• Title/Summary/Keyword: Visual Space Perception

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Transparent Monopole Antenna on the Front Glass of an Automobile for FM Band (자동차 전면 글래스용 FM 대역 투명 모노폴 안테나)

  • Lee, Juhyung;Jung, Chang Won
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.29 no.7
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    • pp.477-483
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    • 2018
  • A transparent antenna designed on the front glass of an automobile operating in the FM broadcast band(88~108 MHz) is proposed. A transparent antenna designed on the front glass of the automobile to avoid space limitation is typically positioned as a roof-mounted shark-fin antenna. An antenna designed on the front glass can reasonably solve the problems of low reception sensitivity and radiated interference from antennas for other service bands. The front glass has a unique closed-line structure, and this structure causes the surface current to flow to the front glass's surroundings; thus, the first resonance is caused before the broadcast band. Through the use of this closed-line structure, the surface current distribution is controlled, and an antenna for which the first resonance is operating in the frequency-modulated(FM) band can be designed. Moreover, the use of a micro-metal-mesh film that is a transparent electrode, suitable for designing a radio frequency device, enables the antenna to minimize visual perception through its transparency. The measured reflection coefficient($S_{11}$) of the antenna is less than -6 dB, and the average peak gain is -0.9 dB in the FM band. Experiments show that the transparent antenna on the front glass offers both the space and design freedom required to develop future automotive antennas.

Video Classification Based on Viewer Acceptability of Olfactory Information and Suggestion for Reality Improvement (시청자의 후각정보 수용 특성에 따른 영상분류와 실감증대를 위한 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.16 no.2
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    • pp.207-220
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    • 2013
  • For video reality improvement, there has been much advancement in the methods of providing visual, auditory, and tactile information. On the other hand, there is little research on olfaction for video reality because it is difficult to define and knotty to manipulate. As a first step for video reality improvement using olfactory information, this research investigated users' acceptability of smell when they watch videos of various kinds and then classified the video clips based on their acceptability of different criteria. To do so, we first selected three questions of whether the scene in the video appears to have an odor (odor presence), whether a matching odor is likely to improve a sense of reality (effect on sense of reality), and whether s/he would like a matching odor to be present (preference for the matching odor). Then after collecting 51 video clips of various genres that would receive either high or low ratings for the questions above, we had participants to watch the videos and rate them for the above three questions on 7-point scale. For video classification, we paired each two questions to construct 2D space to draw scatterplot of video clips where the scales of the two questions represent X or Y axis. Clusters of video clips that locate at different quadrants of the 2D space would provide important insights in providing olfactory information for video reality improvement.

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Estimate Saliency map based on Multi Feature Assistance of Learning Algorithm (다중 특징을 지원하는 학습 기반의 saliency map에 관한 연구)

  • Han, Hyun-Ho;Lee, Gang-Seong;Park, Young-Soo;Lee, Sang-Hun
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.29-36
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    • 2017
  • In this paper, we propose a method for generating improved saliency map by learning multiple features to improve the accuracy and reliability of saliency map which has similar result to human visual perception type. In order to overcome the inaccurate result of reverse selection or partial loss in color based salient area estimation in existing salience map generation, the proposed method generates multi feature data based on learning. The features to be considered in the image are analyzed through the process of distinguishing the color pattern and the region having the specificity in the original image, and the learning data is composed by the combination of the similar protrusion area definition and the specificity area using the LAB color space based color analysis. After combining the training data with the extrinsic information obtained from low level features such as frequency, color, and focus information, we reconstructed the final saliency map to minimize the inaccurate saliency area. For the experiment, we compared the ground truth image with the experimental results and obtained the precision-recall value.

"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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A Comparative Study on the Different Usage of the Grids between Leonardo da Vinci and J.N.L. Durand (레오나르도 다 빈치와 J.N.L. 뒤랑의 그리드 사용법에 관한 비교 연구)

  • Hwang, Minhye
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.8
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    • pp.189-199
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    • 2017
  • The purpose of this study is to compare the grid usage that is common to Leonardo da Vinci and J.N.L. Durand in the process of designing the architectural plan. In the days when there was no proper measurement tool, auxiliary lines relied entirely on the architect's personal mindset and design convenience. Therefore, it is considered that studying the auxiliary lines drawn by the architects will be useful for studying the human perception system. Among auxiliary lines, the grid has been used by many architects. Leonardo da Vinci and J.N.L. Durand are famous. However, these two show a significant different grid usage. As auxiliary grid and space ares added the center of the Leonardo da Vinci grid continues to move, and the grid in his sketch is becoming a building space itself. So I call it 'conceptual grid'. In the case of J.N.L. Durand, the one center of the grid is always at the center of the drawing. That is, all the positions of the grid can be determined in phase around a common point, and all of the same specifications are assumed. The grid is a kind of filter. That's why his grid is a visual abstraction of the process of thinking. In this paper, I will call the grid of J.N.L. Durand as 'abstract grid'.

Spatial Information Search Features Shown in Eye Fixations and Saccades (시선의 고정과 도약에 나타난 공간정보 탐색 특성)

  • Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.22-32
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    • 2017
  • This research is to analyze the spatial information search features which shown by Eye fixation and movement and conducted eye tracking experiment for targeting sports shop spatial images which it are same but looks different. This is able to find out the eye movement feature according to placement of goods from the eye movement and movement distance of spatial visitor, and the result can be defined as following. First, the whole original-reverse left / right images have a higher number of observations in the [IN] area than in the [OUT] area. This is because after eye taking high observations in LA area of [IN] have been jump-over [OUT], performed search activities in low eye fixation without high eye fixation. Second, there was a difference in the frequency of the observation data as the composition of the images changed. The original image has been often fixed the eyes in LA area, and the one that has been observed for a long time is reverse left / right image. Also, fixation point was shown higher at the reverse left / right image as jump-over from [OUT] area to [IN] area. If LA area seen as reverse left / right image, it is located in right-hand side. The case where the dominant area is on the right side has a characteristic that the eye fixation is longer. This can be understand that the arrangement of products for attract the customer's attention in the commercial space might be more effective when it is on the right side. Third, the moving distance(IN ${\rightarrow}$ OUT) of the sight pointed to external from LA area was long in the both original-reverse left / right images, but it is no relation with search direction([IN${\rightarrow}$OUT] [IN${\rightarrow}$OUT]) of the sight. In other words, the sight that entered in LA area can be seen as visual perception activity for re-searching after big jump-over, in the case go in to outward (OUT area) after searching for more than certain time. The fact that the moving distance of eye is relatively short in the [IN ${\rightarrow}$ OUT] process considered as that the gaze that stays outside the LA area naturally enters in to LA area.

Exploring Users' Desired Emotion in Product Light Focusing on the Refrigerator (제품 조명에 기대하는 소구 감성 탐색: 냉장고 사례를 중심으로)

  • Jeong, Kyeong Ah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.3-16
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    • 2018
  • Despite the substantial changes made in the product design field to adopt light as an essential design element, there has been little effort to define how customers respond emotionally to the light design of products. Therefore, it is necessary to analyze the emotional effect of light as a new design element. However, previous research focuses solely on deriving optimal lighting conditions to achieve particular emotional effects. Therefore, this paper investigates the customers' desired emotional effects of product's light design. We studied refrigerators that utilize light as the main design element of the product. We applied mixed methods by combining close-ended questions and open-ended question to efficiently derive the desired emotion. Participants were asked to choose the most favorable refrigerator image in each of the twelve image groups and indicate why they choose that image with the short-answer survey form. Approximately one thousand terms were collected, and those terms were classified into 29 groups using thesaurus relationships. The term groups were again classified into the four big emotion categories and labelled as "abstract quality," "light property," "space perception," and "visual comfort." Also, a model of the relationship between desired light style and light properties was proposed, since we observed the light properties related to three other categories. This study used mixed methods to identify the emotional value of a new design element. We suggest that the emotional categories derived and the proposed relationship model could be used to evaluate the product's light design.

Convergent Web-based Education Program to Prevent Dementia (웹기반의 치매 예방용 융합교육 프로그램 개발)

  • Park, Kyung-Soon;Park, Jae-Seong;Ban, Keum-Ok;Kim, Kyoung-Oak
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.322-331
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    • 2013
  • The purpose of the present study was to develop a convergent education contents for dementia prevention, operating on the web network applying modern information technology(IT). At the preparation stage, local and worldwide literatures related to dementia were analyzed followed by surveying industry demands, based on which the program was designed and developed. In the following enhancement stage, the program was modified as much as possible by advices obtained from experts in various fields. Development results of the present program are summarized as follows. Firstly, 645 intellect development model to prevent dementia was established through peer review and verification of convergent education theories by expert groups. This model was named as "Garisani" meaning "cognition capable of judging objects" in the Korean language. Secondly, 'Find a way' and 'Connect a line' modules were developed in the numeric field as well as 'Identify a letter(I, II)' modules, in the language field for web-based left brain training program. Thirdly, 'Find my car' and 'Vision training' modules in the attention field and 'Object inference' and 'Compare pictures' modules in the cognition field were developed for web-based right brain training program. Fourth, 'Pentomino' and 'BQmaze'(Brain Quotient and maze) modules in the space perception field and 'Visual training' in the memory field were developed for web-based left and right brains training. Fifth, all results were integrated leading to a 52 week Garisani convergent education program for dementia prevention.

A Systematic Study of Computer-Based Driving Intervention Program for Elderly Drivers (노인 운전자에게 적용한 컴퓨터 기반 운전중재 프로그램에 관한 체계적 고찰)

  • Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.293-302
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    • 2019
  • This study systematically analyzed computer-based driving intervention programs for seniors, to provide the academic background for driving intervention for seniors. Articles published from January 2009 till December 2018 were researched and analyzed. 'PubMed, Google Scholar, and Science Direct' were used to search articles published overseas, and 'RISS, KERIS, and KISS' searched for articles published in Korea. Based on the inclusion and exclusion criteria, totally 359 papers were retrieved, and 10 articles were finally analyzed; 8 articles (80%) were evidence level I, and 2 articles (20%) were evidence level III. Amongst the computer-based interventions, driving simulators (70%) were the most common, followed by two video image training (20%) and one Nintendo Wii program (10%). In most studies, driving simulators trained the cognitive and visual abilities of seniors and enhanced their abilities to cope with risk situations under various simulated circumstances. Other interventions were also reported to have a positive effect. For evaluating elderly drivers, the driving performance evaluation using a driving simulator was the most common; in addition, evaluations of attention, space-time ability, cognitive function, risk perception, depression and anxiety were also commonly used. We believe that it is appropriate to employ computer-based driving intervention programs for seniors to train and evaluate various domains. We expect that these interventions can be used as an effective tool for safe driving.

Prefrontal alpha EEG Asymmetry and Interior Color Affect Based on Types of Behavioral and Affective System (행동·감정체계 유형에 따른 전전두엽 알파파 비대칭 특성 및 실내공간 색채감정)

  • Ha, Ji-Min;Park, Soobeen
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.9
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    • pp.55-66
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    • 2018
  • This study aims to propose color affective model of indoor space by evaluating subjects' physiological responses according to the types of behavioral and affective system. 99 subjects(44 females, 55 males) in their 20s, who had no disorders in visual perception, participated in the experiment. To categorize the subjects based on behavioral and affective system, BAS/BIS scale and Affective scale were used. Color stimuli were composed of five basic colors and three tones: vivid, pale and dull tone of R, Y, G, B, P. For physiological experiment, right and left prefrontal alpha activity was measured to analyze prefrontal EEG asymmetry. Participants were exposed to fifteen color stimuli for 20 seconds each other under the positive and negative emotional condition in a research room with the natural light blocked. The results and conclusion of this study are as follows. Along with factors of behavioral and affective system, cluster analysis was carried out and four types were classified. Type A had high BAS sensitivity, especially high 'drive' trait, and showed high levels of 'anxiety' and 'anger'. Type B had low BAS sensitivity, especially low 'fun seeking' and low 'drive' trait, and showed low levels of 'anxiety' as well as low levels of 'happiness'. Type C had low BIS sensitivity and showed high levels of 'happiness' and low levels of 'sadness'. Type D had high BIS sensitivity and showed high levels of 'lethargy' and 'sadness'. As a result of EEG signal analysis of color stimuli, Type B, Type C, and Type D showed significant differences in prefrontal alpha asymmetry under the negative emotional stimuli. Type B showed more left prefrontal activation in the spaces with pale R and dull G. Type C showed more left prefrontal activation in the spaces with vivid Y and B, pale R, and dull R, G, P. Type D showed more left prefrontal activation in the spaces with vivid Y and P, pale R, Y, P, and dull R, Y, G, B, P. The group of high BAS sensitivity was not influenced by color stimuli under the emotional conditions, whereas the group of high BIS sensitivity was affected by color stimuli under the negative emotional conditions. They showed left prefrontal activation when they were exposed the spaces with vivid, pale, dull tones of Y and P wall.