• 제목/요약/키워드: Visual

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Investigating the Effects of Hearing Loss and Hearing Aid Digital Delay on Sound-Induced Flash Illusion

  • Moradi, Vahid;Kheirkhah, Kiana;Farahani, Saeid;Kavianpour, Iman
    • Journal of Audiology & Otology
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    • 제24권4호
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    • pp.174-179
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    • 2020
  • Background and Objectives: The integration of auditory-visual speech information improves speech perception; however, if the auditory system input is disrupted due to hearing loss, auditory and visual inputs cannot be fully integrated. Additionally, temporal coincidence of auditory and visual input is a significantly important factor in integrating the input of these two senses. Time delayed acoustic pathway caused by the signal passing through digital signal processing. Therefore, this study aimed to investigate the effects of hearing loss and hearing aid digital delay circuit on sound-induced flash illusion. Subjects and Methods: A total of 13 adults with normal hearing, 13 with mild to moderate hearing loss, and 13 with moderate to severe hearing loss were enrolled in this study. Subsequently, the sound-induced flash illusion test was conducted, and the results were analyzed. Results: The results showed that hearing aid digital delay and hearing loss had no detrimental effect on sound-induced flash illusion. Conclusions: Transmission velocity and neural transduction rate of the auditory inputs decreased in patients with hearing loss. Hence, the integrating auditory and visual sensory cannot be combined completely. Although the transmission rate of the auditory sense input was approximately normal when the hearing aid was prescribed. Thus, it can be concluded that the processing delay in the hearing aid circuit is insufficient to disrupt the integration of auditory and visual information.

시각적 되먹임의 제공에 따른 일어서기 훈련이 무릎관절 전치환술 환자의 다리 근력과 균형 능력에 미치는 영향 (The Effects of Sit-to-Stand Training with Visual Feedback on the Strength and Balance Ability Patients with Total Knee Replacement)

  • 박진;박한규
    • PNF and Movement
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    • 제19권1호
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    • pp.9-17
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    • 2021
  • Purpose: This study aims to verify the effectiveness of sit-to-stand training with visual feedback to improve balance ability and knee extensor strength of total knee replacement patients. Methods: In this study, 15 patients with total knee replacement participated in this study. Subjects were assigned to two groups: a feedback group (experimental group)(n = 8) and a control group (n = 7). They all received 30 min of continuous passive motion (CPM) and sit-to-stand training for 15 min five times per week for two weeks. Knee extensor and balance ability were measured. Knee extensor was measured by Biodex system 3; balance ability was measured by Balancia software. Results: After the intervention, there was a significant difference in the strengthening of the knee extensor muscles in the feedback group, area 95%, weight distribution of the affected side, and the sit-to-stand test repeated five times (p < 0.05). Conclusion: The results of this study showed that sit-to-stand training with visual feedback was more effective in increasing knee extensor muscle strength and balance ability than the sit-to-stand training without visual feedback. Therefore, in order to improve the knee extensor muscle and the balance of total knee replacement patients, it is necessary to consider providing visual feedback during sit-to-stand training.

Research on Improving Memory of VR Game based on Visual Thinking

  • Lu, Kai;Cho, Dong Min;Zou, Jia Xing
    • 한국멀티미디어학회논문지
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    • 제25권5호
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    • pp.730-738
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    • 2022
  • Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.

The Role of Visual Communication for Emotional Marketing Strategy

  • HAN, Jung-Im
    • 산경연구논집
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    • 제13권11호
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    • pp.39-46
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    • 2022
  • Purpose: Visual communication is the act of using elements and components that can be seen. Some of the elements include images, illustrations, drawings, and videos. The purpose of this research is to check if there is the meaningful role of visual communication for emotional marketing plan. Research design, data and methodology: The present author firstly tried to obtain prior knowledge based on numerous previous literature through qualitative content method, investigating and searching related topic in 'Scopus' and 'Google Scholar' which is one of the most famous database. This methodology has already been proved the credibility and conformability by prior researchers. Results: The current study looks at four basic aspects that will assist in analyzing the findings and results from different peer-review articles. The section will cover social media, videos, podcasts, and ads. Conclusions: Several studies also affirmed that increased use of the internet and internet for marketing causes psychological issues among adolescents. Only adults should view some of the marketing ads, but if they pop into an adolescent browser, it may cause some harmful effects. Therefore, the study concluded that moderation of online visual adverts should be done to ensure only the targeted customers view the advert.

시선추적장치를 활용한 라면 패키지 디자인의 시각적 요소에 대한 시각적 주의집중도 분석 (Analysis of Visual Attention on Visual Elements of Ramen Package Design using Eye-Tracking Device)

  • 박민희;권만우;황미경;김현성
    • 한국멀티미디어학회논문지
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    • 제25권7호
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    • pp.945-952
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    • 2022
  • In a market situation full of brands and products, packaging requires a differentiated design that reflects the needs and trends of the times, as well as the characteristics of the product. Therefore, in this study, through literature reviews, market research methods, questionnaire surveys, eye-tracking experiments, etc., we derived related research and current status of ramen package design, and visual expression elements that induce consumers' subjective perception and interest. As a result, the ramen package design was generally simplified and tended to visualize the spicy taste. Second, consumers buy bag ramen once a week on average at a large discount mart, consider the color of the ramen package design as important, and recognize that the aesthetics of the package design can improve quality. Finally, the spicy phrases and ramen illustrations were the first visual elements of the ramen package design, and for the longest time, attention was focused on the brand name.

The Design and Communication Strategy of Virtual Idols "Luo Tianyi(洛天依)"

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.45-54
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    • 2023
  • The digital age start in earnest with the widespread use of the Internet. As a digital product, virtual idols bring new value to the design and dissemination of commercial brand images. "Luo Tianyi" is the world's first avatar and VOCALOID voice bank of Chinese. It has a large number of fans in China and is widely used in brand promotion. Therefore, "Luo Tianyi" is taken as the research object. Initially, we investigated the virtual idols through books, literature on the internet and other materials. Then we discussed semiotics and theories related to culture code brand design methodology (CCBD). After that, putting the above theories into practice, combined with brand design cases, we analyzed the strategy of virtual idols in brand promotion and dissemination, at last, we have the conclusion as followed. The results show that the virtual idols, visual symbol of "Luo Tianyi" can express the Index and Symbol corresponding to the brand information according to the characteristics of the brand. As an image of cultural code, "Luo Tianyi" can present three visual images at the same time, which are contemporary, traditional and future. In addition, these three visual images are presented in a strong and weak combination, which has a positive impact on the visual communication of the brand.

Perceived Dark Rim Artifact in First-Pass Myocardial Perfusion Magnetic Resonance Imaging Due to Visual Illusion

  • Taehoon Shin;Krishna S. Nayak
    • Korean Journal of Radiology
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    • 제21권4호
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    • pp.462-470
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    • 2020
  • Objective: To demonstrate that human visual illusion can contribute to sub-endocardial dark rim artifact in contrast-enhanced myocardial perfusion magnetic resonance images. Materials and Methods: Numerical phantoms were generated to simulate the first-passage of contrast agent in the heart, and rendered in conventional gray scale as well as in color scale with reduced luminance variation. Cardiac perfusion images were acquired from two healthy volunteers, and were displayed by the same gray and color scales used in the numerical study. Before and after k-space windowing, the left ventricle (LV)-myocardium boarders were analyzed visually and quantitatively through intensity profiles perpendicular the boarders. Results: k-space windowing yielded monotonically decreasing signal intensity near the LV-myocardium boarder in the phantom images, as confirmed by negative finite difference values near the board ranging -1.07 to -0.14. However, the dark band still appears, which is perceived by visual illusion. Dark rim is perceived in the in-vivo images after k-space windowing that removed the quantitative signal dip, suggesting that the perceived dark rim is a visual illusion. The perceived dark rim is stronger at peak LV enhancement than the peak myocardial enhancement, due to the larger intensity difference between LV and myocardium. In both numerical phantom and in-vivo images, the illusory dark band is not visible in the color map due to reduced luminance variation. Conclusion: Visual illusion is another potential cause of dark rim artifact in contrast-enhanced myocardial perfusion MRI as demonstrated by illusory rim perceived in the absence of quantitative intensity undershoot.

Influence of the coexistence of visual impairment, hearing impairment, and masticatory discomfort on the quality of life of middle-aged adults: an analysis based on the 2019 and 2020 Korea National Health and Nutrition Examination Survey

  • Jeong-Eun Kim;Yun-Hee Kim
    • Journal of Korean Biological Nursing Science
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    • 제26권2호
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    • pp.111-122
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    • 2024
  • Purpose: Visual impairment, hearing impairment, and masticatory discomfort each influence quality of life (QoL). However, little is known regarding the impact of their coexistence on QoL. Therefore, we aimed to investigate the influence of the coexistence of visual impairment, hearing impairment, and masticatory discomfort on QoL among middle-aged adults aged 40-64. Methods: This study involved a secondary data analysis utilizing the data from years 1 and 2 of the eighth Korea National Health and Nutrition Examination Survey. To evaluate the influence of the coexistence of visual impairment, hearing impairment, and masticatory discomfort on QoL, we conducted a complex sample hierarchical multiple regression analysis. Results: When visual impairment, hearing impairment, and masticatory discomfort coexisted, the QoL was significantly lower than in individuals without any of these conditions. Conclusion: The coexistence of visual impairment, hearing impairment, and masticatory discomfort was negatively correlated with QoL. Therefore, it is important to prepare for old age through appropriate health management during middle age.

A Study of the Visual Expressions of Traditional Culture in the 3D Animation Chang'an

  • Lei Xu;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.136-141
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    • 2024
  • Chang'an (Chinese: 长安三万里), also known as 30,000 Miles from Chang'an, is a 2023 Chinese 3D animated historical drama film directed by Xie Junwei and Zou Jing.This thesis aims to explore the visual expression of traditional culture in the 3D animated film Chang'an as an example to reveal the reasons for the success of this type of film. The study analyses in detail the design of the character models and costumes, as well as the use of the traditional landscape painting technique of 'white space' in the composition of the screen from the visual aspect. Through the analysis of character design and screen composition, the thesis concludes that the success of Chang'an lies in its elaborate visual design and clever use of traditional culture, which makes it a 3D animation film with both artistic and commercial values. Finally, the thesis concludes that the production of a successful 3D animation film needs to combine the visual elements of 3D animation with traditional culture in order to win audience recognition and achieve commercial success.

인간 시각 능력 향상 기술 동향 및 발전 전망 (Human Visual Ability Enhancement Technology Trends and Development Prospects)

  • 정치윤;김무섭;윤성률;문경덕;신형철
    • 전자통신동향분석
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    • 제39권4호
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    • pp.63-72
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    • 2024
  • Vision is a process in which the brain and eyes collaborate to enable sight by analyzing light reflected from objects. Vision is also the most crucial among the five basic human senses for recognizing environments. The eyes contain 70% of the sensory receptors in the body, and 90% of the information processed by the brain is visual. Currently, approximately 2.2 billion people worldwide have vision impairments. A recent study estimated that the global economic productivity losses due to vision impairment and blindness amount to approximately $410 billion. Additionally, as people age, their ability to control their vision declines, leading to presbyopia, which typically starts in their 40s. Since people heavily rely on vision in their daily lives, vision problems can significantly reduce the quality of life. Approaches to solving vision problems can be broadly categorized into visual prostheses requiring surgery, sensory substitution based on neuroplasticity, and smart glasses for presbyopia. We present the trends and future development prospects for three key areas of research: visual prostheses, visual substitution technologies, and smart glasses technologies. These areas are being explored with the aim of addressing visual impairments and blindness.