• Title/Summary/Keyword: Visual Space Perception

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등시지각 색 샘플링을 기반한 CIEL*a*b*-CMY 비선형 색변환

  • 오현수;이을환;유미옥;최환언;안석출
    • Proceedings of the Korean Printing Society Conference
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    • 2000.12b
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    • pp.5-10
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    • 2000
  • In case of outputting the image with color printer, image is occurred color distortion by characteristics of paper, effect by overlap between neighbor dots and the mechanical characteristics if printer. Color calibration is needed to reduce this color distrotion. To color calibration, we select the color sample in printer color gamut. The accuracy of color calibration is determined by the number of sample, distribution, and calibration method. Generally, color space is selected the color sample dividing equal interval. In this case, the range of gamut of printed color patches is reduced due to the effect of inks overlap. Therefore, error is occurred when color transformation relatively. In this paper, we have the color sampling based on equi-visual perception and then reproduce the color using the Neural-Network and interpolation by LUT.

The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation 'YGGDRASIL' (애너글리프(Anaglyph)를 이용한 3차원 입체영상 제작 사례에 대한 분석 -애니메이션 <이그드라씰>을 중심으로)

  • Kang, Hyun-Jong
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.131-140
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    • 2013
  • The study analyzes how to create stereoscopic image in 3-dimension animation 'Yggdrasil', produced in Autodesk Maya(3D animation software), using Anaglyph method that is the oldest in 3-dimension stereoscopic video production. The anaglyph method help to produce stereoscopic images easily and to give effective 3D effect encoding each eye's image using filters of different colors. In addition, space direction applied visual perception theory expresses necessary distance, depth and speed effectively in 'Yggdrasil'

Development of a Interior Design System using Virtual Reality (가상현실을 이용한 실내 인테리어 시스템 개발)

  • Shin, Woo Cheol;Jang, Su Gyeong;Song, Bum Kyoo;Kwon, Ryung Mi;Song, Eun Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.551-552
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    • 2014
  • 건물 및 주택의 가구배치나, 인테리어 디자인 등을 신규로 구성하거나 재배치하는 것은 고비용의 작업일 뿐만 아니라, 사용자가 정확히 판단하기 어렵다. 가상현실 시스템을 적용하면 공간적, 물리적 제약에 의해 현실 세계에서는 직접 경험하지 못하는 상황을 간접 체험할 수 있어 재배치에 대한 비용 및 시행착오의 오류를 줄일 수 있다. 따라서 본 논문에서는 EON Studio를 이용하여 건물 내부의 인테리어를 바꿔가며 디스플레이 할 수 있는 실내 인테리어 시스템 프로토타입을 제시하고자 한다. 현실 건물 내부와 가구를 EON Studio를 통해 구축한 후 회전 및 이동을 통해 재배치 도록 하였다. 구현된 시스템을 통해 제안된 인터페이스가 공간 배치 응용 분야에서 유용성 이 있음을 확인하였다.

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Six Color Separation for Reducing Graininess in a Middle Tone Region (중간 계조 영역에서 낟알 무늬 특성을 감소시키기 위한 6색 분리 방법)

  • 손창환;김윤태;조양호;하영호
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.6
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    • pp.51-59
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    • 2004
  • This paper proposes an improved six-color separation reducing the graininess in a middle tone region based on the standard deviation of the lightness and chrominance in S-CIELAB space. Graininess is regarded as visual perception for the fluctuation of the lightness of the light cyan and cyan or light magenta and magenta. In the conventional methods, the granularity is extremely heuristic and inaccurate due to the use of the visual examination score. Accordingly, this paper proposes a method to calculate the objective granularity for six color separation. First, we use the lightness, redness-greenness, and yellowness-blueness of the S-CIELAB space reflecting the spatial-color sensitivity of the human and normalize the sum of the three standard deviations. Finally, we apply the proposed granularity to the six color separation after assigning the granularity to the lookup table and obtain the result reducing the graininess in a middle tone region.

Contents-based Image Retrieval Using Color & Edge Information (칼라와 에지 정보를 이용한 내용기반 영상 검색)

  • Park, Dong-Won;An, Syungog;Ma, Ming;Singh, Kulwinder
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.81-91
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    • 2005
  • In this paper we present a novel approach for image retrieval using color and edge information. We take into account the HSI(Hue, Saturation and Intensity) color space instead of RGB space, which emphasizes more on visual perception. In our system colors in an image are clustered into a small number of representative colors. The color feature descriptor consists of the representative colors and their percentages in the image. An improved cumulative color histogram distance measure is defined for this descriptor. And also, we have developed an efficient edge detection technique as an optional feature to our retrieval system in order to surmount the weakness of color feature. During the query processing, both the features (color, edge information) could be integrated for image retrieval as well as a standalone entity, by specifying it in a certain proportion. The content-based retrieval system is tested to be effective in terms of retrieval and scalability through experimental results and precision-recall analysis.

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A Comparative Study on the Museum Visitor Circulation with Spatial Analysis Theory base on Visual Perception (시지각 기반의 공간분석이론에 따른 관람동선 비교 연구)

  • Jung, Su-Yuong;Lim, Che-Zinn;Yoon, Sung-Kyu
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.198-205
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    • 2011
  • The study on how visitors of a museum view exhibition is necessary for providing quality experience to the visitors. Previous studies on the movement of visitors of a museum focused on qualitative analysis after the follow-up survey. Therefore, the purpose of this study is to find out various ways to use quantitative analysis methods on the movement of visitors in the museum. Quantitative analysis of the exhibition place and movement of visitors was conducted using programs to produce quantitative results from the space analysis including VAE, VGA, V-ERAM and ESA. VAE and VGA helped to understand the spatial structure and ESA was helpful to predict how the flow of human traffic would be in the museum. If the programs are used all together, it would be easier to quantitatively predict how the How of human traffic would be in an exhibition room. However, this study is in its infancy, so following studies are necessary based on more data and results of analysis in the future.

Interaction Human Model and Interface for Increasing User's Presence and Task Performance in Near-body Virtual Space (가상 근신(近身) 공간에서의 작업 성능과 사용자 존재감 향상을 위한 상호작용 신체 모델과 인터페이스)

  • Yang Ungyeon;Kim Yongwan;Son Wookho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.975-978
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    • 2004
  • 본 논문에서 우리는 가상현실 시스템의 구축에 있어서, 사용자의 직접 상호작용 (direct interaction)을 기본으로 하는 근신 공간(near-body space) 작업에서 사용자의 존재감 (Presence) 향상과 작업 성능 향상을 위하여, 사용자와 공간적 및 감각적으로 일치된 가상 인체 모델의 구현을 중심으로 현재의 기술 현황 및 연구 개발 방향에 대하여 기술한다. 이상적인 가상현실 시스템을 구현하기 위해서 고려되어야 할 요소를 멀티모달 상호작용과 실감 일치형 인터페이스 개발 방법론의 관점에서 보면, 사용자가 접하는 가상 공간의 시각적 모델(visual perception)과 자기 동작 감각적(proprioceptive) 모델의 일치가 중요하다. 그러므로, 시각적으로 사용자의 움직임과 일치된 자신의 신체가 가시화 되어야 하고, 자연스러운 근신 공간 직접 상호작용을 지원하기 위해서는 사실적인 햅틱 피드백 요소가 중요하며, 공간적 정보를 표현 함에 있어서 동기화 된 사실적 청각 피드백 요소의 지원이 중요하다. 앞의 주요 3 가지 감각 인터페이스 방법(sensory channel, modality)는 현재의 불완전한 인터페이스 기술의 한계를 고려하여 상호 보완적인 관계로 응용 환경에 최적화된 적용 방법이 연구되어야 한다.

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Development of System of the Visuo-Auditory Stimulation and Human Responses Measurement (시청각 자극 및 인체 반응 계측 시스템 개발)

  • Yu M.;Jung S.Y.;Piao Y.J.;Lee S.M.;Kwon T.K.;Hong C.U.;Kim N.G.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.10a
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    • pp.535-538
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    • 2005
  • The purpose of this work is to study a process organization on space cognition by visio-auditory stimulation. We develop the system of visuo-auditory stimulation and Humans responses measurement to observe the relationship between the sensory and the motor system fur the localization of visual and auditory target direction in the space. The experiments is performed in a soundproof chamber, 2163 red, green and yellow LED(Luminescent Diode, Brightness: $20cd/m^2$ 1 degree apart each other)arrayed in front of half-circle panel were used and 57 Speaker(5 degree apart each other) arrayed in the hidden of half-circle panel. Physiological parameters such as EOG (Electro-Oculography), head movement and their synergic control are measured by BIOPAC system and Optotrak Certus. This result shows that the response latency time of the perception motion in the center is laster than the periphery of panel. These results can be used in the study of characterizing the spatial cognition.

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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.

A Study on the Aesthetic Thought and Expression Tendency of Contemporary Architecture from the Concept of the Uncanny (언캐니 개념으로 바라 본 현대건축의 미적사유와 표현경향 연구)

  • Park, Kyoung-Ah
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.164-173
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    • 2013
  • This study aims to analyze the aesthetic thought and expression tendency appeared in contemporary architecture by looking at today's architectural art based on the concept of the uncanny that Sigmund Freud contended as an aesthetic principle, of the aesthetic concepts tossed around to define the contemporary times in the aesthetics field and discuss the architectural analysis possibility of the concept of the uncanny. The generation structure of the uncanny that generates experiences of fear and surprise is classified into dual structure, trauma, threatening structure, and repetition compulsion. This is the principle that evokes a sense of experiencing subject, incorporates sensibility, and vitalizes internal process. This is also the methodology to organize and structure the concept of the uncanny. When seen from the four factors drawn from the concept of the uncanny and aesthetic expressions, the uncanny expression characteristics of contemporary architecture includes isolation, subversion, trace, absence, oblique line, flotation, concealment, and disturbance. Isolation and subversion refers to producing the space of the pressure of tension and relaxation caused by repression and relief from repression and eliciting the maximum expansion of the sense of space through spatial change. Trace and absence indicates being able to elicit more intense emotions from the experiencing subject by applying the images of alienation and absence in the way to reproduce historical trauma. This happens by implementing the potential value of physical activity. Oblique line and flotation means visual impulse. This happens in the way to visualize uneasy points. This causes uncanny by threatening the survival. Finally, concealment and disturbance refers to creating unpredictable space. The concept of masquerade and maze space composition are applied in the way to activate spatial perception, including space exploration and unintended subject's forced selection. As stated above, the uncanny expression characteristics shown in contemporary architecture can be presented as indicators that are available to analyze the undecided and diversified contemporary architecture aesthetically. In this respect, this study has great significance.