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1 – 10 of over 3000
Article
Publication date: 2 August 2022

Yiping Jiang, Yanhua Chen and Xiaobo Chi

The practice of renovation and construction of university libraries is flourishing, but how to attract readers to use the library is an issue that urgently needs to be explored…

Abstract

Purpose

The practice of renovation and construction of university libraries is flourishing, but how to attract readers to use the library is an issue that urgently needs to be explored. Spatial cognition is a subjective judgment of a person's tendency to take action in the future and implies behavioral intention. Based on the sensory–image–cognition relationship, a theoretical model of university library readers' spatial cognition is conducted, and the influencing factors and mechanisms of spatial cognition are explored based on empirical data to provide theoretical references for spatial practices in university libraries.

Design/methodology/approach

A visual and art-based mental map approach is introduced based on a questionnaire survey. The questionnaire is mainly used for the specific evaluation of spatial use and the breakdown of the detailed elements, while the mental map method is mainly used for the evaluation of readers' spatial cognition. Relevant empirical data are collected from the library of the Zhejiang University of Technology.

Findings

The results indicate that readers' spatial sensory experience and mental imagery have positive effects on readers' behavior via the mediator spatial cognition, readers' spatial sensory experience and mental imagery have a positive effect on readers' spatial cognition and spatial cognition has a significant effect on readers' behavior.

Originality/value

The main contribution of this study is to construct a theoretical model of readers' spatial cognition and to explore the factors that have an impact on spatial cognition and the influence of cognition on behavior. This provides a more rational and in-depth thinking paradigm for the study of university library space and provides theoretical references for library practice.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Abstract

Details

Threats from Car Traffic to the Quality of Urban Life
Type: Book
ISBN: 978-0-08-048144-9

Article
Publication date: 13 January 2023

Natheer Abu-Obeid and Lama Bilal Abuhassan

The goal of the study is to underline “Cinematic Architecture” as another source of architectural thinking and research. This study is also a response to the shortage in empirical…

247

Abstract

Purpose

The goal of the study is to underline “Cinematic Architecture” as another source of architectural thinking and research. This study is also a response to the shortage in empirical research on architecture in the cinema. Moreover, the study introduces the architectural components that qualify the cinematic spaces to be influential cinematic experience. This is in addition to investigating the impact of these components on the viewers' cognitive and emotional experience of films.

Design/methodology/approach

In the reported study, an empirical experiment examined scenes from three different movies as experienced by a selected group of audience of movies fans (architects and laypersons). The audience was asked to report feelings the audience had about each scene using a questionnaire that was designed for this purpose, and the audience was asked to write down the aspects that affected the audience's emotions. The experiment evaluated selected emotional states and could specify the architectural features and/or objects that significantly contributed in inducing these emotions.

Findings

This study's findings concluded that emotions, which exist in the positive margin of the emotions “circumplex model,” were influenced by architectural components that were different from those that influenced emotions which lie in the negative margin of the model.

Research limitations/implications

As for filmmakers, the study contributes in developing filmmakers' knowledge about the role of architecture in scenic creation and thus how that knowledge enhances filmmakers' film narrative and the narrative's spatial imagery. As for academia, this study contributes in developing the knowledge about film cognition as related to architectural semiotics. In the context of behavioral approach to architectural design, a behavior setting which is the basic element in environmental design can be dramatized by applying a cinematic narrative to a human activity system within a milieu of architectural design elements.

Practical implications

This study is important for architects, as the study provides architects with an alternative tool for fictional experience and for testing architectural ideas through cinematic architecture. This study also helps in developing new venues for the practice of architecture into the world of fiction. This study also contributes in developing the trend that architectural design thinking can learn from cinematic thinking and practice.

Originality/value

This study introduces an empirical approach to evaluate architectural entities as part of cinematic experience. This study also comes as a response to the shortage in empirical research on architecture in the cinema.

Details

Archnet-IJAR: International Journal of Architectural Research, vol. 18 no. 1
Type: Research Article
ISSN: 2631-6862

Keywords

Article
Publication date: 3 May 2016

K. Sutton, A. Williams, D. Tremain and P. Kilgour

The purpose of this paper is to provide an insight into the relationship between students’ spatial ability and their university entrance score (Australian Tertiary Admissions Rank…

Abstract

Purpose

The purpose of this paper is to provide an insight into the relationship between students’ spatial ability and their university entrance score (Australian Tertiary Admissions Rank [ATAR]). The ATAR provides entry into university studies but does not necessary provide a good measure of students’ spatial skills. Spatial abilities are fundamental to success in many design courses. This paper aims to show whether the ATAR is a good predictor of spatial skills and considers the implications of this.

Design/methodology/approach

Students entering university design courses in architecture were tested three times during their first year using a three-dimensional (3D) Ability Test (3DAT), an online psychometric test of 3D spatial ability. The students’ results in 3DAT were then compared to students’ ATAR scores using a Pearson’s correlation test were also conducted to assess the relationship between ATAR and spatial performance.

Findings

There was no correlation between ATAR and spatial performance. Therefore, there was no relationship between an individual’s ATAR and their spatial performance upon entering university.

Research limitations/implications

Participants were required to select their ATAR from ranges, i.e. 71-80, 81-90 and 91-100, which meant their exact ATAR was not recorded. This meant that the participants were clustered, making it difficult to establish a linear relationship that was a true reflection of the population.

Practical implications

Initiatives to support students entering design courses may be necessary to compensate for the range of spatial skills students possess when entering university because of their school experiences.

Social implications

Individuals who have strong spatial skills are able to perform spatial problems faster and more efficiently than those with weak spatial skills. High spatial performance has been shown relate to performance in areas such as mathematics science technology and design.

Originality/value

This paper fulfils the need to better understand the diversity of spatial abilities students have on entering design courses.

Details

Journal of Engineering, Design and Technology, vol. 14 no. 2
Type: Research Article
ISSN: 1726-0531

Keywords

Book part
Publication date: 24 August 2004

Lisa Weston and Susan Handy

Abstract

Details

Handbook of Transport Geography and Spatial Systems
Type: Book
ISBN: 978-1-615-83253-8

Article
Publication date: 28 August 2009

Dwane H. Dean

Videogame play is more popular among young males compared with young females. The present study aims to investigate spatial visualization ability as an explanation for this gender…

Abstract

Purpose

Videogame play is more popular among young males compared with young females. The present study aims to investigate spatial visualization ability as an explanation for this gender gap. The premise is based on a well‐documented gender difference in spatial ability favoring males and assumes that spatial ability would be an advantage in playing videogames. Also, reports in the literature indicate improvement in spatial ability following videogame play, suggesting that play may specifically task spatial ability.

Design/methodology/approach

A convenience sample of 114 university students aged 18 to 24 answered questions on attitudes and videogame behavior and completed a psychometric test of spatial visualization ability.

Findings

Regression analysis indicated that interest in videogame play is significantly predicted by gender, interest in science fiction, and number of semesters of foreign language completed (with the latter having a negative influence). Mediation analysis suggested that neither of the latter two variables mediates the gender effect. Although spatial visualization ability was significantly correlated with videogame interest, this was found to be a spurious (non‐causal) association, due to both variables being influenced by gender.

Research limitations/implications

Limitations include the narrow age range of subjects (18‐24) and the focus of the study on spatial visualization ability and a limited number of other variables.

Originality/value

The finding that semesters of foreign language completed and interest in science fiction significantly predict videogame interest is apparently novel. The former variable may be a proxy for preference for verbal (semantic) information processing over visual information processing, and this may explain the significant negative correlation between semesters of foreign language completed and videogame interest.

Details

Young Consumers, vol. 10 no. 3
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 28 May 2021

K. Skylar Powell and Eunah Lim

Top-management-teams (TMTs) and chief executive officers (CEOs) dealing with internationalization are naturally predisposed to deal with space, so they will consult “spatial

Abstract

Purpose

Top-management-teams (TMTs) and chief executive officers (CEOs) dealing with internationalization are naturally predisposed to deal with space, so they will consult “spatial knowledge.” The purpose of this paper is to offer a conceptual description of spatial knowledge used by TMTs/CEOs and to describe how the use of spatial knowledge can be triggered and the resulting biases that arise from it. The description of spatial knowledge is also discussed in relation to core international business (IB) theories/models.

Design/methodology/approach

This is a conceptual study.

Findings

TMTs/CEOs use spatial knowledge for internationalization decisions. This spatial knowledge is “declarative” because it involves knowledge of places and associated characteristics or attributes, “configurational” because it involves knowledge of various types of relative positions and proximities between places and “procedural” because it involves knowledge of how to structure transactions, operate or organize interdependencies between locations. Additionally, TMTs/CEOs individually have spatial knowledge that is uniquely distorted. Then, finally, when TMTs/CEOs consult spatial knowledge to identify international opportunities or solutions, their search process may entail distance and directional biases as a result of their spatial knowledge.

Originality/value

This is the first paper to introduce the notion of “spatial knowledge” to the research on TMT/CEO experiences and internationalization and IB research in general.

Details

Multinational Business Review, vol. 30 no. 2
Type: Research Article
ISSN: 1525-383X

Keywords

Abstract

Details

Library Hi Tech News, vol. 38 no. 4
Type: Research Article
ISSN: 0741-9058

Keywords

Book part
Publication date: 27 November 2014

Amanda J. Turner

This study provides empirical support for a link between video game play and likelihood to major in a STEM field.

Abstract

Purpose

This study provides empirical support for a link between video game play and likelihood to major in a STEM field.

Design/methodology/approach

Using the National Longitudinal Study of Adolescent Health (Add Health), this study investigates whether adolescents who play video games are more likely than those who do not to choose a STEM field major in college, and if other characteristics explain this relationship.

Findings

Results from a nested series of logistic regression models show that – compared to those who do not play video games in adolescence – teens who play video games are 70% more likely to major in a STEM field when they attend college.

Research limitations/implications

The Add Health dataset allows for empirical verification of the link between video game play and STEM major choice, but it is dated. Future research should use more recent data. Factors such as gaming platform and game genre are likely to be key variables in future research.

Practical implications

This finding lends support for including video game play as a potential factor in future studies on college major choice, and offers further empirical support for utilizing video games as a potential gateway into STEM.

Originality/value

Going beyond previous research, this study finds that playing commercial video games may be one entry point to STEM fields, and implies that it is important to understand the impact of games that millions of young people play.

Details

Communication and Information Technologies Annual
Type: Book
ISBN: 978-1-78350-629-3

Keywords

Article
Publication date: 1 September 2004

Uri Fidelman

It was suggested by Fidelman that Kantian ideas, namely, actual Infinity, the cosmos, a reason for the cosmos and consciousness, involve a cognitive conflict. This cognitive…

230

Abstract

It was suggested by Fidelman that Kantian ideas, namely, actual Infinity, the cosmos, a reason for the cosmos and consciousness, involve a cognitive conflict. This cognitive conflict is caused by a competition between the left‐ and right‐hemispheric cerebral mechanisms, and it causes us to feel that we encounter a paradox. It is suggested in this study that quantum particles too are Kantian ideas. According to Kant the logic of experience does not necessarily apply to Kantian ideas, which are not part of experience. Thus, Kant explained the paradoxes related to them. It is suggested that the cognitive paradoxes related to quantum particles are also related to a conflict between the hemispheric mechanisms.

Details

Kybernetes, vol. 33 no. 8
Type: Research Article
ISSN: 0368-492X

Keywords

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