• 제목/요약/키워드: mental rotation

검색결과 44건 처리시간 0.026초

Neural activity during simple visual imagery compared with mental rotation imagery in young adults with smartphone overuse

  • Hwang, Sujin;Lee, Jeong-Weon;Ahn, Si-Nae
    • Physical Therapy Rehabilitation Science
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    • 제6권4호
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    • pp.164-169
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    • 2017
  • Objective: This research investigated the effects of simple visual imagery and mental rotation imagery on neural activity of adults who are at high risk of smart phone addiction by measuring their electroencephalography (EEG). Design: Cross-sectional study. Methods: Thirty people with a high risk of smart phone addiction was selected and then were evaluated for their neural activation patterns using EEG after reminding them about simple visual imagery and mental rotation imagery. A simple visual image was applied for 20 seconds using a smartphone. This was followed by a resting period of 20 seconds. Mental rotation imagery was applied for 20 seconds. During mental rotation imagery, the rotational angle was selected at random. We compared activation patterns according to the analyzed EEG with hemisphere reminding them about imagery. Results: On the EEG, theta rhythm from the left hemisphere parietal area increased when the subjects were reminded of mental rotation imagery, and sensorimotor rhythm from close to the left hemisphere area increased when the subjects were reminded of simple visual imagery. Conclusions: Neural activation from the left hemisphere occurs for motor imagery in adults who are at high risk of smart phone addiction. These results identify a neural mechanism of adults who a have high risk of smart phone addiction, which may provide contribute to the development of motor rehabilitation for smartphone users.

3차원 물체의 심상회전이 만성 편마비 뇌졸중 환자의 반응시간에 미치는 영향 (Changes in Reaction Time during Mental Rotation of Three-Dimensional Objects for Chronic Hemiparetic Stroke)

  • 이정원;안시내;황수진
    • 한국산학기술학회논문지
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    • 제13권3호
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    • pp.1114-1121
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    • 2012
  • 심상회전은 어떤 대상이나 형태를 심상으로 하나의 각도에서 다른 각도로 회전시키는 활동으로, 일상생활동작을 수행할 때 환경과 자신에 대한 위치 및 움직임을 계획하는 단계에서 필요한 기능 중 하나이다. 본 연구는 정상인과 만성 편마비환자를 대상으로 반응시간(reaction time)과 정답율(precision)에 심상회전과제가 미치는 영향을 알아보고, 임상에서 편마비 환자를 치료할 때 심상회전능력의 변화가 과제수행에 장애요인이 될 수 있는지를 알아보기 위함이다. 본 연구는 만성 편마비 환자 31명과 정상성인 20명이 참여하였다. 연구대상자는 거울상(mirror image)을 이용한 대조과제(comparison task)와 각도불일치상(angular disparity image)을 이용한 회전과제(rotation task) 등의 2 가지 유형의 심상회전과제를 수행하였다. 검사자는 대상자에게 한 쌍의 상에 대하여 동일한 상인지 아닌지를 '예'와 '아니오'로 가능한 한 빠르게 대답하라고 요구하였고, 상을 노출한 시간부터 대상자가 대답한 시간까지의 반응시간과 정답률을 측정하였다. 대조과제 및 회전과제에 대한 반응시간은 편마비 환자에서 정상인에 비하여 유의하게 느리게 나타났다. 그러나 편마비 환자와 정상인은 심상회전과제에 대한 정답율에서 유의한 차이를 보이지 않았다. 본 연구에서 편마비 환자군과 정상군 모두에서 쌍을 이룬 상의 각이 불일치할 때 반응시간이 느리게 나타났지만, 정상군보다 편마비 환자군에서 심상회전에 오랜 시간이 걸렸다. 따라서 재활과정에서 편마비 환자를 대상으로 치료계획을 수립하고 치료를 할 때, 회전각도를 이용한 난이도 조절이 가능할 것으로 사료된다. 또한 본 연구결과는 정상인에 비하여 편마비 환자의 심상회전에 차이가 있다는 것을 재활과정에서 치료사는 염두 해 두어야 한다고 제안한다.

컴퓨터 게임이 아동의 공간인지 기술에 미치는 효과 (The Effects of computer Games on Children's Spatial Cognitive Skills)

  • 임송미;이순형
    • 대한가정학회지
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    • 제42권10호
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    • pp.79-89
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    • 2004
  • This study was designed to investigated children's spatial cognitive skills as based on their practice with computer games. The sixty children were divided into 3 groups there were twenty children in experimental group 1 (the geometric game experimental group), twenty children in experimental group 2 (the arcade game experimental group), and twenty children in the control group. The sSpatial cognitive skills of the children were assessed according to by visual speed, mental rotation, and spatial visualization tasks. The rResults showed that computer game practice enhanced the children's spatial skills (visual speed, mental rotation and, spatial visualization). The c Children's mental rotation and spatial visualization showed a significant difference with the type of computer game.

맥락 정보가 심적 회전에 미치는 영향 (The Effect of Context on Mental Rotation)

  • 정일영;이창현;이미선;정상철
    • 인지과학
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    • 제20권4호
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    • pp.555-571
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    • 2009
  • 본 연구는 맥락 정보가 심적 회전에 미치는 영향을 검증하였다. 첫 번째 실험에서는 심적 회전 시 주변 정보가 목표 자극을 회전하는데 미치는 영향을 조사하였다. 목표 글자와 주변 글자의 각도를 변화시키거나 좌우 글자의 위치를 바꾸어가며 목표 글자가 거울상인지 아닌지를 판단하게 하였다. 목표 글자는 세 글자로 이루어진 단어에서 가운데 글자로 정의하였고, 나머지 글자를 주변 글자로 정의하였다. 실험 결과 주변 글자의 회전 각도가 증가할수록 반응 시간이 증가하였다. 또한 목표 글자와 주변 글자의 회전 각도가 비슷할 때 반응 속도가 더 빠르게 나타났으며, 이러한 효과는 비단어 조건인 경우보다 단어 조건일 때 더 크게 나타났다. 두 번째 실험에서는 연습 난이도가 심적 회전에 미치는 영향을 조사하였다. 그 결과 회전 각도에 따라서 반응 시간이 증가하긴 했지만, 연습 시행 난이도는 심적 회전시간에 영향을 미치지 않았다. 위와 같은 실험 결과는 심적 회전이 주변 맥락 정보에 의해서는 영향을 받지만 연습 난이도와 같은 사전 맥락 정보는 심적 회전에 영향을 미치지 않음을 시사한다.

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An Investigation of the Visual-Mental Capability of Pre- and In-Service Mathematics Teachers: A Tale of Two Cones and One Cube

  • Barkai, Ruthi;Patkin, Dorit
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제18권1호
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    • pp.41-54
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    • 2014
  • This study investigated the visual-mental capability of pre-service and in-service mathematics teachers as well as academicians making a career change to mathematics teachers with regard to manipulations of two geometric shapes (from 2- to 3-dimensional). Moreover, it investigated whether there are differences between the visual-mental capability of these participant groups. Findings illustrate that most of the participants demonstrate an adequate visual capability relating to the task dealing with a cube. Conversely, very low percentage of participants manifested a visual-mental capability in a task requiring the identification of a solid resulting from rotation of a square page, whose diagonal serves as the rotation axis. The study indicates that learners' high visual view should be developed in order to enhance their visual-mental capability.

컴퓨터 게임이 아동의 공간기술과 단기기억에 미치는 효과 (Effects of Computer Game on Children's Spatial Skills and Short-term Memory Ability)

  • 이순형;서봉연;이소은;성미영
    • 아동학회지
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    • 제20권3호
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    • pp.293-306
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    • 1999
  • This study investigated children's spatial skills and short term memory ability based on their practice with computer games. The 40 four-year-old and 40 six-year-old subjects were divided by experimental and control groups. Spatial skills of children were assessed by visual speed, mental rotation, and spatial visualization tasks. Short term memory was measured with a digit span task. Results showed that computer game practice enhanced children's memory ability and spatial skills. Even 4-year-olds performed better on mental rotation and spatial visualization tasks after practice. The treatment effect was significant for visual speed of 6-year-olds, short term memory ability and mental rotation of 4-year-olds, and spatial visualization of both 4- and 6-year-olds.

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조종사 공간능력과 이상자세회복과의 관계에 관한 연구 (A Study of Relationship between Pilot's Spatial Sbility and Unusual Attitude Recovery)

  • 임진혁;명노해
    • 한국군사과학기술학회지
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    • 제12권1호
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    • pp.44-50
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    • 2009
  • In this study, the relationship between military pilot's spatial ability and unusual attitude recovery was investigate. MRT(Mental Rotation Test) was measured with spatial ability whereas recovery time and error rates were mearsured with respect to 11 unusual attitudes. Eight fighter pilots and eight rear cockpit pilots of F-4E participated in this study. The results showed that MRT response time was significantly correlated with unusual attitude recovery time. The regression equation showed that unusual attitude recovery time was linearly related to MRT response time and could be explained by MRT response time more than 66%. In conclusion, it is recommended that a training is needed to improve the mental rotation ability in a visually restricted environments during maneuvering.

Psychometric Properties of the Korean Translation of the Attention-Deficit/Hyperactivity Disorder Stigma Questionnaire

  • Rim, Soo Jung;Jang, Hyesue;Park, Subin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제29권3호
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    • pp.122-128
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    • 2018
  • Objectives: This study evaluated the psychometric properties of the Korean version of the attention-deficit/hyperactivity disorder (ADHD) Stigma Questionnaire (ASQ) and the effect of the source of information about mental health on ADHD stigma. Methods: The Korean translation of the ASQ was prepared, and 673 participants, 20-64 years of age, completed the questionnaire using an online panel survey in South Korea. The participants also completed questionnaires detailing sociodemographic variables and the source of their mental health knowledge. Cronbach's alpha coefficient was used to explore the internal consistency of the ASQ. Factor analysis using Varimax rotation was conducted to investigate the structure of the ASQ. Results: The 26-item ASQ demonstrated excellent internal consistency (Cronbach's alpha=0.940). Factor analysis supported a three-factor structure, including Concerns with Public Attitudes, Negative Self-Image, and Disclosure Concerns. There were no significant differences in the total ASQ scores according to sociodemographic characteristics. Participants who reported the internet as their major source of information about mental health showed higher ASQ scores compared to those who used other sources for mental health information. Conclusion: The Korean translation of the ASQ has acceptable psychometric properties among Korean adults. Inaccurate information from the internet could increase the stigma toward ADHD.

Assessing Korean Middle School Students' Spatial Ability: The Relationship with Mathematics, Gender, and Grade

  • Park, Sung Sun;Yoon, So Yoon
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제16권2호
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    • pp.91-106
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    • 2012
  • Spatial ability has been valued as a talent domain and important skill in mathematics education because it enhanced an intuitive view and an understanding in many areas of mathematic. In addition, spatial ability highly correlates with mathematics achievement, indicating its crucial role in success in mathematics education. Some researchers founded gender differences in mathematics and spatial ability, and indicated that spatial ability served as a mediator of gender difference in mathematics. This study explored the spatial ability of 349 Korean middle school students (Grade 7-9), and investigated the association among students' spatial ability and their mathematics achievement, gender, and grade. The result of this study shows that spatial ability correlates positively with mathematics achievement. While gender difference did not exist in mathematics, significant gender difference existed in spatial ability favoring male students.

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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