• Title/Summary/Keyword: The Visual Perception

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Hardware Implementation of Moving Picture Retrieval System Using Scene Change Technique (장면 전환 기법을 이용한 동영상 검색 시스템의 하드웨어 구현)

  • Kim, Jang-Hui;Kang, Dae-Seong
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.3
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    • pp.30-36
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    • 2008
  • The multimedia that is characterized by multi-media, multi-features, multi-representations, huge volume, and varieties, is rapidly spreading out due to the increasing of application domains. Thus, it is urgently needed to develop a multimedia information system that can retrieve the needed information rapidly and accurately from the huge amount of multimedia data. For the content-based retrieval of moving picture, picture information is generally used. It is generally used when video is segmented. Through that, it can be a structural video browsing. The tasking that divides video to shot is called video segmentation, and detecting the cut for video segmentation is called cut detection. The goal of this paper is to divide moving picture using HMMD(Hue-Mar-Min-Diff) color model and edge histogram descriptor among the MPEG-7 visual descriptors. HMMD color model is more familiar to human's perception than the other color spaces. Finally, the proposed retrieval system is implemented as hardware.

Influence of Virtual Reality Games on eye-hand coordination in children with developmental disordered (가상현실게임 프로그램이 발달장애 아동의 눈-손 협응력에 미치는 영향)

  • Cho, Moo-Sin
    • The Journal of Korean society of community based occupational therapy
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    • v.5 no.1
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    • pp.63-69
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    • 2015
  • Objective : This study was the influence of the training program using virtual reality on eye-hand coordination in children with developmental disordered. Methods : Six children(5 males, 1 female)with developmental disordered were recruited and randomly assigned to the control group(n=3) and the experimental group(n=3). Three children in the control group performed a fifty minutes of SI program ten times for ten weeks. In the experimental group, the other three children underwent a fifty minutes of SI program and virtual reality game. K-DTVP-2(Korean Developmental Test of Visual Perception)was used to measure the eye-hand coordination. Results : After a ten weeks of training program, there were significant differences in the eye-hand coordination in the experimental group. Conclusion : The training program using virtual reality games influenced for improving at the eye-hand coordination in children with developmental disordered.

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Effect of a 5% naproxen patch on reducing pain caused by separators prior to fixed orthodontic treatment

  • Eslamian, Ladan;Rad, Nazila Akbarian;Nobar, Behnam Rahbani;Mortazavi, Seyed Alireza
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.18 no.3
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    • pp.151-159
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    • 2018
  • Background: The pain involved in orthodontic treatments may involve inflammatory processes. This study evaluated the effect of using a naproxen patch for pain reduction in the separating stage of fixed orthodontic treatment. Methods: In this double-blind, randomized, controlled clinical trial of 35 orthodontic patients (age: 14-19 years) who had pain during separator placement, each patient randomly placed naproxen and placebo patches in the first permanent molar region, in opposite quadrants of the same jaw. Patches were replaced every 8 hours until 3 days after separator placement. Patients recorded their pain perception at 2, 6, and 24 hours, and on days 2 (6 PM), 3 (10 AM and 6 PM), and 7 (10 AM and 6 PM), using a visual analog scale. Mean pain scores were compared for the two patches, and effects of sex and age thereon determined. Results: Data from 29 patients (21 girls, eight boys) were analyzed. Mean pain values decreased over time for both patches (P < 0.001). Recorded pain did not differ significantly between the sexes (P = 0.059) or between those aged <16 and those ${\geq}16years$ (P = 0.106). Mean pain recorded with naproxen patches was statistically significantly less than that with placebo patches at all time points (P = 0.004). Conclusion: The naproxen patch was more efficient than the placebo patch for reducing pain at all time points. The highest pain score was recorded at 6 hours, and the least pain was recorded at the $7^{th}$ day after separator placement.

A Study On Analysis of Interestingness for Web-pages (웹페이지 관심도 분석에 관한 연구)

  • Kim, Chang-Geun;Jung, Youn-Hong;Kim, Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.4
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    • pp.687-695
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    • 2007
  • There has been increasing of using Internet shopping mall like an e-business, and it means that the analysis technique of appetence for webpase visitors logging into the case of analyzing the degree of concern and using them in the personalization has been absolutely advanced. For heavy web pages, it is impossible to use click-stream based analysis in analyzing interest for each area by what kind of information the visitors are interested in to. A web browser of a limited size has difficulty in expressing on a screen information about what they want, or what hey are looking for. Pagescrolling is used to overcome such a limitation in expression. In this study, a analyzing system of degree of concern for Webpage is presented, designed and implemented using page scrolling to track the position of the scroll bar and movements of the window cursor regularly within a window browser for real-time transfer to analyze user's interest by using information received from the analysis of the visual perception area of the web page.

A study on the Digital diorama AR using Natural history Contents (자연사 콘텐츠를 활용한 디지털디오라마 AR연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.293-297
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    • 2021
  • This paper applies the natural history contents of the Science Museum and combines the Gestalt theory to develop the butterfly arrangement structure of the butterfly sample box and the butterfly sample information necessary for the sample box as AR (Augmented Reality). Existing analog sample information is expressed as digital information by combining place, butterfly information, and graph to maximize the effect of digital diorama exhibition. Digital natural history information is increased or decreased, and an environment optimized for real samples and suitability is constructed, and natural history contents are arranged in the principles of collectiveness, closure, simplicity, and continuity using the Gestalt visual perception principle to increase attention and increase the attention of butterfly collection information. Was applied as an application plan of AR.

Precedent based design foundations for parametric design: The case of navigation and wayfinding

  • Kondyli, Vasiliki;Bhatt, Mehul;Hartmann, Timo
    • Advances in Computational Design
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    • v.3 no.4
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    • pp.339-366
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    • 2018
  • Parametric design systems serve as powerful assistive tools in the design process by providing a flexible approach for the generation of a vast number of design alternatives. However, contemporary parametric design systems focus primarily on low-level engineering and structural forms, without an explicit means to also take into account high-level, cognitively motivated people-centred design goals. We present a precedent-based parametric design method that integrates people-centred design "precedents" rooted in empirical evidence directly within state of the art parametric design systems. As a use-case, we illustrate the general method in the context of an empirical study focusing on the multi-modal analysis of wayfinding behaviour in two large-scale healthcare environments. With this use-case, we demonstrate the manner in which: (1). a range of empirically established design precedents -e.g., pertaining to visibility and navigation- may be articulated as design constraints to be embedded directly within state of the art parametric design tools (e.g., Grasshopper); and (2). embedded design precedents lead to the (parametric) generation of a number of morphologies that satisfy people-centred design criteria (in this case, pertaining to wayfinding). Our research presents an exemplar for the integration of cognitively motivated design goals with parametric design-space exploration methods. We posit that this opens-up a range of technological challenges for the engineering and development of next-generation computer aided architecture design systems.

Pre-Service Chemistry Teachers' Awareness of Visually Impaired Students' Learning Situation through Scientific Inquiry about Molecular Structure of Ice in Darkroom (얼음의 분자구조에 대한 암실 속 과학탐구 활동에서 시각장애학생의 학습상황에 대한 예비 화학교사들의 인식)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of the Korean Chemical Society
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    • v.61 no.5
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    • pp.277-285
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    • 2017
  • The purpose of this study is to investigate the perspective of pre-service chemistry teachers on the learning situations of visually impaired students through scientific inquiry in a darkroom and to propose a teaching and learning method for students with visual impairments. Twenty-one pre-service chemistry teachers from college of education in Gyeongbuk were encouraged to explore individually hands-on model for the molecular structure of ice freely, and had a discussion with a one of the researchers during the activity. All the conversation and discussion were audio-taped and transcribed for analysis. As a result, pre-service chemistry teachers realized that learning situation of the visually impaired students was quite different with their perception while exploring and figuring out hands-on model of the molecular structure of ice in the darkroom. They already learned and could see this model by themselves but also recognized that visually impaired students had inconvenience and difficulty in learning science concepts. Based on these reflections, some pre-service chemistry teachers suggested directions for modification to fit visually impaired students' needs more.

Effective directional signs for the clear cognition of directions -2-D expression of directional sighs in 3-D spaces (효과적 방향인지를 위한 유도사인에 관한 연구 -3차원 공간에서의 2차원적 방향표식을 중심으로)

  • 심은미;백진경
    • Archives of design research
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    • v.16 no.3
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    • pp.15-22
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    • 2003
  • At public spaces, signs have purposes of communicating their information clearly. Especially directional signs point out the proper route showing our surroundings. The present directional signs which are indicating 3-dimensional direction in a 2-dimensional mode seem to be difficult to understand as we are moving. This study has the purpose of investigating the role of present signs and suggesting visually effective directional signs, in particular arrows. Firstly, this study surveyed the user's attitude on directional signs in case of subway station. The research shows that the present directional signs hardly perform their roles to communicate the directional information, which means the need of newly expressed arrows. In this study we consider a new effective expression on the viewpoint of human cognition mechanism. So it is thought that those trials are helpful to efficient sign system.

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Boundary Extension of Inverted Scenes (상하 반전된 장면의 테두리 확장)

  • Kong, Jin-Gi;Yi, Do-Joon
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.173-192
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    • 2011
  • The visual system applies previously learned contextual knowledge to facilitate the perception and encoding of scenes. When extrapolation following the employment of contextual information occurs, it sometimes leads to scene memory distortion: people report as if they saw more than they actually had seen. This phenomenon is called the "boundary extension" effect (Intraub & Richardson, 1989). The present study aimed to clarify the effects of contextual information on boundary extension in a more systematic way. Based on the assumption that it is harder to extract contextual information from inverted scenes compared to intact scenes, we presented inverted scenes either during encoding or retrieval to manipulate the level of contextual information and compared the magnitude of boundary extension effect for upright versus inverted scenes. In a series of experiments, we found that scene inversion during encoding, but not during retrieval, significantly reduced boundary extension. Showing reduced memory distortion for inverted scenes, the current study directly demonstrated that access to contextual information is a critical component of scene extrapolation process.

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A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.