Technology is continuing to revolutionize many areas of life including creative endeavor. This presentation on Digital Art and Philosophy looks at different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Specific topics include: Design Aesthetics of Meaning-Making: Info Visualization, Democratized Creativity: Performance, Music, Virtual Reality, Gaming, Natural Aesthetics: Generative Art, SynBio, Biomimicry, SocNets, and Portable ArtTech: Identity, Wearable Electronics, the Future. More information: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Technology is continuing to revolutionize many areas of life including creative endeavor. This presentation on Digital Art and Philosophy looks at different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Specific topics include: Design Aesthetics of Meaning-Making: Info Visualization, Democratized Creativity: Performance, Music, Virtual Reality, Gaming, Natural Aesthetics: Generative Art, SynBio, Biomimicry, SocNets, and Portable ArtTech: Identity, Wearable Electronics, the Future. More information: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Much of the discussion about user experience design is focused on use, but there are additional issues to consider. In particular, issues of meaning. John will present the concept of Cultural Affordances—qualities of objects that help people to understand through the frame of their own past experience—and discuss the ways that we as designers can use cultural affordances to more effectively design for our audience.
Nest eye exhibition 2011 review [ By Curators]hornart
A contemporary Art exhibition organized by the association of painting students of the Kwame Nkrumah University of Science and technology, Kumasi,Ghana and the artists' League.
Your Brain On Graphics: IA Summit 2011 (can download)Connie Malamed
Research-inspired visual design based principles based on cognitive science. Please see the .pdf version for downloading.
The downloadable PDF version.
This presentation accompanies a conference paper. Here is the paper abstract that hopefully gives some context to the presentation:
Modern research in geovisualisation has framed the discipline as a field more akin to “geovisual analytics” – one that places an emphasis on the human elements of exploration of data through interactive and dynamic geo-interfaces, rather than simple data representation. This rephrasing highlights the importance of cognitive aspects of human interaction with geo-based data and the interfaces designed to present them. In an attempt to provide a psychological background to the benefits of geovisual analytics, this paper will explore the role that perception has in complex problem solving and knowledge discovery, and will demonstrate that, through modern interactive technologies, (geo)visualisations augment and facilitate our natural ability to surface novel, surprising and otherwise invisible relationships between information. It will argue that it is through these novel relation-ships that we add to our understanding of the original information and simultaneously reveal new knowledge ‘between the gaps’.
This talk was given on September 3rd, 2010 in Auckland, New Zealand
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
The following presentation is a sample of workshops done with teachers on the topics of children's rights, global citizenship education and rights-respecting schools. There are links to videos that offer inspiration & hope for teachers and youth.
This presentation summarizes the Community Arts Program operated at Peoples Housing in Rogers Park from 1993 through 1995,. The program was created and operated by Tom Tresser, http://www.tresser.com, tom@civiclab.us. The simple URL for this presentation = http://tinyurl.com/PH-Community-Arts-Program.
Slides from my talk at SVA's Design Goes Social: Negotiating the Intersections of Art, Politics, and Community, Thursday, September 19th, 2013 at 7:00 PM; 45-50 30th Street, Long Island City, NY 11101. http://www.sva.edu/special-programs/hablas-diseno/events
Digital turn-what-next--pecha-kucha, Berlin--21-sept-5-2015Heiner Benking
EDUCAMP & OER2 & DIGITAL TURN & ELIG
check http://hochschulforumdigitalisierung.de Sept. 4-11
EduCamp Digital Turn, Wake-up call: What is the next "Turn" ? http://www.newciv.org/nl/newslog.php/_v396/__show_article/_a000396-000385.htm
EduCamp Digital Turn, Wake-up call: What is the next "Turn" ?
Proposal of an integrative, eclectic turn, call it a spacial/scaffolding turn which in form of macroscopic superstructures/supersigns allow to relate and integrate earlier "turns" consider GLocal integration of scales, sectors, cultures, times, media, ... in an overview, orientation mode, but also connecting to the micro-scales
see also: http://www.newciv.org/nl/newslog.php/_v396/__show_article/_a000396-000384.htm
Plenary presentation at University of Mary Washington Faculty Academy 2012, Virginia. An exploration of visual practice in our daily practice as teachers, learners and global citizens as a form of sense-making and information sharing.
Conference Site: http://blog12.facultyacademy.org/giulia-forsythe/
Recording: http://vimeo.com/42419735
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
Presentation at the 5th Behance Thessaloniki Portfolio Review.
Why it's important for creative professionals to be social, care about the community and provide value to others, instead of just caring about themselves.
Much of the discussion about user experience design is focused on use, but there are additional issues to consider. In particular, issues of meaning. John will present the concept of Cultural Affordances—qualities of objects that help people to understand through the frame of their own past experience—and discuss the ways that we as designers can use cultural affordances to more effectively design for our audience.
Nest eye exhibition 2011 review [ By Curators]hornart
A contemporary Art exhibition organized by the association of painting students of the Kwame Nkrumah University of Science and technology, Kumasi,Ghana and the artists' League.
Your Brain On Graphics: IA Summit 2011 (can download)Connie Malamed
Research-inspired visual design based principles based on cognitive science. Please see the .pdf version for downloading.
The downloadable PDF version.
This presentation accompanies a conference paper. Here is the paper abstract that hopefully gives some context to the presentation:
Modern research in geovisualisation has framed the discipline as a field more akin to “geovisual analytics” – one that places an emphasis on the human elements of exploration of data through interactive and dynamic geo-interfaces, rather than simple data representation. This rephrasing highlights the importance of cognitive aspects of human interaction with geo-based data and the interfaces designed to present them. In an attempt to provide a psychological background to the benefits of geovisual analytics, this paper will explore the role that perception has in complex problem solving and knowledge discovery, and will demonstrate that, through modern interactive technologies, (geo)visualisations augment and facilitate our natural ability to surface novel, surprising and otherwise invisible relationships between information. It will argue that it is through these novel relation-ships that we add to our understanding of the original information and simultaneously reveal new knowledge ‘between the gaps’.
This talk was given on September 3rd, 2010 in Auckland, New Zealand
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
The following presentation is a sample of workshops done with teachers on the topics of children's rights, global citizenship education and rights-respecting schools. There are links to videos that offer inspiration & hope for teachers and youth.
This presentation summarizes the Community Arts Program operated at Peoples Housing in Rogers Park from 1993 through 1995,. The program was created and operated by Tom Tresser, http://www.tresser.com, tom@civiclab.us. The simple URL for this presentation = http://tinyurl.com/PH-Community-Arts-Program.
Slides from my talk at SVA's Design Goes Social: Negotiating the Intersections of Art, Politics, and Community, Thursday, September 19th, 2013 at 7:00 PM; 45-50 30th Street, Long Island City, NY 11101. http://www.sva.edu/special-programs/hablas-diseno/events
Digital turn-what-next--pecha-kucha, Berlin--21-sept-5-2015Heiner Benking
EDUCAMP & OER2 & DIGITAL TURN & ELIG
check http://hochschulforumdigitalisierung.de Sept. 4-11
EduCamp Digital Turn, Wake-up call: What is the next "Turn" ? http://www.newciv.org/nl/newslog.php/_v396/__show_article/_a000396-000385.htm
EduCamp Digital Turn, Wake-up call: What is the next "Turn" ?
Proposal of an integrative, eclectic turn, call it a spacial/scaffolding turn which in form of macroscopic superstructures/supersigns allow to relate and integrate earlier "turns" consider GLocal integration of scales, sectors, cultures, times, media, ... in an overview, orientation mode, but also connecting to the micro-scales
see also: http://www.newciv.org/nl/newslog.php/_v396/__show_article/_a000396-000384.htm
Plenary presentation at University of Mary Washington Faculty Academy 2012, Virginia. An exploration of visual practice in our daily practice as teachers, learners and global citizens as a form of sense-making and information sharing.
Conference Site: http://blog12.facultyacademy.org/giulia-forsythe/
Recording: http://vimeo.com/42419735
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
Presentation at the 5th Behance Thessaloniki Portfolio Review.
Why it's important for creative professionals to be social, care about the community and provide value to others, instead of just caring about themselves.
This presentation includes a brief introduction to theory, strategies, and examples of visualization and visual
pedagogies that promote collaborative learning, followed by conversation and activities designed to illustrate the
meaning-making; deeper levels of learning; and dynamic interaction elicited within visual approaches to the curriculum.
Presented at the Sloan-C 14th Annual International Conference on Online Learning
November 7th, 2008
Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
This presentation by Susana Bautista, Adjunct Faculty, Annenberg School of Communication and Journalism, University of Southern California - explores the notion of museums and placemaking, and how digital technologies are enabling museums to mark their places in new and innovative ways. When museums think about technology today, they must also think about place. A few questions to ask are: What are the new places that museums are occupying in the digital age? How do museums act with their visitors in these new places? How do these “new” places connect with the “old” places? What new places are museum visitors occupying, and what are they doing there? How do museums “make” place, and is there a hub? Placemaking has existed from Stonehenge to the Acropolis, and to monumental buildings centrally placed within a community such as The Metropolitan Museum of Art, the Art Institute of Chicago, and the Getty Center; and museums historically have had branches or satellites, programs within the community, and community partners. What is new is how technology allows us to better understand the networked museum experience, to engage its global community of visitors and users, and to connect physical and online places, mobile and fixed experiences.
Some critics may have you believe that computer game studies lack theoretical rigor, that games cannot afford meaningful experiences. I agree with them, sometimes, but I also believe that a richer understanding of computer games is possible, and that this understanding can shed some light on related issues in the wider field of Digital Humanities.
My main area of research has been designing and evaluating how contextually appropriate interaction can aid the understanding of cultures distant in time, space, and in understanding to our own. This field is sometimes called Virtual Heritage. In Virtual Heritage, tools of choice are typically virtual reality environments, and the projects are very large in scale, complexity, and cost, while my projects are often prototypes and experimental designs. I have many challenges, for example, morphing technological constraints into cultural affordances, and avoiding possible confusion between artistic artifice and historical accuracy, all the while evaluating intangible concepts in a systematic way without disturbing the participants’ sense of immersion. To help me judge the success or failure of these projects I have shaped some working definitions of games, culture, cultural understanding, cultural inhabitation, and place. However, these concepts and definitions are not enough. I also have to now tackle the issues of simulated violence, artificial “other” people, the temptation of entertainment masquerading as education, and the difficulties inherent in virtually evoking a sense of ritual.
My lecture, then, is a discussion into how game-based learning, and the study of culture, heritage and history, might meaningfully intersect.
Massive open online courses or MOOCs were predicted to achieve world domination and completely transformation of higher education. Today, these predictions are seen to have been overblown. But with several years of experience now behind them, MOOC providers and users are adjusting both their perceptions about online learning and the courses themselves. Mainly based on empirical research articles and reports and interviews with K-MOOC providers, this paper examines impacts of MOOCs on higher education and analyze K-MOOC as an illustrative case. For this, it asks such questions as: 1) have MOOCs expanded higher education and provided access for all, especially for the socially marginalized groups? 2) have MOOCs improved the quality of campus-based higher education? 3) have MOOCs reduced the costs to the providers and users? It will conclude with discussion of the emerging issues and future directions.
National level data metrics framework development in Kouth Korea -Iljr RhaIlju Rha
The research study explores the potential of a national data set for learning analytics in the context of digital textbook usage in secondary education in South Korea
Instructional Contents Delivery through SPAT format in Mobile Environment: ...Ilju Rha
Instructional Contents Delivery through SPAT format in Mobile Environment: Introduction to L.i.B study system.
SPAT represents Still Picture+Audio+Text format digital knowledge unit. The slide was presented for Global Knowledge Alliances.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
1. The 14th International Conference on Education Research (ICER)
Future Education Design for All
Keynote Speech
The New Visual World and
Future Education Design
October 18, 2013
Professor Ilju
Rha, Ph.D.
Seoul National University
Korea
2. Contents
The Visual World: old and new
The New Visual World and Education
Implications of the New Visual World for the
Future Education Design
Aware / understand
Use / apply
Find / create
Concluding remark
2
12. Human Visual intelligence
The ecological approach to visual
perception (Gibson, 1979)
James J. Gibson
Human visual intelligence is the ability to utilize the
direct or indirect products or by-products of human
vision (Rha, 2007)
I. Rha
13. Human Visual intelligence
Human Eyes plus human brain
Interpretation, operation, and creation
Rha, 2007
Generative, Psycho-motor, Instrumental, Proactive, Representational
visualization Rha etal. 2009
15. The visual world
“The visual world can be described in many ways, but its most
fundamental properties seem to be these: it is extended in depth; it
is upright, stable, and without boundaries; it is colored, shadowed,
illuminated, and textured; it is composed of surfaces, edges,
shapes, and interspaces; finally, and most important of all, it is filled
with things which have meanings.”
Gibson (1950), p.3
16. The visual world
“The visual world can be described in many ways, but its most
fundamental properties seem to be these: it is extended in depth; it
is upright, stable, and without boundaries; it is colored, shadowed,
illuminated, and textured; it is composed of surfaces, edges,
shapes, and interspaces; finally, and most important of all, it is filled
with things which have meanings.”
Gibson (1950), p.3
17. The visual world
“The visual world can be described in many ways, but its most
fundamental properties seem to be these: it is extended in depth; it
is upright, stable, and without boundaries; it is colored, shadowed,
illuminated, and textured; it is composed of surfaces, edges,
shapes, and interspaces; finally, and most important of all, it is filled
with things which have meanings.”
Gibson (1950), p.3
18. The visual world
“The visual world can be described in many ways, but its most
fundamental properties seem to be these: it is extended in depth; it
is upright, stable, and without boundaries; it is colored, shadowed,
illuminated, and textured; it is composed of surfaces, edges,
shapes, and interspaces; finally, and most important of all, it is filled
with things which have meanings.”
Gibson (1950), p.3
19. The visual world
“We believe that we see a complete, dynamic picture of a stable,
uniformly detailed, and colourful world, but [o]ur stable visual world
may be constructed out of a brief retinal image and a very sketchy,
higher-level representation along with a pop-out mechanism to
redirect attention. The richness of our visual world is, to this extent,
an illusion.”
Susan Blackmore & her collegues (1995), p.1075
20. The visual world
“We believe that we see a complete, dynamic picture of a stable,
uniformly detailed, and colourful world, but [o]ur stable visual world
may be constructed out of a brief retinal image and a very sketchy,
higher-level representation along with a pop-out mechanism to
redirect attention. The richness of our visual world is, to this extent,
an illusion.”
Susan Blackmore & her collegues (1995), p.1075
23. The Visual World
How Vision works?
David Hubel & Torsten Wiesel
- 1981 Nobel Prize
- The columnar organization of primary visual cortex was first described
23
36. The Old Visual World
Humans saw what existed in the nature
Direct Perception
Theory of Affordance
James J. Gibson (1950). “The Perception of The
Visual World”
36
37. The Old Visual World
Affordance
“The affordances of the environment are what it
offers the animal, what it provides or furnishes,
either for good or ill.”
Gibson (1979), p.127
37
38. The Old Visual World
Affordance
Norman (1988)
- “The Design of Everyday Things”
38
52. The Old Visual World
Real objects
Color, Shape, contour
Humans saw what existed in the nature
Analogue is the basis
Requires interpretation and reaction
62. New Visual World
Hidden affordance
Perceptual
Information
Gaver (1991)
No
Hidden
Affordance
Correct
Rejection
Yes
Perceptible
Affordance
False
Affordance
Yes
No
Affordance
62
63. New Visual World
Various tools contribute to the amplification of
human vision
The feature, “digital”, allow us to expand our
visual world beyond the physical objects and
nature, and actively create a new visual
environment for ourselves
Digital is the basis
Recquires understanding and participation
63
72. Massive participation
The public actively participates in consumption
and creation of visual data
Digital cameras, Mobile phones
Youtube, Ted, Facebook, KaKaoTalk, etc.
--uploads…
72
75. New visual expressions
The emergence of expressions blending a new
form of language, which results from mixed use of
oral and literal expressions in online
communications, with visual representations can
be understood as a cultural change
75
76. New visual expressions blending
orality and literacy
76
78. Diversity of Data Visualization
It is easy to encounter visual representations of
not only those objects that are visible in real life,
but also even the unseen objects
78
87. Future Competencies
What are we striving for?
Partnership for 21st
Century Skills
•
•
•
Learning and
Innovation Skills
Life and Career Skills
Information, Media,
Technology Skills
European Commission
Key Competences
•
•
•
•
•
•
•
KERIS 21st Century
Learner Competencies
Communication
•
Basic competencies in
mathematics, science, •
an technology
Digital competence
•
Learning skills
Social and civic
competences
Cultural awareness
and expression
Sense of initiative and
entrepreneurship
87
Ability development
competencies
Character building
competencies
Career enhancement
competencies
88. Future Competencies in Summary
•
Critical thinking & Problem solving
•
ICT Literacy, Digital Competency
•
Communication, Collaboration,
•
Social & Cross-Cultural Competences
•
Initiative & Self-direction, Learning to learn
•
Flexibility , Creativity
•
Artistic thinking, Media and Art literacy
•
Care, Whole-heartedness, Ethics
•
Multi-disciplinary Competencies
89.
90.
91.
92.
93. Provide access to quality learning
tools or technology resources
Engage learners in the tasks that
provoke critical thinking
using visual tools which virtualize,
simulate, augment, and amplify
what is invisible or inexistent.
94. Provide opportunities to learn by
producing visuals and using digital
tools which communicate,
collaborate, and share knowledge
with others.
95. Expose learners in a multi-cultural
digital environment and help them
interact with diverse persons while
acquiring social skills
96. - Provide opportunities to express
individual perspectives
- Value and reward creative and
flexible approach
97. - Stimulate multiple senses and
provide opportunities to express in
diverse modalities and to appreciate
multi-modal / synesthetic artifacts
98. - Value emotion, care,
whole-heartedness, ethics and trust
- Provide relevant tasks
123. Visual Organizers
Prof. Han, Ahnna
Associate Professor
Catholic University of Daegu
Instructional Design
Human Visual Intelligence
Teaching & Learning Method
Gamification
Develop a tool for web
information visualization, namely
Visual Organizer
Visualizing electronic texts
Advance awareness of structure
and comprehension of contents
on electronic documents
Han, A. H. 2006. Design and Utilization of the Visual Organizers in Web-Based Learning
124. Visual Design for Digital Text Structure
Dr. Sung, Eunmo
Instructional System Design
Sciences of Learning and Teaching
Human Visual Intelligence
Educational Smart Media
Human Performance Technology
Design instructional interfaces
on e-Learning
Visual navigating aids and
signaling aids in an eLearning system
- Reduce extraneous processing
- Manage essential processing
- Foster generative processing
Sung, E. 2009. A Study of Visual Design Principles on Digital Text Structure for Developing e-Learning Contents
125. Visual design for digital text
Dr. Jin, Sung-Hee
Development of two structure design
guidelines and two selective-attention
design guidelines
Better text structure understanding ,
essential contents comprehension and
usability of digital text
Jin, S. (2009). A study on visual transformation of digital
text for enhancing text comprehension
126. Visual Narrative
Dr. Byun, Hyunjung
Instructional Design
Educational Media & Technology
Human Visual Intelligence
Higher order thinking skills
Quality in higher education
Design Principles of
Visual Narrative
Advance accuracy and
efficiency for learning
procedural knowledge
Visualizing operational
information
Byun, H. J. 2011. Design principles of visual narrative for learning procedural knowledge
127. Visual Summary
Dr. Lee, Jihyun
Instructional Design
New Media for Learning
Human Visual Intelligence
Brain-based Learning Design
Teacher Education, Higher Ed.
A visual organizer with a
summarizing function
Diagrammatically organizes and
integrates essential content of the
preceding texts into a
comprehensible whole
Utilizes the natural meanings of
spatial properties and dynamic
interactive technologies
15 page-long Text
Lee, J. (2012). Development of a visual summarizer design model for digital learning.
128. Fantasy in the Educational Context
Principles
Dr. Kim, Insu
Category
Subcategory
•Human Visual Intelligence
•Fantasy storytelling
•Creative thinking
•Behavioral Intentions to Educational
Media use
Distortion of being
Derivation
Distortion of time and space
Distortion of material
Embodiment
Hyper-realization
Embodiment of an abstract idea to fantastic
space
Embodiment of an abstract idea to fantastic
being
Physical experience of fantastic events
Descriptive experience of fantastic events
Concealment of learning purposes
Composing
Storytelling
Harmony with learning material and fantasy
setting
Exploring the factors and the
principles of the fantasy as
design strategy for educational
environment
Identifying six factors (fantastic
space/time, fantastic being,
insight into origin, insight into
value, novelty, affinity) with
three categories.
Kim, I. S. 2008. A Study on the Factors and the Principles of the Fantasy in the Educational Context
129. Visualization Process
Dr. Heo, Gyun
Computer & Education
Smart Media for Learning
Longitudinal & Comparative Study
for Learning
Analysis of Visualization
Process of verbal information
Expert has a unique process
named NVD( Novel Visual
Decision).
Visual Task Analysis was
developed and applied for
finding visualization process
Heo, G. 2006. Visualization process of verbal information through the protocol analysis
130. Structure of Human Visual Intelligence
Dr. Ilju Rha
Prof. of Education, SNU
Educational Technology
Develop a hypothetical
framework of the functional
structure of human visual
intelligence
Suggests three dimensional
model of Human Visual
Intelligence
Rha, I. 2007. Human visual intelligence and the territory of educational technology research
144. OECD Schooling for Tomorrow
Attempt to envision the future for education and
to prepare strategies for future schooling
Six scenarios in three clusters
- Maintaining the status quo
- Re-schooling
- De-schooling
144