• Title/Summary/Keyword: Visual thinking

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Self-rated ability to follow instructions for four mental states described in yoga texts

  • Ramachandra, Raghavendra Bhat;Telles, Shirley;Hongasandra, Nagendra Rama Rao
    • CELLMED
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    • v.2 no.3
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    • pp.28.1-28.4
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    • 2012
  • There were no studies available measuring the ability to follow instructions for meditation. Hence, the present study was planned to assess the ability to follow instructions for the four mental states viz., cancalata (random thinking), ekagrata (non-meditative concentration), dharana (focused meditation) and dhyana (defocused meditation or effortless meditation) described in yoga texts. Sixty male volunteers with ages ranging from 18 to 31 years (group mean age ${\pm}$ S.D., $22.78{\pm}2.73$) participated in the study. They were assessed using a visual analog scale immediately after each of the four states on four different days. The results showed that following dharana, scores on the visual analog scale were significantly lower compared to those related to cancalata, ekagrata and dhyana. Hence, dharana is the most difficult of the four states.

Application Of Information Technologies In Network Mass Communication Media

  • Ulianova, Kateryna;Kovalova, Tetiana;Mostipan, Tetiana;Lysyniuk, Maryna;Parfeniuk, Ihor
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.344-348
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    • 2021
  • The article examines one of the most important means of visualization of mass information on the Internet - information graphics in the broadest sense of the term as a visual technology for presenting mass information. The main objectives of the article are to determine the genre-typological features of infographics and basic technological principles; identification of features of creation and use of information graphics in modern network. Certain benefits of online infographic editors include savings in resources and time. They allow the user, who has basic PC skills, to create standardized infographics based on their own data. In addition, the use of online services develops visual thinking, allows you to get an idea of quality criteria and current trends in infographics, as well as to gain initial experience in the visual presentation of data.

An Analysis of Collaborative Visualization Processing of Text Information for Developing e-Learning Contents

  • SUNG, Eunmo
    • Educational Technology International
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    • v.10 no.1
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    • pp.25-40
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    • 2009
  • The purpose of this study was to explore procedures and modalities on collaborative visualization processing of text information for developing e-Learning contents. In order to investigate, two research questions were explored: 1) what are procedures on collaborative visualization processing of text information, 2) what kinds of patterns and modalities can be found in each procedure of collaborative visualization of text information. This research method was employed a qualitative research approaches by means of grounded theory. As a result of this research, collaborative visualization processing of text information were emerged six steps: identifying text, analyzing text, exploring visual clues, creating visuals, discussing visuals, elaborating visuals, and creating visuals. Collaborative visualization processing of text information came out the characteristic of systemic and systematic system like spiral sequencing. Also, another result of this study, modalities in collaborative visualization processing of text information was divided two dimensions: individual processing by internal representation, social processing by external representation. This case study suggested that collaborative visualization strategy has full possibility of providing ideal methods for sharing cognitive system or thinking system as using human visual intelligence.

Analysis of Characteristics of Material-Centered Integrated Unit in Finland Elementary Science Textbook (핀란드 초등 과학 교과서의 소재중심 통합단원 분석)

  • Chae, HeeIn;Noh, SukGoo;Lee, SoYoung
    • Journal of Korean Elementary Science Education
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    • v.35 no.1
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    • pp.26-38
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    • 2016
  • The purpose of this study was to grasp the characteristics of composition regarding the material-centered integrated unit of environmental and natural studies, a science subject in Finland, to investigate a need for applying the material-centered integrated unit to the science curriculum of Korea. For the purpose, the study made an analysis on contents, inquiry activities, and visual materials (the most important in the elementary science curriculum and textbook composition), and it brought following results: First, as a result of analyzing the area of contents, the bicycle material-centered integrated unit comprised a large proportion of 44 pages (25.3%) of the whole 174 pages from the environmental and natural studies textbook for the third grade. The contents included such various concepts as traffic rules, safety, environmental protection and pollution, recycling and separate collection, tubes and triangular structures, wedges and screws, leverage, wheels, axles, gears, elasticity (spring), friction, and so on. Second, as a result of analyzing contents related to the thinking ability of inquiry activities, "expecting or confirming expectations" and "application" are included in every lesson, and one lesson is composed in such a way that students can study on bicycles as a practical material for their daily life and they can improve various thinking abilities. Third, as a result of analyzing the circumstances of inquiry activities, daily circumstances made up eight lessons (80.0%) and technical and social circumstances made up two lessons (20.0%) by focusing on bicycles, a material related to students' daily life. Fourth, as a result of analyzing visual materials, the percentage of pictures and photos was high at 53.4% and 45.2% respectively. As a result of analyzing the role of visual materials, the percentage of the illustrative role and explanatory-complementary role was high at 52.1% and 47.9% respectively. Lastly, as a result of analyzing from the epistemological view to interpret the relation between visual materials and students and the position of visual materials, the visual textbook materials were provided toward a way that students can decrease their feeling of epistemological separation in the three fields of ideational metafunction, interpersonal metafunction, and textual metafunction.

The Development and Application of Elementary Convergence Teaching and Learning Strategy Using the Science Visual Media (과학 영상매체를 활용한 초등 융합형 교수학습 전략 개발 및 적용)

  • Kwon, Nanjoo
    • Journal of Science Education
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    • v.38 no.1
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    • pp.29-40
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    • 2014
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. The purpose of this study was to utilize science visual media that can improve students' scientific creativity and artistic sensibility. Curriculum reorganization can be one solution for the primary convergence science teaching and learning strategies using science visual media. Through a new and exciting experiment to a various science visual media such as science picture, TV film, movie, UCC, etc., we hope this teaching and learning strategy can increase the students' scientific interest and attitude.

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Education of Algorithms Using the RAPTOR Programming Educational Tool (RAPTOR 프로그래밍 교육도구를 이용한 알고리즘 교육)

  • KIM, SungYul;LEE, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.23-31
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    • 2015
  • The main aim in software education is to improve problem-solving ability based on computational thinking with the healthy information ethics. For this purpose, many institutions have attempted various educational programs such as Educational Programming Language, Physical Computing, and Robot education. However, it is possible to obscure the essence of computer education for computational thinking if the computer education focuses on using certain special education programming language and products. Therefore, this paper suggests a method of algorithm education using RAPTOR which is a visual programming development environment and is based on flowcharts. In order to verify the effectiveness of the algorithms education using the RAPTOR, 16 high-school students were applied to an educational program for twelve hours on five steps and then we obtained positive results.

Indentifying Metaphor and Analogy Strategies for The Creative Design using Protocol Analysis (프로토콜 분석을 통한 창의적 디자인 전략으로서의 은유와 유추)

  • Choi, Han-Hee;Ju, Seo Ryeung;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.64-74
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    • 2013
  • The aim of this research is to explore the potential of analogy and metaphor as design strategies for supporting the creative design thinking. For the empirical research on analogical and metaphoric process in designing, we conducted design experiments that consist of three different conditions of given items as stimulation for design inspiration: baseline, surrealist paintings, and housing design collections. The results were analyzed using a protocol analysis in order to obtain more systmatic interpretation of the design processes and strategies. As a result, it was noted that students are more apt to read visual information rather than semantic information in the given items. Instead of the representation of their senses or feelings from the paintings, they visualized the analogical images of the paintings for the design representation. However, analogical and metaphoric thinking derived from the given items seem change a designer's perspective, thus bring a novel interpretation on design problems, and eventually more creative and meaningful design ideas. An extended research using one-semester training and observation of the design studio process is introduced as a follow-up study for this paper. This research will investigate the long-term effect of the analogy and metaphor on the design thinking.

Question-Centered Creativity Development Mediated by Design Artifacts (디자인 인공물을 매개로한 질문 중심의 창의성 개발)

  • Kwon, Sunggyu
    • Journal of Engineering Education Research
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    • v.23 no.2
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    • pp.3-13
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    • 2020
  • Key objective of cornerstone design is that students are able to experience developing creative design concepts through team activities, but the objective is hard to achieve. Based on a study of research materials, this paper asserts that the possibilities of creative problem solving can be promoted in question-centering ideation model if design artifacts are represented in some forms that could invoke design thinking and then the solution space is appropriately established. In particular, design problem on which divergent questions are asked should be explored and defined so that it can be a linguistic artifact represented by various visual aids. It is recommended that curriculum is modified so that students can experience creative conceptual design.

The Application to the Programming Education Using UML and LabVIEW OOP (UML과 LVOOP를 이용한 프로그래밍 교육의 적용 방안)

  • Jung, Deok-Gil;Jung, Min-Po;Cho, Hyuk-Gyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.375-378
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    • 2011
  • To learn a programming language as a text-based programming and a computer language suitable for a wide range, learner thinks it is very difficult. To represent a visual program is one way to solve this problem easily. The visual language such as Visual C++, Visual Basic and Delphi is represented an interface as the visual component and represented a component action as a text-based. The programmer is very difficult about the component action with text-based and dislikes programming. In this paper, so solve these problems, we use the UML for representing a logical thinking and supporting and object-oriented programming. We suggest for programming education method to replace text-based programming to LabVIEW OOP. In addition, we conduct a survey on how programming education and analyze the training effect.

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A Study on the Formative Artistry of Comic Strip Books (컷 분할 그림책의 예술성에 대한 연구)

  • 이선경;이경임
    • Archives of design research
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    • v.15 no.1
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    • pp.339-347
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    • 2002
  • Comic strip is a narrative sequence of cartoon panels. Comic strip book as a visual medium of communication is very effective for grasping objects visually as well as for developing creative thinking and culturing aesthetic sentiments. These aesthetic experiences awaken us to formative sentiments, The purpose of present paper is to study the visual streaming of the illustrated comic strips. The typical comic strip books are analyzed and the characteristic of visual communication is studied. The narrative illustrations in the form of comic strips encourage us to have a prosperous experience and to understand new formative artistry and the remarkable effect of visual experience.

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