• Title/Summary/Keyword: The Visual Perception

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Difference between the Types of Visual Materials Preferred by Students and Those Presented in the Science Textbooks

  • Kwak, Ock Keum;Han, Ok Hee;Park, Jong Keun
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.165-175
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    • 2020
  • The purpose of this study is to examine whether the visual materials presented in the science textbooks coincide with those visual materials that are preferred the most by students. After analyzing the visual materials presented in the unit "Molecular Motion and Change of State" of science textbooks for the first grade of middle school, questionnaires by teaching-learning process are made. Thereafter, students are requested to select those types of visual materials that were preferred by them by process and describe their reasons for the selection. According to the results of the survey of students' perception, students at the high science achievement level prefer those visual materials that were presented conceptually and implicatively, while students at the low science achievement level prefer concrete and detailed visual materials. Except for the learning motivation process, the proportion of non-preferred visual materials is higher in the remaining processes and those visual materials that were presented in the science textbooks are much different from those visual materials that were preferred by students.

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 virtual reality cognitive rehabilitation program on cognitive function, physical function and depression in the elders with dementia

  • Moon, Hyun Ju;Choi, Yoo Rim;Lee, Sung Kook
    • Journal of International Academy of Physical Therapy Research
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    • v.5 no.2
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    • pp.730-737
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    • 2014
  • The aim of this study is to examine the effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression of long-term care insurance nongrading elderly dementia using Daytime protection service. For achieve this purpose, 30 dementia elderly were randomly assigned in to the experimental group(n=15)and control group(n=15). All subjects performed a general therapeutic exercise and 20- 30minutes takes virtual reality cognitive rehabilitation program were conducted with experimental group 2 times a week for 8 weeks. The intervention effects were measured by using cognitive function is mini-mental states examination-Korean version(MMSE-K), visual perception is MVPT(Motor-Free Visual Perception Test), Berg's balance scales(BBS), depression test GDS-K and lower limb strength. The results of study represented that the training group showed significant improvement in MMSEK( p<.05), visual perception(p<.05), balance(p<.05), lower limb strength(p<.05) and depression (p<.05). In conclusion, the virtual reality cognitive rehabilitation training using improves visual perception included cognitive function, physical function included balance, and lower limb strength and depression. These results suggest that virtual reality training using virtual reality cognitive rehabilitation program is feasible and suitable for mild dementia.

The study on design of object perception system by optical flow (Optical flow를 이용한 Object perception system 구성에 대한 연구)

  • 이형국;정진현
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.56-59
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    • 1997
  • Vision system is mainly consist of three parts of perception, action. One of these parts, perception system detects visual target in surrounding environment. Block-based motion estimation with compensation is one of the popular approaches without accuracy. The hierarchical method the optical flow with gradient is used to improve optical flow time delay.

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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.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

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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Reducing Visual Discomfort for VR Browser based on Visual Perception Characteristics (사람 시각 특성을 활용한 가상현실 브라우저에서의 시각적 피로도 절감 기술)

  • Kim, Kyungtae;Kim, Haksub
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.888-890
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    • 2017
  • VR browser is one of the most popular applications for VR(Virtual Reality) environment. However, because most of the web contents are not designed considering the VR environment, scrolling the web pages in the VR browser causes much visual discomfort. We found it's because the angular velocity of the eye movement during scrolling increased because the viewing distance got closer compared with legacy devices. So we have developed a technology that regulates the scrolling to reduce the visual discomfort in the VR browser, in reference of the visual perception characteristics of the human visual system.

Audio-visual Spatial Coherence Judgments in the Peripheral Visual Fields

  • Lee, Chai-Bong;Kang, Dae-Gee
    • Journal of the Institute of Convergence Signal Processing
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    • v.16 no.2
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    • pp.35-39
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    • 2015
  • Auditory and visual stimuli presented in the peripheral visual field were perceived as spatially coincident when the auditory stimulus was presented five to seven degrees outwards from the direction of the visual stimulus. Furthermore, judgments of the perceived distance between auditory and visual stimuli presented in the periphery did not increase when an auditory stimulus was presented in the peripheral side of the visual stimulus. As to the origin of this phenomenon, there would seem to be two possibilities. One is that the participants could not perceptually distinguish the distance on the peripheral side because of the limitation of accuracy perception. The other is that the participants could distinguish the distances, but could not evaluate them because of the insufficient experimental setup of auditory stimuli. In order to confirm which of these two alternative explanations is valid, we conducted an experiment similar to that of our previous study using a sufficient number of loudspeakers for the presentation of auditory stimuli. Results revealed that judgments of perceived distance increased on the peripheral side. This indicates that we can perceive discrimination between audio and visual stimuli on the peripheral side.

Research on the Influence of Packaging Visual Elements on the Consumers' Taste Image Judgment - Take the colors and patterns of canned beer as an Example - (포장의 시각적 요소가 소비자의 미각 이미지 판단에 미치는 영향 연구 - 캔 맥주 포장의 색채와 패턴을 중심으로 -)

  • Liu, Yuan.;Oh, YongKyun
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1449-1460
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    • 2021
  • The visual design elements of packaging play an vital role in attracting consumers' attention, forming their sense of pleasure and sensory expectations, as well as having an important impact on the actual product experience. This study aims to explore whether the colors and textures in the packaging design elements of canned beer will affect consumers' senses, judgments and taste perception of canned beer. Participants in Survey I (N=193) evaluated their expectations for beer freshness, softness, bitterness and alcohol content by observing the packaging of canned beer, then recorded whether they could get the expected experience when tasting beer, and evaluated their preference and purchase intention. In the Survey II, 4 kind of colors and 2 types of texture shapes were applied, and all participants were provided with the same beer for multivariate cross contract analysis to evaluate the specific impact of color and texture of packaging design elements on consumers' taste and the interaction between sensory judgment and taste perception.The results showed that both colors and textures had a significant affect on the sensory expectation (pre-tasting score) of canned beer, but their effects on the sensory score after tasting (actual perception)were inobvious. The analysis of the influence of the interaction between color, texture and shape on taste perception shows that when the expected packaging appearance perception is similar to the actual drinking perception (i.e., straight line and B/G or arc line and Y/R), it is more likely to obtain consumers' favor and higher purchase intention evaluation than the inconsistent canned beer packaging (i.e., straight line and Y/R and arc line and B/G). This paper discusses the influence of these results on the packaging design of canned beer and the possibility of improving the brand efficiency by meeting the visual elements of packaging design expected by consumers.