• Title/Summary/Keyword: The Visual Perception

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A Study on the Optimal Position of Vehicle Side Mirrors according to the Perception of Visual Information (시각정보의 인식도에 의한 자동차 Side Mirror의 최적 위치결정에 관한 연구)

  • 김도회;이근희
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.14 no.24
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    • pp.123-132
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    • 1991
  • This study deals with the experiment of perceiving visual information according to the positions of vehicle side mirrors. In the design of vehicle, the consideration of safety is very important. Therefore we consider the positions of side mirrors to use visual information effectively which is important factor to driver. This paper presents the position of side mirror to elevate the degree of visual perception for the circumstances of danger by experiments. To exhibit the circumstances of danger. 4 LED(Light Emitted Diode) art located at each side(right. left front. hack) of vehicle. A subject pushes the LED switch to see that if he perceives the circumstance of danger. To record the circumstance of randomly generated danger, computer interface card is used to control 4 LED and swithch on IBM PC/AT Experiments are divided into 2 parts. The 1st experiment present the independence of right & left side mirror. The 2nd experiment present optimal position of right & left side mirror. The vehicle used in experiment is model EL of H Co.. Statistical process of experimental data using SPSS(Statistical Package for Social Sciences)/PC package concludes that 1) the optimal position of right side mirror is 54cm forward of exist position. 2) for the left side mirror, the position of 120cm forward of exist position shows the worst degree of perception. and the optimal position does not exist in statistical meaning.

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Research on Scene Features of Mixed Reality Game Based on Spatial Perception-Focused on "The Fragment" Case Study

  • Li, Wei;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.4
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    • pp.601-609
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    • 2021
  • This article combines literature and empirical research based on space perception theory and the case study of mixed reality game "The Fragment." It is concluded that the mixed reality scene under space perception has a three-level visual definition. This definition carries out a corresponding level analysis of the scenes of the "The Fragment" game and draws up the constituent factors of the mixed reality game scene characteristics. Finally, through questionnaire data investigation and analysis, it is verified that the three factors of virtual reality coexistence, human-computer interaction, and local serviceability can better explain the characteristics of mixed reality game scenes. At the end of the study, it is concluded that the definition of three levels of visual hierarchy and the constituent factors of mixed reality game scenes can provide reference and help for other mixed-reality game designs and a brief description of future research plans.

The Perception of Virtual lines from Discrete Dot Stimuli Using Optical Neural Field (시각 신경계 개념을 이용한 이산적인 도트 자극으로부터 가상선 인식)

  • 정은화;김욱현
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.11
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    • pp.150-158
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    • 1996
  • Physiological observations reported and the perceptual phenomena that some simple arrays of discrete dots are perceived as a continuous curve, and others are perceived as an angular contour or as consisting of separate goups of dots. The perception of continuous curves versus discondinuous angles is mainly determined by the relative orientations of the dots, i.e., by the angles between sucessive virtual lines, whereas the length of the virtual lines gives little influence. It is important that the perception of dot stimuli is presented by vitual lines between dots in visual information processing. In this paper, on the basis of these facts of physiological observations, some experimental results on the perception of visual lines form dot stimuli are shown. Triples of the dots used in the experiment are similar to those of smith & Vos' physiological experiments.

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The Effect of Electric Lamp on Visual Perception (광원(光源)의 색온도(色溫度)·연색성(演色性) 및 휘도(輝度)레벨이 시지각(視知覺) 변화에 미치는 영향)

  • Yoon, In;Jeong, Chang-Won
    • Journal of the Korean Society of Industry Convergence
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    • v.1 no.2
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    • pp.55-64
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    • 1998
  • This paper deals with the effects of fluorescent lamp description and luminance level on the occupant's brightness perception and other sensation in building interiors. The following experiments were conducted: the subjects compared on room lit by daylight fluorescent lamps with the other room lit by the different lamp description at equal luminance at equal luminance level. The degree of that effect decreased with a rise in luminace level. The brightness perception had high correlation with the visual clarity and no correlation with favorite sensation.

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The MPI CyberMotion Simulator: A Novel Research Platform to Investigate Human Control Behavior

  • Nieuwenhuizen, Frank M.;Bulthoff, Heinrich H.
    • Journal of Computing Science and Engineering
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    • v.7 no.2
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    • pp.122-131
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    • 2013
  • The MPI CyberMotion Simulator provides a unique motion platform, as it features an anthropomorphic robot with a large workspace, combined with an actuated cabin and a linear track for lateral movement. This paper introduces the simulator as a tool for studying human perception, and compares its characteristics to conventional Stewart platforms. Furthermore, an experimental evaluation is presented in which multimodal human control behavior is studied by identifying the visual and vestibular responses of participants in a roll-lateral helicopter hover task. The results show that the simulator motion allows participants to increase tracking performance by changing their control strategy, shifting from reliance on visual error perception to reliance on simulator motion cues. The MPI CyberMotion Simulator has proven to be a state-of-the-art motion simulator for psychophysical research to study humans with various experimental paradigms, ranging from passive perception experiments to active control tasks, such as driving a car or flying a helicopter.

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.

Engineering College Students' Experience of Online Discussion Activities Using the Visual Dashboards (공과대학 학생들의 시각적 대시보드를 활용한 온라인 토론활동 경험)

  • Jin, Sung-Hee;Yoo, Mina;Kim, Tae-Hyun;Kim, Seong-Eun;Yi, Hyunbean;Choi, Haknam
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.24-33
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    • 2021
  • As online learning continues to be extended, many engineering colleges are engaged in online learning activities. One of the core competencies required of engineering students in a knowledge-convergence society is communication skills. Online discussion activities are frequently used in educational field to improve communication skills. Efforts are being made to provide visual dashboards in online discussion activity systems to more effectively support online discussion activities. However there is less qualitative studies on students' experience in discussion activities. The purpose of this study is to explore the experience of engineering students participating in discussion activities using online discussion systems and visual dashboards. We interviewed 15 students who participated in online discussion activities to achieve their research objectives about their experience in utilizing the online discussion system, their perception of visual dashboards, and their experience in discussion activities. As a result of the study, students' perception of the use of the online discussion activity system, the visual dashboard, and the perception of a sense of social presence were understood. To be more effective in providing tool support, such as discussion activity systems and visual dashboards in online discussion activities, instructors need to understand the nature of learners' online discussion activities.

A Study on Process Analysis of Visual Understanding on accordance in Attention Time (주시시간에 따른 시각적 이해과정 분석에 관한 연구)

  • Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.101-108
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    • 2011
  • When observing an object in a space, a part of it is remembered into our perception in the time for paying attention or conscious observation and it reaches to our visual understanding. In this study, it examined characteristics by each subject through the process of visual understanding by changes in such observation time. The results from this study are summarized as belows: First, through analysis of the observation data focused on the distance between the observed points, it was able to apply those visual theories organized before to the analysis of characteristics of the time for understanding by each subject. Second, there showed big differences in the time for visual understanding by each subject according to changes in the observation time so that it was found that there were big differences according to the characteristics of subject's intention or purpose of the observation of a space. Third, as the number of continuous observation gives an important clue in judgement of how well the space was understood, it was able to compare and organize the mutual characteristics of the time the attention was concentrated, the time observed intentionally and the time understood visually. Fourth, it was found that the shorter subjects gave the intentional observation in observing a space, the longer they spent the time for paying attention, while the less they could understand it visually.

The Effects of Digital Sensory Perceptual Training on Hand Function and Visual-Motor Integration in Children with Developmental Disabilities (디지털감각지각훈련프로그램이 발달장애 아동의 손기능과 시각-운동 통합 능력에 미치는 영향)

  • Kim, Koun;Oh, Hyewon
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.4
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    • pp.141-150
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    • 2019
  • Purpose : This study examined the hand function and visual motor integration capabilities in 30 children with developmental disabilities. The children were divided into an experimental group (n=20) that received digital sensory perception training and a control group (n=10) that did not receive this training. Methods : Training was conducted a total of 12 times for six weeks, for 50 minutes a day, twice a week, for the experimental group. The Jebsen-Taylor Hand Function Test was used to determine the hand function before and after the intervention, and the Beery VMI-6 was performed to identify the visual motor integration capability. Results :After the intervention, the ability to perform hand functions and visual motor interaction increased significantly in the experimental group but not in the control group. Digital sensory training therefore had a positive effect on the hand function and visual motor integration in children with developmental disabilities. Conclusion : A digital sensory perception training program is an arbitration method that can positively improve the hand function and visual motor integration ability in children with developmental disabilities.

Visual Guider : Space Perception Aid Tool in Immersive Virtual World (비쥬얼 가이더 : 몰입형 가상세계에서의 공간지각 보조도구)

  • Cho Eun;Park Joo-Young;Kim Myoung-Hee
    • The KIPS Transactions:PartB
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    • v.12B no.1 s.97
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    • pp.39-46
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    • 2005
  • In immersive virtual reality system, since virtual worlds do not supply users with sufficient spatial information af real world does, the users frequently experience clumsiness and roughness while manipulating virtual objects. To overcome this problem, we propose Visual Guider in this paper as a tool for enhancing user's visual space perception in immersive virtual worlds. The Visual Guider aids users to recognize exocentric distances between different scene points and egocentric distances from the observation point to other points in the scene fast and precisely. Its concept is imported from the rectangular grids frequently used in two-dimensional windows applications. We applied the proposed technique to an experimental virtual space implemented in $CAVE^(TM)-like$ system and tested its effectiveness while users grasp and move virtual objects.