• Title/Summary/Keyword: Visual cognition

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A Study on the Analysis of Cognition and Preference for the Visual Changes of Urban Exterior Space (도시 외부공간의 시각적 변화에 대한 인지 및 선호도 분석에 관한 연구)

  • 이선화;김유길
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.3
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    • pp.58-68
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    • 1999
  • Purpose of this thesis is to find out the relationship among the amount of change and the visual cognition, and the visual preference which people like and can feel. Through the investigation of relationships between the amount of change, which indicates the degree of visual variation and the visual preference, the amount of change and the visual cognition, and the visual preference and the visual cognition, basic design data will be supplied, which can satisfy users' desire as much as possible in the most economic way. In order to investigate the relationship between the visually produced the amount of change and preferences, graphic simulation, in which variables other than the visual change are controlled, has been proceeded. Graphic factors of the visual change in the cyber exterior space are determined on the point of location (base plane, vertical plane, overhead plane), shape, size and color. As for the relationship between the amount of change and the preference, only the size is effective. since preferences on the location, shape and color are individual preferences, no common trend can be found. Therefore, we cannot say that which shape or color is better, Since the location, shape and color are qualitative change and the size is the quantitative change, the size can be the measurable change quantity. The relationship between the amount of change of size and the degree of preference is found to be inverse U-shape, i.e., as the amount of change of size increases the degree of preference first increases and, after a certain level, decreases. The same result has been obtained in photo simulation.

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A Study on Visual Merchandising Effectiveness: Focused on the Differences in Effectiveness according to Merchandise Class (비주얼 머천다이징 효과에 관한 연구: 복종에 따른 효과차이를 중심으로)

  • Park, Hyun-Hee;Jeon, Jung-Ok
    • Fashion & Textile Research Journal
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    • v.13 no.2
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    • pp.215-225
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    • 2011
  • The purpose of this study is to identify the differences in persuasive effectiveness of visual merchandising according to merchandise class. For the experiment, 8 stimuli brands were selected. A total of 360 questionnaires were obtained from college students. The results were as follows. First, VM cognition were divided into 3 factors by confirmatory factor analysis: coordination, attractiveness, and function. Second, coordination and function had a positive effect on brand attitude. Third, brand attitude had a positive impact on brand loyalty. Fourth, it was revealed that merchandise class had a moderating role in the influence of VM cognition on brand attitude. This study has a meaning in that the theoretical extension of previous studies on VM was executed and demonstrated the moderating role of merchandise class when brand attitude was formed by VM cognition.

The Effects of Cognitive Training Using Application Games of Smart Device on Cognitive Function in Patients With Mild Traumatic Brain Injury (스마트기기 애플리케이션 게임을 이용한 인지훈련이 경미한 손상이 있는 외상성 뇌손상 환자의 인지기능에 미치는 영향)

  • Kang, Seon-Hwa;Kim, Young-Sil;Kang, So-La;Moon, Jong-Hoon
    • Journal of Korean Society of Neurocognitive Rehabilitation
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    • v.10 no.2
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    • pp.9-18
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    • 2018
  • The research has sought to examine the effect of cognition training using smart device application games on the cognition function of traumatic brain injury patients. The research was conducted to the seventeen traumatic brain injury patients with slight symptoms who were treated with occupational therapy. The patients were divided into the two groups, nine for the experimental group and eight for the control group. The experimental group was assigned to conduct cognition training using smart device application games and traditional cognition training for fifteen minutes each, and the control group has conducted the traditional cognition training for 30 minutes. All arbitrations were conducted for 30 minutes a day, five times a week and for four weeks. To assess the cognitive function, Korean Mini-Mental State Examination (K-MMSE), Lowenstein Occupational Therapy Cognitive Assessment (LOTCA) and visual memory 1 and 2 of Motor-free Visual Perception Test-3 (MVPT-3) were measured before and after the intervention. In the comparison of the change between the two groups, the experimental groups showed a significant improvement in the visual memory of Motor-free Visual Perception Test-3 and remembrance section of the Korean Mini-Mental State Examination (p<.05). The result of this research has confirmed that the cognition training using the smart device application game can make the positive change to the visual memory of the traumatic brain injury patients more than the traditional cognition training.

An ANOVA Evaluation on the Visual Cognition of Advertisement Signboards on the Buildings

  • Hwang, Jee-Wook;Go, Sun-Young;Lee, Moon-Kyu;Park, Joon-Soo
    • Journal of Environmental Science International
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    • v.16 no.11
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    • pp.1209-1218
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    • 2007
  • Advertisement signboards on the buildings have functionally a visual value as factor of urban and building design. But it is not easy to find any reasonable principles and regulations, how well the signboards deliver the information of stores to the customers, and how they contribute the visual amenity from the sight of urban landscape. Under this context, this study tries to analyze the information delivery power of signboards in relation to the visual cognition. The analysis method is the Two-Way ANOVA (Analysis of Variance) evaluation with factors, such as scale, amount and arrangement of signboards. The scale of letters or figures at Signboards is specified in 3 different sizes such as big, medium and small. The amount is classified into 5 grades from 100% to 20% installation. And the arrangement is divided into orderly and disorderly installation. As the results of the Two-Way ANOVA, the identical scale of signboards is much better for the awareness. And the orderly arrangement shows also the same result. Above all, including these two results, the 80% of installation showed the biggest different result of awareness.

Human Spatial Cognition Using Visual and Auditory Stimulation

  • Yu, Mi;Piao, Yong-Jun;Kim, Yong-Yook;Kwon, Tae-Kyu;Hong, Chul-Un;Kim, Nam-Gyun
    • International Journal of Precision Engineering and Manufacturing
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    • v.7 no.2
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    • pp.41-45
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    • 2006
  • This paper deals with human spatial cognition using visual and auditory stimulation. More specially, this investigation is to observe the relationship between the head and the eye motor system for the localization of visual target direction in space and to try to describe what is the role of right-side versus left-side pinna. In the experiment of visual stimulation, nineteen red LEDs (Luminescent Diodes, Brightness: $210\;cd/^2$) arrayed in the horizontal plane of the surrounding panel are used. Here the LEDs are located 10 degrees apart from each other. Physiological parameters such as EOG (Electro-Oculography), head movement, and their synergic control are measured by BIOPAC system and 3SPACE FASTRAK. In the experiment of auditory stimulation, one side of the pinna function was distorted intentionally by inserting a short tube in the ear canal. The localization error caused by right and left side pinna distortion was investigated as well. Since a laser pointer showed much less error (0.5%) in localizing target position than FASTRAK (30%) that has been generally used, a laser pointer was used for the pointing task. It was found that harmonic components were not essential for auditory target localization. However, non-harmonic nearby frequency components was found to be more important in localizing the target direction of sound. We have found that the right pinna carries out one of the most important functions in localizing target direction and pure tone with only one frequency component is confusing to be localized. It was also found that the latency time is shorter in self moved tracking (SMT) than eye alone tracking (EAT) and eye hand tracking (EHT). These results can be used in further study on the characterization of human spatial cognition.

A Study on the Relationship between Influential Range and Cognition Factor of Landmark (랜드마크의 영향력 범위와 인지요인과의 관계)

  • 김종호;변재상;임승빈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.4
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    • pp.9-18
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    • 2002
  • This study investigated the influential range of landmarks and the relationship between landmarks and cognition factor so as to offer basic data to be used for the effective use and the management of landmarks. In this study, eighteen famous landmark in Seoul were selected and analyzed. The result of this study can be summarized as follows : 1) First, eighteen determining elements of cognition factors were selected via documents survey. Second, general cognition factors of landmarks were analysed using these elements through questionnaires to specialists. As a result of factor analysis, historic cultural factor, scale factor, visual form factor, locational factor and uniqueness factor were revealed. 2) According to revealed cognition factor, eighteen landmarks are categorized into four types using MDS method via questionnaire to resident in Seoul city. These four types of landmarks are: type I that are recognized by historic cultural factor; type II that are recognized by scale factor; type III that are recognized by uniqueness factor; and type IV that are recognized by visual form factor. 3) As the result of regression, the influential range of landmarks were revealed at about a 10km radius(type I : 12km type II : whole area of Seoul city≒15km, typeIII : 8.7km, typeIV : 8.5km). 4) As a result of analysing the correlation between the influential range and the cognition factor through multiple linear regression analysis, the locational factor is the main factor affecting the influential range of landmarks in every type. The uniqueness factor comes next, which affects influential range partially. 5) Except type 1, as a result of analysing the correlation between influential range and the physical heights of landmarks, a quadratic equation is revealed, showing that the influential range of landmarks over 200 meters in height shows a radical change. Landmarks can be used as reinforcement tools of legibility, effective tools for landscape management and for the improvement of a community's image. This study on the influential range of landmarks and main cognition factor can be utilized as a landmark management plan and in urban planning, such as a new town plan.

Analysis about visual object's layout and position by forklift driver's instrument cognitivity (Forklift 운전자의 계기판 인지성에 따른 Visual object의 layout과 위치에 관한 분석)

  • Jung Woo-Geun;Park Peom
    • Journal of the Korea Safety Management & Science
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    • v.7 no.5
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    • pp.97-105
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    • 2005
  • Achievement degree can be improved by display offering more effective process about cognitive, pattern recognition than making observers use memory, integration, and cognitive process of control. And this research is proved by several scholars' researches [4][5][7][9]. In this study, researches was conducted about cognition according to layout of object in instrument panel. To decide layout of instrument panel, Cognition value was preferentially decided about all location. And then, objects are arranged to correct position of low cognition following the inferior procedure about each location. As a result, we get conclusion that gauge location is taken in high importance order through mechanical importance degree bringing huge damage during driving forklift-truck.