• Title/Summary/Keyword: visual-stimuli

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A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.

Different Types of Encoding and Processing in Auditory Sensory Memory according to Stimulus Modality (자극양식에 따른 청감각기억에서의 여러가지 부호화방식과 처리방식)

  • Kim, Jeong-Hwan;Lee, Man-Young
    • The Journal of the Acoustical Society of Korea
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    • v.9 no.4
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    • pp.77-85
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    • 1990
  • This study investigated Greene and Corwder(1984)'s modified PAS model, according to which, in a short-term memory recall task, the recency and suffix effects existing in auditory and visual conditions are mediated by the same mechanisms. It also investigated whether the auditory information and mouthed information are encoded by the same codes. Though the experimental manipulation of the phonological nature, the presence of differential recall effect of consonant-and vowel-varied stimuli in auditory and mouthing conditions which has been supposed to interact with the recency and suffix effects, was investigated. The result shows that differential recall effect between consonant and vowel exists only in the auditory condition, but not in the mouthing condition. Thus, this result supported Turner.

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Development of a 32 Channel EEG and Evoked Potential Mapping System (32채널 뇌파 및 뇌유발전위 Mapping 시스템 개발)

  • Ahn, C.B.;Yoon, G.B.;Park, D.J.;Yoo, S.K.;Lee, S.H.;Ham, Y.J.;Kang, M.J.;Kim, D.J.
    • Proceedings of the KOSOMBE Conference
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    • v.1995 no.11
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    • pp.86-89
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    • 1995
  • A clinically oriented 32 channel Electroencephalogram (EEG) and evoked potential (EP) mapping system has been developed. The EEG and EP signals acquired from 32-channel electrodes are amplified by the pre-amplifier located near patient and are then tither amplified by main amplifier. An automatic artifact rejection scheme is employed using a neural network by which examination time is reduced substantially. Auditary and visual stimuli are used for the evoked potential mapping. A user-friendly graphical interface based on the Microsoft Window 3.1 is developed for the operation of the system. Statistical databases for the poop and individual comparisons are also included to support statistically based diagnosis.

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Modeling the Selectivity of the Cod-end of a Trawl Using Chaotic Fish Behavior and Neural Networks

  • Kim, Yong-Hae;Wardle, Clement S.
    • Fisheries and Aquatic Sciences
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    • v.11 no.1
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    • pp.61-69
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    • 2008
  • Using empirical data of fish performance and physiological limits as well as physical stimuli and environmental data, a cod-end selectivity model based on a chaotic behavior model using the psycho-hydraulic wheel and neural-network approach was established to predict fish escape or herding responses in trawl and cod-end designs. Fish responses in the cod-end were categorized as escape or herding reactions based on their relative positions and reactions to the net wall. Fish movements were regulated by three factors: escape time, a visual looming effect, and an index of body girth-mesh size. The model was applied to haddock in a North Sea bottom trawl including frequencies of movement components, swimming speed, angular velocity, distance to net wall, and the caught-fish ratio; simulation results were similar to field observations. The ratio of retained fish in the cod-end was limited to 37-95% by optomotor coefficient values of 0.3-1.0 and to 13-67% by looming coefficient values of 0.1-1.0. The selectivity curves generated by this model were sensitive to changes in mesh size, towing speed, mesh type, and mesh shape.

무늬의 크기 , 배열, 명도대비에 따른 시각적 효과에 관한 연구 -격자무늬와 물방울무늬를 중심으로-

  • 최은영
    • Journal of the Korean Society of Costume
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    • v.24
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    • pp.193-203
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    • 1995
  • The objective of this research was to study the optical illusion effect and the difference of image of textile pattern design. This research also tried to show the more useful method to make stimulus by computer simulation and to present quantitative data. For the experiment, 3 design variable were selected from design principal book as follows : size, arrangement and value harmony of motive. Size of motive variable was divided into 3 level so by use of check & dot pattern, arrangement of motive variable was manipulated to vias direction for check pattern and value harmony between motive & base color was classified into similar value harmony and contrasting value harmony. Visual stimuli which same model was wearing each design were created by ENVISION program. This photographs were given to evaluating panels, Then panels compared experiment design by slim effect and evaluated for 5-sementic differential scale expressing clothing image. The results were as follows : 1) There were significant difference is slim effect, clothing image as simplicity and boldness according to size of Motive. 2) Arrangement of motive for check pattern had significant effects on slim , clothing images as activity and attractiveness. 3) Case of low value base color and high value dot color has significant high score on slim effect, activity, attractiveness, boldness and youthful image.

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Development of a Smartphone-based Pupillometer

  • Kim, Tae-Hoon;Youn, Jong-In
    • Journal of the Optical Society of Korea
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    • v.17 no.3
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    • pp.249-254
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    • 2013
  • In ophthalmology, a pupillometer, a device to measure the diameter of the pupil of the eye, can provide information on the function of the autonomic nervous system. The current pupillometers on the market are either too large to be a handheld instrument, or relatively expensive. In this study, a pupillometer based on a smartphone was designed. Both white and infrared LEDs and a 3M pixel camera of a smartphone were applied for the visual stimuli to an eye and for the acquisition of the eye images, respectively. Contrary to the existing method of pupil measurement that usually observe the variation of pupil diameter, the proposed algorithm in this study was applied to calculate the constriction ratio of the pupillary area in response to pupillary light reflex. The results showed that the constriction ratio of the pupillary area were all in the normal range (above 4.0) from the sixteen healthy participants. It is believed that the approach to pupil measurement used in this study is suitable for a mobile interface, and this system can be applied to clinical research, home-use healthcare, and distributed to some areas which suffer from problems like a lack of medical support.

Exploring the Potential of Modifying Visual Stimuli in Virtual Reality to Reduce Hand Tremor in Micromanipulation Tasks

  • Prada, John;Park, Taiwoo;Jang, Sunjin;Im, Jintaek;Song, Cheol
    • Current Optics and Photonics
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    • v.1 no.6
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    • pp.642-648
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    • 2017
  • Involuntary hand tremor has been a serious challenge in micromanipulation tasks and thus draws a significant amount of attention from related fields. To minimize the effect of the hand tremor, a variety of mechanically assistive solutions have been proposed. However, approaches increasing human awareness of their own hand tremor have not been extensively studied. In this paper, a head mount display based virtual reality (VR) system to increase human self-awareness of hand tremor is proposed. It shows a user a virtual image of a handheld device with emphasized hand tremor information. Provided with this emphasized tremor information, we hypothesize that subjects will control their hand tremor more effectively. Two methods of emphasizing hand tremor information are demonstrated: (1) direct amplification of tremor and (2) magnification of virtual object, in comparison to the controlled condition without emphasized tremor information. A human-subject study with twelve trials was conducted, with four healthy participants who performed a task of holding a handheld gripper device in a specific direction. The results showed that the proposed methods achieved a reduced level of hand tremor compared with the control condition.

Development of STEAM Instructional Materials using Arduino for Creative Engineering Design Class in High Schools and Its Application (일반계고의 창의공학설계 수업을 위한 아두이노 기반 STEAM 수업자료 개발과 적용)

  • Lee, Dae-Seok;Lim, Yeong-Dae;Kim, Jinsoo
    • Journal of Engineering Education Research
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    • v.23 no.1
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    • pp.3-9
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    • 2020
  • The purpose of the study was to develop the Arduino based STEAM instruction materials for creative engineering design class. PDIE model was used in this study. We developed a STEAM lesson plan and a STEAM lesson worksheet for a total of six sessions through the steps of preparation, development, implementation and evaluation. The validity of the instruction materials was evaluated by the 10 experts using a survey. The instruction materials were applied to the class (52 students attended) of the creative engineering designs unit in technology and home economics subject. The class satisfaction and the creative solving-problem ability were examined after the calss. The class satafacition was high as the average of 10 item was 4.57 (out of 5). The paired t-test was conducted to compare the means of the creative solving-problem ability. It was observed that 'understanding and mastery of knowledge, thought, function and skills in a specific domain', 'divergent thinking', 'critical and logical thinking' and ' motivational factors' were significantly increased after the class. The instruction materials develped in this study were successfully designed to enhance the creative solving-problem ability by designing creative tasks and to intrique the interest by adding visual and auditory stimuli with the Arduino.

Altered patterns of brain activity during transient anger among young males with alcohol use disorders: A preliminary study

  • Park, Mi-Sook;Sohn, Sunju;Seok, Ji-Woo;Kim, Eun-Hye;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.18 no.2
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    • pp.55-64
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    • 2015
  • The aim of the study was to investigate the neural substrates associated with processing anger among young males with alcohol use disorders (AUDs) using functional magnetic resonance imaging (fMRI). Eighteen individuals with AUD and 15 demographically similar non-abusers participated in the study. Participants were scanned on their brain functioning while they viewed an audio-visual film clip that was previously designed specifically to induce anger emotion, followed by anpsychological assessment. Greater brain activities were detected in the left inferior frontal gyrus (IFG) and dorsal anterior cingulate cortex (dACC) among subjects with AUD compared to the controls during the exposure to anger-provoking stimuli. Despite the same level of subjective anger during anger induction, the greater activations both in the IFG and dACC regions may suggestthat individuals with AUD have a greater propensity to undergo cognitive control and self-regulation while experiencing anger.

The Optial Illusion Effect of Clothing Design Line on Body Type (의복디자인의 선이 체형에 미치는 착시효과)

  • Ryu, Jeong A;Yim, Won Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.17 no.3
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    • pp.475-490
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    • 1993
  • Even though modem ideal body type is rather tall and slim one, most of women don't coincide with it exactly. The objective of this research was to study the optical illusion effect of clothing design line so that average Korean women can approach the modern ideal body type. This research also tried to show the more scientific method to make stimulus by computer simulation and to present quantitative data. For the experiment, 9 design variables were selected from design principal book as follows : waistline level, skirt length, horizontal line emphasis, vertical line emphasis. princess line, vertical stripe, horizontal stripe, diagonal stripe. Each variable was divided into 4 levels so that 36 experimental designs were made. Visual stimuli which same model was wearing each design were recreated by the CAD system. These were given to evaluating panels through slide projecter. Then panels compared experimental design with basic design by 'tall effect' and 'slim effect', All the data from the experiment were analyszed by ANOVA and DUNCAN test for multiple comparison to study significance, direction(positive or negative), degree, proper extent of optical illusion effect. The result showed that some designs have optical illusion effect to make better look. In addition, it proved that the stronger design variable does not mean the more optical illusion effect and there was proper extent which produce the best illusion effect in each design variable.

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