• Title/Summary/Keyword: Dimensional Perception

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Factors Related to Velocity Perception in a Graphic Simulator (시뮬레이터의 그래픽모듈에 대한 속도감 인자 분석)

  • Son, Kwon;Choi, Kyung-Hyun;Eom, Sung-Suk;Hong, Sung-Jin
    • Transactions of the Korean Society of Automotive Engineers
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    • v.9 no.3
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    • pp.121-130
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    • 2001
  • This paper addresses a method for evaluating perceived velocities of the graphic module in a driving simulator. The major two graphic factors associated with perceived velocities are analyzed: they are the lateral distance between a virtual driver and an array of environmental objects and the textural density of these objects. A graphical representation of a vehicle and its surrounding environment are constructed by employing a three-dimensional tool, Pro/ENGINEER and a virtual environment, dVISE. Using the developed virtual driving environment, experiments have been carried out to formulate the relationship between velocity perception and each factor. Based on the experimental results, nonlinear regression equations are derived to show how the perceived velocities are dependent upon distance/density.

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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.

Application of the Affordance as User Experience Behavior Setting for Architectural Design (건축공간의 경험구조로서 지원성 적용 연구)

  • Kim Soo-Jin
    • Korean Institute of Interior Design Journal
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    • v.13 no.6
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    • pp.48-56
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    • 2004
  • The Affordance, discussed in the theory of ecological perception of environmental psychology, is the concept of perception that deals with inter-relationship between environment and human. It is a theory seeking for gradual evolution, with the change of user experience behavior and the space, by getting feed-backs from the analysis of perception of characteristics of 3-dimensional space and the user as moving entity. Although there has been many attempts to define the Affordance and apply its concept to the architecture, now there's a need to identify the Affordance in the real architectural space, represent Affordance of space and the user inter-relationship in the architecture and apply its design specifically, Thus, the purpose of this study is to present the methodology of applying Affordance in architectural space design by identifying the Affordance of space concept of human experience behavior in the architectural space and analyze its recognition process.

Depth Perception using A Parallel-Axis Stereoscopic Camera Rig

  • Ramesh, Rohit;Shin, Heung-Sub;Jeong, Shin-Il;Chung, Wan-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.147-148
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    • 2010
  • Recently, advancement in the visual technology has lead to the further development of the three dimensional (3D) imaging systems. The visual perception to view a pair of images simultaneously, is a crucial factor to build a stereoscopic 3D image. In this paper, we present the depth cues between the intensities of the two images when viewing with both eyes. Due to this stereoscopic effect, objects at different distances from the eyes differ in their horizontal positions, giving the depth cue of horizontal disparity. By simple image processing technique, we also present the binocular disparity map between the two images. A median filter has been used to filter out all the noises occurring in the disparity map image.

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A study on the library of 'The Name of the Rose' as a Haptic space (촉지적 공간으로서의 영화 '장미의 이름'의 장서각에 관한 연구)

  • Park, Miyoung;Joh, Hahn
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.100-111
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    • 2013
  • The theories of optical/haptic perception provide us contrasting insights into the perception of space in movie and architecture. Through the lenses of these theories, this study aims to analyse the optical and haptical aspect of the medieval library of the film, The Name of the Rose. The dominance of vision over the other senses has been maintained by many philosophers, such as Plato, Aristotle, and Aquinas, and this trend leads to the development of the hierarchical and perspective space of Renaissance and Modern Architecture. Those conceptions of optical space help us not only identify space as clear and distinct three-dimensional entity but also separate the subject and the object. However, tactile/haptic perception is more useful to explain the experience of film and contemporary architecture than optical perception. This haptic space is developed by Alois Riegl, Walter Benjamin, and Gilles Deleuze. This study intends to search for the difference between two perceptions on the architectural space of the movie, examine the relation between architecture and human, space and user.

Consumer's Perception of Clothing Price (Part I) - Testing the Validity of Dimensions of Clothing Price - (의복구매시 소비자가 지각하는 가격 (제1보) -의복가격 차원의 타당성 검증-)

  • 진병호
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.3
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    • pp.417-427
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    • 1998
  • Price, one of the marketing 4p's, is a key decision variable affecting market share and the profitability of individual products. For consumers, since price is almost always known to and can be compared, it is one of the most important criteria when they make a purchase decision making. With the consumers' increasing consciousness for price due to economic recession, and the saturation of domestic apparel market, it is expected that the effect of price on consumers' decision making would be greater than ever. This study, the first in two part series, focuses on testing the validity of dimensions of clothing price using Lichtenstein et. at. (1993)'s suggestion. In addition, the effect of demographic variables on the perception of each price dimension was investigated. The subjects were 264 college students living in Seoul, Korea. The data were collected by self -administered questionnaires and analyzed by t-test, ANOVA, regression analysis and Lisrel confirmatory factor analysis. The result supported Lichtenstein et. al. (1993)'s suggestion. That is, consumers' perception of clothing price is not mini-dimensional, but has six dimensions: sale proneness, price mavenism, value consciousness, price consciousness, price -quality schema and prestige sensitivity. Demographic variables partially effect on the consumers' perception of each clothing price dimension. The level of monthly pocket money, however, has influence on all price dimensions. Based on these results, marketing implications for apparel manufacturers were suggested.

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The Components of Consumer-Based Fashion Brand Equity (고객평가에 기초한 패션브랜드 자산의 구성요소에 관한 연구)

  • 김혜정;임숙자
    • The Research Journal of the Costume Culture
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    • v.10 no.6
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    • pp.680-696
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    • 2002
  • The aim of this study was to identify the components of customer-based fashion brand equity which was built from customers´perception to equity. As a method, both literature review and empirical research were made. This study performed in three stages from May to November in 2001. In the exploratory step. focus-group interview was conducted 5 times for gathering responses related to fashion brand equity, and free association test of 17 respondents was additionally conducted. In pilot study, 40 university students were surveyed and the data were analyzed in order to identify the components of fashion brand equity and to develop questionnaire. In the main research, 905 university students evaluated fashion brand equity in order to analyze the components of fashion brand equity in customers´perception. Statistical analyses were performed with SAS program using factor analysis, cronbach´α, frequency, and mean. The results of this study was as fellows. First, fashion brand equity was defined in terms of four components; customer-brand resonance, brand imagery/customer feeling, brand performance/customer judgment and brand awareness. Second, fashion brand equity was multi-dimensional brand attitude, which could be measured by 29 variables that were different from uni-dimensional evaluation of previous studies.

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3-Dimensional Concurrent Geometric Modeling on High Speed Network (초고속 통신망상에서 3차원 동시 형상 설계)

  • 정운용;한순흥
    • The Journal of Society for e-Business Studies
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    • v.1 no.1
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    • pp.141-157
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    • 1996
  • Data sharing is a major challenge to implement CALS. STEP is the international standard for the product model data exchange among heterogeneous systems and plays a key role in CALS. Advances in computer networks are rapidly changing the product development processes. The network oriented modeling system premises to integrate design activities across the enterprise. To achieve goals of CALS 3-dimensional concurrent modeling that complies international standard is required since integrity and common perception of product data can be assured. This paper presents 3-dimensional concurrent geometric modeling on high speed network using STEP and methodologies.

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Visual depth perception of three dimensinal images and two dimensional images (입체영상과 평면영상의 심도 인지량에 관한 연구)

  • Cho, Am
    • Journal of the Ergonomics Society of Korea
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    • v.10 no.1
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    • pp.11-22
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    • 1991
  • This paper aims to examine experimentally the difference of subjectively measured degree of depth between two dimensional (2D) and three dimensional (3D) images. For this paper, two experiments were conducted; in the first experiment, the subjects were asked to estimate the distance between two objects presented with different depths, while in the second experiment, the subjects' role was to rank three objects in the order of distance from the screen. In both experiments, the objects were presented either in 2D or 3D images. The results of the experiments show that the use of 3D images can induce more accurate and more stable estimates of distance than the use of 2D images. However, it is also noted that the absolute degree of depth is not the unique criteria utilized by the subjects for the distinction of small differences of depth.

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The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment (3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.165-176
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    • 2018
  • With the development of information and communication technology, the possibility of utilizing 3D virtual reality in education has been sought. Especially, the screen composition in the virtual reality has the possibility of inducing the emotion of the user which may affect the learning. However, there is little research on what aspects of the screen can cause emotions. The purpose of this study is to analyze the user's perception of screen components inducing emotion in virtual reality learning environment. Using Multi Dimensional Scaling (MDS), the user's perception of the main screen in a representative virtual reality learning environment platform was investigated. As a result, the dimension of depth on the screen and the dynamics of the avatar related to the movement were confirmed. This study is meaningful to explore technical variables that can induce emotions among screen elements in virtual reality contents.