• Title/Summary/Keyword: visualization tendency

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The Impact of Visualization Tendency in Phases of Problem-solving

  • SUNG, Eunmo;PARK, Kyungsun
    • Educational Technology International
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    • v.13 no.2
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    • pp.283-312
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    • 2012
  • Problem-solving ability is one of the most important learning outcomes for students to compete and accomplish in a knowledge-based society. It has been empirically proven that visualization plays a central role in problem-solving. The best performing problem-solver might have a strong visualization tendency. However, there is little research as to what factors of visualization tendency primarily related to problem-solving ability according to phases of problem-solving. The purpose of this study is to identify the relationship between visualization tendency and problem-solving ability, to determine which factors of visualization tendency influence problem-solving ability in each phase of problem-solving, and to examine different problem-solving ability from the perspective of the levels of visualization tendency. This study has found out that visualization tendency has a significant correlation with problem-solving ability. Especially, Generative Visualization and Spatial-Motor Visualization as sub-visualization tendency were more strongly related to each phase of problem-solving. It indicates that visualization tendency to generate and operate mental processing can be considered a major cognitive skill to improve problem-solving ability. Furthermore, students who have high visualization tendency also have significantly higher problem-solving ability than students with low visualization tendency. It shows that the levels of visualization tendency can predict variables related to students' problem-solving ability.

The Effect of Visual and Verbal Scaffoldings on Web-Based Problem Solving Performance

  • RHA, Ilju;PARK, Soyoung
    • Educational Technology International
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    • v.11 no.2
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    • pp.1-24
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    • 2010
  • The study aimed to investigate the differential effects of visual and verbal scaffoldings on web-based problem solving performance. A quasi-experiment with 143 high school students in South Korea was administered. Each student's visualization tendency score was obtained at the beginning of the study. Based on the visualization tendency scores, students were divided into two groups; low and high level visualization tendency groups. Then each group was split in half and randomly assigned to one of the two lessons - one with visual scaffolding and the other with verbal scaffolding. The contents of the two lessons were the same. All students' performance was measured through an essay assignment for a problem solving at the end of the lesson. The result showed that the visual scaffolding group outperformed the verbal scaffolding group (F=22.54, p<.01), regardless of each student's visualization tendency level. The effect size was 0.81, indicating high practical significance. There was no statistically significant interaction effect between scaffolding modalities and students' visualization tendency levels. These findings imply that visual scaffolding is an effective strategy to promote students' problem solving performance.

A Study on the Creation of Scientific Visualization for the Public (일반인을 대상으로 하는 과학 시각화 제작 연구)

  • You, Mi
    • Journal of Korea Multimedia Society
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    • v.18 no.5
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    • pp.671-681
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    • 2015
  • This paper presents an extended scientific visualization for the public over the scientific visualization targeting for scientists. Our scientific visualization pursues both transmission of scientific information and good-looking visuals. First of all, we examine a tendency to produce scientific images that make the public understand science, even though they are not professional scientists. As a result, we can find several cases that actively generate scientific visualizations for the public. Among them, several research institutes possess own production studio. As the production of scientific images is a convergence field combined of art and science, cooperation between artists and scientists is necessary. Therefore, in-depth communication between them is essential at the planning stage. Moreover, continuous feedbacks between two groups in the production stage, the next stage of the planning, make the scientific visualization to perfection. In this paper, we present 2 modeling methods that are easily encountered during producing scientific visualizations and shading and rendering methods for generating photorealistic images. The concept of an extended scientific visualization that we present shows a new vision of the scientific visualization field.

An Analysis and Visualization of Creative Tendency appeared in Query Log of a Story Database Service (스토리 검색 서비스의 사용자 기록에 나타난 창작 성향 분석 및 가시화)

  • Kim, Myoung-Jun
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1609-1618
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    • 2016
  • is a service providing the story synopses that match user's query. This paper analyzes the user log of which is the answers to the queries to find stories from database, and shows the tendency distribution of user creation. Specially, we analyze a joint distribution of the genres and actions of stories to get better understanding of the tendencies that cannot be found in the analysis of independent distribution. Furthermore, we define a correlation factor between genre and action, and investigate what combinations of the genres and actions are highly, less, and negatively correlated. Finally, we investigate how the tendencies of characters are related to genres and actions, and propose a visualization method to show the tendencies.

Implementation of an Information Feature Visualization System (정보 특성 시각화 시스템 구축)

  • Cho, Yoon-Ki;Ha, Jae-Kwan;Koo, Yeon-Seol
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.487-495
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    • 2000
  • Information Feature Visualization integrates the traditional information retrieval techniques and visualization techniques and reduces the time and effort from searching for requested information by promoting apprehension from the wide and various internet information. It's used to understand the related information tendency by supporting the statistic materials for retrieved results. It's useful to catch a tendency regarding information over the search process. Recently, by increasing interest in the information visualization in the library system, The research about various visualization technology and searching system has been developed by many researchers. So, to describe systematically and visually the feature of information, we'll make the element of information visualization uniform by various views and suggest paradigm renewing retrieval technology using information outlining techniques by developing search tool to improve apprehension about information and navigate more easily among information. We can improve user's apprehension about search information and search more usefully.

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Relationship with Visualization and Immersion in Virtual Reality Games (가상현실 게임에서의 시각화와 몰입도의 상관관계)

  • Choi, Min Soo;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.121-128
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    • 2018
  • Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion.

Dynamic Study on the Hepatobiliary Diseases with Combination of $^{131}I$-Rose bengal and $^{198}Au$-Colloid Scintiphotography (간담도질환(肝膽道疾患)의 Scintiphotography 상(像)에 있어서 $^{131}I$-Rose bengal 및 $^{198}Au$-colloid의 섭취(攝取)와 배설(排泄)에 관(關)한 역동학적(力動學的) 연구(硏究))

  • Rhee, Yong-Kook
    • The Korean Journal of Nuclear Medicine
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    • v.5 no.1
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    • pp.49-64
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    • 1971
  • The radioactive $^{131}I$-rose bengal serial scintiphotography was performed in 62 patients with the hepatobiliary diseases and in 20 normal subjects. This approach permitted visualization of the hepatic uptake of $^{131}I$-rose bengal from the circulation and its excretion into the biliary trees and the intestines. In some of these patients, gallbladder function was examined, using eggs as a gallbladder constrictor. The time of maximum hepatic uptake was well correlated to the conventional biochemical liver function tests. In addition to $^{131}I$-rose bengal scintiphotography, $^{198}Au$-colloid scintiphotography was also performed to make comparison of these two tests. The results obtained were as follows: 1. In normal subjects, the maximum hepatic uptake of $^{131}I$-rose bengal occurred at $23{\pm}2.9$ minutes, the initial hepatic excretion at $34{\pm}5.1$ minutes, the visualization of the gallbladder at $29{\pm}5.7$ minutes and the intestinal visualization at $54{\pm}25.8$ minutes. The radioactivity in the gallbladder decreased to $10.7{\pm}5.0%$ one hour after the ingestion of eggs. 2. In the patients with cirrhosis of the liver, there was a delayed and decreased hepatic uptake. The maximun hepatic upake occurred at $43{\pm}12.9$ minutes. The differences in the results of uptake between the cirrhotic and the normal group were statistically significant. The initial hepatic excretion occurred at $60{\pm}18.5$ minutes and had tendency of delaying compared with the normal controls. The gallbladder was visualized in 13 of 16 cases (81%) and its visualization occurred at $49{\pm}14.6$ minutes with a tendency to be delayed compared with the normal controls. The intestinal visualization occurred at $63{\pm}15.8$ minutes and its delaying tendency was somewhat more prominent. 3. In patients with hepatitis, the maximum hepatic uptake occurred at $59{\pm}21.4$ minutes and was significantly delayed. The initial hepatic excretion occurred at $82{\pm}34.3$ minutes and the results revealed a delaying tendency. The gallbladder was visualized in 15 of 20 cases (75%) at $57{\pm}18.7$ minutes, which was significantly delayed. The Intestinal visualization was noted in all cases with marked delay. 4. In patients with obstructive jaundice, the maximum hepatic uptake was noted at $83{\pm}14.7$ minutes, showing the most significant delay. The hepatic excretion into biliary trees and intestines was not entirely noted in all cases except the only one case with gallbladder visualization. 5. In patients with cholelithiasis, the maximum hepatic upake and the initial hepatic excretion were slightly delayed with mean times of $39{\pm}11.2\;and\;48{\pm}17.1$ minutes respectively. The visualization of the gallbladder was demonstrated in 10 of 17 cases (59%) and occurred at $52{\pm}25.6$ minutes with a slight delay. The intestinal visualization occurred at $67{\pm}47.7$ minutes and was slightly delayed. $^{131}I$-rose bengal in the gallbladder remained high, $49.3{\pm}21.3%$, which suggested quantitatively decreased power of gallbladder constriction. 6. The time of the maximum hepetic uptake was correlated well to BSP retention and serum alkaline phosphatase ativity. However, the maximum hepatic uptake had no definite correlation with serum albumin, serum globulin, TTT, serum cholesterol, SGPT or SGOT. 7. In the diagnosis of the hepatobiliary diseases with jaundice, $^{131}I$-rose bengel serial scintiphotography has proved to be more useful than $^{198}Au$-colloid scintiphotography. With these results, it could be justified that $^{131}I$-rose bengal scintiphotography is an excellent diagnostic aid for dynamic hepatobiliary function studies in the clinical practice.

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A Study of Story Visualization Based on Variation of Characters Relationship by Time (등장인물들의 시간적 관계 변화에 기초한 스토리 가시화에 관한 연구)

  • Park, Seung-Bo;Baek, Yeong Tae
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.119-126
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    • 2013
  • In this paper, we propose and describe the system to visualize the story of contents such as movies and novels. Character-net is applied as story model in order to visualize story. However, it is the form to be accumulated for total movie story, though it can depict the relationship between characters. We have developed the system that analyzes and shows the variation of Character-net and characters' tendency in order to represent story variation depending on movie progression. This system is composed by two windows that can play and analyze sequential Character-nets by time, and can analyze time variant graph of characters' degree centrality. First window has a function that supports to find important story points like the scenes that main characters appear or meet firstly. Second window supports a function that track each character's tendency or a variation of his tendency through analyzing in-degree graph and out-degree. This paper describes the proposed system and discusses additional requirements.

Spray Angle and Break-up Characteristics of Supersonic Liquid Jets by an Impinging Methods with High Speed Projectile (초고속 발사체의 액체 저장부 충돌에 의한 초음속 액체 제트의 분무 속도 및 분열 특성)

  • Lee, In-Chul;Shin, Jeung-Hwan;Kim, Heuy-Dong;Koo, Ja-Ye
    • Journal of the Korean Society of Visualization
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    • v.9 no.1
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    • pp.55-60
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    • 2011
  • Pulsed supersonic liquid jets injected into an ambient air are empirically studied by using a high pressure ballistic range system. Ballistic range systems which are configured with high-pressure tube, pump tube, launch tube and liquid storage nozzle. Experimental studies are conducted to use with various impact nozzle geometry. Supersonic liquid jets are generated by an impact of high speed of the projectile. High speed liquid jets are injected with M = 3.2 which pressure is 1.19 GPa. Multiple jets which accompany with shock wave and pressure wave in front of the jet were observed. The shock-wave affects significantly atomization process for each spray droplets. As decreasing orifice diameter, the averaged SMD of spray jets had the decreasing tendency.

Video Game Experience and Children's Abilities of Self-Control and Visual Information Processing (전자오락경험과 아동의 자기통제력 및 시각정보처리능력)

  • Yi, Soon Hyung;Lee, So Eun
    • Korean Journal of Child Studies
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    • v.18 no.2
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    • pp.105-120
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    • 1997
  • The purpose of this study was to investigate children's abilities of self-control and visual information processing based on their experience with video games. Participants, divided by prior exposure to video games, were 44 seven-year-old and 48 eleven-year-old boys. The impulsive tendency of children was measured through the MFFT and The delayed satisfaction test. Visual information processing ability was assessed through perceptual speed, mental rotation, and spatial visualization tasks. No differences were found between more-and less-video-game-experienced boys. Significant differences, however, were found in visual information processing abilities. More experienced boys performed better in mental rotation and spatial visualization tasks than less experienced boys.

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