• Title/Summary/Keyword: Visual effect

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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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Human Postural Balance Control by Visual Stimulation (시각 자극에 의한 신체자세 균형제어에 관한 연구)

  • 김현석;김동욱
    • Journal of Biomedical Engineering Research
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    • v.17 no.4
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    • pp.417-426
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    • 1996
  • In this paper, we report the effects of visual stimulation patterns in the postural balance control. We used the motor-driven cloth panel and HMD(Head Mounted Display) to evaluate the effect of visual stimulation patterns in the postural balance control. We also investigated the usefulness of HMD in the postural balance rehabilitation training system from the view of reducing the scale of experimental system. Our results showed that a vertical-strip visual pattern was more effective than the others in the postural balance control. It was also indicated that HMD might be applied to clinical use as a new postural balance training system.

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Exploring Simultaneous Presentation in Online Restaurant Reviews: An Analysis of Textual and Visual Content

  • Lin Li;Gang Ren;Taeho Hong;Sung-Byung Yang
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.181-202
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    • 2019
  • The purpose of this study is to explore the effect of different types of simultaneous presentation (i.e., reviewer information, textual and visual content, and similarity between textual-visual contents) on review usefulness and review enjoyment in online restaurant reviews (ORRs), as they are interrelated yet have rarely been examined together in previous research. By using Latent Dirichlet Allocation (LDA) topic modeling and state-of-the-art machine learning (ML) methodologies, we found that review readability in textual content and salient objects in images in visual content have a significant impact on both review usefulness and review enjoyment. Moreover, similarity between textual-visual contents was found to be a major factor in determining review usefulness but not review enjoyment. As for reviewer information, reputation, expertise, and location of residence, these were found to be significantly related to review enjoyment. This study contributes to the body of knowledge on ORRs and provides valuable implications for general users and managers in the hospitality and tourism industries.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Effective Frequency of External Feedback for Increasing the Percentage of Body Weight Loading on the Affected Leg of Hemiplegic Patients (편마비환자의 환측하지 체중부하율 향상을 위한 효과적인 외적 되먹임 빈도)

  • Noh, Mi-He;Yi, Chung-Hwi;Cho, Sang-Hyun;Kim, Tae-Ue
    • Physical Therapy Korea
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    • v.5 no.3
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    • pp.1-10
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    • 1998
  • In motor learning, the relative frequency of external feedback is the proportion of external feedback presentations divided by the total number of practice trials. In earlier studies, increasing the percentage of body weight loading on the affected leg of hemiplegic patients, external feedback was continuously produced as the patient attempted to perform a movement. This feedback was produced to enhance the learning effect. However, recent studies in nondisabled populations have suggested that compared with 100% relative frequency conditions, practice with lower relative frequencies is more effective. My study compared the effect of 100% relative frequency conditions with 67% relative frequency conditions to determine what effect they exerted on motor learning for increasing the percentage of body weight loading on the affected lower limbs of patients with hemiplegia. Twenty-four hemiplegic patients were randomly assigned to one of two experimental groups. Each group practiced weight transfer motor learning on a machine. During practice, visual feedback was offered to all subjects. The experiment was carried out with full visual feedback for patients in group one but only 67% visual feedback for patients in group two. The percentage of loading on the affected leg was recorded four times: before learning (baseline value), immediately after learning, 30 minutes after learning, 24 hours after learning. The results were as follows: 1. In the 100% visual feedback group, the percentage of loading on the affected leg increased significantly in all three testing modes over the baseline value. 2. In the 67% visual feedback group, the percentage of loading on the affected leg increased significantly in all three measurements. 3. Immediately after learning, the learning effect was not significantly different between the two groups, but was significantly greater after both the 30 minutes delay and the 24 hours period. These results suggest that the 33% reduction in the provision of visual feedback may enhance the learning effect of increasing the percentage of body weight loading on the affected leg in patients with hemiplegia.

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A Study on the effect of simplicity of visual perception for a magazine advertising design (잡지광고 디자인에 있어 시지각 단순성이 미치는 영향)

  • 황선영
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.26-27
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    • 1999
  • 오늘날 디자인의 존재가치는 인간을 위해 형성되는 것으로서 충분히 평가받고 있는 분야이며, 심리학적 측면에서는 인간의 감정을 형성시키는 환경의 한 요소로서 중요하게 평가되어진다. 특히 광고디자인은 대중문화의 근간을 이루고 있는 광고에 심미적 기능을 부여하는 것으로서 대중의 시지각에 미치는 영향이 매우 크다. (중략)

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The Effect of Visual Cue Deprivation for the Head Alignment on Unilateral Neglect Patient: Case Report (편측 무시 환자에서 시각 정보 차단이 머리 위치 정렬에 미치는 영향: 사례 연구)

  • Chang, Jong-Sung;Park, Jung-Mi;Lee, Mi-Young
    • Journal of the Korean Society of Physical Medicine
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    • v.8 no.3
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    • pp.337-342
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    • 2013
  • PURPOSE: The Unilateral neglect is characterized by difficulty shifting attention to the side of space opposite the brain lesion and frequently reducing use of contralesional extremities. This study was to identify whether the visual deprivation was responsible for head position on unilateral neglect patient after stroke. METHODS: A patient with left middle cerebral artery infarction participated in the study. We assessed neglect using line bisection and star cancellation test. Patient was instructed to maintain correct alignment of trunk and head in a sit position. We evaluated degree of head lateral tilting and rotation. Then, patient was blocked visual input. Also, we evaluated head position in the same way. RESULTS: He scored 3 points in the line bisection test and 9 points star cancellation test. In postural evaluation, he had deviated posture such as lateral head tilting and rotation. After visual cue deprivation, patient showed different head position which was decreased degree of head tilting and rotation. CONCLUSION: For vertical body orientation, it was used multiple sensory references including the vestibular, somatosensory, and visual system. This finding suggested that abnormal posture of neglect patient could be related to the visual input. It has important clinical implications in terms of understanding the neglect.

The Effects of Panel Convexity on Visual Performance and Fatigue in Using Cathode-Ray Tube (CRT) Displays (CRT 디스플레이의 패널곡률이 시각작업 수행도와 안피로도에 미치는 영향)

  • Kim, Sang-Ho;Jang, Seong-Ho;Im, Jong-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.22 no.3
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    • pp.27-44
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    • 2003
  • An experiment was carried out to compare the suitability in visual tasks between flat and conventional (convex) cathode-ray tube (CRT) displays. The subjects performed visual search tasks during 2-h for detecting target words among distracters presented on the screen. The subjects' visual performance was evaluated with average time and number of errors made to complete the tasks. Visual fatigue after the search tasks was also evaluated in terms of degradations in accommodative power and subjective ratings. Difference was not found in task time between the two displays, but flat CRT showed a lower number of errors than conventional CRT. The difference in number of errors was statistically significant at 0=0.05. Although there was no difference between the displays in degradations of accommodative power, results from the subjective ratings showed that flat CRT yields less fatigue than conventional CRT. The results partially support the hypothesis that panel convexity of CRT displays has a significant effect on the performance and fatigue during visual tasks and thus flat CRT is the better display than conventional one.

Visual Comfort Evaluation of Interior Spaces by Daylighting Systems (채광시스템 유형별 실내공간의 시각적 쾌적성에 관한 평가)

  • Jeong, In Young;Choi, Yoon Seck;Ahn, Hyun Tae;Kim, Jeong Tai
    • KIEAE Journal
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    • v.6 no.1
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    • pp.17-24
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    • 2006
  • Daylight is a critical factor in architecture, as it enhances the working efficiency and visual comfort of the people working inside. Even though, low transmittance glazing has been used in the most office buildings in Korea. And it is reduced visual comfort in a indoor environment. So, we need to evaluation of quality for various daylighting systems to improve visual comfort This study aims to evaluate the visual comfort in a indoor environment by different daylighting system. For the purpose, four different daylighting systems-conventional window, conventional window with interior lightshelf, differentiated window, differentiated window with interior lightshelf-were selected and a questionnaire survey with 50 subjects were conducted. The results are as follows. Regardless daylighting systems, a view has an effect on visual comfort. A conventional system and conventional system with lightshelf were highly correlated between comfort and warmth. In case of differentiated window system were correlated between comfort and openness. Also, differentiated window with interior lightshelf were highly correlated between comfort and stability.