• Title/Summary/Keyword: Color stimuli

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Invulnerable negative compatibility effect for direction of colored double-headed arrows (색을 가진 이중 부등호에서 방향에 대한 견고한 부적 일치 효과)

  • Han, Jae-Hyun;Kim, Min-Shik
    • Korean Journal of Cognitive Science
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    • v.21 no.4
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    • pp.535-557
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    • 2010
  • Researchers have shown the negative compatibility effect (NCE) consistently using arrows. However, they provided inconsistent interpretations about the reason why the NCE happens. The purpose of the present study is to test the factors suggested to be critical for the NCE including automatic inhibition, updated information and top-down control. Presented with arrays of masked prime and targets composed of colored double-headed arrows, participants demonstrated invulnerable NCE on the basis of direction of arrows in the judgment of direction with corresponding hands (Experiment 1), with reverse-mapping hands (Experiment 2) and even in the color-judgment task (Experiment 3). These results imply that the main sources of NCE might be perceptual dominance and inherent properties of stimuli and responses; this contrasts with previously proposed explanations.

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The Effect of Perceiver's Variables(value and religion)on the Impression of Korean Catholic Priest s Ritual Dress (관찰자의 종교와 가치관이 카톨릭 사제복의 인상 형성에 미치는 영향)

  • 김광경;조정미;남미우
    • Journal of the Korean Home Economics Association
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    • v.37 no.11
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    • pp.59-73
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    • 1999
  • The purpose of the present study was to identify the effect of perceivers’value and religions on the impresson of Korean catholic priest’s ritual dress. The subject consisted of 415 undergraduated students. The experimental materials developed for this study were 3type color photographs stimuli of catholic priest model and 7-point sementic differential scale composed of 49 bipolar adjectives representing personal traits. Perceivers were differenciated by AVL test. The data were analyzed by factor analysis and analysis of variance. The major findings drawl from this study were as follows : 1) Four factors( openness, religious nature, potency, characteristics of apperance) emerged to account for the dimentional structure of the impression of priest’s ritual dress. 2) The ritual dress and perceivers religion had partially significant effect on the impression of the priest. The ritual dress had an effect on openness and potency while the religious of perceivers affected religious symbolism and potency. Black suit with Roman collar and soutan were seen more authoritative, strong and independent than liturgical vestments. Catholic group saw priest with ritual dress more pure and potent than the other religious groups. 3) The ritual dress and perceiver’s value had partially significant effect on the impression of the priest. The ritual dress had an effect on openness, potency and the value had an significant interaction effect on potency. The group with political value perceived the priest with soutan more potent than black suit with Roman collar and liturgical vestments. Therefore the ritual dress and perceivers’value/religion had significant erect on Korean priest impression of openness, religious nature, potency. Research had also shown the similarity-attraction hypothesis which the individuals who hold similar characterisics are more Likely to be attracted.

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A Study on Impression Formation According to Design Elements of wedding Dresses and Perceivers Gender(Payt II) -Emphasis on Materials, Sleeves, and Trimmings of wedding Dresses- (웨딩드레스의 디자인 요소와 지각자 성별에 따른 인상형성 연구(제2보) -소재, 소매와 장식유무를 중심으로-)

  • 이미연;이명희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.8
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    • pp.1216-1227
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    • 2002
  • The objective in the part H of this study was to investigate the effects of materials, sleeves, trimming, and perceivers gender on impression formation. Stimuli consisted of 13 color photographs of a female model wearing a wedding dress which were manipulated according to clothing cues. A semantic differential sale of 4 dimensions was used. These were attractiveness, neatness, femininity, and prettiness. Samples were 312 males and females. For the effect of sleeves, there were significant main effects in attractiveness, femininity, neatness, and prettiness. Three-quarters lace ruffled sleeves increased the perception of positive attractiveness, femininity, and prettiness. Flounced sleeves had a positive effect on the perception of neatness. Long-tight sleeves had a negative effect on the perception of attractiveness, femininity, and prettiness. Sleeveless dresses increased the perception of negative neatness. There was an interaction effect between sleeves and the perceivers gender on neatness. For the onぉ of material, there were significant main effects in neatness, femininity, and prettiness. Solid cloth had a positive effect on the perception of neatness and negatively on prettiness. The combination of lace and solid cloth increased the perception of positive femininity and prettiness. lace had a negative effect on the perception of neatness. Satin increased the perception of negative femininity. There was an interaction effect between material and perceivers gender on prettiness. The main effect of trimmings was its effect on prettiness. Ribbons increased the perception of positive prettiness. Not having any trimmings had a negative effect on the perception of prettiness. There was an interaction effect between timings and the perceivers gender on neatness. The results of this study confirm that image perception of wedding dresses becomes different according to the materials, details, and perceiver's gender.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

Visualizing Emotions with an Artificial Emotion Model Based on Psychology -Focused on Characters in Hamlet- (심리학 기반 인공감정모델을 이용한 감정의 시각화 -햄릿의 등장인물을 중심으로-)

  • Ham, Jun-Seok;Ryeo, Ji-Hye;Ko, Il-Ju
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.541-552
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    • 2008
  • We cannot express emotions correctly with only speech because it is hard to estimate the kind, size, amount of emotions. Hamlet who is a protagonist in 'Hamlet' of Shakespeare has emotions which cannot be expressed within only speech because he is in various dramatic situations. So we supposed an artificial emotion, instead of expressing emotion with speech, expressing and visualizing current emotions with color and location. And we visualized emotions of characters in 'Hamlet' with the artificial emotion. We designed the artificial emotion to four steps considering peculiarities of emotion. First, the artificial emotion analyzes inputted emotional stimulus as relationship between causes and effects and analyzes its kinds and amounts. Second, we suppose Emotion Graph Unit to express generating, maintaining, decaying of analyzed one emotional stimuli which is outputted by first step, according to characteristic. Third, using Emotion Graph Unit, we suppose Emotion Graph that expresses continual same emotional stimulus. And we make Emotion Graph at each emotions, managing generation and decay of emotion individually. Last, we suppose Emotion Field can express current combined value of Emotion Graph according to co-relation of various emotions, and visualize current emotion by a color and a location in Emotion Field. We adjusted the artificial emotion to the play 'Hamlet' to test and visualize changes of emotion of Hamlet and his mother, Gertrude.

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Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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3D Visual Attention Model and its Application to No-reference Stereoscopic Video Quality Assessment (3차원 시각 주의 모델과 이를 이용한 무참조 스테레오스코픽 비디오 화질 측정 방법)

  • Kim, Donghyun;Sohn, Kwanghoon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.4
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    • pp.110-122
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    • 2014
  • As multimedia technologies develop, three-dimensional (3D) technologies are attracting increasing attention from researchers. In particular, video quality assessment (VQA) has become a critical issue in stereoscopic image/video processing applications. Furthermore, a human visual system (HVS) could play an important role in the measurement of stereoscopic video quality, yet existing VQA methods have done little to develop a HVS for stereoscopic video. We seek to amend this by proposing a 3D visual attention (3DVA) model which simulates the HVS for stereoscopic video by combining multiple perceptual stimuli such as depth, motion, color, intensity, and orientation contrast. We utilize this 3DVA model for pooling on significant regions of very poor video quality, and we propose no-reference (NR) stereoscopic VQA (SVQA) method. We validated the proposed SVQA method using subjective test scores from our results and those reported by others. Our approach yields high correlation with the measured mean opinion score (MOS) as well as consistent performance in asymmetric coding conditions. Additionally, the 3DVA model is used to extract information for the region-of-interest (ROI). Subjective evaluations of the extracted ROI indicate that the 3DVA-based ROI extraction outperforms the other compared extraction methods using spatial or/and temporal terms.

The Effect of Reminiscence with Audio-Visual Stimulation on Senile Dementia (치매노인에게 시청각 자극을 병행한 회상요법의 적용효과)

  • 김남초;유양숙;한숙원
    • Journal of Korean Academy of Nursing
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    • v.30 no.1
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    • pp.98-109
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    • 2000
  • The purpose of this study was to identify the effect on improvement of the Activity of Daily Living (ADL) and decrease the cognitive function and agitation behaviors by reminiscence with audio-visual stimulation for senile dementia. The quasi-experimental design was used in this study. Subjects were 26 with mild senile dementia who were cared for at a Day Care Center for Dementia in Seoul. The data were collected from March to July, 1999. Subjects were divided into three groups : Control Igroup with 10 subjects, reminiscence group(Control II group with 8 subjects), and reminiscence with audio-visual stimulation group(experimental group with 8 subjects). The Control I group got routine care as usual. Control II group participated in reminiscence sessions for one hour a day, five times a week , for a period of 4 weeks. The experimental group participated in reminiscence with audio-visual stimulation sessions for one hour a day, five times a week, for a period of 4 weeks. Instruments of this study were color photography with sound that was developed through an open questionnaire about events, objects, humans in action and animals that 100 Korean elderly over 60 would like to memorize. This was referred from the Sensory Stimuli Package by Namazi and Haynes(1994). The effects of treatment was evaluated through MMSE-K by Kwon & Park(1989). Also the Brief Cognitive Rating Scale(BCRS) by Reisberg et al(1983) for the cognitive function, through Agitation Inventory by Cohen- Mansfield and Colleague(1989) for behavioral response and through the Rapid Disability Rating Scale-2(RDRS-2) by Linn & Linn(1982) for the activity of daily living respectively. Data analysis was done using SPSS for $\chi$2- test, ANOVA, repeated measures ANOVA. The results were as follows : 1. Reminiscence with audio-visual stimulation did not improve cognitive function for senile dementia, but significantly improved verbal expression, the subscale of cognitive function. 2. Reminiscence with audio-visual stimulation reduced agitation behavior of experimental group significantly, but there was no significant difference between groups. 3. Reminiscence with audio-visual stimulation did not significantly effect the activity of daily living after treatment. In conclusion, it was shown that the reminiscence with audio-visual stimulation was an effective therapy to improve verbal expression and to reduce agitation behaviors of senile dementia. Further research with more indepth approach is needed, considering characteristic and level individualized for each senile dementia.

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Emotional Palette: Mapping Affective User experience Elements based on Trend (Emotional Palette: Trend에 따른 감성적 사용자 경험 요소 매핑)

  • Jeon, Myoung-Hoon;Lee, Ju-Hwan;Yang, Jung-Min;Heo, U-Beom;Lim, Tae-Hoon;Ahn, Jung-Hee;Kim, Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.451-455
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    • 2008
  • Emotional design gets more and more important. However, the systematical approaches to integration of user experience elements in product design have been rarely tried. This study consists of three parts. We extracted affective words fitting to design direction based on trend analysis. Then, user experience elements were matched with affective words. Finally, a prototype system was made to guide designing affective factors in electronic products. In the present study, user experience elements were defined as color, material & finishing, and sound. Through various documents analysis and trend analysis, trend analysis experts and user experience designers extracted 31 affective keywords which could fully reflect current trend. After paired-comparison of selected keywords, 2 sensibility dimensions were obtained by multidimensional scaling. Trend affective keywords could be explained by 2 dimensions of human-centered' vs. 'techno-centered' and 'warm vs. cool'. Next, user experience elements stimuli were matched with each keyword by user direct positioning on the 2 dimensions affective map. Based on the result of the experiment, the prototype system was developed for the product designers. The results of the current study could guide designers to design emotionally satisfactory products.

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Whitening Effect and Antioxidant Activity of Horseradish Subcritical Water Extracts (겨자무 아임계수 추출물의 항산화활성 및 미백효과)

  • In-Jae Kim;Su-Bhin Eun;Won-Hee Kim;Seon-Bhin Park;Hee-Bin Ku;Gyo-Nam Kim;Seung-Cheol Lee;Youngim Choi;Sanggeun Park;Hae-Ryong Park
    • Journal of Life Science
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    • v.34 no.4
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    • pp.236-244
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    • 2024
  • Melanin is a natural pigment found in most plants and animals, and it is involved in determining the color of the skin and hair. Melanogenesis is a reactive occurrence in melanocytes aiming to protect the skin from external stimuli, such as ultraviolet rays. Tyrosine is involved in the biosynthesis of the substrate tyrosine into melanin. However, melanin overproduction can lead to skin diseases, such as melasma, blotching, hyperpigmentation, and skin cancer. Although many studies have been conducted on whitening substances, such as kojic acid and arbutin, some countries have banned or refrained from using them due to their side effects. Therefore, this study assessed the potential of horseradish (HR) as a new whitening agent in cosmetic products. For efficient extraction, subcritical water extraction was conducted. The results showed that the horseradish subcritical water 200℃ (SW 200) extract showed high DPPH radical scavenging ability, total phenolic contents (TPC), inhibiting tyrosinase activity and inhibiting melanin production of B16-F10 melanoma cell lines. To investigate its cytotoxicity to the B16-F10 melanoma cell lines, MTT reduction assay and morphological changes were observed. No cytotoxicity was found in horseradish methanol extract and SW 200. In conclusion, this research suggests the possibility of horseradish subcritical water may be useful as a natural whitening ingredient to be used in cosmetic products.