• Title/Summary/Keyword: Perceptual Systems

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WLSD: A Perceptual Stimulus Model Based Shape Descriptor

  • Li, Jiatong;Zhao, Baojun;Tang, Linbo;Deng, Chenwei;Han, Lu;Wu, Jinghui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.12
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    • pp.4513-4532
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    • 2014
  • Motivated by the Weber's Law, this paper proposes an efficient and robust shape descriptor based on the perceptual stimulus model, called Weber's Law Shape Descriptor (WLSD). It is based on the theory that human perception of a pattern depends not only on the change of stimulus intensity, but also on the original stimulus intensity. Invariant to scale and rotation is the intrinsic properties of WLSD. As a global shape descriptor, WLSD has far lower computation complexity while is as discriminative as state-of-art shape descriptors. Experimental results demonstrate the strong capability of the proposed method in handling shape retrieval.

Development of Computer-based Visual Perception Test Program for Korean Patients with Brain Injury

  • Ahn, Seong-Hye
    • International Journal of Contents
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    • v.3 no.3
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    • pp.32-37
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    • 2007
  • Up to now, several tools to evaluate visual perception tests have been introduced for different purposes. However, they were mostly manual tools, paper books in which the therapists would turn the pages while working together with patients. This paper discusses a potential plan to develop motor-free visual perception test software for Korean patients with brain injury, and to construct a centralized database for their evaluated data in a client/server environment. Through its development, we eventually hope to achieve effective management of the data for better understanding of patients' visual perceptual skills and the standardization of the evaluation for Korean patients. With the help of the computerized environment, we also expect some advantages such as acquisition of reliable results from patients with brain injury, automation for storing and accessing patients' data, construction of the patients' database and the management of a vast amount of the data within it and the provision of a foundation to promote further development of various perceptual-cognitive rehabilitation programs.

A Perception-based Color Correction Method for Multi-view Images

  • Shao, Feng;Jiang, Gangyi;Yu, Mei;Peng, Zongju
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.2
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    • pp.390-407
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    • 2011
  • Three-dimensional (3D) video technologies are becoming increasingly popular, as it can provide users with high quality and immersive experiences. However, color inconsistency between the camera views is an urgent problem to be solved in multi-view imaging. In this paper, a perception-based color correction method for multi-view images is proposed. In the proposed method, human visual sensitivity (VS) and visual attention (VA) models are incorporated into the correction process. Firstly, the VS property is used to reduce the computational complexity by removing these visual insensitive regions. Secondly, the VA property is used to improve the perceptual quality of local VA regions by performing VA-dependent color correction. Experimental results show that compared with other color correction methods, the proposed method can greatly promote the perceptual quality of local VA regions greatly and reduce the computational complexity, and obtain higher coding performance.

Adaptation for Object-based MPEG-4 Content with Multiple Streams (다중 스트림을 이용한 객체기반 MPEG-4 컨텐트의 적응 기법)

  • Cha Kyung-Ae
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.3
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    • pp.69-81
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    • 2006
  • In this paper, an adaptive algorithm is proposed in streaming MPEG-4 contents with fluctuating resource amount such as throughput of network conditions. In the area of adaptive streaming issue, a lot of researches have been made on how to represent encoded media(such as video) bitstream in scalable way. By contrast, MPEG-4 supports object-based multimedia content which is composed of various types of media streams such as audio, video, image and other graphical elements. Thus, it can be more effective to provide individual media streams in scalable way for streaming object-based content to heterogeneous environment. The proposed method provides the multiple media streams corresponding to an object with different qualities and bit rate in order to support object based scalability to the MPEG-4 content. In addition, an optimal selection of the multiple streams for each object to meet a given constraint is proposed. The selection process is adopted a multiple choice knapsack problem with multi-step selection for the MPEG-4 objects with different scalability levels. The proposed algorithm enforces the optimal selection process to maintain the perceptual qualities of more important objects at the best effort. The experimental results show that the set of selected media stream for presenting objects meets a current transmission condition with more high perceptual quality.

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Analysis of New Market Structure Using Text Mining and Consumer Perceptions Map: The Case of the Korean Craft Beer Market (소비자 리뷰 텍스트마이닝을 이용한 신생 산업 시장 구조 분석: 국내 수제 맥주 시장의 경쟁 관계 및 시장 구조를 중심으로)

  • Lee, Yeon Soo;Kim, Hye Jin
    • The Journal of Information Systems
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    • v.30 no.2
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    • pp.189-214
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    • 2021
  • Purpose This paper aims to effectively utilize user-generated content (UGC) and analyze the market structure of a relatively new market which lacks rich user review information. Specifically, we propose a domain-specific text mining tool for the domestic craft beer market and visualize the market structure by incorporating how individual beer products are positioned in the perceptual map of consumers. Design/methodology/approach We collect user review information from Naver blogs, and extract words that describe beers. We identify semantic relationships between beer products through text mining, and then depending on these semantic relationships, construct a graph representing the market structure of the domestic craft beer market based on the consumer's perceptual map. Findings First, beer products produced in the same brewery are perceived as very similar to consumers. Second, only two products, 'Heukdang Milky Stout' and 'Gompyo', was noticeably distinguishable from other products. Third, even though 'Gyeongbokgung' is from a different brewery, it is located very close to the products of 'Jeju Beer' brewery such as 'Jeju Baeknokdam Ale' and 'Seongsan Ilchulbong Ale', which suggests the influence of 'landmark series.' We successfully show that our methodology effectively describes the market structure of the craft beer market.

Assessing Losers Consent in Mixed Systems: Public Perceptions of Taiwan’s 2008 Legislative Yuan Election

  • Rich, Timothy S.
    • Journal of Contemporary Eastern Asia
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    • v.15 no.1
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    • pp.4-16
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    • 2016
  • A large literature identifies perceptual differences between citizens that support winning parties versus losing parties. These analyses fail to capture the complexity of mixed member legislative systems where one can be a winner or loser at both the national and district level. This paper proposes a two-level framework for the analysis of mixed system. An analysis of Taiwan’s first election under a mixed system provides evidence that both support for a national winner and district level winner produce boosts in positive perceptions of the electoral system. National success appears to be a larger motivator of perceptions.

A Classification Structure of Information Systems Failures: An Empirical Investigation of IS developers' perception (정보시스템 실패의 구조 규명을 위한 실증연구: 프로그래머를 중심으로)

  • Kim, Jong-Uk
    • Asia pacific journal of information systems
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    • v.8 no.2
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    • pp.121-132
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    • 1998
  • Many cases of information systems (IS) failure have still continued to be reported ever since computer-based information systems were introduced to process business transactions in the early 1950s. Because an enormous amount of budgets is currently invested on information technology in many organizations, failures and problems of information systems may serve as key culprits to serious business problems which will face the organizations. Thus, there have been a number of studies on IS failures which aimed to identify causes and reasons for such failures and reveal their inherent nature, Some studies developed conceptual frameworks to classify categories of diverse IS failure phenomena. However, little research performed an empirical study to investigate the underlying structure of IS failures perceived by IS professionals by measuring their perception. In this regard, the current study collected systems developers perceptual data towards IS failure phenomena to identify what constitute IS failure. The data was analyzed using a multidimensional scaling program and ten categories of problems were identified to constitute the IS failure structure, It was found that most categories were related to problems with users, hardware, and systems quality.

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A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.50
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    • pp.239-273
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    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.

A Survey of Multimodal Systems and Techniques for Motor Learning

  • Tadayon, Ramin;McDaniel, Troy;Panchanathan, Sethuraman
    • Journal of Information Processing Systems
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    • v.13 no.1
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    • pp.8-25
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    • 2017
  • This survey paper explores the application of multimodal feedback in automated systems for motor learning. In this paper, we review the findings shown in recent studies in this field using rehabilitation and various motor training scenarios as context. We discuss popular feedback delivery and sensing mechanisms for motion capture and processing in terms of requirements, benefits, and limitations. The selection of modalities is presented via our having reviewed the best-practice approaches for each modality relative to motor task complexity with example implementations in recent work. We summarize the advantages and disadvantages of several approaches for integrating modalities in terms of fusion and frequency of feedback during motor tasks. Finally, we review the limitations of perceptual bandwidth and provide an evaluation of the information transfer for each modality.

Perceptual and Adaptive Quantization of Line Spectral Frequency Parameters (선 스펙트럼 주파수의 청각 적응 부호화)

  • 한우진;김은경;오영환
    • The Journal of the Acoustical Society of Korea
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    • v.19 no.8
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    • pp.68-77
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    • 2000
  • Line special frequency (LSF) parameters have been widely used in low bit-rate speech coding due to their efficiency for representing the short-time speech spectrum. In this paper, a new distance measure based on the masking properties of human ear is proposed for quantizing LSF parameters whereas most conventional quantization methods are based on the weighted Euclidean distance measure. The proposed method derives the perceptual distance measure from the definition of noise-to-mask ratio (NMR) which has high correspondence with the actual distortion received in the human ear and uses it for quantizing LSF parameters. In addition, we propose an adaptive bit allocation scheme, which allocates minimal bits to LSF parameters maintaining the perceptual transparency of given speech frame for reducing the average bit-rates. For the performance evaluation, we has shown the ratio of perceptually transparent frames and the corresponding average bit-rates for the conventional and proposed methods. By jointly combining the proposed distance measure and adaptive bit allocation scheme, the proposed system requires only 770 bps for obtaining 95.5% perceptually transparent frames, while the conventional systems produce 89.9% at even 1800 bps.

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