• 제목/요약/키워드: Visual

검색결과 18,761건 처리시간 0.039초

시각정보 제공에 따른 사운드스케이프 음원평가어휘별 뇌파변화에 관한 연구 (A Study on the Characteristics of Electroencephalogram for the Evaluating Words of Soundscape Sound Source When Visual Information is Suggested)

  • 송민정;신훈
    • 한국소음진동공학회논문집
    • /
    • 제21권7호
    • /
    • pp.629-636
    • /
    • 2011
  • In this study, survey experiment and EEG test was carried out to know the effect of visual images on EEG for evaluating words of soundscape sound source with 18 subjects. Analysis on the EEG were executed to know the difference according to with and without visual images. Followings are results of this study. 1) There is no big difference with visual images in soundscape sound evaluating adjectives such as "Full", "Clear", "Enjoyable" whereas there is a big difference in soundscape sound evaluating adjectives such as "Pleasant", "Comfortable", "Gentle", "Sonorous". 2) There is a tendency that soundscape sound source which is consist of single sound source shows + 1 above increase in survey test when visual image is suggested whereas soundscape sound source which is consist of one more sound source shows - 1 below decrease in survey test. 3) Statistical analysis was used to know considerable probability. ${\alpha}$-wave has a considerable probability and Maximum level difference occurring brain spots were number 1 and 2.

한·미·일 프로야구 유니폼의 비주얼 아이덴티티 연구 - 색채를 중심으로 - (A Study on Visual Identity of Professional Baseball Uniforms in Korea, America, and Japan - Focused on Color -)

  • 임송미;이미숙
    • 패션비즈니스
    • /
    • 제17권2호
    • /
    • pp.117-135
    • /
    • 2013
  • With the growth of mass media, professional baseball teams have strived to keep up team's tradition and individuality and build a distinctive image through sports marketing using visual identity. Among others, a baseball uniform is used as a sports marketing tool more than an uniform. Uniform color acts as a distinctive element in team's uniform design and is effective to raise attention, manifest a positive image to spectators, and increase trust and affinity. This study aims to compare and analyze color characteristics and images of professional baseball uniforms in America, Japan, and Korea as visual identity. For this, literature review was made on the history of baseball, uniforms, sports marketing, and visual identity, and then color characteristics and images were analyzed on professional baseball away uniforms in Korea, America, and Japan collected in Internet and official web sites. The results are as follows. First, for color characteristics of professional baseball uniforms, the most frequently used color was R(V) color in Korea, ltGy color in America, and Bk color in Japan. Second, for color images of professional baseball uniforms, the most frequently used image was a casual image in Korea, a dandy image in America, and a modern image in Japan.

의상(衣裳) 디자인의 줄무늬(Stripe Pattern) 연구(硏究) - 20세기(世紀) 이후(以後) 서양(西洋) 여성(女性) 패션을 중심(中心)으로 - (Study of Stripe Pattern Appeared in Apparel Design - Focusing on Western Women's Fashion after 20th Centuries -)

  • 김주은;조규화
    • 패션비즈니스
    • /
    • 제6권4호
    • /
    • pp.99-112
    • /
    • 2002
  • The purpose of this study is to find out various types of stripes pattern and to review its' design expression by analysing stripe pattern and visual effect appeared in western women's fashion after 20th centuries. As regards the visual effect of stripe pattern, on the basis of the stripe pattern's direction laid out, we made an investigation of it by classfying it into verticality, horizontality, slant line and mixture of them according to its' gap and thickness. Here are the 4 features of the stripe pattern appeared in modern fashions. The first, graphic variation based on diverse variation and reconstruction and combination between other motives is being onthe rise as a new expression. The second, colorful stripes of Missoni can be exanpled as the trend of diversification of color. The third, as regards the trend of mismatch in pattern, coordination through mismatch can produce experimental and post-modern image. The fourth, as for the expression of draping effect, we find that stripe pattern can maximaze visual effect through draping by inducing visual stimulus, as well as can express human body in a beautiful manner.

사용자의 기부 의도 증진을 위한 비주얼 노벨 게임 개발 및 효과 검증 (A Study of Development and Effects of Visual Novel Game for Promoting User's Donation Intention)

  • 김민정;이한가람;오규환
    • 한국게임학회 논문지
    • /
    • 제19권5호
    • /
    • pp.151-164
    • /
    • 2019
  • 본 연구에서는 개인의 소액 기부를 증진시키기 위한 기부 캠페인 전략으로 비주얼 노벨 게임을 개발하고, 그 효과를 검증하고자 했다. 연구 1은 독거노인을 대상으로 하는 비주얼 노벨 게임을 개발하였고, 연구 2에서는 게임이 기부 의도 및 기부 의도에 선행하는 정서인 개인적 고통과 공감적 염려에 미치는 효과를 검증하였다. 분석 결과, 게임은 효과적으로 각 정서와 기부 의도를 증진시키는 것으로 나타났다. 또한 공감적 염려는 비주얼 노벨 게임과 기부 의도 사이에서 완전매개 효과를 가지는 것으로 나타났는데, 이는 비주얼 노벨 게임이 사용자의 이타적 동기를 자극하여 기부행동을 증진시킬 수 있는 효과적인 도구가 될 가능성을 시사한다.

균형 잡힌 데이터 증강 기반 영상 감정 분류에 관한 연구 (A Study on Visual Emotion Classification using Balanced Data Augmentation)

  • 정치윤;김무섭
    • 한국멀티미디어학회논문지
    • /
    • 제24권7호
    • /
    • pp.880-889
    • /
    • 2021
  • In everyday life, recognizing people's emotions from their frames is essential and is a popular research domain in the area of computer vision. Visual emotion has a severe class imbalance in which most of the data are distributed in specific categories. The existing methods do not consider class imbalance and used accuracy as the performance metric, which is not suitable for evaluating the performance of the imbalanced dataset. Therefore, we proposed a method for recognizing visual emotion using balanced data augmentation to address the class imbalance. The proposed method generates a balanced dataset by adopting the random over-sampling and image transformation methods. Also, the proposed method uses the Focal loss as a loss function, which can mitigate the class imbalance by down weighting the well-classified samples. EfficientNet, which is the state-of-the-art method for image classification is used to recognize visual emotion. We compare the performance of the proposed method with that of conventional methods by using a public dataset. The experimental results show that the proposed method increases the F1 score by 40% compared with the method without data augmentation, mitigating class imbalance without loss of classification accuracy.

Atorvastatin/ezetimibe 복합제 복용 후 발생한 시야결손 부작용 사례보고 (Visual Field Defect after Taking Atorvastatin/Ezetimibe, a Case Study)

  • 김지윤;이경규;김준영;이정민;김나영;이모세;지은희
    • 한국임상약학회지
    • /
    • 제29권2호
    • /
    • pp.133-137
    • /
    • 2019
  • Atorvastatin is one of the most widely prescribed medications for dyslipidemia treatment. In Korea, post combined therapy with ezetimibe, a 73-year-old woman was reported by a community pharmacy to have experienced visual field defect, which recovered after drug discontinuation. She had never experienced this symptom before, and several studies have reported an association between use of statins and visual disorders such as blurred vision, diplopia, and cataract. Blockage of cholesterol accumulation, oxidative stress, or myopathy is expected to be a cause of this symptom. Naranjo scale, Korean causality assessment algorithm (Ver.2), and World Health Organization-Uppsala Monitoring Center (WHO-UMC) criteria were the three tools used to determine causality between the visual disorder and atorvastatin. The results represent 'probable', 'certain', and 'probable/likely' causality, respectively. Our results, in combination with a review of literature, indicate that ocular adverse effects are highly likely related to atorvastatin.

시각적 피드백을 이용한 닫힌 사슬 운동이 만성 발목 불안정성 성인남성의 하지 근활성도 및 발목 불안정성 지수에 미치는 영향 (Effects of Visual Feedback Closed Kinetic Chain Exercise on the Lower Limb Muscles Activity and ankle Instability in Adult men with Chronic Ankle Instability)

  • 남승민;이도연
    • 대한물리의학회지
    • /
    • 제14권1호
    • /
    • pp.131-138
    • /
    • 2019
  • PURPOSE: This study examined the effects on muscle activation and ankle instability following sudden ankle inversion of the closed kinetic chain exercise using visual feedback to evaluate chronic ankle instability in adult males. METHODS: In this study, 28 subjects with chronic ankle instability were recruited and randomly divided into a closed kinetic chain exercise using a visual feedback group(n=13) and an open kinetic chain exercise group(n=15). Each group underwent 30 minutes of exercise three times a week for 8 weeks. The electromyographic(EMG) values of the rectus femoris, biceps femoris, tibialis anterior, peroneus longus, peroneus brevis, and lateral gastrocnemius muscles were measured to analyze muscle activity. The Cumberland ankle instability tool(CAIT) was used to measure ankle instability. RESULTS: Both groups showed improvements in tibialis anterior, peroneus longus and CAIT score(p<.05). In the experimental group, there were significant improvements in the rectus femoris, biceps femoris, and lateral gastrocnemius muscle activation(p<.05). CONCLUSION: The results suggest that closed kinetic chain exercise using visual feedback can be a useful treatment method for patients with chronic ankle instability.

Change in Pelvic Motion Caused by Visual Biofeedback Influences Trunk and Hip Muscle Activities During Side-Lying Hip Abduction in Asymptomatic Individuals

  • Yu, Ilyoung;Kang, Minhyeok
    • 국제물리치료학회지
    • /
    • 제10권3호
    • /
    • pp.1818-1822
    • /
    • 2019
  • Background: Ipsilateral pelvic elevation has been reported as a common compensatory movement during side-lying hip abduction. It has been reported that pelvic elevation inhibits sufficient contraction of gluteus medius. However, few studies have identified the effects of controlled pelvic elevation on the trunk and hip muscles. Objective: To examine the effects of controlled pelvic elevation using visual biofeedback on the muscle activity of the trunk and hip muscles. Design: Crossover study. Methods: Twelve healthy males performed side-lying hip abduction exercises with and without visual biofeedback for pelvic elevation. Electromyography (EMG) activities of the gluteus medius, quadratus lumborum, and multifidus were analyzed using a wireless EMG system while the ipsilateral pelvic elevation angle was measured using a motion sensor during side-lying hip abduction exercises. Results: EMG activities of the gluteus medius (p = .002), quadratus lumborum (p = .022), and multifidus (p = .020) were significantly increased and ipsilateral pelvic elevation was significantly decreased (p = .001) during side-lying hip abduction with visual biofeedback compared to without visual biofeedback. Conclusions: The results of this study suggest that the application of biofeedback for pelvic motion could improve the trunk and hip muscle activation pattern and decrease compensatory pelvic motion during side-lying hip abduction exercise.

Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
    • /
    • 제22권4호
    • /
    • pp.155-162
    • /
    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.

A Study on Visual Behavior for Presenting Consumer-Oriented Information on an Online Fashion Store

  • Kim, Dahyun;Lee, Seunghee
    • 한국의류학회지
    • /
    • 제44권5호
    • /
    • pp.789-809
    • /
    • 2020
  • Growth in online channels has created fierce competition; consequently, retailers have to invest an increasing amount of effort into attracting consumers. In this study, eye-tracking technology examined consumers' visual behavior to gain an understanding of information searching behavior in exploring product information for fashion products. Product attribute information was classified into two image-based elements (model image information and detail image information) and two text-based elements (basic text information, detail text information), after which consumers' visual behavior for each information element was analyzed. Furthermore, whether involvement affects consumers' information search behavior was investigated. The results demonstrated that model image information attracted visual attention the quickest, while detail text information and model image information received the most visual attention. Additionally, high-involvement consumers tended to pay more attention to detailed information while low-involvement consumers tended to pay more attention to image-based and basic information. This study is expected to help broaden the understanding of consumer behavior and provide implications for establishing strategies on how to efficiently organize product information for online fashion stores.