This study analyzed the difficulties of middle school students in computer simulation of the law of large numbers through eye movement analysis. Some students did not attend to the simulation results and could not make meaningful inferences. It is observed that students keep the existing concept even though they observe the simulation results which are inconsistent with the misconceptions they have. Since probabilistic intuition influence student's thinking very strongly, it is necessary to design a task that allows students to clearly recognize the difference between their erroneous intuitions and simulation results. In addition, we could confirm through eye movements analysis that students could not make meaningful observations and inferences if too much reasoning was needed even though the simulation included a rich context. It is necessary to use visual representations such as graphs to provide immediate feedback to students, to encourage students to attend to the results in a certain intentional way to discover the underlying mathematical structure rather than simply presenting experimental data. Some students focused their attention on the visually salient feature of the experimental results and have made incorrect conclusion. The simulation should be designed so that the patterns of the experimental results that the student must discover are not visually distorted and allow the students to perform a sufficient number of simulations. Based on the results of this study, we suggested that cumulative relative frequency graph showing multiple results at the same time, and the term 'generally tends to get closer' should be used in learning of the law of large numbers. In addition, it was confirmed that eye-tracking method is a useful tool for analyzing interaction in technology-based probabilistic learning.
Journal of the Korean Society of Physical Medicine
/
v.11
no.2
/
pp.17-24
/
2016
PURPOSE: This study aimed to evaluate the effects of health-promoting behaviors on the subjective well-being of a physical therapist. METHODS: Survey data were collected from 247 physical therapists in Daejeon city. The baseline for health-promoting behaviors was determined using Health Promoting Lifestyle Profile (HPLP), subjective well-being was determined using Positive Affect and Negative Affect Schedule (PANAS), quality of life was measured using the SF-36 (Short-Form 36), and pain level was determined using the Quadruple Visual Analogue Scale (QVAS). Health-promoting behaviors and related factors were analyzed using an average comparative analysis (t-test), and the factors relevant to subjective well-being and health-promoting behaviors were evaluated using correlation analysis (Pearson's correlation coefficient). Factors affecting health-promoting behaviors were evaluated using stepwise multiple regression analysis (stepwise multiple regression). RESULTS: The mean score for health-promoting behavior was 3.73, with emotional support having the highest score (3.90) and regular meals having the lowest score (3.16 points; p<0.01). Health-promoting behavior was significantly correlated with positive emotions and negative emotions are subjective well-being, negative emotions and pain were noted (p<0.01). Health-promoting behaviors showed a significant correlation with quality of life (r=0.04), positive emotions (r=0.21; p<0.01), negative emotions (r=0.16; p<0.05), and pain level (r=0.016). The results of this study showed that health-promoting behaviors are significant predictors of subjective well-being in physical therapists (p<0.01). CONCLUSION: Physical therapists have to maintain their health by avoiding infections. Regular exercise is the most important factor among all health-promoting behaviors.
The digital contents industry already heads toward the OSMU(One Source Multi Use) method of media. In case the success of the original novel recreates to a movie, the success of a movie is again noticed with the original novel. For this reason, a novel and movie are open at the same time, In this paper, we analyze through the case study of three fantasy films having the narrative structure of the germane myth : The Lord of The Rings, Harry Potter, The Chronicles Of Narnia based on the analysis basis : Hero's Journey 12 steps by J. Campbell, The analysis of scenes of each film visualizing the narrative structure of a novel can be used as the basic materials in the process of visualizing the scale of the original and message of a writer, we consequently believe that these analysis will be able to be applied the appropriate visual techniques (the special effect, the scene tractions, and etc.)in visualization of films.
This study is intended to formulate the issues through the status analysis and image evaluation for each street on the basis of colors for the outdoor advertisements for part of street side in the oldest downtown for its construction year. Analysing the business type of the street side, it displays the identity of the fashion business area and the color status shown on the outdoor advertisement did not consider the harmony on the other business type and building improvements that it displays chaotic street views in overall. Status of color for the outdoor advertisement compared and analyzed for each street-side to be analyzed with high color contrast with the building structure and outdoor advertisements than the Street B side where there are many businesses of fashion sundries and fashion clothes to form more complicated street scenery visually for the Street A side. The color combination principle of building structure and outdoor advertisement was shown to be the factor for the contrasting unity and diversity. In order not to stimulate this visual confusion, the colors of outdoor advertisement has to be applied on the basis of the color guideline based on the color combination principle of outdoor advertisement and building structure to have the aesthetic harmony overall. As a result of analysis using the KJ method, the present image of the old downtown area was shown with the adjective vocabularies of "complicated", "out-dated", "chaotic", "disorganized", "dirty", "suffocating", and "unilateral", and its image to strive for would be in a total of 6 adjective vocabularies of "well-arranged", "young", "dynamic", "sophisticated", "personable" and "neat", and it has presented the basic foundation of color guideline of outdoor advertisement fit for its image.
The digital contents industry already heads toward the OSMU(One Source Multi Use) method of media. In case the success of the original novel recreates to a movie, the success of a movie is again noticed with the original novel. For this reason, a novel and movie are open at the same time, In this paper, we analyze through the case study of three fantasy films having the narrative structure of the germane myth : The Lord of The Rings, Harry Potter, The Chronicles Of Narnia based on the analysis basis : Hero's Journey 12 steps by J. Campbell, The analysis of scenes of each film visualizing the narrative structure of a novel can be used as the basic materials in the process of visualizing the scale of the original and message of a writer, we consequently believe that these analysis will be able to be applied the appropriate visual techniques (the special effect, the scene tractions, and etc.)in visualization of films.
In modern society which changes from quantity-seeking society to value-seeking one, people's various lifestyles have great effect on consumption patterns and work as an important factor in choosing hotels. The fact that design hotels, which provide unique experiences with differentiated and sensitive designs by reflecting various lifestyles, recently attract attention can be understood in the same context. As a matter of fact, design hotels recently serve as destinations as they become cultural and artistic icons which reflect customer lifestyles. Especially, the designs of lobby spaces in hotels play deciding role in customers' choices while representing the nature of hotels. In this respect, under the premise that the kinds of accumulated experiences are different depending on lifestyles and preferences for specific interior spaces are influenced by association mechanism formed by experiences, this study analyzed lobby spaces of design hotels which focus on specific lifestyles from the perspective of association mechanism based on experiences. As the method of analysis, this study classified the types of lifestyles and conducted case analysis to investigate what association mechanism works to enhance the preference of design hotels by types. Study classified lifestyles into experiential activity type, social meeting type, fashion-pursuing type and hideout-preferring type and analyzed cases of lobby designs in design hotels. The results of this case analysis are as follows; First, experiential activity type mainly utilized quasi-association and approach association through senses and social meeting type utilized quasi-association and memory association through emotions while fashion-pursuing type utilized quasi-association and presumption association through intuition and hideout-preferring type utilized quasi-association and approach association through thoughts. Second, it was found that most lobby designs are characterized by association mechanism in visual formative nature and that in temporal spatial nature working in complex way, and, through such process of association expansion, space stories are created. Stories of spaces created this way become unique identities of design hotels that provide new experiences for customers.
This thesis intends to grasp the degree of utilization of visual images by understanding the relational properties between picture and letter and considering the children as users, through the analysis of currently published books of English vocabulary for children. Accordingly, the types of picture used in the books of English vocabulary for children, the degree of utilization of picture, combination types of picture and letter, and semantic consistency of picture and letter are reviewed. As a result of analysis, the degree of utilization of picture is high in general, in order of illustration, cartoon, and the mix of illustration and cartoon. In the combination form of picture and letter, the degree of utilization appears in order of picture plus vocabulary, letters without illustration, and pictorial symbol. In particular, the higher semantic consistency of picture and letter, it is effective in learning, however, semantic consistency is low, generally. Pictorial symbol type shows the frequency of the highest combination type in the five groups of higher semantic consistency. In conclusion, the presented types of picture and letter, shown in the currently published books of English vocabulary for children, are similar types by the publishing companies, thus, effective design research should be required based on diverse levels of children.
This study has tried the comparative analysis by classifying the underwear brand advertisement into direct sex appeal advertisement and metaphorical sex appeal advertisement. The effectiveness of advertisement expression has been studied by the comparative analysis for the advertisement attitude, the brand attitude, the purchasing intention based on the gender and the difference between design major and the others. As the study result, the conclusion, that the direct sex appeal advertisement on the characteristic of underwear brand has high effect on women, has been drawn. Also, it could be recognizable that men have high preference for the advertisement attitude, the brand attitude and the purchasing intention for the metaphorical sex appeal advertisement. Consequentially, the point that the effect on women can be maximized when the sex appeal expression is in harmony with the image of goods may be identified in case of the direct sex appeal advertisement in the underwear advertisement; it could be recognizable that men expressed their interests for metaphorical sex appeal expressions in underwear brand advertisements.
Color is one of the most effective factor in visual aspect influencing consumer's choice. However, the color preference varies as time passes, society changes, new culture develops, that is variable in its nature. And the underlying meaning or accompanying color image differs in every area. We believe the study on the color preference is meaningful, especially on BRICs market, recently gathering attentions for their market competitiveness and growth potential. For this research, data collected from 5 countries(including Korea) by 1:1 interview during 3 weeks in Aug. 2005. Usable data from 923 adult urban residents were used for final data analysis. Color chart for research was categorized by using COS Color System into KS standard color 10grades plus 1 neutral, with 5 grades of tones. Through this empirical study, the data were analyzed by mean, ANOVA, Duncan-test of SPSS Win(ver.10.0). The result generated from this study are as follows : First, analysis through hue & tone system reveals that preference on principle colors (R, Y, G, B, P) is higher than intermediate colors and pale, light, vivid tones were preferred to dare and deep tones. Second, personal color preference is reflected in color preference in fashion items. Thus, we may conclude color preference in fashion item largely influenced by country characteristics. Third, biggest difference by country from hue analysis are neutral and PB colors. Neutral, widely preferred color in every county, more preferred in India, Russia, Brazil than China. We expect this result can be utilized as a basic material for developing BRICs market.
I paid attention to the fact that surrealism emerging in early 20th century has been resurfacing in the 21st century. It may be because of the increasing interest on the space showing the surrealistic features as people in these days prefer the experimental and dramatic space beyond repetitive daily life. I tried to identify the expressive characteristics in the interior space adopting the depaysement technique among a variety of expression techniques of surrealism. To this end, this paper selected 10 interior design projects by Fabio Novembre and Marcel Wanders since 2000s. As the methodology, chapter 2 examined the theories to identify the expression targets and approaches of depaysement around the art paintings. Next, the standard for case analysis in this paper was established by investigating the existing theses related to interior and space design with depaysement as the key word. The expressive characteristics of depaysement identified from the existing researches were classified into morphological, figurative, material and space program. Those programs were developed as the classification system in this paper. Chapter 3 described the design background and features of Fabio Novembre and Marcel Wanders. On the basis of the features and analysis framework identified in chapter 2 and 3, chapter 4 analyzed the features of depaysement observed in the works by both designers. The conclusion was presented in chapter 5. For the expressive characteristics of depaysement observed in the space by both designers, Novembre created optical illusion using distortion or overlap on the morphological aspect. Wanders showed mainly the feature of changing the scale. In accordance with the analysis on expression principles, the features including spatial continuity, ambiguity of border, visual amusement and uncertainty were differentiated in all spaces.
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