• Title/Summary/Keyword: Visual effect

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Effect of Spectacles Correction on the Improvement of Visual Acuity in Hyperopic Amblyopia (원시성 약시에서 안경교정에 의한 시력개선 효과)

  • Park, Hyun-Ju
    • Journal of Korean Ophthalmic Optics Society
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    • v.12 no.2
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    • pp.95-106
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    • 2007
  • The purpose of this study was to investigate effect of spectacle correction therapy instead of occlusion therapy for refractive amblyopia treatment. Spectacle correction were prescribed to give the same effect as a occlusion therapy by under correction for normal eye and there was no additional treatment but only spectacle correction for hyperopic amblyopia. The results can be summarized as follows: 1. In hyperopic amblyopia after correction, initial visual acuity($Mean{\pm}SD$) was $0.36{\pm}0.13$ and final visual acuity($Mean{\pm}SD$) was $0.82{\pm}0.23$. 2. Regardless with age, there was significant differences between initial acuity and final acuity, it shows improvement in visual acuity after spectacle correction treatment. 3. Initial correction age did not influence the length of treatment and success rate of treatment, so that ambyopia correction effect not related with age. 4. Compared with initial visual acuity with final visual acuity, initial visual acuity was in proportion to final visual acuity. 5. Incidence was higher in hyperopia and hyperopic astigmatism than myopia and myopic astigmatism in refractive amblyopia group and the therapy was more effective for hyperopia and hyperopic astigmatism than myopia and myopic astigmatism. 6. Treatment was effective even for children who is older than 8 years.

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A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

The Effect of Perceiver's Personality on Visual Evaluation of Clothing (지각자의 성격특성이 의복의 시각적 평가에 미치는 영향)

  • Hwang Mi-Sun;Lee Myoung-Hee
    • Journal of the Korean Society of Costume
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    • v.55 no.7 s.98
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    • pp.89-100
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    • 2005
  • The purpose of this study was to find out differences of visual evaluation according to perceiver's personality(introvert-extrovert) and clothing styles. Subjects were 120 women in age from 18 to 31 years in Seoul. The stimuli of 7 clothing styles were used for visual evaluation. Three dimensions of visual evaluation were derived by falters analysis: elegance, activity individuality, and fashionability. The pants suit was estimated low in activity individuality and fashionability, but the hip-hop style high in activity individuality. The skirt suit was rated high in elegance, but the 8th length pants low in elegance. Personality had significant influences on the evaluation of activity individuality. Extrovert women perceived all stimuli to be more active and individual than introvert. Fashionability factor had an interaction effect by personality and clothing expenses. The introvert women in low clothing expenses group evaluated the stimuli to be more fashionable than the introvert in high clothing expenses group. There were significant differences in preference of all clothing styles according to personality. Extrovert women liked 8th length pants more than introvert. The introvert women in low clothing expenses group liked the skirt suit less than the extrovert.

The Effect of Background Grey Levels on the Visual Perception of Displayed Image on CRT Monitor (CRT 모니터의 배경(背景) 계조도(階調度)가 영상의 시각인식(視覺認識)에 미치는 영향)

  • Kim, Jong-Hyo;Park, Kwang-Suk;Min, Byoung-Goo;Lee, Choong-Woong
    • Proceedings of the KOSOMBE Conference
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    • v.1991 no.05
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    • pp.18-21
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    • 1991
  • In this paper, the effect of background grey levels on the visual perception of target image displayed on CRT monitor has been investigated. The purpose of this study is to investigate the efficacy of CRT monitor as a display medium of image information especially in medical imaging field. Three sets of experiments have been performed in this study; the first was to measure the luminance response of CRT monitor and to find the best fitting equation, and the second was the psychophysical experiment measuring the threshold grey level difference between the target image and the background required for visual discrimination for various background grey levels, and the third was to develop a visual model that is predictable of the threshold grey level difference measured in the psychophysical experiment. The result of psycophysical experiment shows that the visual perception performance is significantly degraded in the range of grey levels lower than 50, which is turned out due to the low luminance change of CRT monitor in this range while human eye has been adapted to relatively bright ambient illumination.

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Task performance under three visual feedback conditions in a teleoperation task (원격 조종 작업에서 3가지 시각 궤환 조건하의 작업 수행도)

  • Yoon, Wan-Jin;Kim, Jin;Cho, Am
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.3-12
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    • 1995
  • In this research, we investigated the effect of three visual feedback conditions (direct viewing, one-monitor viewing, and tow-monitors viewing) on the task performance of human operator in teloperation task. The three different level of task difficulties under each concitions were performed by thirty-six subjects. The result of the experiments was analysed by the task difficulties, and the measurements of performance are the task completion time and the frequency of task errors. In a teleoperator, the participation of a human operator is always required, and the man-machine interface and the operator's abilities is an important issue. Recently, the different types of sensory feedback conditions(force, vision, sound, tactile, etc) for teleoperation is a very active research area in ergonomics. Among them, visual feedback conditon is an important sense that can provide the information of task environment. Therefore, the sufficient understandings and investigation for human ability under various visual feedback conditions is required to establish the efficient man-machine interface of teleoperation. The result showed that the visual feecback conditions and the level of task difficulties have a significant effect on the task performance. For three level of task difficulties, the task completion time was the shortest under the condition of direct viewing. The number of task errors under the conditions of direct viewing and two-monitors viewing were reduced by more than half compare to that of one-monitor viewing.

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Effect of Motor Imagery Training with Visual and Kinesthetic Imagery Training on Balance Ability in Post Stroke Hemiparesis (시각적인 상상연습 훈련과 운동 감각적인 상상연습 훈련이 편마비 환자의 균형능력에 미치는 영향)

  • Kim, Jin-Seop;Kim, Kyoung
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.4
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    • pp.517-525
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    • 2010
  • Purpose : This study aimed to compare the effect of two conditions (visual and kinesthetic) of motor imagery training on static and dynamic balance. Methods : Fifteen patients with post-stroke hemiparesis volunteered to participate in this study. Two motor imagery training conditions, for 10minute trials, employed with audiotape instructions. Measurements were performed at pretest, posttest and 1-hour follow up in both static and dynamic balance. Results : Measures were significantly different both static and dynamic balance tests between treatment conditions (kinesthetic imagery more than visual imagery) at the pretest, post test, and 1-hour follow-up (p<.05). Measures of both static and dynamic balance tests, for both conditions, improved significantly from pretest to posttest (p<.05), and was maintained at 1-hour follow up. Conclusion : This study showed that both imagery training applications were effective treatment strategies for both static and dynamic balance. When comparing the two treatment conditions, kinesthetic motor imagery training was more effective than the visual motor imagery training in static and dynamic balance.

A Study on Effect Verification of Verbal and Visual Analogy for Creativity Enhancement - Experimental Study Focused on the Comparison of Experimental Group and Comparative Group - (창의성 증진을 위한 언어적.시각적 유추의 효과검증 - 실험집단과 비교집단의 비교를 중심으로 한 실험연구 -)

  • Choi, Eun-Hee
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.30-38
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    • 2011
  • Personal creativity could be promoted and improved through many experience, training and various prior knowledge. This researcher had proceeded several preceding studies to find effective using methods of analogy for creativity enhancement. This study, following work of preceding studies aims to verify the effects of verbal and visual analogy for creativity improvement. Effect verification had been progressed by comparing the residential design results of two groups which are classified an experimental group consisted of sophomore college students with a comparative group consisted of sophomore university students. Consequently, the experimental group that had undergone many training on verbal and visual analogy in several preceding studies is superior to the comparative group in terms of creative design rate, sketch rate with high quality. Through this result it is verified that the using methods of verbal and visual analogy is very effective on creativity enhancement in interior design process. But the limitation of this study is that there were a few populations. Nevertheless, interdisciplinary this study will be used as a practical one to suggest a model on a teaching method and a theory for creativity improvement in interior design education.

EFFECT ON BRAIN ACTIVITY OF CLOTHING PRESSURE BY WAIST BESTS - Effect of visual Information and Sexual Specificity of Brain Activity -

  • Kamijo, Masayoshi;Wakako, Rina;Hosoya, Satoshi;Nishimatsu, Toyonori;Sadoyama, Tsugutake;Shimizu, Yoshio
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.270-273
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    • 2002
  • The purpose of our study is to clarify about the influence that the visual information gives to the brain activities when pressure exerted the abdomen by waist belts. The visual information means that the some different visual information is inputted it, and the brain activity is evaluated by Electroencephalogram(EEG) measurements. At the same time, we carried out the sensory tests and verified about the relations between the psychological stress and the brain activities. There was a difference in change in the power of the $alpha$ wave with the eyes opened between man and woman. from the result of the sensory test, in the case of under the condition in the darkness with the eyes opened, there was no change in the a wave with before the pressure and after the pressure. In the other cases, $alpha$ wave changed in the same way with before the pressure and after the pressure. In the case of the visible and the invisible in pressure place, $alpha$ wave changed in the same way with before the pressure and after the pressure, but there was a difference in value. From the above, it isn't recognized that the visual information is influencing a pressure sense but some influences are given to it to the brain activities.

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The Effects of Visual Merchandising on Solo Shopping Consumers' Store Satisfaction and Revisiting Intention - A Comparative Study of College Students in Korea and American - (의류매장 비주얼 머천다이징이 솔로 쇼핑 소비자의 점포만족과 재방문 의도에 미치는 영향 - 한국과 미국 대학생의 비교 연구-)

  • Ko, Jea-Jong;Suh, Yong-Han
    • Fashion & Textile Research Journal
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    • v.12 no.4
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    • pp.413-421
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    • 2010
  • This paper investigated the differences in the influence of visual merchandising on solo shopping consumers' store satisfaction and revisiting intention between Korean and American college students. Questionnaires were administered to 210 Korean(Pusan area) and 174 American students(Texas area) who had shopping alone in recent three month. The major findings of this study can be summarized as follows: First, the store atmosphere and display of visual merchandising had a positive effect on solo shopping consumers' store satisfaction in both groups, whereas the convenience layout had a positive impact on store satisfaction in Korean group and the promotion did in American group. Second, the store atmosphere and display of visual merchandising had a positive effect on revisiting intention in Korean group, whereas the store atmosphere, display and layout had a positive impact on revisiting intention in American group.

Utilization of Computer Pointing Game for Improving Visual Perception Ability of Children with Severe Intellectual Disability

  • Kim, Kyoung-Ju;Kim, Nam-Ju;Seo, Jeong-Man;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.41-49
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    • 2018
  • The purpose of this study is to investigate the effect of computer pointing game on the visual perception ability of children with severe intellectual disability. Based on a literature review, we developed a computer pointing game to improve visual perception ability, which consisted of three stages; catching a hamburger, catching a hamburger and a soda, and catching various foods. At each stage, different instructional models were applied by difficulty level of the contents. Experiments were performed among four children with severe intellectual disabilities for three weeks. They belonged to H public school in Kyeonggi, Korea. Their visual perceptions were quantitatively measured four times by utilizing the Korean Developmental Test of Visual Perception tool (K-DTVP-2). For qualitative evaluation, an observation assessment diary was written and analyzed. All four children at the fourth test showed better visual perception ability, compared with the ability at the first test. As a result of the analysis of the observation assessment, they were considered successful in their learning and ordinary life related to visual perception. It can be concluded that the computer pointing game may play a role in helping children with severe intellectual disabilities improve their visual perception ability.