• Title/Summary/Keyword: Human Visual Perception

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Measurement of Fingerprint Image Quality using Hybrid Segmentation method (Hybrid Segmentation을 이용한 Fingerprint Image Quality 측정 방법)

  • Park, Noh-Jun;Jang, Ji-Hyeon;Kim, Hak-Il
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.17 no.6
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    • pp.19-28
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    • 2007
  • The purpose of this paper is to present a new measure for fingerprint image quality assessment that has a considerable effect on evaluation of fingerprint databases. This paper introduces a hybrid segmentation method for measuring an image quality and evaluates the experimental results using various fingerprint databases. This study compares the performance of the proposed hybrid segmentation using variance and coherence of fingerprints against the NIST's NFIQ program. Although NFIQ is a most widely used tool, it classifies the image quality into 5 levels. However, the proposed hybrid method is developed to be conformant to the ISO standards and accordant to human visual perception. The experimental results demonstrate that the hybrid method is able to produce finer quality measures.

Image Restoration using Weighted Octagonal Median Filter (가중 팔각형 메디안 필터를 이용한 영상 복원)

  • Lee, Eun-Young;Na, Cheol-Hun;Lee, Eun-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.202-207
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    • 2021
  • One of the most important tasks in image processing is noise filtering. Noise removal in image is a difficult task due to many reasons such as nonstationary sequences and corrupted by various types of noise. Human's visual perception is heavily based on the edge information. Thus, noise filtering must preserve edges. To remove the noise, we usually use the square-shaped median filter. They possess mathematical simplicity but have the disadvantages that blur the edges. In this paper we consider a new technique for image restoration using a weighted octagonal median filter. The technique consists of simple hypothesis test for edge detection, and we use the weighted octagonal-shaped moving window. The new technique is applied to noise corrupted image and experimental results are compared to the results of the square-shaped median filter and the cross-shaped median filter.

Comparison of Objective Metrics and 3D Evaluation Using Upsampled Depth Map (깊이맵 업샘플링을 이용한 객관적 메트릭과 3D 평가의 비교)

  • Mahmoudpour, Saeed;Choi, Changyeol;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.2
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    • pp.204-214
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    • 2015
  • Depth map upsampling is an approach to increase the spatial resolution of depth maps obtained from a depth camera. Depth map quality is closely related to 3D perception of stereoscopic image, multi-view image and holography. In general, the performance of upsampled depth map is evaluated by PSNR (Peak Signal to Noise Ratio). On the other hand, time-consuming 3D subjective tests requiring human subjects are carried out for examining the 3D perception as well as visual fatigue for 3D contents. Therefore, if an objective metric is closely correlated with a subjective test, the latter can be replaced by the objective metric. For this, this paper proposes a best metric by investigating the relationship between diverse objective metrics and 3D subjective tests. Diverse reference and no-reference metrics are adopted to evaluate the performance of upsampled depth maps. The subjective test is performed based on DSCQS test. From the utilization and analysis of three kinds of correlations, we validated that SSIM and Edge-PSNR can replace the subjective test.

A Study on the Post Occupancy Evaluation of Urban Grand Park with Reference to the Perception of Residents -Focused on Ulsan Grand Park's Efficiency and User's Satisfaction- (주민의식에 기초한 도시 대공원의 이용후 평가 -울산 대공원의 공원효율성 및 이용 만족도를 중심으로-)

  • 성백진;최종희;이재근;권오복
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.2
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    • pp.11-24
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    • 2004
  • The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.

A study on colour appearance by the size of colour stimulation at foveal vision (중심와 시각에서 색채 자극의 크기에 따른 컬러 어피어런스 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.23-28
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    • 2018
  • Next generation displays show a trend of evolving from the display device environment (represented by existing televisions) to the mobile environment. The mobile display corresponding to the personal display is similar to a home theatre; however, they are advantageous because they are small and have a relatively lower weight. Therefore, the display industry has an interest in diverse product applications of displays, reproducing more accurate colours, and offering improved image quality from display devices of various sizes. To address these interests, a psychophysical experiment was conducted in this research. The experiment compared the size of the colour stimulation corresponding to foveal vision by gradually increasing the lightness of the background. This was based on the assumption of possible differences in colours being recognized by the lightness of the background and the size of the colour stimulation. Contrary to the results of previous studies, where the colours are identified more clearly as the size of the colour stimulation increases (assuming that the lightness of the background is not considered) here the results of the experiment showed that the attributes of the identified colours were different depending on the lightness of the background and the size of the colour stimulation. Based on the experimental results, it is possible to resolve errors in colour conversion that can occur when the input image is switched from a large screen size to a mobile size display, and to reproduce the colours more accurately and improve the image quality.

Study on Characteristics of the Visual Perception of Historic Cultural Landscape - A Case of Gyeongbok Palace - (역사문화경관의 시지각적 특성에 관한 연구 - 경복궁 내부의 조망점을 중심으로 -)

  • Suh, Joo-Hwan;Kim, Su-Yeon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.31 no.1
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    • pp.108-117
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    • 2013
  • Modern city doesn't have its own identity that differentiates itself from others despite the fact that each city has a historical value. This is due to the demolition of historical and regional values. As such problems are connected to urban problems, they become even more serious. Thus, the researchers of this study set Gyeongbokgung(Palace) as an object to look into landscape factors and found out the relations between psychological variables and preference. Then, the researchers analyzed the quantitative relations between the physical attributes of historic cultural landscape and human response. As such, the researchers aimed to set and propose a confirmed standard in terms of identity and regional & historical values of historic cultural landscape. Since this study was performed with an object of historic cultural landscape that was reproduced based on original landscape in the past, a future study should be on the difference in preference based on the proportion of modern landscape. Based on such studies, a new plan should be made for forming the urban historic cultural landscape.

Research on Cultural Scenic Landscape in Jingyeong Sansuhwa - Centering around Gyeomjae Jeongseon's Works - (진경산수화에 표현된 풍토경관에 관한 기초연구 - 겸재 정선의 작품을 중심으로 -)

  • Yoo, Kahyun*;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.1
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    • pp.87-99
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    • 2009
  • This research is an introductory study that hopes to interpret the cultural scenic landscape by analyzing Korea's mountains, streams, topography, color, light, human behavior, and more based on real landscape paintings. It places its purpose on understanding our intrinsic cultural scenic landscape by investigating the changed topography and the differing life patterns caused bythe active national land development after the modern era. With Seoul, which is now difficult to find images of its past, and the surrounding areas of the Han riverbed, the interpretation related to its original topography, landscape, climate, weather, and human behaviors was observed while the main focus was placed on the climate of the perception held by people regarding Mt. Geumgang and other ranges which are not fully opened to the public yet. In order to comprehensively analyze the figures of features and appearing landscapes including color, light, and more, it was described through the concept called climate. Hereupon, the real landscape paintings by Gyunjae(Jeong-Seon), mainly bearing features of existing Korean mountains, wereutilized as visual historical material. However, not having all his works, other pieces with representative characteristics were utilized such as "Gyeong-Gyo-Myeong-Seung-Chup(a painting with picturesque sceneries around old Seoul)" and "Hae-Ak-Jeon-Shin-Chup(a landscape painting including even the spirits of the seas and mountains)" which contain the regions' distinct scenery. As a result, the old cultural scenic landscapes of Korea are regarded as containing diverse mountains and where the conceptions of the treatment of mountains were reflected.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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A Study on the Design of Sustainable App Services for Medication Management and Disposal of Waste Drugs (약 복용 관리와 폐의약품 처리를 위한 지속 가능한 앱 서비스 디자인 연구)

  • Lee, Ri-Na;Hwang, Jeong-Un;Shin, Ji-Yoon;Hwang, Jin-Do
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.48-68
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    • 2024
  • Due to the global pandemic aftermath of the coronavirus, the importance of health care is being emphasized more socially. Due to the influence of these changes, domestic pharmaceutical companies have introduced regular drug delivery services, that is, drug and health functional food subscription services. Currently, this market is continuously growing. However, these regular services are causing new environmental problems in which the number of waste drugs increases due to the presence of unused drugs. Therefore, this study proposes a service that not only promotes health management through regular medication adherence to reduce the amount of pharmaceutical waste but also aims to improve awareness and practices regarding proper medication disposal. As a preliminary survey for service design, a preliminary survey was conducted on 51 adults to confirm their perception of drug use habits and waste drug collection. Based on the Honey Comb model, a guideline for service design was created, and a prototype was produced by specifying the service using the preliminary survey results and service design methodology. In order to verify the effectiveness of the prototype, a first user task survey was conducted to identify the problems of the prototype, and after improving this, a second usability test was conducted on 49 adults to confirm the versatility of the service. Usability verification was conducted using SPSS Mac version 29.0. For the evaluation results of the questionnaire, Spearmann Correlation Analysis was conducted to confirm the relationship between frequency analysis and evaluation items. This study presents specific solutions to the problem of waste drugs due to the spread of drug subscription services.