• Title/Summary/Keyword: Perception Movement

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A Study on Expression Characteristics of Light in Interior Space based on Perception and Cognition (지각과 인지를 바탕으로 한 실내공간의 빛 표현특성에 관한 연구)

  • Oh, Seung-Nam;Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.247-254
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    • 2006
  • Apparently light does exist even if it does not have certain form that an object might have. The history of architecture can be told as the history of light. As various master architects as well as scholars mentioned, light has been recognized as one of the most important aspects in perceiving space. Although there are complex multi dimensions in body sense and perception, experiencing space through light is preliminary formed by the outline to the degree of brightness. Light gives space specific and unique character by limiting or enlarging the space by wrapping an object or by reflection of material surfaces or by the intensity of light itself. It is fundamentally important to recognize the essential relationship between light and perception of space through various medias such as material, form, movement and so on. Three types of space perception and cognition by light that have been categorized after studying the most significant writings on light become the core method to further analyze the selected case projects. In this research, we will study how interior space is expressed through different light conditions with above mentioned characteristics and how such expressions can be applicable to the design of interior space.

Exploring Movement Culture's Perception Based on Semantic Network Analysis: Focusing on K-pop Dance and Taekwondo performance (의미연결망 분석을 적용한 Movement Culture의 인식 탐색: K-pop Dance와 태권도 공연을 중심으로)

  • Shin, Jin-Ho;Kim, Hye-Ryeon
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.4
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    • pp.733-743
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    • 2020
  • The purpose of this study is to explore the perception of K-pop dance and Taekwondo performances in Movement culture using semantic network analysis. The research subjects were selected from 105 students from K University in Daejeon. The method of selecting the research subject was a snowball sampling method among non-probability sampling methods, and a mobile Google questionnaire was used as the research tool. The results are as follows. First, it was found that the concepts of 'globalization', 'culture', and 'celebrity' in K-pop dance are the main cognitive concepts calculated more than 20 times. Second, as a result of analyzing the meaning network of K-pop dance recognition, it was found that the concepts of 'culture', 'popularity', and 'famous' are the main concepts of k-pop dance recognition. Third, the Taekwondo performance can be confirmed that the concepts of 'good', 'Korea', and 'temperance' are the main concepts calculated more than 20 times. Fourth, as a result of analyzing the meaning network of Taekwondo performance recognition, it was found that the concepts of 'movement', 'Korea', and 'good' are the main concepts of Taekwondo performance recognition.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

Arm Armor System Performance Study: Net Effect (Perceptual Response) Analysis

  • Nam, Jin-Hee;Peksoz, Semra;Branson, Donna H.;Cao, Huantian
    • International Journal of Human Ecology
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    • v.13 no.1
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    • pp.117-128
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    • 2012
  • This study compares the net effect of wearing different shoulder/arm armor systems on garment impediment perception and wearer acceptability. Two independent variables in this study were armor systems and shoulder/ arm movements. There were four armor systems of control garment and arm armor systems A, B, and C as well as five types of arm/shoulder movements, (shoulder flexion, should extension, shoulder abduction, shoulder horizontal flexion, and shoulder horizontal extension). Ten male volunteers wearing size medium battle dress uniform (BDU) with recent relevant military experience participated in this study. The volunteers performed shoulder/arm movements (while wearing each armor treatments) and completed the garment impediment perception as well as wearer acceptability scales. The body areas of neck side, shoulder top, and armscye front showed the highest frequency of reported impediments. Resistance to movement and localized pressure were the most frequently mentioned types of impediment. The armor system B had the most areas of impediment, and was rated as more restrictive than the control garment and armor system A for each movement. For wearer acceptability, no significant differences were found between the control garment and armor system A for all eight items; this indicated that subjects did not perceive a difference between wearing the control garment and armor system A. There was a trend for wearer acceptability to decrease from wearing the control garment to armor systems A to C to B.

Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance (눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1723-1737
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    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

Effects of whole body movements in using virtual reality headsets on visually induced motion sickness (전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향)

  • Kim, Sung-ho;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.283-291
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    • 2017
  • Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.

Physical Therapist's Perception of Correct Breathing Method and the Effectiveness of Breathing Training

  • Sungbae Jo;Jae Hwan Kim;Changho Song
    • Physical Therapy Rehabilitation Science
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    • v.13 no.1
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    • pp.113-123
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    • 2024
  • Objective: The study analyzed the awareness of physical therapists regarding correct breathing methods and the effect of breathing training on patients. Design: A cross-sectional survey study. Methods: Physical therapists who agreed to participate in the study, held a license as a physical therapist, and had training or experience in breathing were included as subjects. A total of 136 questionnaires were collected, out of which 129 were analyzed. The questionnaire consisted of 26 items, divided into several sections covering awareness of breathing methods, breathing and muscles, breathing and mind, breathing and movement, perception of mouth breathing and nose breathing, experience applying respiration as a treatment, perception of breathing and treatment, awareness of breathing and pain, awareness of breathing and chronic diseases and prevention, perceptions related to breathing and sleep, and educational background. Results: The study found that most therapists were aware of diaphragmatic breathing, but not Lamaze breathing. 76.7% claimed to that there is a correct breathing method, and the majority were aware of the reasons for correct breathing. The majority believed in the therapeutic effect of breathing, with core exercise breathing training being the most commonly used in therapy. 81.7% of therapists had taught a specific breathing method to a patient, and diaphragmatic breathing was the most provided treatment. There was no significant difference in perception according to clinical experience, but there was a significant difference in perception according to educational background. Conclusions: The study provided clinical background on Physical Therapists' belief on correct breathing method, and uses of breathing training during treatment. The results suggest there is a need for a coherent education on breathing method and techniques among Physical Therapists.

Perception of Color and brightness in a combined PC and TV monitor (PC & TV 겸용 모니터에서 사용자의 색채 및 밝기 인식 특성)

  • 박재희;정광태;정병국;김상두
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.140-145
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    • 1997
  • A stuey to investigate the perception characteristics of color and brightness was conducted in a combined PC and TV monitor, The objective of this study is to suggest user's favorite color temperature in PC mode and user's favorite contrast in TV mode. Investigated factors were monitor coating(coatiog vs. non-coation)and screen brightness (30fL vs. 35fL)in first experiment and monitor coating and pucture movement(static vs. dynamic) in second experiment. The first experiment was conducted in TV mode. Twenty-three subjects (male 12, female 11) perticipated in this experiment. In first experiment, average color temperatures were about 8000K in all experimental conditions. In addition, there was significant difference between coating and non-coating screen at 0.1 level. In second experiment, average contrasts were obtained in all esperimental conditions. There was significant difference between coating and ndn-coating screen at 0.05 level, In addition, there was significant difference between static picture and dynamic picture at 0.1 level

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Reducing Visual Discomfort for VR Browser based on Visual Perception Characteristics (사람 시각 특성을 활용한 가상현실 브라우저에서의 시각적 피로도 절감 기술)

  • Kim, Kyungtae;Kim, Haksub
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.888-890
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    • 2017
  • VR browser is one of the most popular applications for VR(Virtual Reality) environment. However, because most of the web contents are not designed considering the VR environment, scrolling the web pages in the VR browser causes much visual discomfort. We found it's because the angular velocity of the eye movement during scrolling increased because the viewing distance got closer compared with legacy devices. So we have developed a technology that regulates the scrolling to reduce the visual discomfort in the VR browser, in reference of the visual perception characteristics of the human visual system.

Swarm Group Mobility Model for Ad Hoc Wireless Networks

  • Kim, Dong-Soo S.;Hwang, Seok-K.
    • Journal of Ubiquitous Convergence Technology
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    • v.1 no.1
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    • pp.53-59
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    • 2007
  • This paper proposes a new group mobility model for wireless communication. The mobility model considers the psychological and sociological behavior of each node and the perception of other nodes for describing interactions among a set of nodes. The model assumes no permanent membership of a group, capable of capturing natural behaviors as fork and join. It emulates a cooperative movement pattern observed in mobile ad hoc networks of military operation and campus, in which a set of mobile stations accomplish a cooperative motion affected by the individual behavior as well as a group behavior. The model also employs a physic model to avoid a sudden stopping and a sharping turning.

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