• Title/Summary/Keyword: Visual Interaction

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Does the Application Transcranial Direct Current Stimulation and Visual Perception Program Enhance the Visual Perception Function and ADL Performance of Dementia Patients (경두개 직류자극 및 인지훈련 프로그램 적용이 치매환자의 인지기능, 시지각 및 일상생활활동에 미치는 영향)

  • Kim, Ko-Un;Kim, Bo-Ra;An, Tae-Gyu
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.4
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    • pp.201-210
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    • 2021
  • Purpose : There is a lack of research on this field in the Republic of Korea, especially those that have seen the effect of interaction between transcranial direct current stimulation and computerized cognitive rehabilitation therapy. This study divided 30 dementia patients into a treatment group, which received transcranial direct current stimulation and computerized cognitive rehabilitation, and a control group, which received pseudo-transcranial direct current stimulation and pseudo-computerized cognitive rehabilitation. This study evaluated the effects of these treatments on the visual perception, cognition functions, and daily activities of dementia patients. Methods : Fifteen subjects were allocated to the treatment group and the other 15 subjects were allocated to the control group. Treatments were given at intervals of five sessions per week (30 minutes per session) for six weeks (30 times in total). This study used the Neurobehavioral Cognitive Status Examination (NCSE) to examine cognitive functions, MVPT to evaluate visual perception, and FIM to test daily living activities before and after applying the treatments. Results : The results of this study showed that cognitive functions, visual perception, and daily living activities significantly (p<.05) improved after the intervention in the treatment group and the control group. The changes in cognitive functions, visual perception, and daily living activities due to the treatments were significantly different between the groups (p<.05). Conclusion : The results indicated that transcranial direct current stimulation and computerized cognitive rehabilitation therapy improved visual perception and daily living activities by increasing cognitive functions. Consequently, it was found that the simultaneous application of transcranial direct current stimulation in conjunction with a computerized cognitive rehabilitation program was an intervention method that could positively affect the visual perception, cognitive function, and daily living activities of dementia patients. Based on the results of this study, the study of arbitration protocols for demential will have to be more active.

The Study of Object Selection for Human-Vehicle Interaction (인간-자동차 상호작용 연구를 위한 Object선정에 관한 연구)

  • Yu, Seung-Dong;Park, Peom
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.44
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    • pp.463-473
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    • 1997
  • In this paper, driver's judgements for the priorities of vehicle devices were studied to establish the standard of design of inside devices. The differences within drivers who have different careers were also studied. For this study, two experiments were conducted. First experiment was peformed in terms of total devices in the vehicle cockpit, and second was peformed in terms of the visual devices that these were the source of visual information. These experiments were analyzed using AHP (Analytic Hierarchy Process) method. The result showed the priorities of devices and little relationship between the career and the judgement. Especially, it was shown that the novice tended to depend on the information from visual devices.

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Design Learning Environment based on Affordance Concept for Convergent Design Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.199-206
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    • 2020
  • I suggested the design learning environment based on affordance concept approach for supporting and improving learners' behavior and outcome for convergent design education in this study. The design learning space should be applied teaching and learning activity, especially learners' behavior, physical space condition to support the design thinking process. The design learning space needs openness, individuality and connectivity to support the learners' behavioral to immerse, participate, cooperate, understand, think and fulfill the design thinking process. The composition principles of the learning environment for convergent design education supports communication and collaboration among members for independence and interaction. The spaces for design research and teaching needs high privacy while facilitating visual communications through special materials and wall structure design. Also, for connectivity to improve the learners' physical and visual contact, the environment of the classrooms requires flexibility and mobility by providing an open space integrating unit cells for realizing learning purpose. These are provided by formed of an open structure for inducing visual communication and physical contact to involve the design activities and the mutual interchange.

The Transformation of BPEL into Onion Visual Language For Model-Checking of BPEL (BPEL의 모델 체킹을 위한 BPEL의 Onion Visual Language 변환)

  • Woo, Su-Jeong;Choe, Jae-Hong;On, Jin-Ho;Lee, Moon-Kun
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.189-192
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    • 2011
  • 클라우드 컴퓨팅에서 사용되는 웹 서비스들은 BPEL에 의해 여러 서비스들이 새로운 웹 서비스로 조합 되어지며, 서비스가 제대로 동작하는지를 검증하기 위해 Petri nets, Abstract State Machine(ASM), BPECalculus 등의 검증 방법을 사용한다. 이러한 검증 방법은 BPEL을 사용하여 새로 만들어진 웹 서비스들이 안정적으로 동작하는지를 검증하는 것으로, 웹 서비스 설계와 검증이 서로 분리되어 있다. 본 논문에서는 명세, 분석 및 검증의 전 과정에서 프로세스의 포함관계, 상태정보, Interaction, Mobility 등을 그래프로 표현하며, 한 단계의 그래프를 통하여 시스템 전체의 복잡도 및 시스템의 행위를 예측할 수 있는 Onion Visual Language(OVL)을 사용하여 BPEL로 설계 되는 클라우드 웹 서비스들을 OVL로 변환 후 이를 분석 및 검증한다. 추후 OVL은 서로 다른 클라우드 안에서의 웹 서비스 재사용을 위한 동일성 검증을 위한 방법으로 사용될 수 있다.

A Navigation Algorithm using Locomotion Interface with Two 6-DOF Robotic Manipulators (ICCAS 2005)

  • Yoon, Jung-Won;Ryu, Je-Ha
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2211-2216
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    • 2005
  • This paper describes a novel navigation algorithm using a locomotion interface with two 6-DOF parallel robotic manipulators. The suggested novel navigation system can induce user's real walking and generate realistic visual feedback during navigation, using robotic manipulators. For realistic visual feedback, the virtual environment is designed with three components; 3D object modeler for buildings and terrains, scene manager and communication manager component. The walking velocity of the user is directly translated to VR actions for navigation. Finally, the functions of the RPC interface are utilized for each interaction mode. The suggested navigation system can allow a user to explore into various virtual terrains with real walking and realistic visual feedback.

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Development of a Real-time Vehicle Driving Simulator

  • Kim, Hyun-Ju;Park, Min-Kyu;Lee, Min-Cheoul;You, Wan-Suk
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.51.2-51
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    • 2001
  • A vehicle driving simulator is a virtual reality device which makes a human being feel as if the one drives a vehicle actually. The driving simulator is effectively used for studying interaction of a driver-vehicle and developing the vehicle system of new concepts. The driving simulator consists of a motion platform, a motion controller, a visual and audio system, a vehicle dynamic analysis system, a vehicle operation system and etc. The vehicle dynamic analysis system supervises overall operation of the simulator and also simulates dynamic motion of a multi-body vehicle model in real-time. In this paper, the main procedures to develop the driving simulator are classified by 4 parts. First, a vehicle motion platform and a motion controller, which generates realistic motion using a six degree of freedom Stewart platform driven hydraulically. Secondly, a visual system generates high fidelity visual scenes which are displayed on a screen ...

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Development of a Real-Time Driving Simulator for Vehicle System Development and Human Factor Study (차량 시스템 개발 및 운전자 인자 연구를 위한 실시간 차량 시뮬레이터의 개발)

  • 이승준
    • Transactions of the Korean Society of Automotive Engineers
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    • v.7 no.7
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    • pp.250-257
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    • 1999
  • Driving simulators are used effectively for human factor study, vehicle system development and other purposes by enabling to reproduce actural driving conditions in a safe and tightly controlled enviornment. Interactive simulation requries appropriate sensory and stimulus cuing to the driver . Sensory and stimulus feedback can include visual , auditory, motion, and proprioceptive cues. A fixed-base driving simulator has been developed in this study for vehicle system developmnet and human factor study . The simulator consists of improved and synergistic subsystems (a real-time vehicle simulation system, a visual/audio system and a control force loading system) based on the motion -base simulator, KMU DS-Ⅰ developed for design and evaluation of a full-scale driving simulator and for driver-vehicle interaction.

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Effects of Emoji Approach-Avoidance Visual Experience on Valence Ratings via Mobile Interface

  • Eojin Kim;Dahua Li;Soojin Jun
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.180-189
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    • 2024
  • We aimed to see if approach-avoidance visual experience would have different effects in the valence rating of emojis. Previous literature has shown that approach-avoidance tendencies have influences people's emotional perceptions. Up until now, research on emojis have been heavily focused on static emojis, which gives room for exploration whether if movement added on to emoji would elicit different emotional responses. In the study, we examined the impact of approach-avoidance visual experience of emojis via mobile interface, categorized into 4 experimental conditions (positive approach, negative approach, positive avoid, and negative avoid), and conducted semi-structured interviews to identify users' reasonings towards their valence ratings on specific emojis with approach or avoid movements. We found that positive approach emojis were the highest valence rating and preferred by the participants, while there were no differences between negative emoji approach or avoidance. Based on these findings, we conclude that positive emojis could be intensified to be more positive with approach motion, yet for negative emojis, individual differences or contextual differences may arise in its emotional ratings.

A Future Remote Controller for 3D TV

  • Park, Min-Chul;Cheoi, Kyung-Joo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08b
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    • pp.1737-1738
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    • 2007
  • An intelligent remote controller for 3-D TV interface exploits an artificial system of human visual attention for an easy interaction.

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