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The current discussion in the country involves two kinds of core literacy, they are totally different. Use the Western core literacy to interpret, to replace Chinas core literacy will be biased, causing confusions. Put forward some questions about “subject core competence”. To explain the necessity and urgency of the moral education, and put forward two “can not...
This study is to examine the possibility of a brain-scientific approach of the fashion-store visual merchandising display (VMD). In marketing area, VMD has become a research topic of interest. However, a few VMD research has been done by using human brain signals. In this work, the hemodynamic responses (HRs) in the prefrontal cortex (PFC) using functional near-infrared spectroscopy were measured...
This paper proposes how to evaluate aesthetically pleasing shapes of Ikebana works, that is one of the representative aspects of Japanese traditional culture. In free style category of Ikebana, it is important to include two of three elements: point, line, and face. It is also important to stabilize them by putting mass. Geometric shape Arrangements of Ikebana elements are statistically quantified...
The purpose of this study is to clarify the relationship between a rugby player's personality and length of career and personality and position. This study was conducted with 59 male university rugby team members. The psychological tests were classified by athletic position and athletic experience. The data from the tests was analyzed by T-test and chi-squarestest. As a result, there was no significant...
The opening of the museum enriched the people's daily cultural life,and the way of exhibition also experienced the process of static,dynamic and interactive experience.In the Internet+, high-tech electronic information age,museum interactive design is an inevitable trend.From the perspective of the audience,interactive design combined with the psychological and physiological characteristics of the...
The opening of the museum enriched the people's daily cultural life, and the way of exhibition also experienced the process of static, dynamic and interactive experience. In the Internet+, high-tech electronic information age, museum interactive design is an inevitable trend. From the perspective of the audience, interactive design combined with the psychological and physiological characteristics...
This research focuses on developing a psychology-based evaluation procedure for emotional clips in films. For identifying thetrends of editing frequencies and achieving the attractive emotional clips design, we introduce the Kano model to construct the evaluation model. Films not only through images, soundtracks and other audio-visual means to convey a variety of emotions to the audience, but also...
Work-in-Progress. “I felt so dumb, and it's not fair that I cannot grasp this information to save my life, and other people can with no problem.” Why do some students feel empowered in the classroom, and feel they have control over their own learning, while others do not? Our qualitative investigation is a part of a larger mixed-methods study about students' situational motivations in introductory...
In the scope of this article is the presentation of the idea of Intelligent TALENT SPACE meaning the basis of architectural planning bearing an innovative technical attitude that suits to serve the future generations. „The intelligent house of the future" presented in this article is a good example for the innovative solutions of CogInfoCom (P. Baranyi and A. Csapo, 2012, P. Baranyi, A. Csapo,...
By analyzing the generation of fragmentized reading environment in the age of multimedia information and the changes in reading psychology and reading purpose of the cognitive behaviors under such environment, it is discussed in this paper that under the fragmentized reading environment, the reading psychology of users changes from "linearity" to "nonlinearity", and the reading...
In this video submission, we describe a scenario developed in the EMOTE project. The overall goal of the EMOTE project is to develop an empathic robot tutor for 11–13 year old school students in an educational setting. The pedagogical domain here is to assist students in learning and testing their map-reading skills typically learned as part of the geography curriculum in schools. We show this scenario...
Micro-course, as an emerging education model based on the Internet, is a useful supplement to classroom teaching, and also the needs of times development, which can better meet the diverse learning needs of students in the new era. In this paper, with the professional art courses in colleges as the research object, a study is carried out from the application angle, application advantages, integration...
This study investigated, through both formative and practical evaluation, the relationships among the use of functions in computer-supported collaborative learning (CSCL), psychological factors, and learning behaviors related to applying the Community of Inquiry (CoI) framework. The goal was to increase active interaction among learners. In two experiments inside and outside the classroom, the authors...
This special session takes the form of a guided discussion, using a hands-on flow visualization exercise as focal point. Our goals are 1) to foster conversation and document ideas about how the aesthetic qualities of engineering topics can be used to deliberately draw the emotional engagement of students; 2) to gauge how the FIE community currently views the aesthetics of engineering, and brainstorm...
This part of the paper discusses after the broad areas (suiting the three background languages which were recommended by Pauli) of the ‘mythological world’, the ‘physical cosmos’ and the depth psychology, which gained a really worthy representation in the three great minds (Pauli, Jung and Kerényi), and the fourth one, bounded to the city of Zurich. The fourth key area is linked to the models of cosmic...
We describe an artistic method used for the psychological analysis of group dynamics. The design of the artistic system, which mediates group dynamics, emerges from our studies of modular Playware and remixing Playware. Inspired from remixing modular Playware, where users remix samples in the form of physical and functional modules, we created an artistic instantiation of such a concept with the Parallel...
What are aesthetic emotions and how can they be measured? We discuss that these are emotions related to knowledge and to satisfaction of instinct for knowledge. Arguments from cognitive and mathematical models are presented that aesthetic emotions motivate us to acquire and improve knowledge. Cognitive functions of the emotions of beauty and music are discussed. Can aesthetic emotions be measured?...
People with Alzheimer's disease, the elderly, those with mental disabilities and children have difficulty reading and answering the personality inventory. The purpose of this study is to use the projection method to predict the answers to the personality inventory and performance testing, even though a person may not have actually taken the test. This study shows the projection method, which is the...
In this project, we develop and deliver a workshop to teach undergraduate Science, Technology, Engineering and Mathematics (STEM) faculty the creative thinking process and help them to develop modules for their classes. Leaning on ideas back to Plato's Theaetetus, we divide the creative process into seven discrete stages, and have developed exercises to help STEM faculty to explore and internalize...
Game-based learning (GBL) is promising, almost as promising as learning when sleeping. But why does it work? And how to implement it? For which purpose is it appropriate? And when is GBL doomed to fail? Serious games design is an art. How can game designers and developers utilize deep and well-established results of the humanities to make the design and implementation of digital games for learning...
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