• Title/Summary/Keyword: mental rotation

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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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    • v.6 no.4
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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.

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

  • Lee, Jeong-Weon;Ahn, Si-Nae;Hwang, Su-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1114-1121
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    • 2012
  • There is a cause and effect relationship in that brain injury causes impairment of mental rotation and ultimately independent functional activities. The purpose of this study was to compare the effects of mental rotation on reaction time and precision between the normal adults and chronic hemiparetic stroke patients. Thirty-one patients with chronic hemiparetic stroke and twenty normal adults participated in this study. The participants conducted 2 types of tasks for mental rotation: a comparison task using mirror images, and a rotation task using angular disparity images for 2 different 3-dimensional objects. Each of the 3 possible angled shapes ($90^{\circ}$, $180^{\circ}$, and $270^{\circ}$) appeared in each pair. The test consisted of 6 mirror-reflected image pairs and 6 angular disparity image pairs visualized during angular rotation, and 12 test periods. The subjects were judged on how accurately and rapidly they could distinguish between the mirrored and non-mirrored pairs. The study measured reaction time and precision to compare the effect of mental rotation tasks. Reaction time during all 3 angular conditions were significantly longer in the stroke patients than that in the normal adult during the comparison tasks and the rotation tasks. In addition, precision during mental rotation tasks was not significantly different between normal adults and stroke patients. Our results suggest that rehabilitation therapists should keep in mind that mental rotation is more difficult in stroke population than in normal adults.

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

  • Lim Song Mi;Yi Soon Hyung
    • Journal of the Korean Home Economics Association
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    • v.42 no.10 s.200
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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.

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

  • Jung, Il-Yung;Lee, Chang-Hyun;Lee, Mi-Sun;Chong, Sang-Chul
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.555-571
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    • 2009
  • This study investigated whether contexts could influence the speed of mental rotation. Experiment 1 investigated whether the angle of neighboring letters influenced the recognition of the target letter. Reaction time of target recognition increased linearly, as angular differences between the angle of the target letter and that of neighboring letters increased. Moreover, this trend was more pronounced when the target and neighboring letters made a word as compared to when they did not. Experiment 2 examined the effects of practice difficulty on mental rotation. Reaction time again increased linearly with the degree of angular rotation. However, there were no significant differences between the easy and the difficult conditions. These results suggest that contextual information is important in mental rotation.

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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
    • Research in Mathematical Education
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    • v.18 no.1
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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.

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

  • Yi, Soon Hyung;Suh, Bong Yeon;Lee, So Eun;Sung, Mi Yong
    • Korean Journal of Child Studies
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    • v.20 no.3
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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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A Study of Relationship between Pilot's Spatial Sbility and Unusual Attitude Recovery (조종사 공간능력과 이상자세회복과의 관계에 관한 연구)

  • Lim, Jin-Hyeuk;Myung, Roe-Hae
    • Journal of the Korea Institute of Military Science and Technology
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    • v.12 no.1
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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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    • v.29 no.3
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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
    • Research in Mathematical Education
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    • v.16 no.2
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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.

Video Game Experience and Children's Abilities of Self-Control and Visual Information Processing (전자오락경험과 아동의 자기통제력 및 시각정보처리능력)

  • Yi, Soon Hyung;Lee, So Eun
    • Korean Journal of Child Studies
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    • v.18 no.2
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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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