• 제목/요약/키워드: elements of cognitive interest

검색결과 21건 처리시간 0.023초

수학사와 지적 흥미를 고려한 복소수의 두 가지 제시 방법 (Two Presentation Ways of Complex Numbers Consulting History and Intellectual Interest)

  • 이기돈;최영기
    • 한국수학사학회지
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    • 제26권4호
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    • pp.259-275
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    • 2013
  • It has been proposed since modern times that we need to consult the history of mathematics in teaching mathematics, and some modifications of this principle were made recently by Lakatos, Freudenthal, and Brousseau. It may be necessary to have a direction which we consult when modifying the history of mathematics for students. In this article, we analyse the elements of the cognitive interest in Hamilton's discovery of the quaternions and in the history of discovery of imaginary numbers, and we investigate the effects of these elements on attention of the students of nowadays. These works may give a direction to the historic-genetic principle in teaching mathematics.

A Study on Recognition of the Eroticism in Fashion Advertisement

  • Lim, Mi-Ae;Choi, In-Ryu
    • The International Journal of Costume Culture
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    • 제12권1호
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    • pp.13-25
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    • 2009
  • This research is progressed to look out for efficient expression-elements of eroticism used in advertisements. Since these expressions of eroticism appealing to sex which is one of the primitive instincts of mankind are increasing in advertisements of cosmetic products which are used more often by recent high-rate-growth and the elevation of living conditions. The most usual expression-elements of eroticism in advertisement are exposure, pose, fashion style, make up, hair style and color. To analyze those expression-elements we made four pieces of fashion advertisement photos with four different types and surveyed both fashion majored students and non-fashion majored students. We applied regression analysis, ANOVA, and frequency analysis to verify the hypothesis. We found that in eroticism, the pose was the most important cognitive feature among the expression-elements and degree of cognition are varied according to major field and sexual interest. As a result, degree of cognition which effected by expression-elements will be varied even in same advertisement. In particular, convincing that the pose was the significant factor of eroticism cognition, expression of eroticism in advertisement would be more diverse and daring.

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시선 추적을 활용한 패션 디자인 인지에 관한 연구 (A Study on Fashion Design Cognition Using Eye Tracking)

  • 이신영
    • 한국의류산업학회지
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    • 제23권3호
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    • pp.323-336
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    • 2021
  • This study investigated the cognitive process of fashion design images through eye activity tracking. Differences in the cognitive process and gaze activity according to image elements were confirmed. The results of the study are as follows. First, a difference was found between groups in the gaze time for each section according to the model and design. Although model diversity is an important factor leading the interest of observers, the simplicity of the model was deemed more effective for observing the design. Second, the examination of the differences by segments regarding the gaze weight of the image area showed differences for each group. When a similar type of model is repeated, the proportion of face recognition decreases, and the proportion of design recognition time increases. Conversely, when the model diversity is high, the same amount of time is devoted to recognizing the model's face in all the processes. Additionally, there was a difference in the gaze activity in recognizing the same design according to the type of model. These results enabled the confirmation of the importance of the model as an image recognition factor in fashion design. In the fashion industry, it is important to find a cognitive factor that attracts and retains consumers' attention. If the design recognition effect is further maximized by finding service points to be utilized, the brand's sustainability is expected to be enhanced even in the rapidly changing fashion industry.

지역 특산물 활성을 위한 홍보관 특성에 관한 연구 - 체험 마케팅을 중심으로 - (A Study on the Characteristics of the Information Center for Invigorating Regional Products - Focused on the experiential marketing -)

  • 한진주;한혜련
    • 한국실내디자인학회논문집
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    • 제21권2호
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    • pp.133-140
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    • 2012
  • Our government finally understood the true meaning of this wisdom and is attempting to revive the rural area by establishing local produce exhibition hall. This is to allow different regions to promote their specialties and provide diverse experience to the public. However, the reality is that unstructured marketing and PR is not achieving much. Marketing in the past was a paradigm of function and benefit. As we passed 20th century, this was challenged, leading to experiential marketing. Customers' cultural urge and interest in experience and participation are getting stronger. With the facilitation of Promotion Center for local special products, local special products and relevant local communities will be promoted, and the distribution business will grow further. This research was performed to establish basic research materials for planning information center in order to invigorate regional products. This study brought about the following results: first, the Promotion Center for local special products can acquire emotional elements by associating the elements with local special products; secondly, the Promotion Center for local special products can acquire cognitive elements by harmonizing local communities' unique identities with their own other special products; thirdly, the Promotion Center for local special products can acquire behavioral elements by enjoying various experiences and events; fourthly, the Promotion Center for local special products can acquire relational elements by integrating other new spaces.

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메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계 (A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse)

  • 김소진;주용민
    • 스마트미디어저널
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    • 제12권8호
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    • pp.45-59
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    • 2023
  • 관광 목적으로 메타버스를 체험하려는 사용자는 문화콘텐츠의 목적에 의해 공간 속 전략적인 기획에 노출된다. 또한, 가상환경에 따라 진행되는 과정에서 통합적인 문화콘텐츠를 학습하게 되고 나아가 시공간적 의미와 함께 결국 스페이스텔링까지 경험하게 된다. 사용자에게 체험 시작부터 흥미를 유도하여 체험을 지속하는 것이 중요하지만 이러한 과정에서 장애요소들이 발생한다. 충분한 사전지식 없이 관심키워드만을 가진 사용자에게 새로운 정보와의 연결을 촉진 시켜야하기 때문이다. 따라서 흥미 제고를 위한 효율적인 설계 방법을 사전에 연구해야 한다. 그러나 현재까지 가상공간 속에서 흥미유발을 위한 선행조직자를 체계적으로 설계하는 방식에 대한 연구가 전무한 실태이다. 본 연구는 개발자가 가상공간의 의미와 문화콘텐츠의 스토리텔링을 개발하는 과정에서 발생하는 흥미유발 설계 방법으로 개념지도 기반 선행조직자 교육학습 기법을 이용한 기초 연구라고 볼 수 있다. 먼저 가상공간 요소와 인간행동 이론들을 고찰하였다. 이어서 현재 활용되어지는 선행조직자의 5가지 대표 사례들을 탐구하고 정보접근 및 전달 목적의 개념지도를 기반으로 재설계하여 제안하였다. 본 연구과정을 통해 메타버스 체험자들에게 공간적 속성과 인지적 흥미 요소가 스토리텔링 학습으로 이어지는 유의미한 학습에 효과적으로 전달되는 점과 개념지도를 통한 서비스 디자인 설계방법의 요소들을 확인할 수 있었다.

스페이스 브랜딩을 적용한 한식뷔페 표현특성 - 서울시에 위치한 한식뷔페를 중심으로 - (Expression Characteristics of Korean Buffet applied Space Branding - Focusing on the Korean Buffet in Seoul City -)

  • 정영현
    • 한국실내디자인학회논문집
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    • 제26권3호
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    • pp.91-100
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    • 2017
  • The rapid growth of Korean-style buffet in recent years has increased the size of corporate investment. Under this circumstance, businesses make various marketing efforts while highlighting the features and advantages of their brands. Against this backdrop, this study aims to understand which space branding has been applied to the Korean-style buffet through case studies and to propose a method of application of space branding to increase sales in an effective manner in the future. First, the research is theoretical examination and case studies with focus on the characteristics of expressions of Korean-style buffet space branding. Basically, upon completion of examining the concept and the characteristics of expressions of the Korean-style buffet and analyzing the concept of space branding, the components of space branding have been reconstructed based on preceding studies on space branding and then have been applied to each brand space. Also, the hands-on experience of the characteristics of expression of the Korean-style buffet with space branding incorporated in it and prepared a checklist via visual inspections. And then, the field surveys based on these examinations and took approach of drawing a conclusion based on the results analysis conducted by using the SPSS statistical program. Through preceding studies, the three components of space branding, that is, sensory element, emotional element, and cognitive element have been reconstructed before proceeding with this study, which has obtained five major findings as a conclusion. First, the sensory element should be given elements differentiated enough to attract consumers' attention along with a sustainable effort to have brand image imprinted in their mind. Second, in terms of emotional element, the study has found that the brand experience oriented toward interest and participation results in higher utility frequency. Third, the study has found that the cognitive element should seek consistency in communicating with consumers with focus on face-to-face contact on the display in space. Fourth, it has been found that arranging independent spaces is necessary to attract consumers' participation. Finally, the study has identified in which location area of buffet the sensory, emotional, and cognitive elements have placed a significant weight.

인포테인먼트 디자인의 개념 연구 (A study on the attribute of infotainment design)

  • 오병근
    • 디자인학연구
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    • 제19권2호
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    • pp.229-240
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    • 2006
  • 정보전달 환경의 변화에 따라 정보에 흥미를 분가하여 효율성을 높이는 것이 디자인에서 중요하게 대두되었다. 인포테인먼트는 다양한 표현방법과 미디어기술을 기반으로 정보 콘텐츠를 디자인할 때 오락적 흥미요소를 정보에 결합하는 개념으로 활용되고 있다. 정보자체만을 사실적으로 전달하는 정보형 메시지에 비해 오락적 흥미가 부가되어 사용자 관심을 유도하는 정보는 설득형 메시지의 정보이다. 인포테인먼트의 메시지가 설득적이라는 것은 정보의 이해과정에서 감각적 자극이나 인지적 재미, 상황적 흥미를 통해 사용자가 정보에 몰입하게 하는 것이다. 감각적 자극은 정보디자인의 표현요소와 미디어의 기능에 의해 발생하는 것이고, 인지적 재미는 정보 콘텐츠의 구조화에서 비예측성, 부조화 상태를 통한 잉여적 표현으로 수용자가 심리적 정체를 경험한 후 이를 해소하려는 지적인 활동에서 나타난다. 상황적 흥미는 사용자가 갖는 최적의 경험으로 쾌(快)에 의한 플로우 상태에서 나타난다. 따라서 인포테인먼트의 속성은 감각적 자극, 잉여성, 쾌로 정의될 수 있으며, 디자인 요인은 물리적 요인, 구조적 요인, 심리적 요인으로 구분해 볼 수 있다. 감각적 자극을 위한 물리적 요인은 비주얼 아날로지나 비주얼 펀의 개념으로 시각적 조작을 통한 흥미요소 표현과, 멀티미디어와 동적요소의 적용으로 가능하다. 잉여성표현에 의한 구조적 요인은 스토리텔링이나 이벤트, 인터랙션의 활용으로 정보이해과정에서 상상력을 발휘케 하는 것이다. 심리적 요인은 사용자에게 심리적 만족을 주는 것으로 유머나 놀이, 게임과 같은 오락적 흥미를 통해 플로우 상태를 경험하는 것이다. 결국 인포테인먼트는 그 속성에 부합될 수 있는 디자인 요인들이 복합적으로 연계될 때와, 전달하려는 정보의 특성과 목적에 잘 맞을 때 적용될 수 있는 개념이다.

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Research on Effective Information Visualization Method Based on Mobile Web

  • YOO, Jina;KIM, Tae-Hyeong
    • 산경연구논집
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    • 제11권7호
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    • pp.41-49
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    • 2020
  • Purpose: The purpose of this study is to recognize the role and necessity of public data visualization through prior research, investigation, and data verification processes. In addition, this study intends to check what factors should be considered in order to visualize data on the mobile web. Through this process, by identifying the cognitive load affecting information visualization by type, as a result, I would like to propose an effective information visualization method to effectively deliver public data related to government policies. Research design, data and methodology: In this study, we analyzed the case of information visualization according to infographics, which has been widely used in the public field among various visualization methods. For this study, a questionnaire survey was conducted for young people in their 20s and 30s with the highest mobile usage rate. Results: Based on the results, IPA (Importance Performance Analysis) was performed to conduct cognitive load test tools for information visualization of public data and confirmed the implications for each type of infographics. Conclusions: As a result of research, in order to efficiently deliver public data on the mobile web, first, it is necessary to construct a visual screen that can be easily identified through clear data. Appropriate graphic elements can be used according to the type to make it easier for users to acquire and understand information. Second, it is necessary to provide useful content in visualizing information. Third, in order to efficiently transmit information and increase understanding of data, it is necessary to visualize information that can induce interest in data and form metaphors. Fourth, it is necessary to visualize information to reduce cognitive load in terms of physical and mental aspects in order to accommodate users' comfortable information. Fifth, in order to effectively deliver public data, it is necessary to compose contents and information that are easy for users to understand. This study examines effective information visualization methods to increase the communication effect of public data in response to changes in the data-based intelligent information society and suggests implications for each type considering cognitive loads to help future public institutions to communicate and accept information.

실버층 라이프스타일에 따른 건강기능식품 선택속성에 관한 연구 (Study on Relationship between Elderly Group Lifestyle and Selection Attributes in the Health Functional Foods)

  • 이명숙;김숙응
    • 한국임상약학회지
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    • 제25권4호
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    • pp.286-295
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    • 2015
  • Objective: This experiment is to study how elderly group and their various lifestyles interact with health functional foods, according to their selection behavior. Different lifestyles will be observed closely, as well as how different health conditions and consumer involvements will affect critical decision making in selecting health functional foods. Method: Theories and discoveries from original advanced research were compared parallel to the new study. Results: First, cluster analysis and exploratory analysis were performed amongst different elder lifestyles. Lifestyle exploratory analysis was used for healthy, unique, leisure, and economical-style elders. Cluster analysis was used for material trend oriented, health oriented, complacent oriented-style elders. Health Functional Foods' selection trait Exploratory Factor Analysis showed that product's originality (function, uniqueness, specialty, compatibility, distributor, expiration date), quality (amount, daily dose, visual representation, accessibility, portability, natural ingredients), and popularity (product container, brand image, taste and smell, advertised product, domestic or import, well-known function) were the three main causes. Secondly, the amount of benefits for the elderly group health lifestyle were affected by 'Interest in health', 'Notability of the health functional food', and 'Functionality approved mark'. Specifically, the importance of, 'Interest in health', 'Notability of health functional food', and 'Functionality approved mark' were noticeably high within health oriented elders. Lastly, after examining the data from elder lifestyle's relationship with health functional food selection trait, all three different results showed equal importance. If you closely examine material trend oriented elderly group, selection trait showed distinctively high regards in 'Fundamental Attribute', 'Typical Attribute', and 'Cognitive Attribute'. Health oriented elders showed their distinctively high regards in 'Natural Attribute', and less consideration in 'Typical Attribute' and 'Cognitive Attribute'. Complacent oriented-style elderly group showed less focus on 'Fundamental Attribute', and even less in 'Typical Attribute', and 'Cognitive Attribute'. Health oriented elderly group concluded with above data from the fact that they showed most importance and involvement in health beneficial products that are scientifically proven. Material trend oriented elderly group showed balanced traits in their concluded data, showing that they prefer function, safety, as well as the brand image and their reputation. Also, they consider the products' outer elements, such as design and product name, in order to sense inner functions. Conclusion: So, Silver Business corporations must develop products to fulfill the market demands, and strategize marketing plans to better target the correct audience.

포천 한탄강 지질공원에 대한 야외학습 프로그램 개발 (Development of Field Trip Program for Hantan River Geopark in Pocheon)

  • 김재연;조재희;김학성
    • 과학교육연구지
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    • 제46권2호
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    • pp.165-177
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    • 2022
  • 본 연구는 포천 한탄강 지질공원에 대한 야외학습 프로그램을 개발하기 위하여 Orion의 야외학습 모형을 적용하여 개발하였다. 야외학습 지점은 포천 한탄강 지질공원의 지질명소 중 화적연과 비둘기낭 폭포로 선정하였다. 준비 단계 6종, 야외학습 단계 2종, 정리 단계 2종의 총 10종의 자료를 개발하였으며, 예비수업에 적용하고 설문 조사를 하였다. 준비 단계에서 인지적, 심리적, 지리적 요소를 고려하여 생소함의 공간을 줄이는 데 도움이 되도록 구성하였다. 야외학습 단계에서는 학생들이 교육과정과 연계된 학습 개념을 과학적 방법으로 습득하고 과학에 대한 흥미를 높일 수 있도록 설계하였다. 정리 단계에서는 학생들이 야외에서 관찰한 지질학적 현상을 정리하고 포천 한탄강 일대의 지사를 유추하는 데 도움이 되도록 구성하였다. 개발된 야외학습 프로그램을 예비수업에 적용하여 학생 설문 결과를 바탕으로 각 학습 지점에서 학생들의 과학에 대한 흥미를 키워줄 수 있는 관찰 활동에 충분한 시간을 주도록 수정하였다. 또한, 전문가 타당도 검사를 바탕으로 야외학습 단계의 학습 요소와 교육과정과의 연계를 고려하여 융합적 사고가 촉진될 수 있는 발문을 보완하였다. 본 연구에서 개발한 포천 한탄강 지질공원에 대한 야외학습 프로그램은 야외 지질학습을 통해 학생들의 과학에 대한 흥미와 과학적 태도를 높여줄 수 있었다.