• Title/Summary/Keyword: Visual thinking

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The Instructional Effect of a Four-stage Problem Solving Approach Visually Emphasizing the Molecular Level of Matter upon Students' Conceptions and Problem Solving Ability (물질의 분자 수준을 시각적으로 강조하는 4단계 문제 해결식 수업이 학생의 개념과 문제 해결 능력에 미치는 효과)

  • Noh, Tae-Hee;Moon, Kyung-Moon
    • Journal of The Korean Association For Science Education
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    • v.17 no.3
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    • pp.313-321
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    • 1997
  • The purpose of this study was to investigate the instructional effect of a four-stage problem solving approach visually emphasizing the molecular level of matter upon students' conceptions and problem solving ability. On the basis of the research results regarding molecular representation in learning chemistry, problem-solving instruction, and the effect of visual materials, the instructional strategy was developed while considering Korean educational situations. The treatment and control groups (2 classes) were selected from a girls' high school in Seoul and taught about stoichiometry, gas, liquid, solid, and solution for 13 weeks. For the treatment group, 52 charts were supplied in order to emphasize the molecular level of matter and/or 4 stage problem solving strategy-understanding, planning, solving, and reviewing. For the control group, traditional instruction was used. Before the instructions, the Group Assessment of Logical Thinking and the Spatial Ability Test were administered, and their scores were used as covariate and blocking variable, respectively. After the instructions, students' conceptions and problem solving ability were measured by the Chemistry Conceptions Test (CCT) and the Chemistry Problem Solving Ability Test (CPSAT), respectively. The results indicated that the CCT scores of the treatment group were significantly higher than those of the control group. The students in the treatment group also exhibited less misconceptions than those in the control group. However, there was not significant difference for the CPSAT scores. No interaction with students' spatial ability was found for both students' conceptions and problem solving ability. Educational implications are discussed.

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A Propensity of Formative Presentation by Line Drawing (라인드로잉에 의한 디자인 조형의 표현성향)

  • 우흥룡
    • Archives of design research
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    • v.11 no.2
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    • pp.95-103
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    • 1998
  • During design thinking and developing, its idea into the real world, and we are under pattern recognition and gestalt principles of perceptual organization. Generally originality is a part of creativity which consists an integral factor of the designing. This is a study on the measure system for an ability of originality in design. It is reorganized that the OTLD(Originality Test of Line Drawing) is a measuring system for personal originality. In order to catch the development the thoughts, we presented 10 picture planes as stimuli (each picture plane contained 3-18 dots), recorded the tape displaying eye-mark trajectories and outputting the trajectories with EMR(Eye Mark Recorder), then found the process of visual sensation and perception. From the results of this study, we examined the relationships between connections and complexity of the objects on the picture plane, which could be transformed into some objective measuring parameters. We would suggest this OLTD as a measurement system for an ability of originality in design fields, but we couldn't find any reliability and validity for fine art fields.

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An Analysis of Middle School Student's Eye Movements in the Law of Large Numbers Simulation Activity (큰 수의 법칙 시뮬레이션에서 중학생의 안구 운동 분석)

  • Choi, In Yong;Cho, Han Hyuk
    • The Mathematical Education
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    • v.56 no.3
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    • pp.281-300
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    • 2017
  • 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.

The Nature-Introducing Techniques in Landscape and Traditional Architecture through Borrowed Landscape (차경이론을 통해 본 랜드스케이프 건축과 전통건축에 나타난 자연도입기법)

  • Lee, Young-Mi;Cheon, Deuk-Youm
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.3-12
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    • 2007
  • This study examines the nature-introducing methods between Korea Traditional Architecture and Landscape Architecture dividing them into three; semantic methods, constructive methods and visual methods on the basis of architectural features deduced from Borrowed Landscape theory which is a typical nature-introducing theory in the orient. Through the findings of this study, we can explain the nature-introducing methods of Landscape Architecture by way of the method of the Borrowed Landscape which was frequently used by our ancestors for a long time to Introduce nature in the course of building structures, and we can find several similarities between the Architecture of two fields of both different times and areas. It can be said to be meaningful for us to be able to confirm the contemporary value of Traditional nature-introducing method through the Borrowed Landscape theory. However, we can find that there is a difference between Traditional Architecture and Landscape Architecture in looking at nature. If the Landscape Architecture which emerged recently as a result of recognizing the importance of nature, maintains the nature view of regarding nature and architecture as equal, the nature view of Traditional Architecture is essentially different in that it is humble and aims to return to nature. The most outstanding feature of nature-introducing way in Traditional Architecture obviously implies something different from the various architectural trends of 'nature-human', or 'nature-architecture' which appeared breaking the relation of dichotomy. It is the thinking that 'nature and human are continual', and 'human is part of nature'; that is, 'the humbleness to nature'.

User's Emotional Experience in the Contemporary Emotional Designs : Focused on the Analysis for Basic Aspects and Related Components of Emotional Experience for Design Programming (현대 감성디자인에서의 사용자 감성체험 : 감성디자인의 프로그래밍을 위한 감성체험의 기본범주 및 관련요소)

  • Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.184-200
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    • 2013
  • In post-industrial society, the ability to feel and express emotion is becoming ever more important. In diverse areas of our lives such as economic, social, political and cultural activities, we are witnessing an increased application of the emotional dimension. This paper deals with the human experiences in emotional designs. Literature reviews and case analyses have been used as the main research methods. I first examine the aspects of emotional experience in designs, and then go on to analyze the components of each aspect. Emotional experience in designs has three basic aspects : (a) initially there exist user's emotional needs (b) then these emotions are delivered through design, (c) finally, emotions expressed in designs are experienced by the user. Followings are the related components for each aspect : (a) Physiological, psychological, social and cultural factors cause one to feel emotional needs. (b) Emotion is delivered either through visual symbols, experience, interaction and participation. (c) Emotion is experienced by sensing, feeling, thinking, acting and relating.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Study on Visualization of Digital Wunderkammer Focusing on the Artworks of Mark Leckey (디지털 분더캄머의 시각화에 대한 연구: 마크 레키의 작품을 중심으로)

  • Kim, Sang Min;Park, Hyesu
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.674-682
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    • 2018
  • In the time of the Fourth Industrial Revolution, we endlessly cross between the virtual and the real in our daily routine. Information saving method has changed from physical to virtual and the contents of a digital device can be a method of showing one's identity. A digital device can be seen as a virtual version of a 'wuderkammer'. With this perspective, this study focuses on the changes that has occurred in our daily interaction, the process of thinking, perceiving, and understanding in the time of 'digital wunderkammer'. In order to discuss this matter, this study looks at the two art work series - 'Universal Addressability of Dumb Things' and 'UniAddDumThs' - by a British artist, Mark Leckey and analyzes the digital environment of today, its visual expression, and the characteristic of 'digital wunderkammer' reflected in his art works. Through this study, we hope that the readers can understand the paradigm shift of today and expand the creative possibilities in this new era of digital revolution.

A Study on the formation and dissolution of tautological structure in the Frank Stella's work (프랭크 스텔라(Frank Stella)에 있어서 토톨로지 구조(Tautological Structure)의 형성과 해체)

  • Hong Ji-Suk
    • Journal of Science of Art and Design
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    • v.5
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    • pp.35-66
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    • 2003
  • This article dealt with the formation and dissolution of tautological structure in the Frank Stella's work from 1959 to 1980 years by the analysis of signifier. A characteristic of Stella's work change is that it has the gradual progress which condensed into three periods -1) the formation and fixation period of tautological structure 2) the relaxation period of tautological structure and 3) the dissolution period of tautological structure. In other words, the early works of stella in the early 1960s has the structure which minimize differences in one hand, and maximize strictness, clearness, and identity on the other hand However, the stella's work from mid 1960s to mid 1970s extend differences gradually, while keeping a characteristic of prior work. And the stella's work after late 1970s has the decentered disintegration, namely anti-tautological structure which maximize differences. 'The formation and dissolution of tautological structure' in the Stella's work could be understood in relation to the fact that the Greenberg's modernist canon has loss the power gradually after late 1960s. That is to say, the dissolution of tautological structure in the late stella's work could be interpreted as the inevitable product which is produced in the searching for a new canon of painting. However, on the other hand, the structural change of stella's work in the late 20th Century is also understood in relation to the broader context, the social, and cultural context. Here, it is interpreted as the one of typical example which reflect a social and cultural convulsion designated as a 'Coming of Postmodernism'. In short, the late Stella's work which emphasize differences and unclearness, while diverging from early Stella's work which stress identity and rationality could be interpreted that it has the homology with the change of ways of thinking in the late 20th century Society.

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(A) study on digital fashion from the aesthetic perspective of media (디지털 패션의 매체 미학적 관점에 관한 연구)

  • Park, Mina;Ko, Hyun Zin
    • The Research Journal of the Costume Culture
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    • v.25 no.1
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    • pp.48-63
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    • 2017
  • When digital media and images are combined, their significant sociocultural impacts can be exercised. Therefore, this study analyzes digital images shown in such trends of digital media compared to the digital fashion from an aesthetic perspective. Research and empirical studies are focused upon to analyze the aesthetic characteristics of digital fashion. Digital Fashion comprehensively refers to fashion design using computers and software, and is considered as "Fashion Design utilizing Digital Technologies" including computer software and hardware perspectives, so that it may be renamed "Digital Fashion." The esthetic characteristics shown in the Digital Fashion defined above are analyzed according to how media philosophers conceptualize the digital image. First, from the perspective of creation, Digital Fashion Images are technical images produced by computers. Uncanny characteristics expressed through virtual images look more realistic than the actual ones used in experimental works of fashion designers. Such virtuality dynamically expresses various colors and fabric patterns through lights using digital technologies that do not yet exist in cloth form, rather in a non-material form of dynamic virtual imagery. Digital fashion images on monitors express digital fashion designs by shaping virtual images through 3D printing. Second, Digital Fashion Images from the perspective of acceptance are created through deconstruction, while fashion has only been previous viewed visually, Digital Fashion delivers immersions of visual touches as if directly experienced for accepters. Digital Fashion will continuously develop and become more influential as it converges with digital media.

The Study on Transition of Mathematics Textbooks in North Korea -Focused on the contents of Fraction- (북한 수학 교과서 내용 변화에 대한 분석 - 분수 지도 내용 중심으로 -)

  • Park Moon-Hwan
    • School Mathematics
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    • v.8 no.2
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    • pp.139-160
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    • 2006
  • It seems that North Korea has been trying to reorganize its educational system as well as its economic system on a large scale since July 1, 2002. There has been a decrease in quantity of math textbooks by about 30% decrease. Until the 1990's, geometry and algebra had been kept apart from each other in North Korea, but they are put together now. Moreover many changes have been made in both contents and methods of teaching. For example, an area model is used in North Korea to teach operation of fraction, which makes the learning period shorter. This idea will provide us with many implication when we need to ready for decreasing the quantities in the future. Moreover teaching methods of division algorithms need to be reconsidered since the visual algorithm of division could help save the thinking in problem solving.

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