• Title/Summary/Keyword: visual understanding

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A Study on Characteristics of the Visual Perception of Atypical and typical Space in Houses (비정형과 정형 주거공간의 시지각적 특성에 관한 연구)

  • Lee, Sang-Hwa
    • Journal of the Korean housing association
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    • v.18 no.3
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    • pp.81-89
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    • 2007
  • This study is aimed at understanding objectively on the visual perception of atypical space and form in contemporary architecture. It is accomplished to compose the various form and the atypical space in contemporary architecture, which by means of applying digital technology to architecture is able to materialize complicated form and space. Therefore this the sis is needed to understand user's senses and affects in atypical space and form. Atypical space is able to interpret geometrically and analyze quantitatively into visual perception. This analysis is applied to Isovist used as quantitative analysis recently, and physical analysis of space used as quantitative analysis defined to vertical elements, which is analysed comparatively to visual perception in observer's point and characteristics in spatial elements. Examples are selected to four examples represented to typical and atypical space in contemporary houses. As examples are analysed to visual perception of spatial character, this study is intended to understand to spatial character in aspects of spatial composition and observer's visual perception. In results of perceptive analysis on four spatial examples, Atypical spaces are composed of changeable spatiality, which are composed changeably of the relational method with adjacent spaces. Also, typical spaces are composed monotonously of spatiality and relational method on control of the length in boundary plane and openness.

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.

Qualitative Research Design: How Visual Design Marketing Strategy Can Increase Product Brand Value

  • Jae-Seong SEOL
    • The Journal of Industrial Distribution & Business
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    • v.14 no.5
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    • pp.1-9
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    • 2023
  • Purpose: Visual design has many prospective applications, including attaining business, social, educational, and political goals. The purpose of this study is to gain an understanding of how visual design influences consumer-facing brand values and marketing messages. In order to be successful in marketing, one must promptly attract the attention of the clients one is attempting to sell to. Research design, data and methodology: In order for the research to provide useful information, it will be necessary to sort the findings in descending order of importance and construct an integrated whole out of the knowledge gleaned from various books, papers, and other sources. This method is essential for establishing the degree of objectivity present in each piece of research and combining the results of those studies. Results: Visual marketing promotes a product or service through moving or still images, illustrations, logos, and other forms of digital content. The audience may comprehend your message better if you include visuals. Even if people only scan your content, they may be more likely to notice it if it is presented appealingly. Conclusions: In conclusion, this study found that visual design substantially influences both the demand for products and the awareness of brand values within their target audiences

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.

Visual Sentences for Educational Math Games

  • Chang, Hee-Dong
    • 한국게임학회지
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    • v.8 no.1
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    • pp.32-38
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    • 2011
  • The help or guide sentences of educational math games which use mathematical statements need to represent graphical forms for the learners of the game generation whose cognitive style is graphic first. In this paper, we proposed an object-based visual representation method for mathematical statements. It has object-based description rules to use graphical symbols and mathematical symbols with text words. It is easy to describe or to understand accurately mathematical meaning and is also fast for learners to read for understanding. The proposed method is good for learners of the game generation to get the help as scaffolding for learning math by educational games.

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On Design of Visual Servoing using an Uncalibrated Camera in 3D Space

  • Morita, Masahiko;Kenji, Kohiyama;Shigeru, Uchikado;Lili, Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1121-1125
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    • 2003
  • In this paper we deal with visual servoing that can control a robot arm with a camera using information of images only, without estimating 3D position and rotation of the robot arm. Here it is assumed that the robot arm is calibrated and the camera is uncalibrated. We use a pinhole camera model as the camera one. The essential notion can be show, that is, epipolar geometry, epipole, epipolar equation, and epipolar constrain. These play an important role in designing visual servoing. For easy understanding of the proposed method we first show a design in case of the calibrated camera. The design is constructed by 4 steps and the directional motion of the robot arm is fixed only to a constant direction. This means that an estimated epipole denotes the direction, to which the robot arm translates in 3D space, on the image plane.

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Motion Detection Model Based on PCNN

  • Yoshida, Minoru;Tanaka, Masaru;Kurita, Takio
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.273-276
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    • 2002
  • Pulse-Coupled Neural Network (PCNN), which can explain the synchronous burst of neurons in a cat visual cortex, is a fundamental model for the biomimetic vision. The PCNN is a kind of pulse coded neural network models. In order to get deep understanding of the visual information Processing, it is important to simulate the visual system through such biologically plausible neural network model. In this paper, we construct the motion detection model based on the PCNN with the receptive field models of neurons in the lateral geniculate nucleus and the primary visual cortex. Then it is shown that this motion detection model can detect the movements and the direction of motion effectively.

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A Study on the Quantitative Analysis of View by the Projection Method in the Residential Buildings (주거용 건물에서의 투영법에 의한 조망의 정량적 분석에 관한 연구)

  • 김용이;김광우
    • Journal of the Korean housing association
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    • v.14 no.5
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    • pp.37-46
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    • 2003
  • The quantitative analysis of view tells how surroundings and sky are showed, and requires understanding of visual perception and three dimensional information of buildings. The visual perception and the existing projection methods for view analysis are examined. The results of this study are as follows: The visual perception on the size is determined by the visual angle, which can be described as a solid angle. The analysis of view by planar projection can be narrow-sighted according to the size of the window and the location of the viewpoint, which will cause the obstacles in the normal direction of the window interfere the view. For the analysis of view by fisheye projection, the area around the focus point is calculated wider than other areas, and so the view ratio depends on the position of the focus point. When analyzing sky view by dividing the sky vault into the differential area, the distortion by projection can be minimized.

A Study on the Spatial Configuration of A Small Art Museum through the Analysis of Visual Perception in Spatial Layouts (공간의 시지각적 분석에 의한 소규모 미술관의 공간구성에 관한 연구)

  • 김재욱;김용승
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.120-127
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    • 2001
  • The study aims at finding out the spatial configuration of a small art museums through the analysis of visual Perception in spatial layouts. In so doing to analyze the characteristics of spatial perception in visual layouts and identity of space to evaluate the spatial construction with relation to the role of small art museums. Purpose of this study is to offer basic data to contribute effectiveness of the architectural planning of a small art museums by understanding of visual element of design and ultimately to make efficient use of space.

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Representing Navigation Information on Real-time Video in Visual Car Navigation System

  • Joo, In-Hak;Lee, Seung-Yong;Cho, Seong-Ik
    • Korean Journal of Remote Sensing
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    • v.23 no.5
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    • pp.365-373
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    • 2007
  • Car navigation system is a key application in geographic information system and telematics. A recent trend of car navigation system is using real video captured by camera equipped on the vehicle, because video has more representation power about real world than conventional map. In this paper, we suggest a visual car navigation system that visually represents route guidance. It can improve drivers' understanding about real world by capturing real-time video and displaying navigation information overlaid directly on the video. The system integrates real-time data acquisition, conventional route finding and guidance, computer vision, and augmented reality display. We also designed visual navigation controller, which controls other modules and dynamically determines visual representation methods of navigation information according to current location and driving circumstances. We briefly show implementation of the system.