• 제목/요약/키워드: Visual analysis

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An Experimental Study on the Spatial Effects of Colours - with relevance to colours of ceilings , walls and floors in living rooms - (실내색채의 공간효과에 관한 실험연구 - 거실의 천장 , 벽 , 바닥 색채를 중심으로 -)

  • 조원덕
    • Journal of the Korean housing association
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    • v.3 no.2
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    • pp.13-19
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    • 1992
  • The purpose of this study is to grasp spatial effects of colours in interior design. The visual feeling in the 1/10 living room scale models that are different in the colour combination of ceilings, walls and floors is judged using a semantic scale of the fifteen adjectives. The major findings are as follows; 1) As a result of factor analysis, three dimensions, "evaluation", "activity" and "warmness" are extracted. Dimension 1, "evaluation", is most greatly affected by the chroma and hue of the room colour, dimension 2, "activity", by the hue and value, by the difference in hue and value of ceilings, walls and floors, dimensions 3, "warmness", by mainly the hue of the rooms. 2) Concerning the spatial effects of colour, the subjects felt higher vlaue with relevance to the hue of GY, Y, low chroma and high value. The room colours other than walls is felt more comfortable in similar colour, especially hue and value.re comfortable in similar colour, especially hue and value.

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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'

Study of Eye-Fixation Analysis Method for Convergence Point Adjustment (컨버전스 포인트 조정을 위한 주시특성 분석방법에 관한 연구)

  • Ha, JongSoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.426-429
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    • 2015
  • 입체카메라에서 줌 사용시 컨버전스 포인트의 움직임에 따라 발생되는 시각적 불편의 문제와 거리감의 변동을 해결하기 위해 컨버전스 포인트 조정기법을 제시했었다. 본 연구에서는 이러한 조정기법의 우수성을 입증하기 위해 정량적 평가인 주시특성 분석을 설계했다. 입체영상에 대한 주관평가를 사용자의 시선움직임을 통해 정량적으로 파악하게 된다면 입체에 대한 사용자의 감성이미지를 보다 정확하게 파악할 수 있으며 이러한 자료를 통해 사용자 중심의 입체영상을 제작할 수 있는 환경을 제공하는 것이 가능할 것이다. 이를 통해 제시된 기법의 우수성을 정성과 정량적으로 입증한다.

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Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • v.16 no.3
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

A Study on User Behavior of Input Method for Touch Screen Mobile Phone (터치스크린 휴대폰 입력 방식에 따른 사용자 행태에 관한 연구)

  • Jun, Hye-Sun;Choi, Woo-Sik;Pan, Young-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.173-178
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    • 2008
  • Due to a rapid increase in demand for bigger-screen-equipped mobile phones in recent years, many big-name-manufactures have been releasing touch-screen-enabled devices. In this paper, various touch-screen-input methods have been summarized into 6 different categories. How? By tracing each user's finger print path, user's input pattern and behavior have been carefully recorded and analyzed. Through this analysis, what to be considered before designing UI is presented in great details.

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A Study on the Characteristics of Planning Factors Applied to the Sign Design in the Street (도시가로변 사인디자인 요소 및 특성에 관한 조사 연구 - 광주광역시 시가지 간판을 중심으로 -)

  • 이화숙
    • Journal of the Korean housing association
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    • v.14 no.1
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    • pp.61-66
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    • 2003
  • Considering the present outdoor environment of city landscapes, the improvement of well-formed street landscapes is a very important issue in Korea. At this point of time, it is very meaningful to understand the sign design and the planning condition of buildings and examine various problems about this and the possibilities for improvement. Thus the purpose of this study is to accumulate basic data to establish design guideline and visual factors for the sign design for useful environment. The conclusions of this study are as follows: to understand the factors of sign designs is through survey and analysis of building condition and city landscape. Planning factors for outdoor advertising design should be developed systematically and more fit to the street environment and designers in the aspect of control and guidance.

Visual Perception for TCO'03 Angular-Dependence Luminance Uniformity of TFT-LCDs

  • Hsu, Yu-Ju;Chen, Hsin-Ming;Cheng, Yung-Chiang
    • 한국정보디스플레이학회:학술대회논문집
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    • 2006.08a
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    • pp.671-674
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    • 2006
  • Due to the stricter requests of the human perception of images, many industrial standards such as TCO'03 have been made to survey the Flat Panel Displays (FPD) nowadays. The angular-dependence luminance uniformity is an important item to evaluate the performance of FPD. In this article, we focus on the above test item base on TCO'03 standard in the case of vertical direction of ${\pm}15^{\circ}$. With controlling the driving voltage toward the liquid crystals of TN-type TFT-LCD, there exists a voltage-driving range which can achieve the value of the $L_{max}/L_{min}$ at ${\pm}15^{\circ}\;{\leq}1.7$ readily. Both experiment and simulation have been well analysis.

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Statistical research of PIFF on the direction of improvement on audience trend and survey on satisfaction

  • Choi, Seung-Bae;Moon, Sung-Ho;Lee, Seung-Jin
    • Journal of the Korean Data and Information Science Society
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    • v.18 no.4
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    • pp.891-902
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    • 2007
  • It has been 12 years since PIFF is first started. PIFF is first started in 1966 to provide opportunity for audiences who love movies could actively participate in visual culture and opportunity for Korean movies could stand out in the world by showing internationally recognizable movies. To make energetic film culture in Korea, there should be thoughtful analysis on old PIFF and effort to solve the problem. For this reason, we researched on audience trend and satisfaction level who participated in 12th PIFF to find out hidden problem of PIFF, and provide a good direction which could solve the given problem.

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An Analysis of Elementary $"Chay{\tilde{o}}n"$ Textbooks : From a Perspective of Gender Fairness (양성(兩性) 평등 교육의 관점에서 본 초등 학교 "자연" 교과서 분석)

  • Shin, Dong-Hee
    • Journal of The Korean Association For Science Education
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    • v.20 no.2
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    • pp.193-199
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    • 2000
  • The textbook is a predominant feature of most classrooms. Because the textbook is an important aspect of educational experience, it is essential that the content of the texts be carefully scrutinized. The purpose of this study was to examine the visual portrayal of gender groups in elementary $"Chay{\tilde{o}}n"$ textbooks developed by the 6th National Science Curriculum. An instrument was developed to analyze the nature and type of activity engaged in by these groups as well as how often members of these groups were portrayed. Data were collected from 8 elementary $"Chay{\tilde{o}}n"$ textbooks. The results show the following two different features. While the elementary $"Chay{\tilde{o}}n"$ textbooks do not show gender-biases in representing science learning activities such as observing, experimenting, measuring, they show distinct gender-stereotyped roles and activities. It is expected that the results of this study are considered in developing the new elementary "Science" textbooks which show gender-fairness.

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Occurred Seasick Impression and Analysis of the Observer´s Heart Rate Variability by using Ship´s Bridge Simulator

  • Kim, Kyung-Hwan;Keigo, Watanabe
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.168.3-168
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    • 2001
  • The purpose of this paper is to find the relations between the virtual reality created by the ship´s bridge simulator (simulator) at Radar Navigation Experiment and Research Facility in Kobe University of Mercantile Marine (KUMM) and the observer´s response to it. In short, we analyze the observer´s heart rate variability (R-R interval) in navigational condition seasick impression by simulator occurred, and present the R-R Interval and the stress of observer with SNS and PNS calculated by STFT. In this experiment, rolling of the ship was simulated and presented to the observer. Rolling was simulated only visually not physically or mechanically while the balancing movement and heart beat of the observer were measured and processed to produce the measures for body response to the artificially created visual environment. The results show that even a ...

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