• Title/Summary/Keyword: Visual analysis

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A Study on the Visual Concentration and EEG Concentration on Cafe Facade (카페 파사드의 선호도에 따른 시각적 주의집중 및 뇌파 주의집중도 분석)

  • Kim, Sang-Hee;Lee, Jeong-Ho
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.60-69
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    • 2016
  • This experimental study measures the emotional and physiological responses of customers as to cafe facade design. It is done through eye-tracking and EEG response experiments. Specifically, their visual concentration and EEG concentration are analyzed in line with their facade preferences. The findings are as follows. First, the correlation between their facade preferences and visual concentration on facades is as follows: Highly preferable facades have a lower visual concentration frequency than the less preferable facades. Second, an analysis of $12{\times}12$ lattice division of facades shows that all facades have a high visual concentration for signs. The exceptions are F(6), F(7), F(8), and F(10). There is no correlation between the facade preferences and visual concentration behaviors for particular facade elements. Third, an analysis of prefrontal lobe's facade concentration shows that there is no correlation between the preferences and EEG concentration. However, there are big differences in the prefrontal lobe activity of 12 subjects depending on the facade. In particular, nine of them (3, 9, 13, 14, 15, 28, 36, 38, 43) show an activated prefrontal lobe as to the highly preferable facades-F(1), F(2), F(3), and F(4). However, such activation is not detected on the less preferable facades-F(9), F(10), F(11), and F(12).

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

A Study on the Method of Eye Tracking Analysis Based on the Properties in Visual Perception of User -With Emphasis on the Development of Analysis-Framework for Product Design- (사용자의 시각적 인지 특성에 기초한 시선추적 분석 방법에 대한 연구 -제품 디자인을 위한 분석 프레임 개발을 중심으로-)

  • 최민영
    • Archives of design research
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    • v.16 no.4
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    • pp.197-206
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    • 2003
  • Nowadays, the studies on interface and cognition-engineering has become issues of general interest as newly design-methods which analyze the behavior of user on products. However existing studies were mainly done with verbal-centered method which made it difficult for the designer to apply for visual realization. Moreover many mistakes and noises are taken place whenever the designer converts verbal statements and needs of user into visual factors. Therefore the designer needs to analyze visual perception on user and product as visual-centered methods. This study applies the eye tracking method as analysing-instrument and aims to develop the analysis-framework, the concrete techniques of measurement and the application for the product design. At first the nature and the process of visual perception on products are reviewed for developing analysis method. Then the technique of eye tracking and the meaning of fixation and movement are discussed to specify the concrete method. The basic experiment of product can reveal general analysis process, advantage and guideline for the application of eye tracking method. The Study is peformed through the following 4 steps ; to pre-research into product design and visual perception theory ; to identify the concrete experiment method, to measure the fixation/movement data and analyze the raw data, to convert the result of analysis to the visual framework. Finally the major findings and the limits of the study are suggested and summarized.

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A Study on the Evaluation for the Improvement of Streetscape through Analysis of Visual and Perceptual Characteristics - Focused on the Gwangbok Street, Busan - (시지각적 분석을 통한 가로경관개선사업 평가에 관한 연구 - 부산시 광복로를 대상으로 -)

  • Yang, Jae Hyuk;Lee, Kang Hee
    • KIEAE Journal
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    • v.9 no.3
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    • pp.37-46
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    • 2009
  • This study conducted an evaluation of the streetscape improvement project of the Gwangbok Street through analysis of visual and perceptual characteristics by comparing selected pictures of streetscape before and after the project. This work has conducted an analysis of the environmental factors which influence subjects' satisfaction degrees including physical street equipments and street view factors which are main contents of this project. Using a satisfaction analysis and factor analysis, each factor's significance was verified quantitatively. As a result of the analysis, physical components of the streetscape were classified into 4 types according to project's effectiveness and improvement priorities. These 4 types include (1) Components for maintenance because of higher satisfaction and higher importance, (2) Components for improvement because of lower satisfaction and higher importance, (3) Components for good business fruits because of higher satisfaction and lower importance, and (4) Components for unnecessity because of lower satisfaction and lower importance.

A Study on the Visual Preference of Pergolas and Shelters (옥외휴게시설의 시각적 선호에 관한 연구 -차양시설을 중심으로-)

  • 김광래;안봉원;김동찬;서주환
    • Journal of the Korean Institute of Landscape Architecture
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    • v.25 no.3
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    • pp.199-209
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    • 1997
  • The purpose of this study is to find major factors which are influential in visual preferences of pergolas and shelters. 33 pergolas and shelters were selected for the study by slides test method. Major findings of this study are summarized as follows. 1. In the degree of visual preferences, pergolas and shelters which are traditional Korean ones in harmony with surrounding environment, and provide sculptural effects, unique images and shade, obtain relatively high scores. 2. The result of factor analysis showed that [dimensions] of visual preferences factors for pergolas and shelters were composition and use and place. 3. The result of regression analysis indicated that the best predictors of visual preferences for pergolas and shelters were atmosphere, aesthetics of form, harmony with surroundings, unique image etc.

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Spatio-temporal Characteristics Analysis of Visual System (시각계통의 시.공간적 특성 해석)

  • 한만춘;박상희;김강서
    • 전기의세계
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    • v.21 no.5
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    • pp.7-12
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    • 1972
  • Applying the theory of physiology and control systems, the visual system was studied as a regulator of impining light. The characteristics function of visual system is mainly analysed by spato-temporal characteristics based upon Enroth's model, Broca-Sulzer phenomenon and Mach effect. Some aims of this paper are as follows. (1) In order to get the excitatory and inhibitory potential of the intermediated cell layer in the retina, the exponential value, {exp(FM/kT)- $I_{mn}$ } is caculated based on the physiological theory in neuro-phenomena. (2) To show the visual characteristics by analog simulation for generating stimulus waveforms and analysis, the visual adaptation was recorded as electrical stimulation in the form of step functions. Furthermore, ti is shown that the above experimental data agrees satisfactorily with the theoretical (psychophysiological) values. This study is expected to lead to further studies concerned with human observer and human operator in control and especially pattern recognition systems.stems.

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A Research on Conceptual Expandability and the Guidelines on Video Analysis of Moving Images from the Perspectives of Objects (오브제 관점에서 본 움직이는 이미지의 개념적 확장성과 영상분석 가이드라인 연구)

  • Lim, Sangguk;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1738-1746
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    • 2016
  • This study is on moving images among the various media created by the screen-based image media in the multimedia age. Moving images shown in the image media are reinterpreted in various forms and are necessary to have a conceptual definition as expression media to meet the changes. Therefore, the study identified the conceptual definition of moving images from the perspective of objects, and subdivided them into the visual cognitive area to satisfy the recent characteristics of visual media. It also suggested the guidelines required for analyzing the image media based on the results of the case analysis of 8 different works.

An Analysis on the Range of Singular Fusion of Augmented Reality Devices

  • Lee, Hanul;Park, Minyoung;Lee, Hyeontaek;Choi, Hee-Jin
    • Current Optics and Photonics
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    • v.4 no.6
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    • pp.540-544
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    • 2020
  • Current two-dimensional (2D) augmented reality (AR) devices present virtual image and information to a fixed focal plane, regardless of the various locations of ambient objects of interest around the observer. This limitation can lead to a visual discomfort caused by misalignments between the view of the ambient object of interest and the visual representation on the AR device due to a failing of the singular fusion. Since the misalignment becomes more severe as the depth difference gets greater, it can hamper visual understanding of the scene, interfering with task performance of the viewer. Thus, we analyzed the range of singular fusion (RSF) of AR images within which viewers can perceive the shape of an object presented on two different depth planes without difficulty due to the failure of singular fusion. It is expected that our analysis can inspire the development of advanced AR systems with low visual discomfort.

A study of the visual image by variations in the location and width of the waist bands of the one-piece dress (원피스드레스의 허리밴드 위치(位置)와 밴드 폭(幅)의 변화(變化)에 따른 시각적(視覺的) 이미지)

  • Lee, Jung-Jin;Lee, Jung-Soon
    • Journal of Fashion Business
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    • v.10 no.4
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    • pp.70-77
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    • 2006
  • The purpose of this study is to evaluate the differences of visual image by variations in the location and width of the waist band of the one-piece dress. The stimuli are 24 samples: 8 variations of the location of the waist band and 3 variations of the width of the waist band. The data has been obtained from 50 fashion design majors. The data has analyzed by Factor Analysis, Anova, Scheff's Test and the MCA method. The results of the study are as follows. According to the result of factor analysis of the visual image based on the changes in the location and width of waist bands, three factors were identified- attractiveness, elegance and practicality. Among them, attractiveness was found to be the most important. The visual image was evaluated positively when waist bands were positioned above the natural waist line and negatively when waist bands were positioned below the natural waist line regardless of their width. In addition, the visual image based on the width of waist bands for one-piece dress was the most positive when the width was 4.5cm. No significant difference was observed in the visual image according to band width when the waist bands were positioned below the natural waist line. The interaction of visual image according to the location and width of waist bands for one-piece dress did not appear. As the main effect, significant differences were observed in all of the three factors according to the location of waist bands, but only two factors excluding elegance showed some difference according to the width of waist bands. When multiple classification analysis was applied to the factors without interaction, the location of waist bands appeared to have more significant effect on visual image than the width of waist bands.

A Study on the Forest Landscape Master Plan for Riverside Forest Landscape Belt - Focusing on Sangju-si, Gyeongsangbuk-do - (하천변 산림경관벨트 산림경관기본계획 수립에 관한 연구 -경북 상주시를 중심으로-)

  • Kim, Hoon-Hui;Shin, Ji-Hoon
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.16 no.6
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    • pp.17-29
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    • 2013
  • Recently, the importance of forest landscape as a visual resource has been increased, so it is emphasized that the necessity of forest landscape management through 'Forest landscape management master plan' and 'National Forest landscape belt'. As such, this study aims to suggest a method for forest landscape management plan considering visual landscape analysis and regional landscape resources in case of Sangju-si, Gyeongsangbuk-do. Accordingly, this study has investigated regional landscape resources and surveyed existing forest conditions of target area. In order to analyze the characteristics of visual landscape, landscape control points are selected through viewshed analysis. And, Forest landscape plan is suggested 3 areas considering comprehensive analysis of forest landscape resources survey and characteristics of visual landscape:the landscape resource management area, the landscape resource restoration area and the landscape resources exploit area.