• Title/Summary/Keyword: visuals

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Business Information Visuals and User Learning : A Case of Companies Listed on the Stock Exchange of Thailand

  • Tanlamai, Uthai;Tangsiri, Kittisak
    • Journal of Information Technology Applications and Management
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    • v.17 no.1
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    • pp.11-33
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    • 2010
  • The majority of graphs and visuals made publicly available by Thai listed companies tend to be disjointed and minimal. Only a little over fifty percent of the total 478 companies included graphic representations of their business operations and performance in the form of two or three dimensional spreadsheet based graphs in their annual reports, investor relations documents, websites and so on. For novice users, these visual representations are unlikely to give the big picture of what is the company's financial position and performance. Neither will they tell where the company stands in its own operating environment. The existing graphics and visuals, in very rare cases, can provide a sense of the company's future outlook. For boundary users such as audit committees whose duty is to promote good governance through transparency and disclosure, preliminary interview results show that there is some doubt as to whether the inclusion of big-picture visuals can really be of use to minority shareholders. These boundary users expect to see more insightful visuals beyond those produced by traditional spreadsheets which will enable them to learn to cope with the on-going turbulence in today's business environment more quickly. However, the debate is still going on as to where to draw the line between internal or external reporting visuals.

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Financial Analysis of Thai Banks: Effectiveness of Augmented Reality Visualization

  • Tanlamai, Uthai;Jaikengkit, Aim-Orn;Wattanasupachoke, Teerayout
    • Journal of Information Technology Applications and Management
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    • v.24 no.3
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    • pp.51-61
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    • 2017
  • The objective of the study is to examine the acceptance and usability of Augmented Reality (AR) visuals developed for industry analysis of Thai Banks and whether these visuals can outperform the table of numbers in representing financial accounting data. Convenient samples were used and the data were collected with self-assessed questionnaires from 109 users with minimum prior experiences with financial analyses. The results from descriptive statistics indicates that despite having over 80% of respondents with little prior experience in analyzing financial performance of banking industry, the majority of them were able to correctly make prediction (96.4%), identify trend (82.6%) and compare banks' performance (70.6%). Their attitudes and perception towards Bank-AR visuals were above average. Although the overall usability score is average (53%), the respondents rated the Bank-AR visuals to be highly useful and had high intention to use them in the future.

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.

Exploring the role of visuals in EFL coursebooks: A Korean High School English textbook case (영어 교재에 사용된 시각 자료 비교 연구)

  • Nam, Dong-Sik;Park, Mae-Ran
    • English Language & Literature Teaching
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    • v.11 no.1
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    • pp.99-118
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    • 2005
  • The purpose of this study is to examine visual elements in Korean high school English textbooks and compare the results with Hill's (2003) which attempted to analyze visuals in British EFL coursebooks. In this study, all 15 English textbooks of high school year 1 in Korea were selected and analyzed. On the basis of the analysis and comparison, the following results have been obtained. First, there were some similarities and differences between the two kinds of texts-Korean high school textbooks and British EFL coursebooks. One similarity was found in regard to the average of pictures and drawings. Second, it was found that in both cases, more pictures were used than the drawings. Third, with regard to the identity of the pictures and drawings used in both texts, there was a higher degree of the use of people than that of objects. Finally, it was found that the pictures and drawings were used more for decorative purpose rather than for the purpose of actual use in teaching and learning. The findings of the current study will shed light on visual impact in EFL coursebooks and explore ways to provide learners and teachers with meaningful learning and teaching experiences.

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Understanding Business from Business Report Visualization

  • Tanlamai, Uthai
    • Journal of Digital Convergence
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    • v.7 no.1
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    • pp.57-71
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    • 2009
  • The visualization of business reports has received greater attention from information system scholars. Tables, graph and charts are often used to represent vast amount of complex numerical data and spreadsheet visuals become a de facto standard in business. This study suggests the use of individual's cognitive differences on business report visualization instead of providing "one visual fits all type of reports." It is argued that reports with data augmented by appropriate visuals will affect the efficiency and effectiveness of an individual's learning outcomes and subsequently his or her decision making processes. It is argued here that report visualization can augment the usefulness of contents and enhance many desirable features of reports as specified in those proposed models.

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Study on Nutrition Education for Elementary Schools in the Kyungnam Area (경남 일부지역 초등학교의 영양교육 실시현황)

  • 윤현숙;노정숙;허은실
    • Korean Journal of Community Nutrition
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    • v.5 no.1
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    • pp.63-73
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    • 2000
  • The purpose of this study was to investigate the status of nutrition education at elementary schools. A total of 226 elementary school teachers within Changwon and Milyang city participated in this study . The results of this study are as follows. The average score on a test of nutrition knowledge was 4.40 out of 10, and teachers of Milyang districts type scored significantly higher on nutrition knowledge than teacher of Changwon rural and Milyang rural districts. Only 9.0% of the teachers had nutrition education training. 64.1% of th total had teaching experience in nutrition, 91.0% of that was being taught as a part of physical education and home economics. The information source for nutrition education was mainly guide books and magazine and newspaper articles. Current nutrition education was being taught mainly by lecture(85.0%) but the preferred methods of teaching in nutrition education were small group discussion(44.3%), role-playing(22.9%) and lecture(21.4%). Audio visuals aids were used by 45.5% of the teachers and the most common of them were VTR(43.1%) chart(22.4%) as preferred audio visuals aids of them were VTR(71.9%) adn actual model(14.1%)

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Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

A Case Study of Making Logo Animation Using Particles (파티클을 이용한 로고 애니메이션 제작 사례 연구)

  • Jung Jai-Min;Suk Hae-Jung;Oh Gyu-Hwan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.15-23
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    • 2006
  • In this paper, we present a case of making LOGO animation using particles with MAYA, a 3D computer graphics packages of Autodesk Inc. We composite a visual which shows a similar effects with a information movie of Torino 2006 Winter Olympic Games. By analysing the movie, we model a human body part as a set of cubes and animated the cubes to have dynamic visuals which shows similar visuals with the movie. All the system is implemented with MAYA MEL scripts. The system shows various visual effects by controlling options available in the designed UI.

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The Effect of Premium Hamburger Selection Attributes on Customer Satisfaction and Repurchase

  • KIM, Choo Yeon;CHA, Seong Soo
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.4
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    • pp.23-30
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    • 2022
  • This study aims to analyze the premium hamburger market, which has recently become popular, the effect of the importance of the customer selection attribute of premium hamburgers on customer satisfaction, and the effect of customer satisfaction on repurchase intention. Existing research has focused on the importance of the selection attributes of premium hamburgers. Quality, convenience, experience, and presentation visuals were selected as customer selection attributes. This study analyzed 158 customers who had purchased and tasted premium hamburgers. To verify reliability and validity, a confirmatory factor analysis and discriminant validity analysis were performed, and a path analysis was carried out using structural equation modeling. The results showed that the quality, convenience, experience, and presentation visuals of premium hamburgers had a statistically significant effect on satisfaction. Moreover, satisfaction was verified to have a significant effect on repurchase intention. Customers' preference for premium burgers will continue to increase, thanks to the growth in national income, single-person families, and healthy food wellness. It was empirically proven that the selection attributes of premium burgers have a statistically significant effect on customer satisfaction and that satisfaction significantly affects repurchase intention. This study broadens the research horizon and has practical implications.

The Instructional Effect of Varying Visuals in Drawing and Writing Applied to Learning with Multiple Representations (다중 표상 학습에 적용한 그리기와 쓰기에서 시각정 정보의 형태에 따른 교수 효과)

  • Kang, Hun-Sik;Lee, Sung-Mi;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.26 no.3
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    • pp.367-375
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    • 2006
  • This study investigated the effects of varying visuals in drawing and writing as methods to assist students in connecting and integrating multiple external representations provided in learning the particulate nature of matter. Seventh graders (N=233) at a coed middle school were assigned to control, static drawing (SO), dynamic drawing (DD), static writing (SW), and dynamic writing (DW) groups. The students were taught about "Boyle's Law" and "Charles's Law" for two class periods. Two-way ANCOVA results revealed that the scores of a conception test for the two drawing (SD, DD) groups and the two writing (SW, DW) groups were significantly higher than those for the control group. Within the writing groups, students of lower spatial visualization ability in the DW group scored significantly higher than those in the SW group. However, no significant differences were found in the scores of the conception test for the two drawing (SD, DD) groups regardless of students' visualization ability. Researchers also found that most students in both DD and DW groups had respectively positive perceptions of dynamic visuals in drawing or writing.