care facilities. The survey respondents were 524 elderly aged 65 and older living in 15 care facilities located in D city. Data were collected through a personal interview conducted by interviewers who visited each care facility from November 2015 to January 2016. As a result, the quality of life was significantly lower in the elderly group with lower social support, with dysfunction in ADL and IADL than in the normal range group, with depression and cognitive impairment group than in the normal range group. The quality of life had a significant positive correlation with social support, ADL, IADL and cognitive impairment, but a significant negative correlation with depression. According to the results of covariance structure analysis, physical function had a greater impact on the quality of life than mental function or social support. Lower quality of life was associated with lower physical and mental function and lower social support. Therefore, concrete measures need to be devised to enhance physical function in order to improve the quality of life among the elderly in care facilities.

A Symphony of Language

  • Kim, Chin W.
    • Lingua Humanitatis
    • /
    • v.2 no.2
    • /
    • pp.5-50
    • /
    • 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.

  • PDF

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
    • /
    • 1995.10a
    • /
    • pp.208-213
    • /
    • 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.

  • PDF

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

  • 공용현
    • Korean Journal of Cognitive Science
    • /
    • v.1 no.2
    • /
    • pp.175-192
    • /
    • 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.

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
    • /
    • v.10 no.4
    • /
    • pp.15-22
    • /
    • 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.

Stakeholder's Valuation of Public PMO System Using Laddering (래더링 기법을 이용한 전자정부사업관리 위탁(공공 PMO)제도의 이해관계자 별 가치체계)

  • Back, Hyung-Chung;Park, Chan-Hyuk;Jang, Seong-Yong;Kim, Ja-Hee
    • Journal of the Korea Society for Simulation
    • /
    • v.24 no.4
    • /
    • pp.127-136
    • /
    • 2015
  • The e-government project management consignment system to allow the public PMO has been introduced to resolve the quality management issue and the business risk, pointed out by the reorganized Software Industry Promotion Act. The additional regulation improvements are demanded because the public PMO system cannot settle down due to the different opinions among related parties: owner, operator and PMO. Therefore, to make balanced regulation improvements, the in-depth studies are necessary to analyze the fundamental causes of the disagreement between the related parties. This study analyses the each related party's cognitive structure to perform public PMO successfully and the fundamental reasons that cause the different opinions by applying the cognitive psychological Means-end chain theory, the laddering technique and the HVM, Hierarchical Value Map. In addition, this study analyses the regulations required for the related parties to obtain the expected benefits.