• Title/Summary/Keyword: Visual Interaction

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Neural Basis Involved in the Interference Effects During Dual Task: Interaction Between Calculation and Memory Retrieval (이중과제 수행시의 간섭효과에 수반되는 신경기반: 산술연산과 기억인출간의 상호작용)

  • Lee, Byeong-Taek;Lee, Kyoung-Min
    • Korean Journal of Cognitive Science
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    • v.18 no.2
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    • pp.159-178
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    • 2007
  • Lee & Kang (2002) showed that simultaneous phonological rehearsal significantly delayed the performance of multiplication but not subtraction, whereas holding an image in the memory delayed subtraction but not multiplication. This result indicated that arithmetic function is related to working memory in a subsystem-specific manner. The aim of the current study was to examine the neural correlates of previous finding using fMRI. For this goal, dual task conditions that required suppression or no suppression were manipulated. In general, several areas were more activated in the interference conditions than in the less interference conditions, although both conditions were dual condition. More important finding is that the specific areas activated in the phonological suppression rendition were right inferior frontal gyrus, left angular, and inferior parietal lobule, while the areas activated in the other condition were mainly in the right superior temporal gyrus and anterior cingulate gyrus. Furthermore, the areas activated in the phonological or visual less suppression condition were right medial frontal gyrus, left middle frontal gyrus, and bilateral medial frontal gyri, anterior cingulate cortices, and parahippocampal gyri, respectively. These results revealed that sharing the processing code invokes interference, and its neural basis.

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The interaction between tool affordance and the sense of agency in the Extrastriate Body Area (선조외 신체 영역에서 도구 행동유도성과 행위 주체감의 상호작용)

  • Kim, Hyojeong;Park, Jeongho;Yi, Do-Joon
    • Korean Journal of Cognitive Science
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    • v.24 no.1
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    • pp.49-69
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    • 2013
  • While we interact with other people or objects, the brain continuously updates our own body schema to recognize the agent of observed actions. The Extrastriate Body Area (EBA) provides an initial interface for the sense of agency by integrating visual inputs of body parts with internal signals related to self-generated body movements. Less is known, however, about how the functional use of tools contributes to such processes. Here, we investigated whether tool-specific affordance would differentially affect the neural responses in the EBA depending on the agency of imaginary actions. In each trial we presented a picture of an object in a rectangular frame. Objects were either the tools typically brought towards the body (body tools; e.g., telescope, earphones) or away from the body (world tools; e.g., pen, dice; Rueschemeyer, Pfeiffer, & Bekkering, 2010). Depending on the color of the frame, participants imagined either themselves or the other person using the tool (self vs. other conditions). These four types of trials were randomly intermixed with blank trials. As results, independently localized right EBA regions of interest showed greater activation when participants imagined themselves using body tools than using world tools whereas no such differential activations were found when they imagined the other person using the tools. The postscan test revealed no significant difference in vividness of imagery between the self and other conditions. Our results suggest that the EBA incorporates functional affordance of tools into the body schema in order to enhance the sense of agency and to guide our own actions.

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A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

James Corner's Theory and Practice of Representation - Characteristics and Functions of Landscape Architectural Drawing - (제임스 코너의 재현 이론과 실천 - 조경 드로잉의 특성과 역할 -)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.4
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    • pp.118-130
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    • 2017
  • During the landscape design process, landscape architects produce various forms of drawings to visualize the future designed landscape. This work thoroughly examines the process of the utilization of James Corner's theory and practice of representation. Since the early 1990s, Corner has explored the characteristics and functions of landscape architectural drawing theoretically. Specifically, Corner argued that the use of visual representation makes it difficult to achieve the full embodiment of all of the multisensory characteristics of a landscape. Thus, he explored new drawing techniques that alternatively visualize the landscape and generate creative ideas(i.e., imagination of drawing), rather than a realistic illustration of not-yet-actualized landscapes(i.e., instrumentality of drawing). Corner's theory has evolved throughout the mid and late-1990s as applied to landscape practice. Corner embraced ecology and implemented the theory and practice of Landscape Urbanism, thereby once again emphasizing the instrumentality of drawing. Whereas the early theory mainly explored a perspective view using collage and montage, Corner later began to stress the importance of the instrumentality again. For example, Corner employed a mapping technique based on the instrumental map and that simultaneously creatively transforms it. Corner's theory and practice of representation fully explored the identity of landscape architectural drawings and reflected the interaction between theory and practice. Thus, his design and theoretical works continue to have significant influence on present landscape practice and theory.

A Study on a Digital Mirror System Offering Different Information by Distance (사용자와의 거리에 따라 다른 형태의 정보를 제공하는 디지털 거울 연구 - 사용자 니즈 분석을 중심으로 -)

  • Park, Ji-Eun;Lee, Moo-Heon;Hahm, Won-Sik;Soh, Yeon-Jung;Choi, Hea-Ju;Jung, Ji-Hong;Hahn, Min-Soo
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.43-50
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    • 2006
  • A mirror is a familiar tool for human beings who have been seeing themselves through it for a long time since it was created. As evolving Digital Technology, many approaches about digital mirrors which reflect not only the light, but also the information have been studied. Traditional mirrors on the wall do not need any special control to perform their automatic visual feedbacks, reflecting lights. On the contrary, digital mirrors can actively provide more information to the user than the traditional ones. In this paper, we propose an active digital mirror system of which functions are changed according to the user-mirror distance. First of all, we investigated users' behaviors on mirrors and categorized the interactions by user-mirror distance. Based on the previous result, we designed the user interface of the mirror, and developed a prototype which has three recognition modules: a distance measuring module using infrared sensor arrays, a user recognition module by computer vision technique, and a control perception module using infrared sensor grid. In addition, the next steps for improving the user-centered digital mirror system, and the possibility for developing a mirror-shaped computer system were suggested.

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Desigining a Feedback for Exercises Using a Wearable Device (웨어러블 디바이스를 활용한 운동 중 피드백 방식 연구 - 근력 운동에 대한 멀티 모달 피드백 적용을 중심으로 -)

  • Yoo, Hyunjin;Maeng, Wookjae;Lee, Joongseek
    • Journal of the HCI Society of Korea
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    • v.11 no.3
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    • pp.23-30
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    • 2016
  • The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.

Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

Gamut Mapping and Extension Method in the xy Chromaticity Diagram for Various Display Devices (다양한 디스플레이 장치를 위한 xy 색도도상에서의 색역 사상 및 확장 기법)

  • Cho Yang-Ho;Kwon Oh-Seol;Son Chang-Hwan;Park Tae-Yong;Ha Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.1 s.307
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    • pp.45-54
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    • 2006
  • This paper proposed color matching technique, including display characterization, chromatic adaptation model, and gamut mapping and extension, to generate consistent colors for the same input signal in each display device. It is necessary to characterize the relationship between input and output colors for display device, to apply chromatic adaptation model considering the difference of reference white, and to compensate for the gamut which display devices can represent for reproducing consistent colors on DTV display devices. In this paper, 9 channel-independent GOG model, which is improved from conventional 3 channel GOG(gain, offset gamma) model, is used to consider channel interaction and enhance the modeling accuracy. Then, the input images have to be adjusted to compensate for the limited gamut of each display device. We proposed the gamut mapping and extension method, preserving lightness and hue of an original image and enhancing the saturation of an original image in xy chromaticity diagram. Since the hmm visual system is more sensitive to lightness and hue, these values are maintained as the values of input signal, and the enhancement of saturation is changed to the ratio of input and output gamut. Also the xy chromaticity diagram is effective to reduce the complexity of establishing gamut boundary and the process of reproducing moving-pictures in DTV display devices. As a result, reproducing accurate colors can be implemented when the proposed method is applied to LCD and PDP display devices

Effect of Pharmacological Treatment for Attention-Deficit Hyperactivity Disorder on Motor Coordination: Open Label Study (주의력결핍 과잉행동장애 아동의 약물치료가 운동협응력에 미치는 효과: 개방연구)

  • Park, Kee Jeong;Kweon, Kukju;Lee, Saejeong;Lim, Yun Shin;Joung, Yoo Sook;Kim, Hyo-Won
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.28 no.4
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    • pp.244-251
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    • 2017
  • Objectives: The objective of this study was to investigate the effect of pharmacological treatments for attention-deficit hyperactivity disorder (ADHD) on motor coordination, using the Developmental Coordination Disorder Questionnaire (DCDQ). Methods: The participants were recruited from April 2015 to November 2016 from the Department of Psychiatry of Asan Medical Center and were treated for 3 months with methylphenidate or atomoxetine. The illness severity at baseline and 3 months were scored using the ADHD Rating Scale (ARS), Clinical Global Impression-Severity Scale (CGI-S) and/or Clinical Global Impression-Improvement Scale (CGI-I). A total of 39 children with ADHD (age $8.0{\pm}1.4years$, 36 boys) completed the Advanced Test of Attention (ATA) and their parents completed the DCDQ at baseline and 3 months. The paired t-test, mixed between-within analysis of variance and correlation analysis were used. Results: The CGI-S (p<0.001), ARS (p<0.001), and fine motor/hand writing (p=0.005) on the DCDQ were significantly changed between pre-treatment and post-treatment. When the participants were divided into those who were suspected of having developmental coordination disorder (DCD) (n=23) and those who probably did not (n=16), the control during movement, fine motor/hand writing and general coordination scores on the DCDQ showed the main effects for group (p<0.001, p<0.001 and p<0.001, respectively). The fine motor/hand writing on the DCDQ has a significant main effect for time [F(1,37)=7.31, p=0.010, ${\eta}^2=0.405$] and the interaction effect between group and time was also significant [F(1,37)=4.63, p=0.038, ${\eta}^2=0.111$]. The baseline visual commission error on the ATA is significantly correlated with the changes in the DCDQ total scores (r=0.330, p=0.040). Conclusion: Our results provide preliminary evidence that pharmacological treatment for ADHD improves not only the core symptoms of ADHD, but also the motor coordination. Further studies are needed to confirm the effect of the pharmacological treatment for ADHD on the motor coordination.

The Effects of Gender Cue and Antecedent Case on the Immediacy of Pronominal Resolution (대명사의 성별단서와 선행어 격이 참조해결의 즉각성에 미치는 효과)

  • JaehoLee
    • Korean Journal of Cognitive Science
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    • v.4 no.1
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    • pp.51-86
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    • 1993
  • The purpose of this study was to investigate on-line comprehension processing in pronoun resolution. The two important constraints investigated in this study were the gender cue of pronoun and the antecedent case. Using antecedent probe recognition task. Experiment 1 investigated the effects of gender cues and antecedent cases on probe recognition time. There were on signigicant effects of employed variable. This result suggest the possibilty of immediate antecedent assignment depending on the degree of syntactic constraints satisfaction. In Experiment 2. using antecedent probe recognition task. the primed activation level differences between antecedents and non-antecedents over time-course intervals from 0 to 250msec were measured. The effect of gender cues was obtained over 0-250msec time-course condition. This indicates that the gender cues can determine the assignment of proper antecedent for a pronoun. In Experiment 3, subect-case pronouns were used only:Unambiguous gender cues were given and the time-course intervals of 250 and 750msec were employed. A signigicant interaction effect of antecedent cases with probe conditions was obtained. All the results of this research suggest that gender cues are powerful constraints for pronoun resolution.