• Title/Summary/Keyword: 시각적 환경

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The Effect of Retinal and Perceived Motion Trajectory of Visual Motion Stimulus on Estimated Speed of Motion (운동자극의 망막상 운동거리와 지각된 운동거리가 운동속도 추정에 미치는 영향)

  • Park Jong-Jin;Hyng-Chul O. Li;ShinWoo Kim
    • Korean Journal of Cognitive Science
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    • v.34 no.3
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    • pp.181-196
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    • 2023
  • Size, velocity, and time equivalence are mechanisms that allow us to perceive objects in three-dimensional space consistently, despite errors on the two-dimensional retinal image. These mechanisms work on common cues, suggesting that the perception of motion distance, motion speed, and motion time may share common processing. This can lead to the hypothesis that, despite the spatial nature of visual stimuli distorting temporal perception, the perception of motion speed and the perception of motion duration will tend to oppose each other, as observed for objects moving in the environment. To test this hypothesis, the present study measured perceived speed using Müller-Lyer illusion stimulus to determine the relationship between the time-perception consequences of motion stimuli observed in previous studies and the speed perception measured in the present study. Experiment 1 manipulated the perceived motion trajectory while controlling for the retinal motion trajectory, and Experiment 2 manipulated the retinal motion trajectory while controlling for the perceived motion trajectory. The result is that the speed of the inward stimulus, which is perceived to be shorter, is estimated to be higher than that of the outward stimulus, which is perceived to be longer than the actual distance traveled. Taken together with previous time perception findings, namely that time perception is expanded for outward stimuli and contracted for inward stimuli, this suggests that when the perceived trajectory of a stimulus manipulated by the Müller-Lyer illusion is controlled for, perceived speed decreases with increasing duration and increases with decreasing duration when the perceived distance of the stimulus is constant. This relationship suggests that the relationship between time and speed perceived by spatial cues corresponds to the properties of objects moving in the environment, i.e, an increase in time decreases speed and a decrease in time increases speed when distance remains the same.

A Landscape of Joseon Dynasty in Late 19th Century through Experience Record of Modern Westerners - Focused on Landscape Vocabulary and Content Analysis - (근대기 서양인들의 조선견문기를 통해 본 19세기 말 조선의 경관 - 경관 관련 어휘와 내용 분석을 중심으로 -)

  • Kim, Dong-Hyun;Shin, Hyun-Sil
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.1
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    • pp.20-33
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    • 2018
  • This study aims to illuminated landscape of Joseon Dynasty in the end of 19th century when Joseon dynasty began to modernize through the perspective of Westerners. Historical meaning to Western people's landscape records has been preceded. And landscape typology and their perception were analyzed. The results were as follows. First, the Westerners who visited Joseon dynasty at that time were involved in the historical and political situation of the Joseon Dynasty or understood their culture through traveling for so long. And record of Westerners is a significant data to analyze scenery at that time because common contents appear in various books. Second, the landscape of Joseon dynasty that appears in Western records was mainly recorded in small towns and villages, natural environments, scenic sites, historic sites, modern facilities, and cultivated areas. Small towns and villages are mainly mentioned with shabby alleys and dense houses. And natural landscape were identified to mountain landscapes and diverse geomorphological landscape that surrounding vegetation along the coast and rivers. The palaces, fortress and temples were recorded as main objects of scenic sites and historic site. And western-style buildings such as foreign legations and settlements, churches and schools were mentioned in the modernized facilities. A cultivated land was confirmed to be underdeveloped and neglected, but as range of view became wider, it was seen to a peaceful and prosperous rural landscape. Third, Westerners' landscape perception of Joseon dynasty at that time can be deduced from positive or negative perceptions. The residential environment was perceived as negative because it was unsanitary and backward. On the contrary, outstanding natural landscapes, scenic sites and historic sites, and upper class gardens were perceived as positive. For modernized landscapes, positive and negative perceptions were similarly mentioned. Positive perceptions were formed in improvement of civilized landscape, and appeared negative perception because damaged traditional landscapes and heterogeneity.

Analysis of Polar Region-Related Topics in Domestic and Foreign Textbooks (국내외 교과서에 수록된 극지 관련 내용 분석)

  • Chung, Sueim;Choi, Haneul;Choi, Youngjin;Kang, Hyeonji;Jeon, Jooyoung;Shin, Donghee
    • Journal of the Korean earth science society
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    • v.42 no.2
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    • pp.201-220
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    • 2021
  • The objective of this study is to increase awareness and interest regarding polar science and thereby aid in establishing the concept and future direction of polar literacy. To analyze the current status, textbooks based on the common school curriculum pertaining to polar topics were reviewed. Six countries that actively conduct polar science, namely Korea, France, Japan, Germany, the United States, and the United Kingdom, were chosen. Subsequently, 402 cases in 110 science and social studies (geography) textbooks of these countries were analyzed through both quantitative and qualitative methods. Based on the obtained results, the importance of polar research in geoscience education and the need for spreading awareness regarding polar research as an indicator of global environmental changes were examined. It was found that the primary polar topics described in the textbooks are polar glaciers, polar volcanism, solid geophysics, polar infrastructure, and preservation of geological resources and heritage. This demonstrates that the polar region is a field of research with important clues to Earth's past, present, and future environments and is also a good teaching subject for geological education. However, an educational approach is needed for systematically laying emphasis on polar research. The implications of this study are manifold, such as the establishment of a cooperative system between polar scientists and educators, extraction of core concepts for polar literacy and content reconstruction, discovery of new polar topics associated with the curriculum, diversification of forms of presentation in textbooks, and development of an affective image that is based on correct cognitive understanding. Furthermore, through the continuance of polar topics in textbooks, students can improve their awareness regarding polar literacy and polar science culture, which in turn will serve as the driving force for sustainable polar research in the future.

The Effects of Occupation-Based Community Rehabilitation for Improving Occupational Performance Skills and Activity Daily Living of Stroke Home Disabled People: A Single Subject Design (작업기반 지역사회 재활이 뇌졸중 재가 장애인의 일상생활과 작업수행 기술에 미치는 효과)

  • Moon, Kwang-Tae;Park, Hae Yean;Kim, Jong-Bae
    • Therapeutic Science for Rehabilitation
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    • v.9 no.2
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    • pp.99-117
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    • 2020
  • Objective : The purpose of this study was to study the effects of occupation-based community rehabilitation on occupational performance skills and activities of daily living in stroke disabled persons living in the community, and to investigate the changes in occupation quality and satisfaction. Methods : In this single-subject ABA design study with follow-up evaluation, one severely disabled person diagnosed with stroke who lived in the community was recruited. The procedure consisted of a total of 25 sessions for 17 weeks. Intervention was according to occupation-based community rehabilitation, and the researcher visited the subject's home. Individualized intervention was applied according to the OTIPM. The intervention was composed of task assignment and feedback, home environment modification, information-related caregiver education, and community resource network. The evaluation of each session included the changes in the frequency of occupational performance skills, the quality of occupational performance in daily life, and the changes in occupational satisfaction, activities of daily living, quality of life, and maintenance of in the occupational performance skills during follow-up. The results were visually analyzed using a bar graph and a linear graph. Results : The results showed that the occupation-based community rehabilitation improved activities of daily living such as putting on socks, shoes slip-on, and upper body dressing garment within reach. Within the framework of the AMPS, it was confirmed that the quality of occupational performance was improved in all the subjects, and the degree of satisfaction also improved. Conclusion : This study showed that occupation-based rehabilitation can improve the occupational performance skills of stroke home disabled people positively affect the quality of occupational performance in daily life. Therefore, I think it is meaningful that useful for them.

Polarization-sensitive Optical Coherence Tomography Imaging of Pleural Reaction Caused by Talc in an ex vivo Rabbit Model (생체 외 토끼 모델에서의 탈크에 의해 유발되는 흉막 반응의 편광 민감 광 결맞음 단층촬영 이미징)

  • Park, Jung-Eun;Xin, Zhou;Oak, Chulho;Kim, Sungwon;Lee, Haeyoung;Park, Eun-Kee;Jung, Minjung;Kwon, Daa Young;Tang, Shuo;Ahn, Yeh-Chan
    • Korean Journal of Optics and Photonics
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    • v.31 no.1
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    • pp.1-6
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    • 2020
  • The chest wall, an organ directly affected by environmental particles through respiration, consists of ribs, a pleural layer and intercostal muscles. To diagnose early and treat disease in this body part, it is important to visualize the details of the chest wall, but the structure of the pleural layer cannot be seen by chest computed tomography or ultrasound. On the other hand, optical coherence tomography (OCT), with a high spatial resolution, is suited to observe pleural-layer response to talc, one of the fine materials. However, intensity-based OCT is weak in providing information to distinguish the detailed structure of the chest wall, and cannot distinguish the reaction of the pleural layer from the change in the muscle by the talc. Polarization-sensitive OCT (PS-OCT) takes advantage of the fact that specific tissues like muscle, which have optical birefringence, change the backscattered light's polarization state. Moreover, the birefringence of muscle associated with the arrangement of myofilaments indicates the muscle's condition, by measuring retardation change. The PS-OCT image is interpreted from three major perspectives for talc-exposure chest-wall imaging: a thickened pleural layer, a separation between pleural layer and muscle, and a phase-retardation measurement around lesions. In this paper, a rabbit chest wall after talc pleurodesis is investigated by PS-OCT. The PS-OCT images visualize the pleural layer and muscle, respectively, and this system shows different birefringence of normal and damaged lesions. Also, an analyisis based on phase-retardation slope supports results from the PS-OCT image and histology.

Autonomous Surveillance-tracking System for Workers Monitoring (작업자 모니터링을 위한 자동 감시추적 시스템)

  • Ko, Jung-Hwan;Lee, Jung-Suk;An, Young-Hwan
    • 전자공학회논문지 IE
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    • v.47 no.2
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    • pp.38-46
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    • 2010
  • In this paper, an autonomous surveillance-tracking system for Workers monitoring basing on the stereo vision scheme is proposed. That is, analysing the characteristics of the cross-axis camera system through some experiments, a optimized stereo vision system is constructed and using this system an intelligent worker surveillance-tracking system is implemented, in which a target worker moving through the environments can be detected and tracked, and its resultant stereo location coordinates and moving trajectory in the world space also can be extracted. From some experiments on moving target surveillance-tracking, it is analyzed that the target's center location after being tracked is kept to be very low error ratio of 1.82%, 1.11% on average in the horizontal and vertical directions, respectively. And, the error ratio between the calculation and measurement values of the 3D location coordinates of the target person is found to be very low value of 2.5% for the test scenario on average. Accordingly, in this paper, a possibility of practical implementation of the intelligent stereo surveillance system for real-time tracking of a target worker moving through the environments and robust detection of the target's 3D location coordinates and moving trajectory in the real world is finally suggested.

Game Storytelling Analysed through Montage Technique Borrowed from Film - Case Study of Game 'World of Warcraft' - (영화의 몽타주 기법을 통해 분석해 본 게임 스토리텔링 - 게임 World of Warcraft를 중심으로 -)

  • Lee, Jun-Hee
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.119-128
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    • 2006
  • 'Play' itself is enough of a motivation for anyone to do it. Still, it will be very difficult to continue to enjoy meaningless and aimless repetition of fights, mimicking, chases, discoveries or changing of sceneries by the mechanism alone. Of course, in rare occasions there are games like Tetris which can be enjoyed on its great gameplay alone for hours. But for most cases, players need goals, initiatives, and dynamism through storytelling for their experiences to be a rich one. Validity and feasibility of storytelling in games has always existed with plenty of skepticism. However, as games evolved from some small play mechanisms for spare times to a major entertainment with recognizable volume and content, a need to keep players interested and participating has made storytelling an essential ingredient. Storytelling within games has to have different meanings and shapes to existing narratives. Hence, new definition and methodology must emerge and studies has been active. If a case can be made so that a tested and tried methodology that has been successful for other media can be substituted for games, then it can bring a new direction to the ongoing studies. This study will borrow some methodology from cinema which can sometimes be seen as opposite to games and sometimes as something games want to be alike.

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Investigating the Monetary Value of Bus Arrival Time Information (실시간 버스도착정보의 가치 측정에 관한 연구)

  • Bin, Mi-Young;Kim, Hyo-Bin
    • Journal of Korean Society of Transportation
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    • v.23 no.6 s.84
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    • pp.81-89
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    • 2005
  • Real-time bus arrival information within the Bus Information System (BIS) is an invaluable resource for users that demand accurate and up-to-date bus headway information while waiting at a bus stop. The associated benefits of such a system come in two folds, that is to 1) resolve the psychological uncertainty caused by the lack of real-time bus arrival information and 2) empower the user waiting at bus stops with the ability to reliably coordinate various tasks and errands, such as a quick trip into a convenience store or restroom without fear of missing a bus pick-up. This paper discusses the appropriate methodology with which to measure the economic value of reliable bus arrival information, with particular emphasis on the psychological uncertainty in users associated with the lack of real-time headway information at bus stops. Data regarding bus transit users' willingness to pay for such a service is obtained through questionnaire surveys, and the Contingent Valuation Method is used to analyze and derive the associated economic value. Our findings indicate the monetary value associated with a real-time bus arrival information system is approximately 132.5 won/min at the 0.3 significance level.

A Study on Big Data Based Method of Patient Care Analysis (빅데이터 기반 환자 간병 방법 분석 연구)

  • Park, Ji-Hun;Hwang, Seung-Yeon;Yun, Bum-Sik;Choe, Su-Gil;Lee, Don-Hee;Kim, Jeong-Joon;Moon, Jin-Yong;Park, Kyung-won
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.163-170
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    • 2020
  • With the development of information and communication technologies, the growing volume of data is increasing exponentially, raising interest in big data. As technologies related to big data have developed, big data is being collected, stored, processed, analyzed, and utilized in many fields. Big data analytics in the health care sector, in particular, is receiving much attention because they can also have a huge social and economic impact. It is predicted that it will be able to use Big Data technology to analyze patients' diagnostic data and reduce the amount of money that is spent on simple hospital care. Therefore, in this thesis, patient data is analyzed to present to patients who are unable to go to the hospital or caregivers who do not have medical expertise with close care guidelines. First, the collected patient data is stored in HDFS and the data is processed and classified using R, a big data processing and analysis tool, in the Hadoop environment. Visualize to a web server using R Shiny, which is used to implement various functions of R on the web.

Multi-classifier Decision-level Fusion for Face Recognition (다중 분류기의 판정단계 융합에 의한 얼굴인식)

  • Yeom, Seok-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.4
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    • pp.77-84
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    • 2012
  • Face classification has wide applications in intelligent video surveillance, content retrieval, robot vision, and human-machine interface. Pose and expression changes, and arbitrary illumination are typical problems for face recognition. When the face is captured at a distance, the image quality is often degraded by blurring and noise corruption. This paper investigates the efficacy of multi-classifier decision level fusion for face classification based on the photon-counting linear discriminant analysis with two different cost functions: Euclidean distance and negative normalized correlation. Decision level fusion comprises three stages: cost normalization, cost validation, and fusion rules. First, the costs are normalized into the uniform range and then, candidate costs are selected during validation. Three fusion rules are employed: minimum, average, and majority-voting rules. In the experiments, unfocusing and motion blurs are rendered to simulate the effects of the long distance environments. It will be shown that the decision-level fusion scheme provides better results than the single classifier.