• Title/Summary/Keyword: 시지각 인지

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A study on Cognitive faculties about Visual Information on Web Interface - With Emphasis on an Experiment with Visual Perception Measurement by Different Age Groups - (웹 인터페이스에서 시각정보의 인지특성에 관한 연구 - 연령계층별 시지각 계측 실험을 중심으로 -)

  • 고광필;류시천
    • Archives of design research
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    • v.15 no.4
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    • pp.243-252
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    • 2002
  • The enlarge the range of internet users require user centered design method what understanding of cognitive faculties about users by different age groups. This study aims at analyzing cognitive faculties about visual information on web interface by different age groups, presenting visual perception cognitive process model as an evaluation model and proposing an effective web interface design guideline, On the basis of analyzing cognitive faculties verified what each detail property of visual perception cognitive process model as form, color, space, movement and physiological, physical cognitive faculties had have individual cognitive faculties. As the result visual perception cognitive process model suggested in this study can be used as an evaluation model of web interface and users' cognitive faculties analyzed in visual perception measurement by different age groups can be applied as a web interface design guideline. In addition, this study has a meaning in that it makes a chance to extend a web designer's roles and establish a direction of future research by usability of different age groups.

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The Effect of Computer-Based Cognitive Rehabilitation Program on Visual Perception and ADL in Children with Intellectual Disaility (전산화 인지프로그램(코트라스)이 지적장애 아동의 시지각과 일상생활에 미치는 효과)

  • Kim, S.Y.;Rhee, K.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.2
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    • pp.105-113
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    • 2015
  • The purpose of the study was to verify the clinical effect of Computer-based cognitive rehabilitation program for Children for recovering the visual perception and ADL ability in intellectual disability. For this purpose, 3 intellectual disabilities with visual perception and ADL disorders participated in a clinical experiment to verify the effect of Computer-based cognitive rehabilitation program. They all have 5 common conditions in intellectual disability for objective experimental result. All participant were evaluated with Korean-Development Test of Visual Perception-2(K-DTVP-2), Wee Functional Independence Measure(Wee-FIM) before and after the planned intervention sessions. All intervensions were intensively carried out for 20weeks, 1 time a week. The result were as follows. K-DTVP and Wee-FIM scores were improved significantly compared to pre-intervention. Further studies are needed to verify the effect on various group and lots of participants.

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The Effects of Computer-Based Cognitive Rehabilitation Program(CoTras) for Visual Perception and ADL in Stroke (한국형 전산화 인지재활프로그램(CoTras)이 뇌졸중 환자의 시지각 기능 및 일상생활동작에 미치는 효과)

  • Jo, A-Young;Kim, Jung-Mi
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.1
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    • pp.49-63
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    • 2012
  • Objective : The purpose of study was to verify the clinical effect of a Korean Computer-based cognitive rehabilitation program(called CoTras) for recovering the visual perception function and ADL in stroke. Methods : A CBCRT was applied to 14 Stoke patients who rehabilitation professional medical treatment hospital. All participant were evaluated with four standardized assessment tolls(Motor-Free Visual Perception Test; MVPT, Korean version of Mini-Mental State Examination; MMSE-K, Assesment of Motor and Process Skills: AMPS) before and after the planned computer based cognitive rehabilitation sessions. Results : A significant effect was confirmed (p<.05) from the CBCRT which visual perception function. By each entry comparative result, visual memory, figure ground, visual close, spatial relation, visual discrimination, were the order of treatment. Neither was found any significant effect in improving process skills from AMPS. Conclusion : These results indicate that CoTras have effects on improving visual perception and ADL performance in stroke patients. Will be able to present with the fundamental data CoTras will be able to contribute to increase visual perception function & ADL performance to the stroke patient who has visual perception dysfunction.

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A Study on Binocular Eye Visual Perception Training Program (양안 시지각 훈련 프로그램에 관한 연구)

  • Lee, Seung-Won;Lee, Ok-Jin;Kang, Eun-Kyoung
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.4
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    • pp.95-101
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    • 2008
  • Purpose: The aim of this research was to propose a program that can be used the Binocular Eye Visual Perception Training. Methods: This program can be used as a tool for binocular vision and vision training. The system that was made up of module was available in the stereosis and the vergence training. Results: In case of input module, this program could estimate the distance by using fixation disparity. Also, our margin of erroe is less then 5%. In case of output module, 28 trainers were examined by stereoscopic vision and visual depth perception. Conclusions: Therefore, the system can be used as a tools for the vision training.

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Effects of a Portable Computerized Cognitive Training System on the Visual-perceptual Function of Stroke Patients with Mild Cognitive Impairment : A Pilot Study (휴대용 전산화 인지훈련 시스템이 경도인지손상이 있는 뇌졸중 환자의 시지각에 미치는 효과)

  • Jeon, Min-Jae;Moon, Jong-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.603-610
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    • 2019
  • This pilot study investigated the effects of a portable computerized cognitive training system on the visual-perceptual function of stroke patients with mild cognitive impairment. Subjects were twelve stroke patients with mild cognitive impairment, who were assigned to an experimental group (n=6) or a control group (n=6). All subjects were trained in their respective groups for 30 min/day, five times a week, for four weeks. In each session, the experimental group received a portable computerized cognitive training program, and the control group received conventional cognitive training. The Motor-Free Visual Perception-3 (MVPT-3) was used to measure subjects' visual-perceptual ability. The MVPT-3 total scores for both groups significantly improved after the intervention (p<.05). The total score on the MVPT-3 and the score on the visual short-term memory subcategory of the MVPT-3 significantly improved for the experimental group compared to the control group (p<.05). These findings suggest that the portable computerized cognitive training system might be effective to improve the visual-perceptual function of stroke patients with mild cognitive impairment.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Study on Influence of VR Visual Cognitive Factors on VR Contents cognition and Presence (VR콘텐츠의 인지에 미치는 시지각 요인이 실재감에 미치는 영향에 관한 연구)

  • Park, Jung-ho;Choi, Eun-young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.985-992
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    • 2018
  • As a result of the recent development and dissemination of HMD equipment, there has been an increase in the development of virtual reality contents. However most of these developments do not take differences of users' cognitive abilities and users' ability to immerse in and connect to these contents into consideration. In this study, we investigated the effects of visual factors of contents by conducting literature reviews, and conducted research on the correlation between visual factors and Virtual reality presence. While color and spatial factors had significant positive effects on content recognition and sense of reality, motion perception factors caused cognitive dissonance, which negatively effects the accurate recognition of contents. We were able to find that accurate recognition of virtual reality contents have a great impact on users' sense of reality.

The Effects of Cognitive Training Using Application Games of Smart Device on Cognitive Function in Patients With Mild Traumatic Brain Injury (스마트기기 애플리케이션 게임을 이용한 인지훈련이 경미한 손상이 있는 외상성 뇌손상 환자의 인지기능에 미치는 영향)

  • Kang, Seon-Hwa;Kim, Young-Sil;Kang, So-La;Moon, Jong-Hoon
    • Journal of Korean Society of Neurocognitive Rehabilitation
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    • v.10 no.2
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    • pp.9-18
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    • 2018
  • The research has sought to examine the effect of cognition training using smart device application games on the cognition function of traumatic brain injury patients. The research was conducted to the seventeen traumatic brain injury patients with slight symptoms who were treated with occupational therapy. The patients were divided into the two groups, nine for the experimental group and eight for the control group. The experimental group was assigned to conduct cognition training using smart device application games and traditional cognition training for fifteen minutes each, and the control group has conducted the traditional cognition training for 30 minutes. All arbitrations were conducted for 30 minutes a day, five times a week and for four weeks. To assess the cognitive function, Korean Mini-Mental State Examination (K-MMSE), Lowenstein Occupational Therapy Cognitive Assessment (LOTCA) and visual memory 1 and 2 of Motor-free Visual Perception Test-3 (MVPT-3) were measured before and after the intervention. In the comparison of the change between the two groups, the experimental groups showed a significant improvement in the visual memory of Motor-free Visual Perception Test-3 and remembrance section of the Korean Mini-Mental State Examination (p<.05). The result of this research has confirmed that the cognition training using the smart device application game can make the positive change to the visual memory of the traumatic brain injury patients more than the traditional cognition training.

The effect of preference color of children's hospital lobby on the visual attention (어린이병원 로비공간에서 선호 색채가 시지각 주의집중에 미친 영향)

  • Cho, Eun Kil;Son, Kwang Ho
    • Korea Science and Art Forum
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    • v.23
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    • pp.347-358
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    • 2016
  • The design of children's hospitals is highly dependent on color schemes. As a space shared together by both adults and children, the design of children's hospitals require color coordination that takes account of the users' characteristics. However, because the majority of prior research on color perception has focused overly on the emotional aspects, there is a necessity for more rational and scientific analyses to identify the characteristics of the visual perception of colors. Adopting this perspective in analyzing the characteristics of the visual perception of colors, this study aims to move beyond the abstract to focus on more objective methods, such as eye-tracking experiments, to examine the characteristics of hospital visitors' visual attention with respect to colors. Visual perception tracking experiment was conducted on the 2 chosen experimental images with a target group made up of adults and children, the following results were found. Firstly, spaces created with the preference colors of the different groups were found to develop a characteristic of developing higher attention. Secondly, observing the common tendencies for attention for adults and children, the highest region for visual concentration was formed towards the middle, as attention progresses to lower stages visually focused area changes in the order of upper-middle, left and right, and lower regions and edge regions show characteristics of not triggering attention Thirdly, it is understood that children's level of attention drops a lot faster than adults when identifying space therefore it is suspected that children need more elaborate color coordination than adults.

A Study on the Visual Perception of Characters Using Eye Tracking (시선추적장치를 활용한 캐릭터의 시지각 집중도에 관한 연구)

  • Yin, Shuo-Han;Park, Min-Hee;Hwang, Mi-Kyung;Nam, Ga-Young;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.105-113
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    • 2019
  • This study is to analyze the concentration of visual perception of the subject through the eye-tracking experiments targeting popular characters and to investigate it is effective to highlight which part of the character in inducing consumers' interest and curiosity. As a result of the study, the subjects paid more attention to the face than the character's body, and also noted a little attention to auxiliary elements such as pants, tees, shoes, and whiskers. These results mean there is clearly different factor in which the subject's gaze on the character frequently stays and does for a long time. Therefore, the designers should recognize the differences of the concentration of visual perception by character components as a differentiating factor to feel the emotional satisfaction such as the user's interest, empathy, and immersion in the character and actively reflect it when developing the character design. In addition, there was a difference in the visual perception concentration of each of the auxiliary elements, and if careful research is done on whether the influence factors are also due to individual characteristics or another influential factors, it will be a wider study on character design.