• Title/Summary/Keyword: Visual analysis

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Vital Signal Monitoring Simulation System by Various Visual Stimulus (다양한 시각자극에 따른 생체신호 모니터링 시뮬레이션 시스템)

  • Chung, Kyung-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.1-8
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    • 2011
  • With the development of next IT convergence technology and the construction of infrastructure for personalized services, the importance of services based on user's sensibility status and vital signal is being spotlighted. It is the most crucial factor for the strategy of sensibility engineering to investigate student's vital signal according to the sensibility. In this paper, we proposed the vital signal monitoring simulation system by the various visual stimulus. The proposed method obtained the student's vital signal by the various visual stimulus. And the power spectrum analysis using the fast fourier transform is evaluated the activity level between the sympathetic and the parasympathetic. The analyzed result is monitoring the sensibility by displaying the heath signal light. To evaluate the sensibility between the high school's students and the university's students, we conducted SD profile and paired T-tests so as to verify usefulness. This evaluation found that the difference of sensibility activity by positive and negative stimulus was statistically meaningful. Ultimately, this paper suggests empirical application to verify the adequacy and the validity.

Identification of the Minimum Legible Text Size for Group-View Display of the Main Control Room in Radioactive Waste Facility

  • Jung, Kihyo;Lee, Baekhee;Chang, Yoon;Jung, Ilho;You, Heecheon
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.3
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    • pp.213-219
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    • 2017
  • Objective: The present study identified the minimum legible text size by an experiment for eight combinations of background and text colors, which will be used in designing visual information on group-view display (GVD). Background: Information on minimum legible text size is needed to design the visual information presented on GVD in a radioactive waste control room. Method: The experiment was conducted for 22 male participants (age: mean = 37, SD = 6.7; visual acuity: over 0.8) who were recruited by considering demographic characteristics of current control room operators. Eight combinations of background and text colors were considered and the minimum legible text size was determined for each combination by applying the method of limits, one of psychophysical methods. Results: The minimum legible text size was significantly different in accordance with the combination of background and text colors. Statistical analysis results showed that luminance contrast and color contrast between background and text influenced the minimum legible text sizes. Conclusion: This study concluded that the minimum legible text size is 8 minute of arc for various combinations of background and text colors. Application: The minimum legible text size identified in the present study can be utilized in designing visual information on GVD at the main control room in a radioactive waste facility.

Development of a New Software to Analyze Displacement and Predict Failure Time of the Rock Slope (암반사면 변위자료 분석 및 파괴시간 예측 소프트웨어 개발)

  • Noh, Young-Hwan;Um, Jeong-Gi
    • Tunnel and Underground Space
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    • v.25 no.1
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    • pp.76-85
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    • 2015
  • We have developed a software to predict failure time of the rock slope based on analysis of the data from real time displacement measurements with respect to time. The software consists of four modules that play roles in analytical methods such as inverse velocity method, log time-log velocity method, log velocity-log acceleration method and nonlinear least square method to estimate failure time. VisualBasic.NET on the MS Visual Studio platform was utilized as a development tool to efficiently implement the modules and the graphical user interface of the software. Displacement data obtained from laboratory physical model studies of plane sliding were used to explore the applicability of the software, and to evaluate the possibility of predicting potential slope failure. It seems possible to estimate failure time using developed software for sliding plane having exponential type of deformability.

A Study on the Clerk's Behavior at Business Office (사무공간 근무자의 행태에 관한 연구)

  • 최재권
    • Korean Institute of Interior Design Journal
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    • no.6
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    • pp.21-27
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    • 1995
  • After the rapid growth of economics in South Korea 1960'1, the number of workers in the whole land in-creased day after day along with the growth of industry. As the growth of the third industry occurred quite rapid-ly, the rate of office workers went up high. Accordingly the business office has been changed the primary work-ing space and recognized the main space as much as the living space. As a result of conceptual change about working place, the business office has an important ef-fect on worker's liberal and psychological environment. In order to provide the office workers with the office work-ers with the suitable and convenient working environ-ment, Socio-psychological factors were first considered at the first stage of construction planning. In this paper, I would understand both how office workers take up their attitudes of Socio-psychological point according to the office type and what they claim for their office environment. This understanding offers us fundamental data in office plan. This paper starting from this purpose got the following conclusions. *Office workers are violated their hearing privacies rather than their visual privacies. They are dissatisfied with ensuring their own spaces and satisfied with their nature of domain. *In the feeling of satisfaction by office type, they are on the whole satisfied with their hearing privacies, their visual privacies, their own space, and the nature of do-main in the closed type and mixed type offices. In open type offices, their visual privacy is often violated. *In the property by individual, men feel more violated their hearing privacies than women. In the personal spa-se and domain, women are less stabilized psycholo-gically than men. *The analysis of the attitude by position, a man of po-sition is more violated his hearing privacy and does not understand each other. The common run of workers are violated their visual privacies and the nature of separa-tion.

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Development of a Cycle Simulation Program for Multi-Airconditioning Systems using R410A (R410A를 사용하는 멀티에어컨 시스템을 위한 사이클 시뮬레이션 프로그램 개발)

  • Kim, Young-Jae;Park, In-Sub;Kim, Hak-Hee;Yoon, Baek;Gil, Sung-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.3 no.3
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    • pp.210-215
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    • 2002
  • In this study, the computer program called Multi_Cycle, which simulates the steady-state performance (coefficient of performance, capacity, power consumption and etc.) of multi- airconditioning systems using R410A, was developed. In order to validate the simulation program, a series of case studies were carried out. The Multi_Cycle consists of several subroutines for simulating indoor units. outdoor unit, compressor, and expansion devices. and for estimating the thermodynamic and transport properties of the refrigerants and moist air. It would appear to be advantageous to use the Multi_Cycle for a performance analysis when considering various kinds of refrigerants and the complex operating conditions of each unit making up the multi-airconditioner cycle. Moreover, the Multi_Cycle would seem to be useful tool in optimizing a multi-airconditioning system and establishing economical and efficient operating conditions in the multi-airconditioner cycle. In the present study, the Multi_Cycle was programmed with Digital Visual Fortran for the main simulation code and Visual Basic for- the graphic user interface.

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Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.

The Visualization of Conceptual Thinking with its Verbal / Visual Information for Design Development (그래픽 태블릿(Graphic Tablet)에 의한 개념적 디자인 사고의 시각화 프로세스에 관한 연구)

  • 우흥룡
    • Archives of design research
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    • v.14 no.2
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    • pp.217-224
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    • 2001
  • Graphic thinking for the idea sketches brings about variations between abstract realm and concrete one, and between conceptual realm and perceptual one. When design information is projected to the thinking process, some images are generated, and transformed. We reviewed the sketching devices for computerization to deal with a lot of design data in the computing environment. The LCD Tablet can be a substitute for the Pen & Paper to get rid of irksome tasks at handling the design data. Using a protocol analysis technique, we examined the influences of different design information, which is consisted of verbal concepts and/or visual images, and abstract information and/or concrete one. The findings show that there are no significant differences of influences between verbal/visual information and abstract concrete information at the conceptual design. These facts support that graphic thinking process is progressed with the perceptual and mental image.

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A Proposed Role for Semiotics Methodology in Education of Comics Studies Majors (전공자 대상의 만화교육에 있어서 기호학적 방법론의 역할제안)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • s.32
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    • pp.141-158
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    • 2013
  • Comics are a genre that convey meaning through compositional arrangements of dialogue and images as well as through the flow of panels across a page. Communicating that meaning to readers through a combination of language and visual lexicons is the essential process of drawing comics, a process that in itself is significant. The semiotics of comics is a field of scholarship grounded in the broader discipline of semiotic theory in which all the components of comics, both visual and verbal, are the subject of study and research. By adopting a semiotic approach we are able to objectively analyze and understand the symbolic, social and ideological meanings embedded in the signs and sign processes expressed in comics. The fundamental pedagogical mission of teaching comics is to cultivate human nature through the study of theory as well as through the production and completion of original works that explore new modes of expression. To go further, interpreting those embedded meanings in the context of comics fosters effective and creative skills of expression that go beyond a mere fascination for the genre itself. In short, because the semiotic approach to understanding visual communication is the essence teaching comics, we can expect that the act of reading and creating comics plays a significant role in understanding visual communication.

The Visual Evaluation According to the Changes in the Shoulder Strap and length of One piece Swimsuits (원피스 수영복의 어깨 끈과 길이 변화에 따른 시각적 평가)

  • Kim, Jeong-Mee
    • Journal of Fashion Business
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    • v.15 no.2
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    • pp.12-22
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    • 2011
  • The purpose of this study is to evaluate the differences of visual image on variations in the shoulder strap and length of the one piece swimsuit. Nine samples were examined: 3 variations of the shoulder strap and 3 variations of the swimsuit length. Data have been obtained from 90 fashion design majors and analyzed using Factor Analysis, Anova, Scheffe's Test and the MCA method. The results of the study are as follows: 1) The visual image, according to changes in the shoulder strap and length of the one piece swimsuit, was composed of attraction factor and boldness factor. Attraction was the most important factor in the one piece swimsuit. 2) The visual images according to changes in the shoulder strap of the one piece swimsuits are ranked in the order of one shoulder strap, strapless and two shoulder straps. They are shown to be wanted to dress - sophisticated image and untidy - unique image. 3) As the swimsuit gets shorter, it has more wanted to dress - sophisticated image and untidy - unique image. 4) The number of shoulder straps and swimsuit length do interact with each other in attraction factor and boldness factor. In attraction factor, one shoulder strap and high cut of the one piece swimsuit has the most wanted to dress - sophisticated image. However two shoulder straps and low cut of the one piece swimsuit has the most not wanted to dress - countrified image. In boldness factor, one shoulder strap and high cut of the one piece swimsuit has the most untidy - unique image. However two shoulder straps and regular cut of the one piece swimsuit has the most tidy - ordinary image.

The Effects of Computerized Gaming Program on Cognition in Children with Mental Retardation: A Case Study

  • Kim, Seon Chil;Heo, Ju Young;Shin, Hwa Kyung;Kim, Byeong Il
    • The Journal of Korean Physical Therapy
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    • v.30 no.5
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    • pp.193-198
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    • 2018
  • Purpose: The purpose of this study was to analysis of effectiveness between cognitive function assessment scores and gaming cognitive rehabilitation system in children with intellectual impairment. Methods: Five children (male=5, $age=10.00{\pm}0.80$) with intellectual impairment participated in this study and were randomly assigned to the experiment that played (received) gaming cognitive rehabilitation system (Neuroworld). The children were applied 2 times a week for 30 minutes during 3 months. The children were assessed K-WSIC-VI (Korean-Wechsler intelligence scale for children-fourth edition) and recorded that gained score in gaming cognitive rehabilitation system before and after intervention. K-WSIC-VI contained five primary index scores: verbal comprehension index, visual spatial index, fluid reasoning index, working memory index, and processing speed index. Gaming cognitive rehabilitation system scoring was composed visual recall, target recall, sequence recall, selective attention, continuous attention, and exploration. Results: In the intelligence quotient (IQ) of K-WSIC-VI, there were significant increased in all children. The visual recall item was highest effective in all children. However, sequential recall showed the lowest improvement in all children. The performance speed of selective attention item was decreased, this means that children's skills have improved. Also, their ability to explore has improved significantly. Conclusion: In conclusion, gaming cognitive rehabilitation system was significant effectiveness in cognitive function in some categories for children with intellectual impairment. However, the visual recall and performance speed don't represent of all cognitive function. Therefore, further studies will need to verify by applying more subject and longer duration.