• Title/Summary/Keyword: Visual Design

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Visual Discomfort and Visual Fatigue: Comparing Head-Mounted Display and Smartphones

  • Han, Jungmin;Bae, Seon Hee;Suk, Hyeon-Jeong
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.293-303
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    • 2017
  • Objective: This study aims to evaluate visual discomfort and visual fatigue caused by watching HMD and smartphones by conducting both subjective and objective measure. Background: With the rapid development of mobile Head-Mounted Display (HMD), the problem of visual discomfort and visual fatigue caused by watching Virtual Reality (VR) contents became a crucial concern for consumers and manufacturers, especially given that the casing of mobile HMD keeps the phone at a specified distance from the lenses that is close to the eyes. Method: Two smartphones were chosen for a preliminary study: LG G5 and Galaxy S7. As for a main study, iPhone 6S and Galaxy S7 were used. After being exposed to the selected clips, participants were asked to answer Simulator Sickness Questionnaire (SSQ) and went through optometric tests that measure tear break-up time, spherical equivalent, and contrast sensitivity. Results: The subjective assessments indicate that HMD causes more visual discomfort compared to watching a smartphone. Furthermore, the experimental result confirms that watching a HMD causes more eye dryness compared to smartphones. Conclusion: The result of the study compared visual discomfort and visual fatigue of two different displays, HMD and smartphone, and confirmed that watching HMD causes more visual discomfort and visual fatigue. Application: Ultimately, this study could help manufacturers understand the strengths and weaknesses of different display forms, providing guidance for an effective application of HMD.

A Study on the visual effects of the line according to body shapes I (체형에 따른 선의 시각적 효과에 관한 연구 I)

  • 박채련
    • Journal of the Korean Home Economics Association
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    • v.35 no.1
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    • pp.307-318
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    • 1997
  • The purpose of this study is to survey differences of visual effects for location the york line. According to three types of body shapes(average, small & thin small & fat)for location of the york line We investigated the visual effects and optical illusion by slider and the results of data which analized by anova and duncan's multiple rannge are as follows. 1. In the A.V (average) body shapes design D1 was showed D1 was showed to be most remarkable in terms of optical illusion and design D2 was showed to be prefer in terms of visual sight. 2. In the S.T(small& thin) body shapes design D1 was showed to be most remarkable in terms of optical illusion but from the side view of looking thinness design D4 was showed to be nogative and from preference of visual sight design D4 was showed to be most negative. 3. In the S.F(small& fot) body shapes design D1 was showed to be most remarkable in terms of optical illusion and design D3 gained the bettle of superiority from the side view of looking tallness and design D3 was showed to be most negative in terms of the preference of visual sight.

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A Study on Using Method of Analogy for Creativity Enhancement(1) - Experimental Study Focused on the Design Task of Commercial Space - (창의성 증진을 위한 유추의 활용방법(1) - 상업공간 디자인과제를 중심으로 한 실험연구 -)

  • Choi, Eun-Hee
    • Korean Institute of Interior Design Journal
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    • v.19 no.4
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    • pp.31-38
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    • 2010
  • The objective of this study is to find a educational method that is able to increase creativity using both left and right directed thinking with complementary cooperation. The premise of experimental study is that analogical inference is a great help to make a creative design, and design tasks of commercial space, fashion shop and herb cafe are given to 25 students, voluntary participants in experimental tests. Tests make a clear distinction between a case using verbal analogy from many keywords and another case using verbal visual analogy from keywords and visual images. Consequently, when students use both verbal and visual analogy in solving design tasks their creative ability qualitatively as well as quantitatively is higher than in using verbal analogy. However, when students are classified with high and low sketching group verbal visual analogy is effective for students with high sketching ability to enhance both practicality and originality. Even students with low sketching ability can improve originality remarkably by using verbal visual analogy. In experiment there is time limit, a hour, but in actual studio class it is desirable that an educator guides the latter to make up for the weak points in practicality of their design taking time. Further study will be progressed with the design tasks of residential space to compare with the findings of this study.

Analysis of Visual Attention on Visual Elements of Ramen Package Design using Eye-Tracking Device (시선추적장치를 활용한 라면 패키지 디자인의 시각적 요소에 대한 시각적 주의집중도 분석)

  • Park, Minhee;Kwon, Mahnwoo;Hwang, Mikyung;Kim, Hyeonseong
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.945-952
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    • 2022
  • In a market situation full of brands and products, packaging requires a differentiated design that reflects the needs and trends of the times, as well as the characteristics of the product. Therefore, in this study, through literature reviews, market research methods, questionnaire surveys, eye-tracking experiments, etc., we derived related research and current status of ramen package design, and visual expression elements that induce consumers' subjective perception and interest. As a result, the ramen package design was generally simplified and tended to visualize the spicy taste. Second, consumers buy bag ramen once a week on average at a large discount mart, consider the color of the ramen package design as important, and recognize that the aesthetics of the package design can improve quality. Finally, the spicy phrases and ramen illustrations were the first visual elements of the ramen package design, and for the longest time, attention was focused on the brand name.

A Study on the Relationship of Visual Aesthetics Design and Performance in the Internet Web Site (인터넷 웹사이트의 시각적 디자인과 성과와의 관계에 관한 연구)

  • Kim, Seung Kyung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.4
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    • pp.85-101
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    • 2008
  • This study focuses on visual aesthetic factors in the apparel web site design. 103 undergraduates participated in the evaluation of six internet web sites. The evaluation were recorded and analyzed by using the inspection method and a questionnaire. Findings of this study can be summarized as follows: First, the result of SPSS-factor analysis shows that there are 2 distinct factors; 'classical aesthetics' and 'expressive aesthetics'. 'classical aesthetics' and 'expressive aesthetics' can be described by visual aesthetic design. This conceptual confusion relating to 'visual aesthetic design' can be clarified by these findings. Second, as a result of multiple regression analyses, 'classical aesthetics' and 'expressive aesthetics' have a positive influence on 'interactivity' and 'web site evaluation'. This research clarifies the concepts of 'engagement' of Rosen & Purinton as the 'interactivity' between users and web sites. Finally, this study suggests that 'good design' for internet web sites depends on understanding how to attain the appropriate balance between 'classical aesthetics' and 'expressive aesthetics', based on the target customer.

A Study on the Metaphor Analysis Metrics of Visual Trope

  • Kwon, Gi-Myung;Lee, Jin-Ho;Jo, Jun;Hibino, Haruo
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.77-88
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    • 2007
  • Visual trope is one of the important appealing methods of creativity to induce voluntary consumer participation. In many cases, it delivers a message using metaphors. To define the concepts of_metaphor, we investigated methods of expression and significance of metaphor itself and associated forms; in all: metaphor, analogy, catachresis, metonymy, and synecdoche. We also considered the structure of each form to propose a method of metricizing the metaphor Consequently, we found that the metaphor of a visual trope is a type of operation and development of codes. We suggested models for each form type and concept of metaphor through the evaluation of metaphor significance and case study. Metaphor significance forms mutually close relationships with codes of pragmatics, semantics, and syntax. We suggested a type of metrics or a guideline for an expression method and evaluation of a visual trope appropriate for a metaphor form type. Therefore and importantly, the following study presents unique, but manifold results that are also useful in the field of design.

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The Visual Expression Means in Human-Computer Interaction Design (인간-컴퓨터 상호작용 디자인(HCI Design)에서의 시각적 표현수단에 관한 연구)

  • 김명석;유시천
    • Archives of design research
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    • v.9
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    • pp.101-114
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    • 1994
  • This study deals with the issue of actual HCI design embodiment through the investigation on how to interpret and use visual expression means in HCI design in a semantic way. The purpose of this study is to provide the method by which designers can make the user-centered guidelines in HCI design. As a part of the user\ulcornercentered design approaches, this study is based on the understanding of user group types which are divided by his/her extent of exposure to computer especially and is focussed on applying the level of each group's apprehension of visual expression means to the embodiment of HCI design. Major findings of this study are: First, it proposes the 'Visual Tokens Models' as a basic source for the understanding and the embodiment of visual expression means in HCI design; Second, it has examined the correlations between the characteristics of Visual Tokens and user group types that is, naive users, casual users, and expert users; Third, it proposes guidelines for the user-centered embodiment of HCI design in accordance with the correlations.

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A Study on the Development of Planting Design Method for Creating an Ecological Park -Focus on a Correlation between Visual Preference and Ecological Diversity- (생태공원조성을 위한 식재설계방법의 개발 -시각적 선호도와 생태적 다양성의 상호관련성을 중심으로-)

  • 김귀곤;조동길;차영두;황기현
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.5
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    • pp.12-24
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    • 2000
  • This study seeks to find an approach tool that allows to consider both ecological and visual aspect in developing an ecological space. Main objective of this study is to develop a planting design method in consideration of correlation between high visual preference and ecological diversity. To this end, an integrated method based on visual design principles and landscape ecological principles was developed first. Then study areas of 20 natural areas and 10 urban areas were selected to survey and analyze visual preference and ecological diversity. The result showed that scale is an element that has the greatest impact on visual preference. In areas with high ecological diversity, scale and connectivity had the biggest impact. In order to have a planting design desirable visually and ecologically based on these factors, it may be divided into following three issues.(1) In oder to increase ecological diversity in areas with strong visual preference, a priority should be given to introduce techniques promoting harmony among dominant species of various scales and other species. At the same time, there should be efforts to secure connectivity. (2) To improve visual preferences in areas with high ecological diversity, close-range, medium-range, and distant landscapes should be ensured by aligning colors and connectivity of various scales with other factors. (3) Also, a target area should be developed into a visually preferred and ecologically sound area by supplementing form and interlocking issues and identifying the spirit of the place. This study offers a way to improve visual preference and promote ecological diversity indeveloping ecological parks for the future. In landscape planning and design, it is important to secure various scales and connectivity as high-priority principles.

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A Study of the Design Characteristics of the Police Uniform As A Visual Language - Focused on the U.S., England, Italy, France and Korea - (시각언어로서의 교통경찰관복의 디자인특성 연구 - 미국, 영국, 이태리, 프랑스, 한국을 중심으로 -)

  • Lee, Jung-Won;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.7
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    • pp.13-30
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    • 2008
  • Visual language is 'a form of communication without text'. Visual language is one of the strongest methods to spread knowledge. Uniforms could be interpreted as a symbolic language that establishes order in this complicated modern society by placing identity and responsibility on each members of various different organizations. In light of the above, the purpose of this research paper will be to analyze police uniforms of U.S.A, Great Britain, Italy, France and Korea as a form of visual language and interpreting them in terms of visual design in order to understand the fundamental ideas behind the designs and the effective applications thereof. Upon analysis of traffic police uniforms of each individual county mentioned above by separating each uniform's distinctive design, pattern, color, material and decoration based on visual factor, three characteristics of authority, dynamic functionality and friendliness were derived from comparing and analyzing each country's distinctive uniform design. The traditional unique role of police in our society was to maintain social order as their nature inherently possesses characteristic of authority and preservation, but has since undergone transition in many countries to appeal to the broader public by incorporating friendliness and dynamic functionality. Analyzing police uniforms in terms of visual linguistic sense requires a much more profound process of understanding beyond simple interpretation of configurative shapes. In conclusion, the true purpose of uniforms is to include and portray images of mankind's desire toward expressing ideas like 'mankind's bias toward existence beyond theirselves and the exercise of force through authority' and materializing such ideas into a physical form.