• Title/Summary/Keyword: Visual Interaction

Search Result 610, Processing Time 0.025 seconds

A Study on the Visual Interaction of Workers under the Effect of Office Layout (사무공간 레이아웃에 따른 근무자의 시각적 교류에 관한 연구)

  • Yoo Uoo-Sang;Choi Yoon-Kyung
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.5 s.52
    • /
    • pp.35-43
    • /
    • 2005
  • This study aims to explore the relationship between the spontaneous interactions of office workers and their workspace layout. The spontaneous interactions are captured by the measures regarding the 'visual interaction' between workers in their desk layouts. The measures of visual interaction then are examined by means of the office layout or desk arrangement and the properties of work patterns according to the departments, such as general affairs, sales, research and development, and planning. The study finds four types of office layout ; Type 1 with low visual interaction between workers and high intensity of visual interaction, Type 2 with high visual interaction between workers and high intensity of visual interaction, Type 3 with low visual interaction between workers and low intensity of visual interaction, and Type 4 with high visual interaction between workers and high intensity of visual interaction. The study shows that the patterns of unintentional interaction between workers varies according to the property of work and office arrangement and it also argues that the patterns of office layout are different according to properties of work.

A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
    • /
    • v.1 no.2
    • /
    • pp.74-81
    • /
    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

Audio-visual Interaction and Design-education in the Age of Multimedia (시청각 상호작용과 멀티미디어 시대의 디자인교육)

  • 서계숙
    • Archives of design research
    • /
    • v.14 no.3
    • /
    • pp.49-58
    • /
    • 2001
  • The communication designer in the multimedia age should have a consideration that the sound also can be an important expression element to transmit ones thought as well as the visual sense like color, shape and motion. As you already know, someones thought can be better understood when transmitted to others using the visual and auditory senses together than using the visual or auditory sense alone. The meeting of sight and hearing bases on the synesthesia. For example, low sound reminds a person of dark color and high sound usually reminds light color. And a percussion instrument reminds a person a circle and melody reminds a line. The visual and auditory senses In communication of the multimedia age should act as an independent expression element gotten out of the synchronizing that just serves simple sight and related sound at the same time. Interaction between sight and hearing arose a different emotion that cannot be happened just by one element alone. So, the programs of communication design education in this multimedia age should fulfill the requirement that it can develop ones expression ability through the understanding of interaction between sight and hearing. In this study, we suggest the education programs Classified into following categories; audio visual Gestaltung, audio visual moving graphics, audio visual design.

  • PDF

Event-related potentials reveal neural signatures of cross-modal interaction between visual and tactile stimulation (유발전위신호(ERP)를 통한 시각과 촉각 통합작용의 신경생리적 특징 분석)

  • Ju, Yu-Mi;Lee, Kyoung-Min
    • Proceedings of the Korean Society for Cognitive Science Conference
    • /
    • 2010.05a
    • /
    • pp.48-54
    • /
    • 2010
  • INTRODUCTION Interaction between temporal events at the millisecond level is important for visual and tactile interaction. OBJECT The aim of the present study is to identify any neural signature, as reflected in event-related potentials (ERP), for the integrative processes when the two sensory modalities are stimulated in synchrony as opposed to when they are stimulated separately. METHOD The basic strategy was to compare ERP signals obtained with simultaneous visual and tactile stimulation with a linear summation of ERP patterns obtained with each modality stimulated separately. Condition were presented, paired with various stimulus-onset-asynchronies (SOA) ranging from - 300 ms (tactile-first) to 300 ms (visual-first), and in trials where only one modality was stimulated alone. RESULT A positive deviation was located in observed ERP at C4 electrode (contralateral to the stimulated hand) at 200-400 ms, in comparison to the predicted ERP. The deviation was present at all SOAs other than -300ms (tactile-first) and 300 ms (visual-first). There was also a positive deviation at occipital leads at the 50-ms SOA (visual-first) trials. DISCUSSION It suggested that neural signatures of cross-modal integration occur within a limited time-window. The deviations were specifically localized at the contralateral somatosensory and visual cortices, indicating that the integration happens at or before the level of the primary cortices.

  • PDF

Human-Robot Interaction in Real Environments by Audio-Visual Integration

  • Kim, Hyun-Don;Choi, Jong-Suk;Kim, Mun-Sang
    • International Journal of Control, Automation, and Systems
    • /
    • v.5 no.1
    • /
    • pp.61-69
    • /
    • 2007
  • In this paper, we developed not only a reliable sound localization system including a VAD(Voice Activity Detection) component using three microphones but also a face tracking system using a vision camera. Moreover, we proposed a way to integrate three systems in the human-robot interaction to compensate errors in the localization of a speaker and to reject unnecessary speech or noise signals entering from undesired directions effectively. For the purpose of verifying our system's performances, we installed the proposed audio-visual system in a prototype robot, called IROBAA(Intelligent ROBot for Active Audition), and demonstrated how to integrate the audio-visual system.

Temporal-perceptual Judgement of Visuo-Auditory Stimulation (시청각 자극의 시간적 인지 판단)

  • Yu, Mi;Lee, Sang-Min;Piao, Yong-Jun;Kwon, Tae-Kyu;Kim, Nam-Gyun
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.24 no.1 s.190
    • /
    • pp.101-109
    • /
    • 2007
  • In situations of spatio-temporal perception about visuo-auditory stimulus, researches propose optimal integration hypothesis that perceptual process is optimized to the interaction of the senses for the precision of perception. So, when the visual information considered generally dominant over any other sense is ambiguous, the information of the other sense like auditory stimulus influences the perceptual process in interaction with visual information. Thus, we performed two different experiments to certain the conditions of the interacting senses and influence of the condition. We consider the interaction of the visuo-auditory stimulation in the free space, the color of visual stimulus and sex difference of testee with normal people. In first experiment, 12 participants were asked to judge the change in the frequency of audio-visual stimulation using a visual flicker and auditory flutter stimulation in the free space. When auditory temporal cues were presented, the change in the frequency of the visual stimulation was associated with a perceived change in the frequency of the auditory stimulation as the results of the previous studies using headphone. In second experiment, 30 male and 30 female were asked to judge the change in the frequency of audio-visual stimulation using a color of visual flicker and auditory flutter stimulation. In the color condition using red and green. Both male and female testees showed same perceptual tendency. male and female testees showed same perceptual tendency however, in case of female, the standard deviation is larger than that of male. This results implies that audio-visual asymmetry effects are influenced by the cues of visual and auditory information, such as the orientation between auditory and visual stimulus, the color of visual stimulus.

Types of Computer Game and Abilities of Children's Visual Perception (컴퓨터게임 유형과 유아의 시지각 능력)

  • Lee, Eun Ju;Lee, So Eun
    • Korean Journal of Child Studies
    • /
    • v.24 no.5
    • /
    • pp.43-58
    • /
    • 2003
  • This research was conducted to comprehend the effects of computer games on the development children's visual perception. First, the effects of experience of computer games on children's visual perception abilities was analyzed. Second, the effects of different types of computer games on children's visual perception abilities were examined. And third, the interaction effects of sex and computer game types were examined. The subjects of this study were 78 5-year-olds engaging public kindergarten located in Cheung-Ju. To analyse data, percent, mean, standard deviation, and ANCOVA were used. The results showed that children's visual perception abilities were improved significantly with the experience of computer games. And the improvement of children's visual perception varied significantly according to the type of computer game. No interaction effects were found between a child's sex and the types of computer games.

  • PDF

Introduction to Visual Analytics Research (비주얼 애널리틱스 연구 소개)

  • Oh, Yousang;Lee, Chunggi;Oh, Juyoung;Yang, Jihyeon;Kwag, Heena;Moon, Seongwoo;Park, Sohwan;Ko, Sungahn
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.5
    • /
    • pp.27-36
    • /
    • 2016
  • As big data become more complex than ever, there has been a need for various techniques and approaches to better analyze and explore such big data. A research discipline of visual analytics has been proposed to help users' visual data analysis and decision-making. Since 2006 when the first symposium of visual analytics was held, the visual analytics research has become popular as the advanced technology in computer graphics, data mining, and human-computer interaction has been incorporated in visual analytics. In this work we introduce the visual analytics research by reviewing and surveying the papers published in IEEE VAST 2015 in terms of data and visualization techniques to help domestics researchers' understanding on visual analytics.

Images Differences of Design Variations in One-Piece Dress Using a 3D Virtual Clothing System (3차원 가상착의 시스템을 활용한 원피스드레스의 디자인 변화에 따른 이미지 차이)

  • Uh, Mi-Kyung
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.14 no.2
    • /
    • pp.101-111
    • /
    • 2012
  • The purpose of this study is to evaluate the differences of visual image on variations in the length and princess line, in a silhouette of a one-piece dress with the application of the 3D Virtual Clothing System known as i-designer. Eight sample were examined: 2 variations of the length and 2 variations of the princess line, 2 variations of the form of a silhouette. The data was obtained from 66 fashion design majors. The data was assessed by a t-test and a multi-way ANOVA and factor analysis. The results were as follows; The visual image according to the design variables, four factors were selected; the attractiveness factor, the activeness factor, the practicality factor, the elegance factor. In these factors, the attractiveness factor is estimated by the most important factor. As a result of analyzing the effect of the interaction in the visual image according to the design variables, the influence of the main effect was found to be great in each factor. In the activeness factor, a significant difference was noted in the two-way interaction between the length and the princess line, the length and the silhouette. In the elegance factor, a significant difference was noted in the two-way interaction between the length and the silhouette. However, the influence on three-way interaction among the length, the princess line, and the silhouette was not significant.

  • PDF