The purpose of this study is to understand how visual factors of healthcare facilities would have an effect on psycho-physiological health of inpatients. First, visual factors of a ward, where inpatients mostly spend their time in a hospital, were extracted in order to find out how visual environment would affect inpatient's health. Then experimental samples were made and inpatients' reactions against them were analyzed. This study is composed of two approaches a questionnaire for psychological analysis and an electroencephalogram measurement for physiological analysis. The results of this experiment show that psycho-physiological health of subject's can be remarkably improved according to artificial arrangement of visual environment of a ward. Especially, they also show that insignificant changes of visual environment such as furnishing trees, flowerpots or framed pictures in a ward, where there is no view and completely closed, will be able to exert a range of positive effects on an subject's psycho-physiological health. In conclusion, further studies need to be delivered about indoor designs to positively bring in natural elements to a ward as well as visibility ratio of views and skylines from a ward.
With growing competition in the market, more product differentiation in visual perception is needed to enhance competitive power of products. The purpose of this paper is to have a research on designer's cognitive differences in aesthetic preferences of female consumers in product CMF design, and the deviation result in different female consumer groups will be obtained based on collected data of CMF design preferences of different female consumer groups. The research method adopted is to conduct matching experiment with professional products designers as participant to test the matching through correlation analysis between designers' cognition of female consumers and their preferences and female consumer preferences on the basis of the constructed typical user roles of female consumers. The results of the research show the correlation between designers' understanding of female consumer groups and their own real needs, and the surface processing of product surface decoration is the highest aesthetic preference of female consumer groups. The research provides reference for product design industry and designers of small and medium-sized enterprises who have substantial difficulty in surface design analysis.
With rapid expansion in e-retailing of apparel business, the virtual fitting model is used for comparing fit of the selected garments. The researchers experimented women's perceived body size for developing virtual fitting model. 50 women who were 20's in age were participated in the experiment They were graduate students with clothing & textile major. The results of this study showed that the subjects perceived themselves with fuller figure at waist or hips and with shorter figure at waist height than their actual body site. Many subjects believed that their body sizes were close to the average site. Especially, subjects whose abdomen girth of hip girth was much larger than average thought that they have relatively flat abdomen. It was concluded that not only the user's body measurements but also user's perception on their figure type are needed to be considered in the process of developing virtual fitting model for e-retailing of apparel. It was expected that the virtual fitting model of extraordinary size body would not be accepted by the female consumers even though they are extra large or small size person in reality.
The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.
Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented to the senses of the user. The user perceiver and interprets the VE context, and then naturally recognizes a level of realism in the VE. Presence is often thought of as the sense of 'being there' in the n. Presence includes overall feelings about the information conveyed from a virtual avatar to the user. Therefore, there must be brain mechanisms for integrating sensory information about presence.'Feeling of presence' is related with the user's cognition and perception about information on communication through medium. Thus 'feeling of presence' may characterize perceptual mechanisms in the brain. We studied these mechanisms by presenting a VR that consisted of an avatar telling a story about a social conversation. We performed covariance analysis on subjective brain activity (fMRI) during the story presentation with a presence score. The data analysis revealed that activity in several brain areas was correlated with the presence store. A positive correlation was shown in the right lingual gyrus, right cuneus, left lingual gyrus, right fusiform gyrus, left inferior temporal gyrus, anterior cingulate cortex and right posterior cingulate cortex of the brain. This study showed the brain mechanism to be related the feeling of presence and brain activities in our subjects, using VR to communicate information.
Journal of the Institute of Electronics Engineers of Korea SC
/
v.45
no.5
/
pp.13-20
/
2008
Although digital hearing aid algorithms have been developed to compensate hearing loss and to help hearing impaired people to communicate with others, digital hearing aid user still complain about difficulty of hearing the speech. The reason could be the quality of speech through digital hearing aid is insufficient to understand the speech caused by feedback, residual noise and etc. And another thing is masking effect among formants that makes sound quality low. In this study, we measured the masking characteristics of normal listeners and hearing impaired listeners having presbyacusis to confirm masking effect in speech itself. The experiment is composed of 5 tests; pure tone test, speech reception threshold (SRT) test, word recognition score (WRS) test, puretone masking test and speech masking test. In speech masking test, there are 25 speeches in each speech set. And log likelihood ratio (LLR) is introduced to evaluate the distortion of each speech objectively. As a result, the speech perception became lower by increasing the quantity of formant enhancement. And each enhanced speech in a speech set has statistically similar LLR, however speech perception is not. It means that acoustic masking effect rather than distortion influences speech perception. In actuality, according to the result of frequency analysis of the speech that people can not answer correctly, level difference between first formant and second formant is about 35dB, and it is similar to result of pure tone masking test(normal hearing subject:36.36dB, hearing impaired subject:32.86dB). Characteristics of masking effect is not similar between normal listeners and hearing impaired listeners. So it is required to check the characteristics of masking effect before wearing a hearing aid and to apply this characteristics to fitting.
Journal of the Korea Society of Computer and Information
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v.16
no.3
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pp.109-119
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2011
The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.
Fostering trusting belief in financial transactions is a challenging task in Internet banking services. Authenticated Certificate had been regarded as an effective method to guarantee the trusting belief for online transactions. However, previous research claimed that this method has some loopholes for such abusers as hackers, who intend to attack the financial accounts of innocent transactors in Internet. Two types of methods have been suggested as alternatives for securing user identification and activity in online financial services. Control transparency uses information over the transaction process to verify and to control the transactions. Outcome feedback, which refers to the specific information about exchange outcomes, provides information over final transaction results. By using these two methods, financial service providers can send signals to involved parties about the robustness of their security mechanisms. These two methods-control transparency and outcome feedback-have been widely used in the IS field to enhance the quality of IS services. In this research, we intend to verify that these two methods can also be used to reduce risks and to increase the security protections in online banking services. The purpose of this paper is to empirically test the effects of the control transparency and the outcome feedback on the risk perceptions in Internet banking services. Our assumption is that these two methods-control transparency and outcome feedback-can reduce perceived risks involved with online financial transactions, while increasing perceived trust over financial service providers. These changes in user attitudes can increase the level of user satisfactions, which may lead to the increased user loyalty as well as users' willingness to pay for the financial transactions. Previous research in IS suggested that the increased level of transparency on the process and the result of transactions can enhance the information quality and decision quality of IS users. Transparency helps IS users to acquire the information needed to control the transaction counterpart and thus to complete transaction successfully. It is also argued that transparency can reduce the perceived transaction risks in IS usage. Many IS researchers also argued that the trust can be generated by the institutional mechanisms. Trusting belief refers to the truster's belief for the trustee to have attributes for being beneficial to the truster. Institution-based trust plays an important role to enhance the probability of achieving a successful outcome. When a transactor regards the conditions crucial for the transaction success, he or she considers the condition providers as trustful, and thus eventually trust the others involved with such condition providers. In this process, transparency helps the transactor complete the transaction successfully. Through the investigation of these studies, we expect that the control transparency and outcome feedback can reduce the risk perception on transaction and enhance the trust with the service provider. Based on a theoretical framework of transparency and institution-based trust, we propose and test a research model by evaluating research hypotheses. We have conducted a laboratory experiment in order to validate our research model. Since the transparency artifact(control transparency and outcome feedback) is not yet adopted in online banking services, the general survey method could not be employed to verify our research model. We collected data from 138 experiment subjects who had experiences with online banking services. PLS is used to analyze the experiment data. The measurement model confirms that our data set has appropriate convergent and discriminant validity. The results of testing the structural model indicate that control transparency significantly enhances the trust and significantly reduces the risk perception of online banking users. The result also suggested that the outcome feedback significantly enhances the trust of users. We have found that the reduced risk and the increased trust level significantly improve the level of service satisfaction. The increased satisfaction finally leads to the increased loyalty and willingness to pay for the financial services.
In content-based image retrieval (CBIR), most conventional approaches assume a linear relationship between different features and require users themselves to assign the appropriate weights to each feature. However, the linear relationship assumed between the features is too restricted to accurately represent high-level concepts and the intricacies of human perception. In this paper, a neural network-based image retrieval (NNIR) model is proposed. It has been developed based on a human-computer interaction approach to CBIR using a radial basis function network (RBFN). By using the RBFN, this approach determines the nonlinear relationship between features and it allows the user to select an initial query image and search incrementally the target images via relevance feedback so that more accurate similarity comparison between images can be supported. The experiment was performed to calculate the level of recall and precision based on a database that contains 1,015 images and consists of 145 classes. The experimental results showed that the recall and level of the proposed approach were 93.45% and 80.61% respectively, which is superior than precision the existing approaches such as the linearly combining approach, the rank-based method, and the backpropagation algorithm-based method.
Aircraft and the three-dimensional environment in which they operate are not user-friendly for human beings. As a result, maintaining the proficiencies necessary to safely and efficiently fly an airplane are difficult, and costly. The physiological and emotional status of the human element remains crucial in maintaining safe performance by all crew members. In the study of Hagiwara et al.(1993). they called the physiological and emotional status of the human element into the human alertness or physiological activity and stress, fatigue, circadian rhythm, alcohol. smoking, and self-medication are known the major factors that deteriorate the human alertness. Accordingly. this paper deals with the quantitative and objective performance test based on tracking error and reaction time by means of the new computer test program into which the perception-motion system of human beings is applied. Throughout this experiment using performance test, the results suggest that performance capability in state of sleep deprivation 2 hours and alcoholic 0.05~0.06% in blood were more impaired than one in a normal state, and they further showed statistically significant differences between them, which were influenced by impairment factors of body regulation and pilot's grade. We also obtained the prediction value and the 95% confidence interval of tracking error and reaction time at the normal state for the purpose of distinguishing performance capability between the normal state and the abnormal state. And it is expected that the evaluation of human alertness using performance test will be applied to the quantitative assessment of an each pilot's realistic consciousness/attention, and will lead a flight commander to the accurate decision of mission approval prior to a flight.
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