• Title, Summary, Keyword: Cognition?Expression of Information

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An Experimental Study on the Effects of Risk Cognition of Personal Information and Self-Expression Information on Conation of Privacy Protection (SNS의 개인정보와 자기표현정보의 중요도 인지가 정보보호 행동의지에 미치는 영향에 관한 실험연구)

  • Lim, Jung-Ho;Kwon, Sun-Dong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.3
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    • pp.681-694
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    • 2018
  • This paper studied the effects of risk cognition of personal information and self-expression information on conation of privacy protection. In the first study, 88 college students who volunteered for this research were surveyed about risk cognition of personal information and conation to protect it. In the second study, after an information-seeking expert collected and organized the self-expression information that 88 volunteers had expressed on SNS, and then showed the organized self-expression information to 88 volunteers, and then 88 volunteers were surveyed about risk cognition of self-expression information and conation to protect it. As results of the first data analysis, the risk cognition of personal information had the greatest influence on non-disclosure of personal information, followed by reduction of the disclosure scope and law institutionalization requirement. As results of the second data analysis, SNS users openly expressed their opinion or life-style, but when they realized that self-expression information can be accumulated and become sensitive information, they had conation to protect their self-expression information such as non-disclosure, reduction of disclosure scope, and law institutionalization requirement. The implication of this study is that we have overcome the limitations of existing researches that can not explain information protection behavior on SNS.

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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    • v.12 no.1
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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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Attributes and Expression of STM(Short-term Memorable) Information (STM(Short-term Memorable) Information의 속성 및 정보표현)

  • Han, Ji-Ae;You, Si-Cheon
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.201-211
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    • 2010
  • The aim of this study is to investigate the method to enhance user cognition for "STM information(Short-term Memorable Information)" that is relatively accessible to information in a short period of time in information design types. What stands out from this study is the design attributes and expression method of information in a broad perspective. By 4 visualization attributes of function variable; 'Operations', 'Events', 'Methods' and 'Use cases', STM information should be satisfied by the attribute of 'Understandable' and 'Accessibility' from the point of view of visual representation and by the attribute of 'Errorless' and 'Timeliness' from the point of view of user operation. As the expression method of each perspectives, I suggested "Attribution theory", "Cognitive model", "Maximization of Proactivity", "Minimization of surplus information" and "Using dual-code" in the point of view of visual representation, and "Context effect", "Using memory code" and "Two methods of information scanning" in the point of view of user operation. I assured that above-mentioned methods are efficient and cognitive pattern of user for STM information is found out by survey and interview.

Effective directional signs for the clear cognition of directions -2-D expression of directional sighs in 3-D spaces (효과적 방향인지를 위한 유도사인에 관한 연구 -3차원 공간에서의 2차원적 방향표식을 중심으로)

  • 심은미;백진경
    • Archives of design research
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    • v.16 no.3
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    • pp.15-22
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    • 2003
  • At public spaces, signs have purposes of communicating their information clearly. Especially directional signs point out the proper route showing our surroundings. The present directional signs which are indicating 3-dimensional direction in a 2-dimensional mode seem to be difficult to understand as we are moving. This study has the purpose of investigating the role of present signs and suggesting visually effective directional signs, in particular arrows. Firstly, this study surveyed the user's attitude on directional signs in case of subway station. The research shows that the present directional signs hardly perform their roles to communicate the directional information, which means the need of newly expressed arrows. In this study we consider a new effective expression on the viewpoint of human cognition mechanism. So it is thought that those trials are helpful to efficient sign system.

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Effective Foreign Language Learning with Situated Cognition in the MOO based Environments (상황인지(Situated Cognition)원리를 적용한 효과적인 외국어 학습 방안 연구: MOO 학습환경을 중심으로)

  • Lee, Seung-Hee;Seo, Yun-Kyoung
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.64-74
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    • 2002
  • The purpose of this paper is to review the importance of situated cognition and the features of MOO(Multi-user Object Oriented)environments for effective foreign language learning. Learning foreign languages is beyond simply recalling for the vocabularies or expression usages of targeted languages. As much the same as children naturally acquire their mother languages among active and social interactions with other surrounding people, foreign languages should be told in the circumstances and contexts for authentic applications of foreign languages. The MOO, one of the virtual realities with spatial metaphors on the text basis, has been gaining high attentions from educational fields, thanks to the strong functions of social contexts and learner interactions. This paper approaches the features of MOO as foreign language learning environments, in terms of activity, context and interaction.

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A Characteristic of Emotional Word According to Experience Using and Preference of Product (제품 사용 경험과 선호도에 따른 감성어휘의 표현 특성)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.375-385
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    • 2008
  • This study intended to grasp image association on human's product and cognition response characteristic, and analyze their correlation with product preference. For this, photos of mobile phones and proposal-type products were selected for experiment stimuli, and an experiment expressing associated word and an experiment evaluating preference of each product's photo were made. With the experiments, two results were derived. First, in linguistic cognition response on product with use experience, application of emotional expression increased as the level of preference increased by mixing expressions of metaphor languages and emotional image. Second, non-use experience of product induces response corresponding to understanding on the object of cognition only perceptually and considering similarities with general experience information.

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Consumers' Cognition and Buying Behavior of Sports Brand Character (스포츠 브랜드의 캐릭터에 대한 소비자 인식과 구매행동)

  • 이지연;안민영;박재옥
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.103-115
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    • 2002
  • The purpose of this study is to investigate the consumers′ cognition and buying behavior on sports brand character. Since the character industries are booming, this study focused on the source and the expression method of sports brand characters that are already known to consumers. Subjects of this study were university students who were interested in sports brand characters, living in Seoul and Kyenggi-do. The questionnaire were developed based on the previous studies. Data were analysed by Frequency analysis, ANOVA, Duncan Test, and Spearman′s Rho. The results were as follows: 1. The most preferred source of sports brands character was "illustrated human figure"(i.e. a famous athlete like Michael Jordan). And the most favorite expression method of character was the combination of letter and symbol as the character of ASICS and NIKE. 2. The important design factors of sports brand character were the symbolism and aesthetics. The consumer recognized NIKE as the most well-designed character design. 3. Consumers′ preference of sports brand was found to be NIKE, REEBOK, ADIDAS, and FILA, in order. The reasons for preference were the design, the brand image, and the quality. On the other hand, the most frequently purchased brand was NIKE, FILA, and ADIDAS in order. Most of the purchase took place in the brand outlet store, and the consumers usually came with their friends for purchase of sports brand. The display of store was the consumers′ major source of information. 4. The preference group of sports brand character recognized more importantly color, design, brand, and especially fashionability than the non-preference group. And the most important criteria for brand selection were design, price, and comfort orderly. 5. Female consumers recognized more importantly color, design, brand, and others′ recommendations than male consumers. The aged consumers recognized importantly durability, comfort, and quality.

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A Study on the User's Evaluation for the Visual Types of Virtual Model House (가상모델하우스의 유형에 따른 사용자 평가에 관한 연구)

  • Ha, Ji-Min;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.160-169
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    • 2011
  • In Korea, the construction company has provided houses through apartment sales system. Residents have obtained a variety of information about their future house by visiting a sample house called "the model house" before they purchase home. Advanced technology such as web-based VOD or Virtual Model in recent years has gradually replaced those built environment. In 2009, the Ministry of Land, Transport and Maritime Affairs announced the restraint to the construction of sample houses. Instead, they highly recommended a Virtual Model House as an alternative solution. This study aimed to propose how to design the user-oriented virtual model house through the experiment and survey research. The 3D virtual model house of 85m$^2$ apartment was built and presented by two types (Type A: Bird's Eye View, Type B: Walk through View) on the web page. The subjects evaluated presence, spatial perception and cognition, and usability of each type after exploring them. The results are as follows. (1) The subjects' evaluation of presence showed Type B has more negative effects than Type A such as feeling dizzy or tired even if their values were not so high. (2) The subjects perceived and cognized both types of virtual model house more realistic for the expression of volume of space, the size of opening, and the arrangement of furniture than that of wall finishes and materials. (3) The usability of Type A was significantly higher than that of Type B.

The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games (소셜 네트워크 게임의 크로스 프로모션의 유용성과 성가심이 게임 몰입에 미치는 영향)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.89-100
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    • 2015
  • This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.

Cognitive dysfunctions in individuals with diabetes mellitus

  • Kim, Hye-Geum
    • Yeungnam University Journal of Medicine
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    • v.36 no.3
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    • pp.183-191
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    • 2019
  • Some patients with type 1 and type 2 diabetes mellitus (DM) present with cognitive dysfunctions. The pathophysiology underlying this complication is not well understood. Type 1 DM has been associated with a decrease in the speed of information processing, psychomotor efficiency, attention, mental flexibility, and visual perception. Longitudinal epidemiological studies of type 1 DM have indicated that chronic hyperglycemia and microvascular disease, rather than repeated severe hypoglycemia, are associated with the pathogenesis of DM-related cognitive dysfunction. However, severe hypoglycemic episodes may contribute to cognitive dysfunction in high-risk patients with DM. Type 2 DM has been associated with memory deficits, decreased psychomotor speed, and reduced frontal lobe/executive function. In type 2 DM, chronic hyperglycemia, long duration of DM, presence of vascular risk factors (e.g., hypertension and obesity), and microvascular and macrovascular complications are associated with the increased risk of developing cognitive dysfunction. The pathophysiology of cognitive dysfunction in individuals with DM include the following: (1) role of hyperglycemia, (2) role of vascular disease, (3) role of hypoglycemia, and (4) role of insulin resistance and amyloid. Recently, some investigators have proposed that type 3 DM is correlated to sporadic Alzheimer's disease. The molecular and biochemical consequences of insulin and insulin-like growth factor resistance in the brain compromise neuronal survival, energy production, gene expression, plasticity, and white matter integrity. If patients claim that their performance is worsening or if they ask about the effects of DM on functioning, screening and assessment are recommended.