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 1 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. 2 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. 3 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 4 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 5 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]. 6 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. 7 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 8 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. 9 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. 10 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 11 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. 12 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 13 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. 14 References 1. 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