• Title/Summary/Keyword: 시각이상

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The Influence of SOA between the Visual and Auditory Stimuli with Semantic Properties on Integration of Audio-Visual Senses -Focus on the Redundant Target Effect and Visual Dominance Effect- (의미적 속성을 가진 시.청각자극의 SOA가 시청각 통합 현상에 미치는 영향 -중복 표적 효과와 시각 우세성 효과를 중심으로-)

  • Kim, Bo-Seong;Lee, Young-Chang;Lim, Dong-Hoon;Kim, Hyun-Woo;Min, Yoon-Ki
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.475-484
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    • 2010
  • This study examined the influence of the SOA(stimulus onset asynchrony) between visual and auditory stimuli on the integration phenomenon of audio-visual senses. Within the stimulus integration phenomenon, the redundant target effect (the faster and more accurate response to the target stimulus when the target stimulus is presented with more than two modalities) and the visual dominance effect (the faster and more accurate response to a visual stimulus compared to an auditory stimulus) were examined as we composed a visual and auditory unimodal target condition and a multimodal target condition and then observed the response time and accuracy. Consequently, despite the change between visual and auditory stimuli SOA, there was no redundant target effect present. The auditory dominance effect appeared when the SOA between the two stimuli was over 100ms. Theses results imply that the redundant target effect is continuously maintained even when the SOA between two modal stimuli is altered, and also suggests that the behavioral results of superior information processing can only be deducted when the time difference between the onset of the auditory stimuli and the visual stimuli is approximately over 100ms.

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FDANT-PCSV: Fast Detection of Abnormal Network Traffic Using Parallel Coordinates and Sankey Visualization (FDANT-PCSV: Parallel Coordinates 및 Sankey 시각화를 이용한 신속한 이상 트래픽 탐지)

  • Han, Ki hun;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.4
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    • pp.693-704
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    • 2020
  • As a company's network structure is getting bigger and the number of security system is increasing, it is not easy to quickly detect abnormal traffic from huge amounts of security system events. In this paper, We propose traffic visualization analysis system(FDANT-PCSV) that can detect and analyze security events of information security systems such as firewalls in real time. FDANT-PCSV consists of Parallel Coordinates visualization using five factors(source IP, destination IP, destination port, packet length, processing status) and Sankey visualization using four factors(source IP, destination IP, number of events, data size) among security events. In addition, the use of big data-based SIEM enables real-time detection of network attacks and network failure traffic from the internet and intranet. FDANT-PCSV enables cyber security officers and network administrators to quickly and easily detect network abnormal traffic and respond quickly to network threats.

Effect of Faster Update Rate on Interaction Accuracy (빠른 갱신속도의 변화가 상호작용 정확도에 미치는 영향에 관한 연구)

  • Seong, Wonjun;Gao, BoYu;Lee, Jooyoung;Lee, Hasup;Kim, HyungSeok;Kim, Jee-In
    • KIISE Transactions on Computing Practices
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    • v.22 no.3
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    • pp.157-162
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    • 2016
  • The limitation of a human's visual perception is considered to be 60 frames per second, This study investigated the effects of fast update rates (above 60 fps) in terms of interaction accuracy. Initial experiments showed that the interaction accuracy increased at rates faster than 60 fps. We assumed that either or both of the following two situations would cause such an effect: the user could recognize rendering rates faster than 60 fps, or the input processing rates were significant for the high accuracy. To evaluate the significance of these events, we conducted a second and third experiment. Although the display refresh rate was also fixed at 60 fps (by disabling the vertical sync), the rendered image actually differed for 60 fps and 150 fps. This research shows that faster update rate is necessary to achieve high interaction accuracy, and its limit is far over the usually considered 60 fps.

A Study on the Supporting System for Scientific Data Visualization at the National Level (국가수준의 과학데이터 시각화 지원체계에 관한 연구)

  • Park, Dong-Jin;Chae, Kyun-Shik;Ryu, Beom-Jong;Lee, Sang-Tae
    • Journal of Information Management
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    • v.42 no.2
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    • pp.85-102
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    • 2011
  • Conventionally, scientific data visualization is thought of as one of activities performed by scientists during the scientific data analysis. However, recently, there exits a set of research papers which count scientific data visualization as a independent research area. They show the research subjects for studying the scientific data visualization technology and methods. In case, a scientist or group of scientists can not solve their own visualization problem due to the unskillfulness and inexperience on using visualization tool. Therefore, it needs to help them by the systematic way for solving the problem. In this study, we analyze and propose the national level scientific visualization support system for scientists. In particular, we first analyze the existing papers and find out the critical success factors. Then, by integrating the findings of the analysis, we propose the research areas which need to be focused, and the strategic direction and specific research topics for scientific data visualization support system in national level.

Analysis on Mathematical Understanding of Elementary School Students about Time (시각과 시간에 대한 초등학생의 수학적 이해 분석)

  • Nam, Jihyun;Chang, Hyewon
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.3
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    • pp.479-498
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    • 2016
  • Time is important in children's lives since their preschool years. However, previous studies indicate that many children struggle with the acquisition of time concepts. Also teachers do not know how to help them. This study aims to investigate elementary school students' understanding about time and induce its educational implications. To do this, about 130 children from first to fifth grades were tested for their ability to recognize(read and record) the analogue and digital times and to solve elapsed-time problems. The results showed that even first graders were able to read and record the minute times on digital clocks. And second graders were able to read and record the minute times on analogue clocks. Therefore, the ability to recognize analogue times was mastered by second grade. In case of the elapsed-time problems, there was statistically significant difference according to school years or types of problems. Students were successful in solving simple problems. However, the problems that include regrouping hour and minute remained difficult even for the older children. Based on these results, we made a few suggestions for teaching practice about time.

육상교통 환경에서 시각도움정보를 이용한 사용자 위치결정 가용성 분석

  • Han, Ji-Ae;Gang, U-Yong;Lee, Eun-Seong;Park, Jae-Ik;Kim, Hyeon-Su;Heo, Mun-Beom
    • Bulletin of the Korean Space Science Society
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    • 2011.04a
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    • pp.21.3-21.3
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    • 2011
  • 이 논문에서는 육상교통 환경에서 GPS 가시 위성의 수가 부족할 경우 사용자 위치 결정 성능 향상을 위해 시각도움정보를 이용하는 방법을 제안하고자 한다. GPS를 이용하여 정확한 위치를 구하기 위해서는 위성으로부터 송출된 신호가 수신기까지 도달하는데 걸린 시간을 정확히 구하는 것이 가장 중요한다. 이를 위하여 위성과 수신기 간의 시각이 정확히 동기가 되어야 하지만 대부분 저가 발진기를 사용하는 수신기의 측정치에는 수신기 시계오차가 포함되어 있다. GPS 측정치로부터 정확한 위치결정을 위해서는 수신기 시계 오차가 고려되어야 하기에 최소 4개의 위성이 필요하지만 건물, 차량, 나무 등의 장애물의 영향을 받는 육상교통 환경에서는 4개 미만의 위성이 관측되는 경우가 종종 발생한다. 이러한 경우 정상적인 방법으로 수신기 시계오차가 계산되지 않아 위치 결정 성능이 떨어지게 되므로, 시각도움정보를 활용하여 위치 결정 성능을 향상시킬 수 있다. 제안한 방법의 시각도움정보는 가시 위성이 4개 이상의 경우 결정된 수신기 시계오차를 수신기 시계 고정법을 적용하여 생성하였다. 가시 위성수가 3개로 결정된 위치 결과와 시각도움정보를 적용하여 결정된 위치와의 비교를 통해 위치 성능이 향상됨을 확인할 수 있었다.

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A Study on the Methodology of Stereo-Scope Visualization Using Virtual Reality Technique (가상현실 기술을 이용한 입체영상 시각화 기법에 관한 연구)

  • Shin, Mi-Hae;Seo, Su-Seok;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.6
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    • pp.1482-1487
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    • 2010
  • Recently, Product and contents using virtual reality technique is spreading quickly. Visualization using virtual reality technique is provide a differentiated experience with existing visualization methodology by giving enhanced immersiveness to users. This paper is make a suggestion to a new methodology of stereo-scope visualization and talk about this utilization possibility. We proposed the design method of stereo-scope realization system that is composed at least two screen. through which users will feel more immersiveness and experience to virtual reality. The suggestion system of this paper will widely used in various industry such as virtual reality exhibitions, shows, games, training programs, etc.

Platform Implementation for Visualization of Human Data (인체 데이터의 시각화를 위한 플랫폼 구현)

  • Choi, Yong-Seok;Kim, Ki-Tae;Ryu, Pum-Mo;Choi, Ki-Seok;Huh, Tae-Sang;Lee, Sang-Tae
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.121-122
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    • 2009
  • 인체 데이터를 살펴볼 수 있는 환경은 의학적으로 중요하고, 교육적으로도 필요하다. 의대 학생의 경우 인체 데이터를 사용해서 실습을 해 볼 수 있다면, 실제 수술 등의 의료 행위에 큰 도움을 받을 수 있다. 인체 데이터 시뮬레이션을 하기 위해서는 여러 수준의 시스템이 필요하다. 첫 단계가 데이터를 시각화하여 관찰할 수 있는 환경을 제공하는 시각화 플랫폼이다. 본 논문에서는 기존 시각화 플랫폼을 이용하여 인체 데이터를 보여주는 변환 방식에 대해서 밝힌다. 기존에는 기계적인 제약 사항으로 인해 많은 양의 3차원 데이터를 인터넷을 통한 서비스에 어려움이 있었다. 현재는 개인 피씨의 성능 향상에 의해 3차원 데이터도 인터넷으로 일정 부분 서비스가 가능하다. 시각화 플랫폼을 현재의 환경에서 활용하여 인체 데이터를 관찰할 수 있도록 구현하는 것이 본 논문의 목표이다.

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The Effects of Visual Rhythmic Stimulation in Gait and Proprioception with Chronic Stroke Patients (시각리듬자극이 만성뇌졸중 환자의 보행과 고유수용감각에 미치는 영향)

  • Cho, Nam-Jeong;Lee, Dong-Yeop
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.898-901
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    • 2010
  • 본 연구는 만성 뇌졸중 환자를 대상으로 시각리듬자극(RVS)을 이용한 보행 운동을 적용하여 보행과 고유수용성감각에 미치는 효과를 알아보고자 하였다. 뇌졸중으로 6개월 이상 장애를 가진 21명이 연구에 참여하였고 실험군 10명과 대조군 11명으로 나누었다. 대조군은 14m의 보행로가 확보된 공간에서 준비운도 5분, 보행운동 20분, 정리운동 5분 씩 주 3회, 4주간 12회을 실시하였고, 실험군은 대조군의 운동프로그램과 같은 조건에서 보행운동시 시각리듬자극(RVS)을 추가적으로 적용하였다. 운동 전과 후에 보행과 고유수용성감각을 측정하여 효과를 비교하였다. 통계처리 방법으로 실험 전 후 차이를 검증하기 위하여 대응표본 t 검정을 실시하였고 대조군과의 차이 검증을 위하여 독립표본 t 검정을 실시하였다. 모든 통계적 유의수준은 0.05로 하였다. 본 연구의 결과 시각리듬자극(RVS)이 적용된 실험군에서 보행속도와 분속수, TUG 시간이 유의하게 증가하였고(p<.05), 고유수용성감각이 유의하게 증가하였다(p<.05). 결론적으로 시각리듬자극(RVS)을 이용한 보행운동이 만성 뇌졸중 환자의 보행과 고유수용성감각에 효과가 있는 것으로 나타났다. 향후 만성 뇌졸중 환자에게 음악적 요소인 시각리듬자극 (RVS)이 정신적 육체적 기능을 상실한 뇌졸중 환자의 재활치료 프로그램에 적용하는 연구가 필요할 것으로 기대되어진다.

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3D Visualization of Packing Behavior of Charge Material (장입재 충전 거동의 3차원 시각화)

  • Sang-Hwan Lee
    • Journal of Korea Foundry Society
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    • v.42 no.6
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    • pp.347-357
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    • 2022
  • In this study, 3D visualization of the packing behavior of the charge material in a foundry was attempted. It was simulated based on the practical conditions of the charge material and the melting furnace. It was confirmed whether the 3D visual simulation realistically implements the packing behavior of the manufacturing site. The realistic packing state by the 3D visual simulation was compared with the ideal packing state. It was analyzed in which case the difference between the two packing states occurred. The advantages of applying the 3D visual simulation to the manufacturing process were investigated, and various application plans in the casting industry were proposed.