• Title/Summary/Keyword: Illusions

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Optical illusions in Clothing Form Designs for the Ideal Beauty of Human bodies - from the Ancient Egypt to the Romantic Period - (이상적인 인체미 구현을 위한 복식 디자인의 착시효과 - 고대 이집트 시대부터 낭만주의 시대까지 -)

  • 이옥희
    • Journal of the Korean Society of Costume
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    • v.51 no.4
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    • pp.15-30
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    • 2001
  • The purpose 7f this study is to investigate the change of the ideal beauty of human bodies and the related clothing form designs from the ancient Egypt to the Romantic Period in the aspect of optical illusions effects to achieve the ideal beauty so that we can accumulate the knowledges for the modern clothing form design and the related optical illusion effects. The scope of this study is limited to the female body forms and female dress forms. The analysis on the optical illusions in the dress forms of the various period relied on the literatures and some representative photographs and figures. The important results are as follows : 1. In the body Priority type designs of Egypt, Greece and Rome, the natural Beauty of human bodies was represented by H type silhouett, the smooth and transparent drapery materials were used with radiant line pleats resulting in slant optical illusions. 2. In the clothing priority type designs of Byzantine, Gothic, Renaissance, Baroque, Rococo and Romantic Period, manteau, cotehardie, hennin and poulain were used to emphasize long arms and legs, high waists, belly curves and large heads resulting in optical illusions of vertical emphasize. Also long train, farthingale and panier were used to emphasize body expansion resulting in the optical illusions of Titchener alld Lipps. Large and complex patterns showed the optical illusions of Aubert. 3. In the clothing priority/body concealment type of Byzantine period, thick materials with precious gems and voluminous silhouettes were used to emphasize body expansion resulting in optical illusions of materials.

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Relationship between Positive Illusions and Oral Health Promotion Behaviors in Dental Hygiene Students (치위생과 학생들의 긍정적 착각과 구강건강증진행위간의 관계)

  • Kim, Jung-Sool;Lee, Byung-Ho
    • The Korean Journal of Health Service Management
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    • v.7 no.4
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    • pp.65-79
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    • 2013
  • The purpose of this study was to reveal relationship between positive illusions and oral health promotion behaviors. Positive illusions was composed of positive self-perception, exaggerated sense of personal control, and unrealistic optimism. We thought these factors affect to the oral health behaviors. For this study, 307 collegians in Ulsan, Yangsan are participated in this study. The data was subjected to confirmatory factor analysis and structural equation modeling with SPSS 18.0, AMOS 18.0. In conclusion, we obtained the next results. First, positive illusions has a statistically significant with oral health promotion in correlation analysis(p<0.05). Second, Structural equation modeling fit index was well fitted as $X^2$=100, df=112, P=0.893, RMR=0.021, GFI=0.969, AGFI=0.943. Only positive self-perception and exaggerated sense of control has a statistically significant(P<0.05). Third, the group of the highest positive illusions has a statistically significant in all factors(P<0.05), the other hand, the group of the lowest positive illusions has not statistically significant in all factors(P>0.05). So, as this results we concluded that the self-confident or activated persons were very well performed in oral health promotion behaviors.

A Study on Design Features of 'Nendo' Furniture ('넨도' 가구의 디자인 특성에 관한 연구)

  • Kim, Ki-Bum
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.68-78
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    • 2015
  • Nendo, which was established in Tokyo in 2002, is a design company established by Oki Sato, which is gaining reputation as a new design group representing Japan through numerous design tasks encompassing diverse design sectors, such as architecture, interior, furniture, graphic, and products. This study was conducted to investigate the formative features of Nendo furniture by reviewing 133 pieces of Nendo furniture designed for the last ten years and identify the general characteristics of Nendo furniture by reviewing the time of launch, product launch type, and furniture type. As a result, the design features of Nendo furniture are as follows: First, the shapes of basic materials including boards, lumber, and bars are maintained intact and Nendo furniture has simple and moderate design without complicated or decorative elements. Second, Nendo furniture has simply embodied a design characterized by simple transformation, minimization of furniture elements, and rearrangement. Third, Nendo presents new and simple furniture differentiated from other pieces of furniture using optical illusions. Such expressions of optical illusions which are hardly found in preexisting furniture are a major feature of Nendo furniture. Fourth, a majority of chairs of Nendo cause optical illusions with the minimized size. In addition, their top boards made of transparent glass and mirror cause optical illusions with the properties of materials. In short, design of Nendo furniture is characterized by formative expressions, expressions of optical illusions, and differentiated use of materials. Fifth, Nendo keeps launching new furniture items in various exhibitions. As a result, Nendo makes furniture with its own unique characteristics based on its diverse studies and experiments which are applied to furniture design in a realistic way. In summary, design of Nendo furniture is characterized by simply embodied design based on small differences in daily life, minimalism with simple and moderate shapes, and its own witty uniqueness based on formative expressions, expressions of optical illusions, and use of materials differentiated from other furniture brands.

A Visual Model for the Perception of the Optical illusions from Discrete Dot Stimuli (이산 도트 자극에서 시각적 착시를 인식하는 시각 모델)

  • Jung, Eun-Hwa;Hong, Keong-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.6
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    • pp.639-646
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    • 2003
  • This paper proposes a neural network model for extracting optical illusions produced by a sequence of discontinuous dot stimuli. The proposed model is based on visual cell's characters founded by visual information processing path. This study approaches on the basis of physiological observation of the perceptual phenomena that some simple ways of discrete dots are perceived as a continuous virtual contour rather than as separate dots. This paper presents the implementation of the optical illusions from discrete dot stimuli that are composed of virtual polygons from 6 to 10 dots. This experimental data are similar to those of Smith & Vos's physiological experiments. The proposed model shows that it can extract continuous illusion contours from discrete dot stimuli successfully.

The Study on the Visual illusions and the Image of the Clothing by the Computer Simulation through the combination of the collars and the sleeves (Computer Simulation을 이용한 의복의 착시효과와 이미지 연구 Collar와 Sleeve의 조합을 중심으로-)

  • Choi, Jung;Lee, Kyoung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.20 no.5
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    • pp.915-929
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    • 1996
  • The purpose of this study is to investigate the visual illusions and image of the combinated collars and sleeves which are combinated by the computer simulation. The detail object of this study as follows; 1) to know the visual illusions of the clothing as the collar and sleeves are combinated 2) to constract the clothing image using sementic differential scales 3) to know the differet image of the clothing as the collars and sleeves are combinted 4) to know the interaction effect of the collars and sleeves of the clothing The detail method of this study is as follows; In the first experiment, there are two groups; the first 8 groups are the combination of the same collar and the different sleeves. The second 8 groups are the combination of the same sleeve and the different collars. The second experiment has done for the 32 clothings which are the combination of the 8 collars and 4 sleeves. For the 14 clothing the image has tested by 13 semantic differential bi- polar scale. The subjects were 50 female students majoring in clothing and textile. The data analyzed by Kendall cofficient of concodance, Factor analysis, Anova and scheffe's test. Briefly the image of the clothing is much influenced by the varing of the collar than that of the sleeve. Thus, we also can conclude that the recognition of the clothing are much more dependent on the collar than sleeve.

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A Visual Model for Extracting the Feature Points from Geometrical Illusions (기하학적 착시에 특징점 추출을 위한 시각 모델)

  • 정은화;홍경호
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.93-96
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    • 2002
  • 불연속선에 의해 생성된 기하학적 착시에서 특징 점들을 추출하는 시각 모델을 제안한다. 기하학적 착시는 선이나 원으로 구성된 것으로서 인간의 정보처리 경로를 통해 발생하는 인지현상중의 하나이다. 이러한 인지 현상은 외부 세계에 존재하는 동일한 강도의 물리적 에너지를 주변자극의 영향 때문에 실제와 다르게 해석하는 현상이다. 착시 그림들로부터 착시 윤곽을 이루는 특징 점을 추출하는 시각 모델을 제안한다. 제안된 인식 모델은 윤곽 추출, 시각 특징 추출, 시각특징 복원, 유도 자극 추출, 이미지 복원 및 이미지 연산 단계로 구성된다. 제안된 모델은 불연속적인 선에 의해 나타나는 착시 윤곽에서 특징 자극들을 추출한다.

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Transition from Spectacular Point of View to Contractual Point of View on Video Games - Theatrical Contract between Video Games and Player - (비디오 게임에 대한 스펙터클적 관점에서 계약의 관점으로 이동 - 비디오게임과 플레이어가 맺는 연극적 계약 -)

  • Ko, Kyu-Heun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.29-42
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    • 2004
  • With the development of hardware and 3D graphic technologies since the 1990s, video games have been evolving in the direction in which they wholly pursue illusions and movie formats, and thus they are considered to be media centered on spectacles. However, video games, due to their inherent characteristics, cannot be transparent media like the existing spectacular entertainments centering on optical illusions. In their structure, there can be found elements that continually disillusion players from visions. Strictly speaking, players are not lost in visions, but are kept a certain distance from internal contexts. Games rely not on illusion but on contracts with players which are similar to a kind of convention, clearing internal imperfections. This paper aims to identify and analyze disillusioning elements and discuss theatrical contacts between players and games. The purpose of this paper is to reconsider the awareness of video games as a spectacle entertainment and to help discover future directions for game culture.

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Deconstructing the Genealogy of Orientalism in Term of a Supplement (『오리엔탈리즘』 계보학의 해체론적 재해석 "Truths are illusions which we have forgotten are illusions") (진리란 그것이 환상임을 망각하고 있는 착각이다))

  • Choi, Su
    • English & American cultural studies
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    • v.17 no.2
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    • pp.29-61
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    • 2017
  • Said's Orientalism criticized the European representations on the Middle-East by theorizing orientalism as a discourse. In this text, he explored and criticized the colonial forms of knowledge and language that distorted the image of the colonized. The justification of the discourse of orientalism is derived from the binary system that is originated from Plato which Derrida rejects on the ground that it always privileges one term over the other, that is, colonizer over colonized. Derrida names for this traditional heritage of Western binary system logocentrism which regards logos(the Greek term for speech or reason) as the central principle of language and philosophy, whereas mythos derives its meaning from the logos on the basis of binary oppositions. Thus according to logocentrism, the colonized is merely the defined who can have its meaning from the definers, colonizers. In this paper, utilizing Derrida's a (non)concept called supplement which means both to add on as a surplus and to make up something missing as a mere extra, I propose another alternative interpretation towards the critique of colonial representation by raising internal contradictions in the Platonic dichotomy between logos and mythos embedded in western colonialism discourse, orientalism. I attempt to show that logos(colonizer) and mythos(colonized) is inseparable in itself due to the fact that they exist as supplementary. For this purpose, I demonstrate how colonial binary system constituted and was constituted in terms of language. Through this paper I reinterpret the colonial rationality of privileging 'logos' over 'mythos' by substituting the colonial binary system with the supplement.

The Impact of Optical Illusions on the Vestibular System

  • Ozturk, Seyma Tugba;Serbetcioglu, Mustafa Bulent;Ersin, Kerem;Yilmaz, Oguz
    • Journal of Audiology & Otology
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    • v.25 no.3
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    • pp.152-158
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    • 2021
  • Background and Objectives: Balance control is maintained in stationary and dynamic conditions, with coordinated muscle responses generated by somatosensory, vestibular, and visual inputs. This study aimed to investigate how the vestibular system is affected in the presence of an optical illusion to better understand the interconnected pathways of the visual and vestibular systems. Subjects and Methods: The study involved 54 young adults (27 males and 27 females) aged 18-25 years. The recruited participants were subjected to the cervical vestibular evoked myogenic potentials (cVEMP) test and video head impulse test (vHIT). The cVEMP and vHIT tests were performed once each in the absence and presence of an optical illusion. In addition, after each test, whether the individuals felt balanced was determined using a questionnaire. Results: cVEMP results in the presence of the optical illusion showed shortened latencies and increased amplitudes for the left side in comparison to the results in the absence of the optical illusion (p≤0.05). When vHIT results were compared, it was seen that the right lateral and bilateral anterior canal gains were increased, almost to 1.0 (p<0.05). Conclusions: It is thought that when the visual-vestibular inputs are incompatible with each other, the sensory reweighting mechanism is activated, and this mechanism strengthens the more reliable (vestibular) inputs, while suppressing the less reliable (visual) inputs. As long as the incompatible condition persists, the sensory reweighting mechanism will continue to operate, thanks to the feedback loop from the efferent vestibular system.

The Impact of Optical Illusions on the Vestibular System

  • Ozturk, Seyma Tugba;Serbetcioglu, Mustafa Bulent;Ersin, Kerem;Yilmaz, Oguz
    • Korean Journal of Audiology
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    • v.25 no.3
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    • pp.152-158
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    • 2021
  • Background and Objectives: Balance control is maintained in stationary and dynamic conditions, with coordinated muscle responses generated by somatosensory, vestibular, and visual inputs. This study aimed to investigate how the vestibular system is affected in the presence of an optical illusion to better understand the interconnected pathways of the visual and vestibular systems. Subjects and Methods: The study involved 54 young adults (27 males and 27 females) aged 18-25 years. The recruited participants were subjected to the cervical vestibular evoked myogenic potentials (cVEMP) test and video head impulse test (vHIT). The cVEMP and vHIT tests were performed once each in the absence and presence of an optical illusion. In addition, after each test, whether the individuals felt balanced was determined using a questionnaire. Results: cVEMP results in the presence of the optical illusion showed shortened latencies and increased amplitudes for the left side in comparison to the results in the absence of the optical illusion (p≤0.05). When vHIT results were compared, it was seen that the right lateral and bilateral anterior canal gains were increased, almost to 1.0 (p<0.05). Conclusions: It is thought that when the visual-vestibular inputs are incompatible with each other, the sensory reweighting mechanism is activated, and this mechanism strengthens the more reliable (vestibular) inputs, while suppressing the less reliable (visual) inputs. As long as the incompatible condition persists, the sensory reweighting mechanism will continue to operate, thanks to the feedback loop from the efferent vestibular system.