• 제목/요약/키워드: Automotive visual display

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A Cross-cultural Study on the Affection of Color with Variation of Tone and Chroma for Automotive Visual Display

  • Jung, Jinsung;Park, Jaekyu;Choe, Jaeho;Jung, Eui S.
    • 대한인간공학회지
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    • 제36권2호
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    • pp.123-144
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    • 2017
  • Objective: The objective of this study is to evaluate affection on how users perceive colors viewed from an automotive visual display according to cultural and radical differences including North America, Europe, and Southeast Asia. This study especially aims to identify effects of the variation of tone and chroma of representative color groups by analyzing affection differences depending on cultural and racial differences targeting the colors constituted through variation of tone and chroma, centered on representative colors. Background: The colors of the menu, information display or background viewed through an automotive visual display are an important factor stimulating consumer's affection, and therefore an effort to express the vehicle's brand and product image through colors is made. The studies on colors focus only on the research on unique characteristics of colors, but an affective approach lacks according to cultural and racial differences on colors considering tone and chroma variation within a color from the currently used automotive visual displays. Method: To grasp the visual affection felt by users, this study extracted affective adjectives related with colors through existing literature and a dictionary for adjectives, and presented human affection dimensions on colors through evaluation of various colors. Prior to carrying out affection evaluation, the basic light sources, red (R), green (G), and blue (B) constituting the colors used for automotive visual displays were defined as a representative color group, respectively. When colors in a color group are constituted, the evaluation target of each color group consisted of the colors considering the variation of tone and chroma by changing color sense through RGB values of the remaining two light sources. And then, this study carried out affection evaluation on the constituted colors targeting the subjects with cultural and racial differences. Results: As a result of evaluating the constituted colors with representative affections, there were statistically significant differences between the groups having cultural and racial differences. As a result of S-N-K post-hoc analysis on the colors showing significant differences, North America and Europe were classified as heterogeneous groups. In some cases, Korea was classified as the homogeneous group with North America, but Korea was mainly classified as the homogenous group with Europe. Conclusion: The representative affections on colors from an automotive visual display was drawn as three affective dimensions: passionate, neat, and masculine. Based on these, the affection of Korea and Europe on the constituted colors showed significant differences from that of North America, as a result of affection evaluation on the constituted colors viewed through the visual display by reflecting cultural and racial factors. Regarding representative color groups, bigger cultural and racial differences were revealed in terms of affection on red and green colors than on blue color, and variation of affection was the biggest in the red color. Application: This study analyzed correlations of affection considering the colors constituted through variation of tone and chroma, and the culture and race in the representative color groups constituting a visual display. The results of this study are predicted to be utilized in coordination and selection of colors viewed from an automotive visual display taking into account culture and race.

Developing Visual Complexity Metrics for Automotive Human-Machine Interfaces

  • Kim, Ji Man;Hwangbo, Hwan;Ji, Yong Gu
    • 대한인간공학회지
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    • 제34권3호
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    • pp.235-245
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    • 2015
  • Objective: The purpose of this study is to develop visual complexity metrics based on theoretical bases. Background: With the development of IT technologies, drivers process a large amount of information caused by automotive human-machine interface (HMI), such as a cluster, a head-up display, and a center-fascia. In other words, these systems are becoming more complex and dynamic than traditional driving systems. Especially, these changes can lead to the increase of visual demands. Thus, a concept and tool is required to evaluate the complicated systems. Method: We reviewed prior studies in order to analyze the visual complexity. Based on complexity studies and human perceptual characteristics, the dimensions characterizing the visual complexity were determined and defined. Results: Based on a framework and complexity dimensions, a set of metrics for quantifying the visual complexity was developed. Conclusion: We suggest metrics in terms of perceived visual complexity that can evaluate the in-vehicle displays. Application: This study can provide the theoretical bases in order to evaluate complicated systems. In addition, it can quantitatively measure the visual complexity of In-vehicle information system and be helpful to design in terms of preventing risks, such as human error and distraction.

자동차 시뮬레이터의 가상환경 구성에 대한 연구 (Construction of Virtual Environment for a Vehicle Simulator)

  • 장재원;손권;최경현
    • 한국자동차공학회논문집
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    • 제8권4호
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    • pp.158-168
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    • 2000
  • Vehicle driving simulators can provide engineers with benefits on the development and modification of vehicle models. One of the most important factors to realistic simulations is the fidelity given by a motion system and a real-time visual image generation system. Virtual reality technology has been widely used to achieve high fidelity. In this paper the virtual environment including a visual system like a head-mounted display is developed for a vehicle driving simulator system by employing the virtual reality technique. virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Accordint to the object model a three dimensional graphic model is developed with CAD tools such as Rhino and Pro/E. For the real-time image generation the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. Compared with the single loop apprach the proposed methodology yields an acceptable image generation speed 20 frames/sec for the simulator.

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가상현실 기법을 적용한 평가도구를 활용한 계기반 배치 및 인지 정확도에 관한 연구 (A Study on the Objects Arrangement of Display Panel and the Cognitive Accuracy under the Virtual Reality Evaluation Tool)

  • 김선영;유승동;박범
    • 인지과학
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    • 제11권1호
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    • pp.1-8
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    • 2000
  • 운전자에게 자동차에 관련된 중요한 시각적 정보는 주로 계기반을 통해 제공되어 진다. 이런 계기반이 시인/시계성을 고려하여 설계되어 졌을 때, 운전자는 주행중에 시야 확보 및 자동차 관련 시각정보들을 신속하고 정확하게 인지할 수 있게 된다. 즉 계기반은 운전자의 과제 수행도와 직접적인 관계를 갖는다고 볼 수 있으며, 운전자-자동차간의 상호작용에 관여하는 중요한 장치라고 할 수 있다. 이러한 이유로 외국의 경우는 계기반의 형태와 특성 및 색상까지를 고려한 다방면의 연구가 진행되고 있다. 현재 대부분의 차종이 Analog display의 형태를 따르고 있지만, 위치에 대한 명확한 표준이 없이 각기 다른 형태 및 배치를 갖는다. 따라서 본 연구는 계기반 주요 Object(속도계, 타코미터, 연료계, 온도계)의 배치특성에 대한 운전자의 선호도여부와 계기반 Object의 위치가 운전자에게 영향을 주는 요인여부에 관하여, 본 실험실에서 제작한 평가도구(VISVEC System)를 사용하여 실험하였다. 실험결과로 피험자가 선호하는 배열특성이 인지정확도 여부에 미치는 영향과의 연관성은 볼 수 없었으나, 계기반의 주요 Object는 각각의 영역을 갖는 것이 Visual 정보 인지에 용이하다는 것을 알 수 있었다.

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차량내 시스템에 대한 접촉 및 제스처 방식의 운전자 인터페이스에 관한 연구 (A Study on Tactile and Gestural Controls of Driver Interfaces for In-Vehicle Systems)

  • 심지성;이상헌
    • 한국CDE학회논문집
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    • 제21권1호
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    • pp.42-50
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    • 2016
  • Traditional tactile controls that include push buttons and rotary switches may cause significant visual and biomechanical distractions if they are located away from the driver's line of sight and hand position, for example, on the central console. Gestural controls, as an alternative to traditional controls, are natural and can reduce visual distractions; however, their types and numbers are limited and have no feedback. To overcome the problems, a driver interface combining gestures and visual feedback with a head-up display has been proposed recently. In this paper, we investigated the effect of this type of interface in terms of driving performance measures. Human-in-the-loop experiments were conducted using a driving simulator with the traditional tactile and the new gesture-based interfaces. The experimental results showed that the new interface caused less visual distractions, better gap control between ego and target vehicles, and better recognition of road conditions comparing to the traditional one.

인지부하가 시각주의와 운전수행도에 미치는 영향에 관한 연령대별 분석 (The Impact of Cognitive Workload on Driving Performance and Visual Attention in Younger and Older Drivers)

  • 손준우;박명옥
    • 한국자동차공학회논문집
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    • 제21권4호
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    • pp.62-69
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    • 2013
  • Visual demands associated with in-vehicle display usage and text messaging distract a driver's visual attention from the roadway. To minimize eyes-off-the-road demands, voice interaction systems are widely introduced. Under cognitively distracted condition, however, awareness of the operating environment will be degraded although the driver remains oriented to the roadway. It is also know that the risk of inattentive driving varies with age, thus systematic analysis of driving risks is required for the older drivers. This paper aims to understand the age-related driving performance degradation and visual attention changes under auditory cognitive demand which consists of three graded levels of cognitive complexity. In this study, two groups, aged 25-35 and 60-69, engaged in a delayed auditory recall task, so called N-back task, while driving a simulated highway. Comparisons of younger and older drivers' driving performance including mean speed, speed variability and standard deviation of lane position, and gaze dispersion changes, which consist of x-axis and y-axis of visual attention, were conducted. As a result, it was observed that gaze dispersion decreased with each level of demand, demonstrating that these indices can correctly rank order cognitive workload. Moreover, gaze dispersion change patterns were quite consistent in younger and older age groups. Effects were also observed on driving performance measures, but they were subtle, nonlinear, and did not effectively differentiate the levels of cognitive workload.

Improving In-Vehicle Display and Control Design for Older Drivers

  • Ryu, Jae-Heok;Lee, Seong-Il
    • Industrial Engineering and Management Systems
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    • 제10권4호
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    • pp.288-291
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    • 2011
  • Recommendations for older driver-friendly automobile interior design have been determined by taking into account older people's physical and cognitive characteristics. Twenty three older people (aged from 54 to 78) and five younger people (from 20 to 29) performed several tasks in actual driving conditions, in which their reaction times and performance errors were recorded. Some design factors were found to be related to older drivers' visibility and controllability. Several design recommendations were proposed in terms of cluster color and font, display location, and HVAC control type. Proposed recommendations are expected to satisfy a wider range of older drivers as these will facilitate automobile interior designs which are fitter to older drivers' visual, cognitive, and manual capabilities.

스트레쳐블 폴리머 디퓨저를 이용한 균질 레이저 디스플레이 해석 (Analysis of Homogenized Laser Beam Display by a Polymeric Stretchable Diffuser)

  • 이재원;이선봉;최해운
    • 한국산학기술학회논문지
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    • 제15권1호
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    • pp.1-7
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    • 2014
  • 본 논문은 스트레쳐블 폴리머 디퓨저를 이용하여서 간섭성이 있는 레이저의 단점인 스페클 효과를 감소하는 결과를 비교 분석하였다. 자체 제작한 RGB 모듈을 기반으로 하여 빔 컴바이너를 거쳐서 레이저빔을 집속한 후 고전압 저주파수를 통해서 레이저빔을 균질화 하였다. 평균 180~300Hz 정도의 주파수를 가한 결과 레이저빔의 균질효과가 나타났다. 컴퓨터 시뮬레이션을 통한 디퓨저와 DMD 반사경을 구현 하였으며, 808nm 레이저빔을 가상으로 조사하여서 디퓨저 유무에 따른 빔의 산란도 및 균질도를 검증 하였다. 결과적으로 디퓨저를 통한 빔의 균질도가 산란효과를 감소시켰고, 이를 통한 디스플레이 선명도를 개선할 수 있을 것으로 기대된다. 청색레이저의 투과도가 83% 정도로 적색이나 녹색 레이저에 비해서 상대적으로 취약하였는데, 이는 디퓨저 내부를 통과시 레이저 빔의 굴절의 양이 많아져서 확산 각이 증가하였기 때문으로 분석되었다. 레이저와 광학 장치 사이에 디퓨저를 사용하여 이미지 구현했을 때 스페클 패턴은 제거되었으며, 레드(650nm), 그린(532nm), 블루(405nm) 파장에서 10-20%정도의 밝기 감소가 나타났으며, 전체적인 밝기 감소는 13%정도 이루어졌다. 또한, 스트레쳐블 폴리머를 이용한 경우 시간축 균질도도 30fs에서 110fs로 개선 되었다.

승용차 글라스루프를 활용한 어린이용 별자리 콘텐츠 디자인 (Design of Constellation Content for Children Applied to Car Glass Roof)

  • 최종훈;정수영;최유미;권민정
    • 한국콘텐츠학회논문지
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    • 제13권7호
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    • pp.141-149
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    • 2013
  • 최근 캠핑 등 가족단위 여가생활이 늘어나게 되면서 어린아이들이 차를 타고 이동하는 횟수가 잦아지고 그에 따라 차 안에서 머무는 시간이 길어지게 되었다. 신체활동이 활발한 어린이들은 자동차 탑승 시 공간의 제약과 안전상의 이유로 움직임에 제한을 받고 있다. 한정된 공간에서 오랫동안 머무는 것에 대한 지루함과 답답함을 해소하기 위해 국내외 자동차 업체들은 넓은 시야 확보가 가능한 글라스루프를 적용한 차들을 선보이고 있다. 또한 IT기술이 접목된 스마트카 연구와 도어창문을 디스플레이로 활용하는 연구가 진행되고 있는 것을 보면 글라스루프도 스크린으로 활용될 수 있는 잠재가능성이 충분하다 할 수 있다. 이에 본 연구에서는 차량 내 디스플레이 적용 사례와 스마트 기기용 별자리 애플리케이션을 벤치마킹하고, 자가용으로 이동이 잦은 부모와 어린이를 대상으로 사용자 조사를 실시하여 어린이를 고려한 별자리학습 콘텐츠의 차량 글라스루프 적용 방식과 기본적인 인터랙션 방식을 도출, 제안하였다.