• 제목/요약/키워드: visualization tendency

검색결과 56건 처리시간 0.027초

The Impact of Visualization Tendency in Phases of Problem-solving

  • SUNG, Eunmo;PARK, Kyungsun
    • Educational Technology International
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    • 제13권2호
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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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    • 제11권2호
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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.

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

  • 유미
    • 한국멀티미디어학회논문지
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    • 제18권5호
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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.

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

  • 김명준
    • 한국멀티미디어학회논문지
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    • 제19권8호
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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.

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

  • 조윤기;하재관;구연설
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제6권5호
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    • pp.487-495
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    • 2000
  • 정보 특성 시각화는 기존의 정보 검색 기법과 시각화 기법을 통합하여 방대하고 다양한 인터넷 정보에 대한 이해도를 높임으로써 정보 검색 시 요구되는 시간과 노력을 감소시키며, 검색된 결과에 대한 통계치를 시각적으로 보여줌으로써 검색 결과 중에 정보에 관련된 동향을 파악하는데 유용하다. 전자 도서관의 예에서 볼 수 있듯이 최근 정보 시각화에 관한 관심이 증가하면서 주로 선진국을 중심으로 여러 가지 시각화 기법에 대한 연구와 이를 적용한 검색 시스템들이 개발되고 있다. 따라서 이 논문에서는 정보의 특성을 체계적이며 시각적으로 표현하기 위해, 정보 시각화의 구성 요소를 다양한 뷰를 통해 획일화하고 구조적 정보 분류 기법을 적용한 새로운 차원의 패러다임을 제시하고, 사용자가 보다 쉽게 정보를 항해하고 정보에 대한 이해도를 향상시키기 위한 검색 도구를 개발함으로써 검색 정보에 대한 사용자 이해도와 검색의 효율을 향상시켰다.

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

  • 최민수;박준
    • 한국컴퓨터게임학회논문지
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    • 제31권4호
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    • pp.121-128
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    • 2018
  • 가상현실은 사용자에게 현실 세계와 분리된 환경을 구현하는 기술이며, 분리된 환경을 구현하기 위해서 몰입도가 중요한 요소로 자리 잡고 있다. 하지만 이와 같은 분리된 환경으로 인해서 주변 환경에 대한 인식의 부족이 불안정한 가상현실 게임 환경으로 이어질 수 있기 때문에 이를 해결하기 위해서 다양한 연구들이 진행되고 있다. 대부분의 연구가 시각화를 통해 문제를 해결하는 것에 집중하고 있다. 한편, 시각화는 일반적으로 가상현실의 공간과는 관계가 없는 정보이기 때문에 이것이 적용되는 가상현실의 몰입도에 미치는 영향에 대한 연구가 필요하다. 몰입도는 개인마다 성향 차이가 있으며, 몰입도에 영향을 끼치는 요소들이 다양하기 때문에 이를 고려한 가이드라인이 필요하다. 본 논문에서는 이 두 가지 문제를 해결하기 위해서 몰입도 성향에 따른 설문과 주변 환경에 대한 정보를 시각화하여 전달하는 두 개의 시스템에 대한 실험을 진행하고자 한다. 개인의 몰입도 성향을 측정하고, 이를 성향별로 구분지어 시각화가 가상현실 게임에 미치는 영향을 확인하여 이 결과를 통해 개인의 몰입도 성향에 따른 가상현실 게임 환경 조성에 대한 가이드라인을 제시하고자 한다.

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) (Dynamic Study on the Hepatobiliary Diseases with Combination of $^{131}I$-Rose bengal and $^{198}Au$-Colloid Scintiphotography)

  • 이용국
    • 대한핵의학회지
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    • 제5권1호
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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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등장인물들의 시간적 관계 변화에 기초한 스토리 가시화에 관한 연구 (A Study of Story Visualization Based on Variation of Characters Relationship by Time)

  • 박승보;백영태
    • 한국컴퓨터정보학회논문지
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    • 제18권3호
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    • pp.119-126
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    • 2013
  • 본 논문에서는 영화나 소설과 같이 스토리를 갖는 콘텐츠에 대해 스토리를 가시화해서 보여주는 시스템에 대해 제안하고 설명한다. 스토리를 가시화 해주기 위해 등장인물들 간의 관계를 모형화 하는 Character-net 방법론을 스토리 모형으로 적용하였다. 하지만 Character-net은 전체 스토리를 누적된 형태로 표현하기 때문에 스토리 진행에 따른 변화를 보여주기 한계가 있다. 이의 개선을 위해 Character-net의 변화와 등장인물들의 변화를 분석하여 보여주는 시스템을 개발하였다. 시스템은 Character-net 변화 실행 및 분석창과 등장인물 중심성 변화 시계열 그래프 창으로 구성하였다. 두 가지 창을 통해 주요 등장인물들이 처음 등장하거나 처음 만나는 장면과 같은 등장인물들 사이에서 나타나는 주요 변화지점을 찾는 기능과 인디그리와 아웃디그리의 변화 패턴을 통해 등장인물의 성향이나 성향의 변화를 추적할 수 있도록 지원하는 기능을 구현하였다. 본 논문에서는 이러한 스토리 가시화 시스템에 대해 설명하고 추가적으로 필요한 사항들에 대해 논의한다.

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

  • 이인철;신정환;김희동;구자예
    • 한국가시화정보학회지
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    • 제9권1호
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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.

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

  • 이순형;이소은
    • 아동학회지
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    • 제18권2호
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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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