• Title/Summary/Keyword: Image Perception

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Perception of heading direction in dynamic random-dot and real-image motions (역동적인 무선점 및 실제영상 운동에서 관찰자의 진행 방향 지각)

  • 오창영;정찬섭;김정훈
    • Korean Journal of Cognitive Science
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    • v.10 no.3
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    • pp.67-75
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    • 1999
  • We investigated whether human could perceive the heading direction from the optic flow made from random dots and real images simulating the motion of the observer and objects. When an object moves across the focus of expansion(FOE) in random dot simulation. the observer perceived the focus of expansion biased toward the motion direction of the object. supporting the hypothesis that the direction repulsion is produced between the expansional and the horizontal planar motion components. With real image display observers tended to perceive one's heading direction biased toward the c center of the scene regardless of the direction and position of moving 0bcts. And it was observed that the deeper the depth of the background was the larger the judgment error was. These results suggest it is more likely that human depends on different cues than the optic flow when they perceive or judge one's heading direction in the real environment.

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"The Light": An Experimental Moving Image which uses Color, Trace, and Interactivity of Light to Measure Quantitative Presence ("The Light": 정량적 프레즌스 측정을 위한 빛의 색, 빛의 움직임, 빛과의 인터랙션을 이용한 추상영상 실험)

  • Jeon, Seongsin;Kim, Seong Whan
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.12
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    • pp.587-592
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    • 2017
  • In this paper, we raise a question: what makes presence in artistic works. Presence has been defined as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. We design and implemented an abstract media art "The Light" which uses the color, trace, and interactivity of light to measure quantitative presence. Frequency spectrum of light on specific object which we perceive makes color; Motion of light and its impact on object makes shape which perceived in our human visual system; Interactivity or perceived distance between object and observer makes intensity of perception. We experimented our images with subjective survey which includes PQS (presence questionnaire survey) and objective test using brain signals (EEG). From our interactive experimental moving images tested on 30 subject, we conclude that we can make more presence as we interact more with images. Photo-realistic images is just pass-by and it is transformed to abstract images, as we more focused on the images, and the essential components of the abstraction includes color, trace, and interaction with subjects.

A Study on the Recognition Level of Traditional Market Users on Return Intention (소비자의 전통시장에 대한 인식수준이 재 방문의도에 미치는 영향 연구 : 목포지역 소비자를 중심으로)

  • Kim, Pan-Jin
    • The Journal of Industrial Distribution & Business
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    • v.8 no.5
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    • pp.77-85
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    • 2017
  • Purpose - The purpose of this study is to investigate the variables that lead consumers to visit traditional markets and buy market goods. Thus, the current research examined the relationship between satisfaction and return intention as among the factors influencing loyalty. Research design, data, and methodology - This study was conducted to examine the effects of the perceived level of factors on loyalty and how it influenced consumers' visits to traditional markets in 125 adult adolescents and women living in Mok-po area. The results of the questionnaire were obtained. The statistical data of the questionnaire were verified by SPSS. Results - In this study, consumers' perception level of eight loyalty factors can be perceived by the traditional Korean market. The empirical analysis is summarized as follows. First, by selecting five representative variables influencing intention to return to traditional markets, Mok-po area consumers were affected by the intention to revisit according to the intensity of recognition level among these variables. Second, the higher the perceived level of product price, quality of access (accessibility) among the factors that consumers perceive as important factors in visiting traditional markets were heightened. Third, Mokpo residents are aware of the main important factors of visiting the market such as receiving a friendly atmosphere (image) about traditional market, market environment (hygiene and cleanliness), connection with the local economy, and customer service such as kindness, refund and return. These loyalty factors did not affect consumers' intention to revisit. In other words, image, environment, regional economic linkage, and these factors did not have a positive effect on revisit intention. Conclusions - The empirical analysis of this study suggests that factors that directly affect loyalty among the key factors that play a major role in visiting traditional markets should be identified and developed as loyalty factors. It is necessary to identify the key factors influencing the satisfaction and loyalty of traditional market users, and operate a system that systematically and comprehensively manages and evaluates them. In order to do this, the government, the local governments, and related organizations should regularly conduct loyalty and satisfaction surveys on visa recognition levels and establish strategies for dramatic improvement measures.

Gender-Identity of Animation Character (애니메이션 캐릭터의 젠더 정체성)

  • Sung, Re-A
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.150-157
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    • 2007
  • The image calls forth the curiosity of the children. children experience the many thing through the image and it makes children to study naturally. Specially, the animation socializes children and it plays an important role in form of a self-identity. The gender-identity reappearance of the animation character is important. Gender-identity reappearance type of the animation character is able to classify with the reappearance type of visual information and the narrative. The narrative reappearance type does more clearly visual information reappearance type. Also classifying the gender-identity of animation character aspects into each type, they are; gender stereotype that character reflects the conservative and commercial ideology; gender non-stereotype that character doesn't reflect gender stereotype. But reappearance of the gender non-stereotype character as well, it is stopping in the exaggeration or the caricature of gender role of the character. Consequently the animation characters must be reappeared with the character which have the future oriented gender identity-as one human being that forms a value subjectively. The animation which reappears the future oriented gender-identity plants a proper self-perception and gender role in children and relaxes the traditional gender-identity which is already acquired.

A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

Perceived Risk and Purchase Obstruction Factors When Purchasing Clothing Online (인터넷 쇼핑몰에서 구매 경험과 소비자 특성이 의류 제품 구매 시 지각하는 위험과 구매 저해에 미치는 영향)

  • Kim, Ji-Yeon;Moon, Ji-Young;Park, Jung-Kwon;Choi, Eun-Chung;Lee, Ji-Yeon
    • The Research Journal of the Costume Culture
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    • v.18 no.1
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    • pp.118-132
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    • 2010
  • The purpose of this study is to understand factors of risk perception and purchase obstruction by consumer characteristics and purchase experience of clothing in online. The collection of the research materials was progressed by online and offline. Out of 374 usable questionnaires used for examining this study, 278 questionnaires were collected from offline and 107 questionnaires were collected from online. Frequency analysis, factor analysis, reliability analysis, t-test, One-way ANOVA and multiple regression analysis using SPSS WIN 12.0 were conducted. Three factors of perceived risk were extracted: harmonic/image, quality/shopping process, payments. Based on these dimensions, ANOVA was conducted. The results indicated that the more purchasing experience people had, the less the extent of perceived risk they got, and quality/shopping process risk mostly among them. As the factors which obstruct purchasing decision, a security obstruction, a reliability obstruction, a convenient obstruction and an information insufficient obstruction are extracted. Also, the factors have got the result of same aspects as the perceived risk recognized by the Internet shopping experience. Meaningful differences between groups appear at security obstruction, reliability obstruction, and convenient obstruction. Perceived risk almost influenced on purchase obstruction when purchasing clothes in Internet shopping mall. When consumers perceiving harmony/image risk highly make decisions, they usually hesitate or abandon due to reliability obstruction, convenient obstruction. All the factors: including security obstruction, reliability obstruction, convenient obstruction and information insufficient obstruction made consumers perceiving quality/shopping process risk highly obstruct purchase decision.

Effective Nonlinear Filters with Visual Perception Characteristics for Extracting Sketch Features (인간시각 인식특성을 지닌 효율적 비선형 스케치 특징추출 필터)

  • Cho, Sung-Mok;Cho, Ok-Lae
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.139-145
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    • 2006
  • Feature extraction technique in digital images has many applications such as robot vision, medical diagnostic system, and motion video transmission, etc. There are several methods for extracting features in digital images for example nonlinear gradient, nonlinear laplacian, and entropy convolutional filter. However, conventional convolutional filters are usually not efficient to extract features in an image because image feature formation in eyes is more sensitive to dark regions than to bright regions. A few nonlinear filters using difference between arithmetic mean and harmonic mean in a window for extracting sketch features are described in this paper They have some advantages, for example simple computation, dependence on local intensities and less sensitive to small intensity changes in very dark regions. Experimental results demonstrate more successful features extraction than other conventional filters over a wide variety of intensity variations.

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Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Gingival color change after scaling & subgingival root planing (치석제거술과 치은연하 치근면활택술 후 치은의 색조 변화)

  • Kim, Young-Seok;Lim, Sung-Bin;Chung, Chin-Hyung
    • Journal of Periodontal and Implant Science
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    • v.31 no.3
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    • pp.501-511
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    • 2001
  • Several indices have been developed that use bleeding and color changes as indicators of early gingival pathology. In the presence of gingivitis, vascular proliferation and reduction of keratinization owing to increase redness in gingiva. Descriptions of healthy gingiva are numerous, ranging from pale pink and coral pink to deep red and violet. This terms are not objective. Because of perception of color depends on a lot of factors such as light source, object, observer and so on. It is difficult to make an objective expression. Therefore the using of mechanical equipment is recommended to exclude these variables and observer's vias. The purpose of this study was to evaluate gingival color change after scaling & subgingival root planing. The other purpose of this study was to research the correlation of pocket depth, P.B.I. score and gingival color change. After photo-taking and storaging the image of gingival color into a computer, color change was examine with an image analysis program. Results were as follow; 1. Color of healed gingiva after scaling & subgingival root planing was significantly differ from color of inflamed gingiva(p<0.01). 2. Color of healed gingiva after scaling was similar to color of healed gingiva after subgingival root planing(p<0.05). 3. There was statistically significant correlation between color change of red component and pocket depth after scaling & subgingival root planing(p<0.01). 4. There was no correlation between color change of green, blue component and pocket depth after scaling & subgingival root planing(p<0.01). 5. There was statistically significant correlation between between color change of red component and P.B.I. score after scaling & subgingival root planing(p<0.01). 6. There was no correlation between color changes of green, blue component and P.B.I. score after scaling & subgingival root planing(p<0.01). 7. Increase of pocket depth and P.B.I. score were significantly correlated to the amount of color change(p<0.01). 8. P.B.I. score had a higher correlation with color change than pocket depth(p<0.01).

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A Study on the Spatial effect of Phenomenological Light and Water in Architectural works of Steven Holl (스티븐 홀 작품에 나타난 현상학적 빛과 물의 공간작용)

  • 안우진;손광호;고성룡
    • Korean Institute of Interior Design Journal
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    • no.27
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    • pp.20-27
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    • 2001
  • The tendency of formalization in Contemporary Architecture deeply relies on the thought of Western Philosophy, which emphasizes the art of image perceived visually but ignores the body and perception of a human beig who uses the architecture and lives in it. On the contrary, Merleau-Ponty asserted long time ago that the world and the body are inseparably related to each other. The phenomenology is important in Architecture, since the center of thought should be taken back to the human body if a artistic meaning can be obtained by Architecture. From this point of view, the meaning of Contemporary Architecture can be renewed by the phenomenological idea of Merleau-Ponty as a means of expanding thought that overcomes the limit of formalization in Contemporary Architecture. This research aims to ream from Steven Holl's work, and show the Architectural elements that are used for preceptual experience of phenomenon and the function of those element sin Architectural space of his works. The result of study on about the phenomenal light and water in Architectural space of Steven Holl is as follows; First, in perceptional experience of phenomenon, time is an important element, which is successive and make a field that cause perceptional experience. Second, light, as a phenomenological element, acted as a means of expressing the comparison and change of light and shadow in Architectural space and showing the change of color by the diversity of time in inner space. Third, water, as a phenomenal lens, not only acted functional but also functioned as an element of sensual experience in Architectural space. It acted as an image containing time, space, just like a mirror that reflect the environment.

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