A Study on the Ability of Recognition and Memorization

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A Study on the Ability of Recognition and Memorization
on the Kinetic Information
Chih-Cheng Sun, Jen Yen, Chang-Franw Lee
National Yunlin University of Science & Technology,
Graduate School of Design
123 University Road, Section 3, Touliu, Yunlin 640 Taiwan, R.O.C.
Abstract
The purpose of this study intends to investigate the ability of the recognition and
memorization on the kinetic information when the showing duration and the amount
of information are changed.
The major findings of this study are shown as follows:
1. Both the showing duration and amount of information will influence the ability of
recognition and memorization of information. When the amount of information
increase and the showing duration decreases, the ability of recognition and
memorization of the information will decrease.
The amount of information and
showing duration increase, then the ability of recognition and memorization of
information will increase. On the other hand, the amount of information and
showing duration decrease, then the ability of recognition and memorization of
information will decrease.
2. There are significant differences between the interaction of showing duration and
the amount of information (F=3.231, P<.05).
3. There are significant differences when the amount of information is equal to or
larger than the six (P< .05).
4. There are significant differences when the showing duration is 6fps, 12fps and
24fps (P<.05).
Keywords: kinetic information, recognition, memorization
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Ⅰ. Introduction
1.1 Motives of Study
American Online found in a research that 52% of net users said the Internet has come to be inseparable in their
daily life. The statistics from Institute for Information Industry (I.I.I.) in Taiwan also shows, if trapped in an
island, 66% said they would rather be with internet than telephone and/or television.
Statistics from the I.I.I. at the end of June 2001 indicated net users in Taiwan had come to a total of 7.21
million, an increase of 32%, which was No. 14 in 2000 among the countries on Internet popularity [13].
The Taiwanese era of net ads started back in 1995, its multimedia advantage urged enterprises to expand with
it, and agents in the meantime had thrown themselves into the exploration of it.
There are two categories of net ads at this moment:
Simple text: E-mail Ads、Electronic Bulletin Boards
Multimedia: Banners、Classified Ads、Buttons、Interstitial Ads、Sponsorship Ads、Push and Watermark Effect
Ads [17].
Morimoto(1993)evaluated subjective feeling for both kinetic and static images on 4 accounts: recognition,
interest, familiarity and usability, and it turned out that users think the use of kinetic images is more fun.
1.2 Purposes of Study
Kinetic images and texts as display element of a design on either web pages or a multimedia presentation can
dramatically vitalize the frames and draw the attention of navigators. With this multimedia message display, the
information must guide users through the navigation clearly, efficiently and correctly.
Based on prior stated motives, the purposes of this study are shown as follows:
1. To find out the influence of showing duration on the recognition and memorization of information.
2. To find out the influence of information amount on the recognition of information.
3. To find out the interaction of different showing duration and information amount.
4. Synthesizing the results and drawing conclusions that may be helpful for multimedia, net ads professional and
visual communication design instruction.
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Ⅱ. Related studies
2.1 Ways to present graphic images
There can be three ways to present and transfer visual information: text, graphic and symbol, which can be
displayed solely or in a mixed way. On the other hand, there are two kinds of computer user interface: graphic
display and command prompt. The difference between these two ways is that graphic display is relatively easier
to learn and memorize, for the function of a command prompt is a way of memorize-recall, a graphic display is to
see it-point on it. There are three advantages:
1. It offers more visual hints for the object that it represents.
2. It can be a strong memory suggestion.
3. It clearly indicates the relation between command and system objects. In this sense, a graphic display as
computer user interface is a better way to operate [14].
The process to transfer information with graphics is to be seen as an action of encoding (graphic
design)-decoding (graphic interpretation). Encoding is a process to minimize the complexity [14]; decoding is,
however, a process from simplicity to complexity, which, one way or the other is affected by the very own
personal experience and cultural background of the interpreter. The graphics have to be recognized and focused
on correctly, the stimulation must be the visible light, the capacity needs to reach the threshold, and the size of the
graphics have to be big enough to be recognized and when displayed on the internet it cannot cause illusion or
interference [13].
2.2 Kinetic images
World wide web pages are displayed in a multimedia way, which include information of all kinds and forms
like text, photographs, animation、graphics, sound….etc. The visual information on them can be text, static and
kinetic images, formats like .jpeg and .gif can show on the screen, display on the webpage being navigated after
proper software or hardware decoding. Issing pointed out that learning psychology has proved that graphic
information can be more detailed and better stored than text information can be. Colin Ware (2000) also pointed
out the good use of kinetic images has been considered a good soil of investigation. Graphics of kinetic
information dot can be soon and easily recognized. The computing capability of modern personal computer
makes it even more possible on information visualization by the massive use of animation.
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2.3 Function of kinetic images
A study of Baecker and Small (1990) shows that kinetic graphics tell more information and make people
understand more about the function of an icon. It shows in the meantime that animation is quite a good way of
tutorial and explanations because kinetic graphics describe more complicated sequences or case scenario with
more reality than the explanations of texts. The interface with kinetic graphics is more active and fun; it not only
motivates users but make users feel like to operate, escalating motives of learning. For kinetic graphics present
abundant information which are capable of better operation guide and description.
2.4 Models of visual information processing
The main theoretic frame of cognitive psychology is the information processing model. This very one
considers human an active information processor, talks about things happening in different phases of sensual
reception, storage, withdraw and application of information, which is called often information processing
psychology. Information processing model suggests recognition can be divided into a series of phases, each one
represents a hypothesis. Information input is conducting some unique operation within these phases. The ultimate
reaction is considered result of these phases and series of operation, such as perception, information encoding,
information withdraw from memory, concept formation, judgment and generation of language. Every phase
receives message from prior phase and develops its own function. For all the elements of information processing
model have something to do with one another, it’s hard to verify an initial phase. However, we may consider
stimulation input as the beginning of the entire process. All the phases the information processing model includes
and its sequence are shown as follows (Figure 1):
Stimulation
input
Sensory
storage
Attention
Recognition
of graphics
Selection
Short-term
Long-term
memory
memory
Reaction
Figure 1 The phases and sequence of information processing model.
LEE (1997) suggests in practical visual processing model that human eyes can filter and transform only one
out of a hundred thousand images seen short-term memory. Human memorizes an object with several visual
images and not only its images but its abstract characteristics. Whenever recall is needed, human brains can link
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related physical images or abstract concept and retrieves the messages stored in memory [11].
2.5 Memory System
Memory is the mental capability to store experienced events for recalling or recognizing later on. Informations
from around are being recorded by sensory organs and having a short stay for form recognition. It disappears soon
if not caused an individual attention; while it gets into memory when further process is needed. After drawing
attention of an individual, the information comes to be stored shortly by rehearsal. But the duration of the
short-term storage is quite short, soon it will disappear and replaced by later information if without rehearsal [18].
In the multiple storage model of human memory, short-term memory (STM) is a kind of memory between
immediate memory and long-term memory. Immediate memory is so short that the duration is thought to be 1
second. The duration for short-term memory is thought to be 15~30 seconds without a rehearsal.
In cognitive psychology, sometimes we call short-term memory working memory, which Baddeley & Hitch
(1974) proposed and thought that a system to keep memory for a short term and process it.
One of the earliest questions for short-term memory is its capacity: those stimulation objects memorized in
one quick look, which is called immediate memory span or memory span. Back in 19th century, Hamilton (1859)
said that the number one can memorize in an instance is limited; he also pointed out that one can speak no more
than 6 objects in a glance.
Miller (1956) thinks that instead of physical unit number of stimulation, the meaningful chunk limits
short-term memory. The average number kept in short-term memory is 7±2.
Cognitive psychologist Easterbrook(1959)thinks that the capacity of short-term memory is going down when
the stimulation is going up. For more stimulation strengthens highly cognitive unit and causes the bigger
inhibition of other cognitive units. In this case, should the stimulation level be high, few things are being focused
while others are being ignored. When the level goes down, the attention isn’t being that much while things are
getting attention in a less tense way [15].
The major function of sensory memory is to recognize the stimulation, recognition of form and storage for
short impression of sensory stimulation which usually maintain 1 or 2 seconds. When we stare at things and close
our eyes suddenly, that image seems to be exist in our mind and which usually maintains about 0.5 second. STM
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processes information consciously, if without maintained in consciousness, the information will be lost about 20
seconds later. The storage ability of STM is limited; it’s not long for retaining information. When the memory
object isn’t relative, the capacity of STM is between about 7±2 information units. LTM stores not only
information from the outside world, but the internal information which include creative ideas, concepts and
values...etc [19].
2.6 Recognition and memorization of information
Recognition of visual graphics
Simple perception stimulation depends mostly on its essence and strength, information processing of this kind
relies on data instead of abstract concept. During which, however, it includes a process of either data driven or
conceptually driven. In this case, graphic recognition is decided by the following 2 factors: one is the information
from sensory organs; the other is knowledge organized in memory. We can find 7 directions in past issues:
1. Gestalt theory: Graphic recognition comes from the perception on the whole graphic; a partial meaning of the
framework comes from the whole.
2. Bottom-up/Top-down Processing: Bottom–up processing means perception starts with details then it comes to
constitute as a whole; top-down processing, on the contrary, it manages to recognize the entire graphic then
those details.
3. Template Matching: Perception generated after a matching between visual stimulation graphic and forms
experienced and stored in brain.
4. Feature Analysis: Graphic recognition is that perception comes out after a simple analysis of graphical feature
is done over graphic.
5. Prototype theory: Perception comes out after matching a perceptual graphic with an ideal type or an abstract
concept stored in brain.
6. Pattern Recognition: Pattern recognition is a combination of different theory and ideas, which is lack of
all-dimensional theory.
7. Pattern Recognition among Experts: Pattern recognition of different subjects will get different results. I.e. a
chess master spends less time on rematch organization than beginners do and with better correct percentage [9].
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Ⅲ. Experiment design and steps
3.1 Contents of experiment
3.1.1 Experimental sample
We’re making samples with FLASH 5.0 for this study. CHU (1999) collected over 300 kinetic images on
WebPages both national and international, among which there are a great percentage of motion presentation
kinetic images (38.3%) [10], so samples in this study are moving right to left. There are two independent
variables: showing duration and amount of information, the former has three levels and the latter has five levels. 3
×5=15 treatments have to be done for each subject. The monitor involves in this study is 17 inches CRT monitor
of View Sonic with resolution of 1024×768 operating in a distance of 50 cm.
3.1.2 Showing duration of samples
The showing duration of samples accords with what Arthur Schneider pointed out in this book “Post
Production” that general time code generator generates at a standard 30 frames per second; 24 or 25 fps, however,
is also available. After prior-test we found that 24 fps is a faster showing duration in Flash 6.0, so 6 fps, 12 fps
and 24 fps are the 3 showing duration we took in the end, which are slow, medium and fast.
3.1.3 Selection of experiment graphic
In order that each graphic is understandable and recognizable, we choose things in our daily life: fruit,
food…etc. (See Table 1). Numbers are also included. We took 2-digit numbers as experimental samples in order
to be acceptable amount of information for subjects. Every group includes numbers and graphics, which are 2, 4,
6, 8 and 10, thinking of general short-term memory capacity, is about 7±2 information units. All graphics and
numbers are 3 cm high. In colors, we took high legibility--white text in blue background; i.e. the background is
blue and the numbers are white, graphics are in color.
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Table 1 Information content
No.
Frames per Information
second (fps)
amount
Information content
1
24
2
86、helicopter
2
12
4
72、clock、48、strawberry
3
12
6
84、cup、60、bird、37、alarm clock
4
6
2
83、banana
5
6
8
69、chrysanthemum、83、tiger、25、white collar、17、knife
6
6
4
48、butterfly、73、artificial satellite
7
24
10
16、couch、93、brush、45、dog、82、tea pot、59、light bulb
8
24
4
37、Statue of Liberty 、60、parrot
9
6
6
47、violin、26、tap/water faucet、93、watermelon
10
12
8
85、nursing bottle、26、flashlight、17、headset、32、kiwi
11
12
10
68、penguin、35、corn、92、soccer、10、pizza、28、orange(lemon)
12
24
6
63、bear、70、light、41、shell
13
12
2
42、balloon
14
6
10
98、lemon、36、hammer、51、shoes、74、apple、62、hotdog
15
24
8
31、bread、70、pineapple、94、scissors、28、hamburger
3.2 Steps
Subjects do their tests on a personal computer one on one after a detailed description. Subjects are required to
recall what they saw earlier in the information display, and frame by frame they do check box selection according
to Likert’s Rating Scale level, which are extremely clear, very clear, clear, regular, unclear, very unclear, and
extremely unclear.
We do interviews while tests are done in order that we can understand the influence of differences in
recognition level and memorization of kinetic information showing.
Ⅳ. Results and description
4.1 Mean of correct percentage on memorization of information content
Part 1 we counted in percentage of correct answers from subjects. As shown in table 2, when information
amounts are only 2 with showing duration of 6 and 12fps, the correct percentage of recognition and memorization
of subjects reaches 100%. 2 information amounts with showing duration of 24fps and 4 information amounts with
showing duration of 6 and 12fps, the correct percentage of recognition and memorization of subjects reaches
more than 90%. 10 information amounts with showing duration of 24fps, the correct percentage of recognition
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and memorization of subjects is only 25.85%. The lowest correct percentage of recognition and memorization
among all samples shows that more information amounts and faster showing duration have its effect on the
recognition and memorization of information.
Table 2 The correct percentage of answering the information content
No.
Count
Frames per
second (fps)
Information
amount
13
4
6
1
2
8
9
5
3
12
10
15
14
11
7
41
41
41
41
41
41
41
41
41
41
41
41
41
41
41
12
6
6
24
12
24
6
6
12
24
12
24
6
12
24
2
2
4
2
4
4
6
8
6
6
8
8
10
10
10
Mean
(correct
percentage)
100.00
100.00
93.90
92.68
91.46
87.80
80.61
64.32
63.86
63.10
57.56
47.24
45.61
43.17
25.85
SD
.00
.00
13.44
17.89
15.42
17.79
18.26
19.38
20.28
21.11
18.70
17.41
15.82
17.38
12.45
Miller(1956)pointed out that the average amount of chunk kept in short-term memory is 7±2. After testing,
We found that 6 information amounts with a slower showing duration (6fps), the average correct answer is 5; with
medium showing duration (12fps), the correct percentage of correct answer is 4; with a faster showing duration, it
is 3 or 4. 8 information amounts with a slower showing duration (6fps), it is 5; with medium showing duration
(12fps), it is 4 to 5; with a faster showing duration (24fps), it is 4. 10 information amounts with a slower showing
duration (6fps), it is 4 to 5; with medium showing duration (12fps), it is 4; with a faster showing duration (24fps),
it is 2 to 3. We come to find in that case, the amount and showing duration of information have influences on
recognition and memorization of information, especially when there’s more information and a faster showing
duration, the ability of recognition and memorization of information will decrease.
Table 3 shows an examine result of an interaction between the showing duration and amount of information,
F=3.231,P<.05, which reach a significant level, and it turns out to be that an interaction exists in the showing
duration and amount of information.
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Table 3 Examine the effect among subjects
TypeⅢ Sum of Square
DF
Average Sum of Square
320888.624
14
22920.616
86.364
.000
3054800.546
1
3054800.546
11510.405
.000
18987.278
2
9493.639
35.772
.000
295040.559
4
73760.140
277.926
.000
6860.787
8
857.598
3.231
.001
Error
159236.829
600
265.395
Total
3534926.000
615
480125.454
614
Source of Variation
Adjusted Model
Intercept
Showing duration
Information amount
Showing duration×
F-test
Significance
Information amount
Adjusted Total
In figure 2, we can see the interaction between the showing duration and information amount influences the
correct percentage of subjects’ memorization of information; i.e. with a slower showing duration and less
information, the correct percentage of subjects’ memorization of information is higher; and it will be less if with
faster showing duration and more information.
120
100
80
Correct percentage
60
Frequency
6fps
40
12fps
20
2
24fps
4
6
8
10
Information amount
Figure 2 The interaction of showing
duration and information amount.
4.2 ANOVA of the showing duration and information amount
Table 4 shows that showing duration with 2 and 4 information amounts doesn’t reach the level of significance.
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It means that 2 and 4 information amounts with 3 different levels of showing duration makes no difference to all
subjects on memorization of information. The showing duration with 6, 8 and 10 information amounts reaches the
level of significance (P<.05), which also tells that there are significant differences between subjects in the correct
percentage of memorization of information. Table 5 shows that information amount with showing duration of 6,
12 and 24fps reaches the level of significance (P<.05); which also means, with showing duration of 6, 12, 24fps
and different information amounts, there are significant differences on the capacity of memorization of
information between all subjects.
Table 4 The testing results and posteriori comparisons of showing duration in all levels of information amounts
Description
F
2
information 2.76
amounts
4
information 1.46
amounts
6
information 15.14
amounts
8
information 11.42
amounts
10
information 17.92
amounts
P
95% confidence interval
of the Mean
Posteriori
comparisons
of levels
Sig.t
1×2
1.000
-7.06634
7.06634
1=2
2×3
.042
.25074
14.38341
2>3
1×2
.498
-4.62731
9.50536
1=2
2×3
.309
-3.40780
10.72487
2=3
1×2
.000
9.68976
23.82243
1>2
2×3
.833
-6.31024
7.82243
2=3
1×2
.060
-.31024
13.82243
1=2
2×3
.004
3.25074
17.38341
2>3
1×2
.498
-4.62731
9.50536
1=2
2×3
.000
10.25074
24.38341
2>3
.064
.234
.000
.000
.000
Lower level
Upper level
Results of posteriori
comparisons of levels
P.S.:1=showing duration 6fps 2= showing duration 12fps 3= showing duration 24fps
Table 5 The testing results and posteriori comparisons of information amounts in all levels of showing duration
Description
F
P
6fps
76.23 .000
12fps
87.5 .000
24fps
120.65 .000
Posteriori
comparisons
of levels
1×2
2×3
3×4
4×5
1×2
2×3
3×4
4×5
1×2
2×3
3×4
4×5
Sig.t
95% confidence interval
of the Mean
Lower level
.090
.000
.000
.000
.017
.000
.080
.000
.175
.000
.000
.000
-.96877
6.22635
9.22635
11.64098
1.47025
20.54342
-.77365
7.32391
-2.18829
17.64098
8.78732
14.32391
P.S.: 1=2 information amounts
2= 4 information amounts
4=8 information amounts
5=10 information amounts
Upper level
13.16390
20.35902
23.35902
25.77365
15.60292
34.67609
13.35902
21.45658
11.94438
31.77365
22.91999
28.45658
Results of posteriori
comparisons of levels
1=2
2>3
3>4
4>5
1>2
2>3
3=4
4>5
1=2
2>3
3>4
4>5
3=6 information amounts
4.3 Simple main effects test and posteriori comparisons
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There’re 3 levels in showing duration, which we find in a posteriori comparisons that with 2 information
amounts and 12fps, the correct percentage of memorization of information is higher than with 24fps. With 6
information amounts and 6fps, the correct percentage of memorization of information is higher than with 12fps.
And it makes no difference with 12 or 24fps.
With 8 and 12 information amounts, the correct percentage of memorization of information with showing
duration 12fps is higher than with 24fps; while there’s no difference with 6 or 12fps. With 10 information
amounts, and 6 fps, the correct percentage of memorization of information with showing duration 12fps is higher
than with 24fps; while there’s no difference with 6 or 12fps.
With 6fps, it’s easier to memorize 4 information amounts than 6; to memorize 6 than 8; to memorize 8 than 10.
With 12fps, it’s easier to memorize 2 information amounts than 4; to memorize 4 than 6; while it makes no
difference with 6 or 8. With 24fps, it’s easier to memorize 4 information amounts than 6; to memorize 6 than 8; to
memorize 8 than 10.
4.4 Evaluation on recognition of information presentation
According to the level of recognition of information contents, subjects proceed to check the items of Likert’s
Rating Scale. Table 6 shows that sample 4, 2 information amounts with a slower showing duration (6fps), the
mean of answer is 6.49, which is between very clear and extremely clear and the easiest one to recognize among
all samples. Sample 13, 2 information amounts, with a medium showing duration (12fps), the mean of answer is
6.34, which is between very clear and extremely clear. Sample 6, 4 information amounts with a slower showing
duration (6fps), the mean is 5.78 and close to very clear. Sample 7, 10 information amounts with a faster showing
duration (24fps), the mean is 2.71 and close to unclear, the hardest one to recognize among all samples. Sample
15, 8 information amounts with a faster showing duration (24fps), the mean is 2.78 and close to unclear. Sample
11, 10 information amounts with a medium showing duration (12fps), the mean is 2.88 and close to unclear. The
investigating result shows that large amount of information with slower showing duration, the ability of
recognition of information will increase; but it will decrease on the contrary.
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Table 6 Evaluation on recognition of information content
No. Count Minimum Maximum
4
41
5
7
13
41
3
7
6
41
3
7
1
41
3
7
2
41
3
7
9
41
3
7
3
41
2
7
5
41
2
7
8
41
1
7
10
41
2
6
14
41
1
6
12
41
1
5
11
41
1
5
15
41
1
6
7
41
1
6
Mean
6.49
6.34
5.78
4.98
4.88
4.78
4.44
4.37
4.34
3.61
3.51
3.27
2.88
2.78
2.71
SD
.71
.96
.96
1.21
1.12
1.11
1.12
1.30
1.13
1.00
1.12
1.12
.93
1.11
.98
The observation and interviewing to subjects in the process of experiment are shown as follows:
1. Some subjects are more sensitive to number, yet some are more sensitive to graphic; the former memorize
more number, the latter memorize more graphics.
2. In the process of testing, subjects tend to be interfered or misled by prior information.
3. In the process of reading information, some subjects tend to memorize number first, however, numbers don’t
make any sense and harder to memorize, memorization of graphics, on the other hand, is effortless.
4. Some subjects intentionally memorize numbers first while cause neglect of graphics.
5. The more the amount of information, the easier to forget.
Ⅴ. Conclusion and suggestions
The main purpose of this study is that in kinetic information processing, the influence that graphics and
numbers with different showing duration and information amount on subjects’ recognition and memorization of
information. The concrete results stated as follows:
1. Some subjects are more sensitive to number, yet some are more sensitive to graphic; the former memorize
more number, the latter memorize more graphics.
2. In the process of reading information, some subjects tend to memorize number first, however, numbers don’t
make any sense and harder to memorize, memorization of graphics, on the other hand, is effortless.
3. 10 information amounts with a slower showing duration (6fps), the correct percentage of answer is 4 to 5; with
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medium showing duration (12 fps), it is 4; with a faster showing duration (24fps), it is 2 to 3.
4. The information amount and showing duration have influences on the recognition and memorization of
information, especially when there’s more information and a faster showing duration, the ability of recognition
and memorization of information will decrease. However, large amount of information with slower showing
duration, the ability of recognition and memorization of information will increase and it decreases on the
contrary.
5. The testing result of interaction between the showing duration and amount of information has turned out to be
F=3.231, P<.05, which reached a significant level, meaning that there are interaction between the showing
duration and amount of information.
6. The showing duration with 2 and 4 information amounts doesn’t reach a significant level (P>.05). It also tells
that 2 and 4 information amounts with three different levels of showing duration makes no difference at all to
all subjects on the memorization capacity of information.
7. The showing duration with 6, 8 and 10 information amounts reaches a significant level (P<.05), which also
tells that there are significant differences in the correct percentage of subjects’ memorization of information
when the amount of information is equal to or larger than the six.
8. The showing duration with 6, 12 and 24 fps reaches a significant level (P<.05), which also means that with
every kind of showing duration and different information amount, there are significant differences in the
correct percentage of subjects’ memorization of information.
Ⅵ. Suggestions on upcoming research:
1. Study on whether it’s different for people with different background (i.e. science background and art
background).
2. Graphics and numbers can be put in the test separately in order to see if there’s difference of any kind on
memorization.
3. The presentation of kinetic information can be either simultaneous or individual in order to see the differences
between them.
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References
1. Arthur Schneider,趙耀譯,1993,後製作剪輯,五洲出版社,台北。
2. Baddeley, A. D., & Hitch, G. J., 1974, Working memory, In G. H. Bower (Ed.), Recent advances in learning and
motivation, New York, Academic Press.
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