• 제목/요약/키워드: Visual Attention

검색결과 759건 처리시간 0.024초

The Effects of Computerized Gaming Program on Cognition in Children with Mental Retardation: A Case Study

  • Kim, Seon Chil;Heo, Ju Young;Shin, Hwa Kyung;Kim, Byeong Il
    • The Journal of Korean Physical Therapy
    • /
    • 제30권5호
    • /
    • pp.193-198
    • /
    • 2018
  • Purpose: The purpose of this study was to analysis of effectiveness between cognitive function assessment scores and gaming cognitive rehabilitation system in children with intellectual impairment. Methods: Five children (male=5, $age=10.00{\pm}0.80$) with intellectual impairment participated in this study and were randomly assigned to the experiment that played (received) gaming cognitive rehabilitation system (Neuroworld). The children were applied 2 times a week for 30 minutes during 3 months. The children were assessed K-WSIC-VI (Korean-Wechsler intelligence scale for children-fourth edition) and recorded that gained score in gaming cognitive rehabilitation system before and after intervention. K-WSIC-VI contained five primary index scores: verbal comprehension index, visual spatial index, fluid reasoning index, working memory index, and processing speed index. Gaming cognitive rehabilitation system scoring was composed visual recall, target recall, sequence recall, selective attention, continuous attention, and exploration. Results: In the intelligence quotient (IQ) of K-WSIC-VI, there were significant increased in all children. The visual recall item was highest effective in all children. However, sequential recall showed the lowest improvement in all children. The performance speed of selective attention item was decreased, this means that children's skills have improved. Also, their ability to explore has improved significantly. Conclusion: In conclusion, gaming cognitive rehabilitation system was significant effectiveness in cognitive function in some categories for children with intellectual impairment. However, the visual recall and performance speed don't represent of all cognitive function. Therefore, further studies will need to verify by applying more subject and longer duration.

시선추적 장치를 활용한 부정적 감정표현 이모티콘의 시각적 주의집중도 분석 (Analysis of Visual Attention in Negative Emotional Expression Emoticons using Eye-Tracking Device)

  • 박민희;권만우;황미경
    • 한국멀티미디어학회논문지
    • /
    • 제24권11호
    • /
    • pp.1580-1587
    • /
    • 2021
  • Currently, the development and sale of various emoticons has given users a wider range of choices, but a systematic and specific approach to the recognition and use of emoticons by actual users is lacking. Therefore, this study tried to investigate the subjective perception and visual attention concentration of actual users on negative emotional expression emoticons through a survey and eye tracking experiment. First, as a result of subjective recognition analysis, it was found that emoticons are frequently used because their appearance is important, and they can express various emotions in a fun and interesting way. In particular, it was found that emoticons that express negative emotions are often used because they can indirectly express negative emotions through various and concretely expressed visual elements. Next, as a result of the eye tracking experiment, it was found that the negative emotional expression emoticons focused on the large elements that visually emphasized or emphasized the emotional expression elements, and it was found that the focus was not only on the facial expression but also on the physical behavioral responses and language of expression of emotions. These results will be used as basic data to understand users' perceptions and utilization of the diversified emoticons. In addition, for the long-term growth and activation of the emoticon industry market in the future, continuous research should be conducted to understand the various emotions of real users and to develop differentiated emoticons that can maximize the empathy effect appropriate to the situation.

온라인 사이트 상품 배치에 따른 시각정보처리가 소비자 주의에 미치는 영향 (The Effect of Visual Information Processing of Online Product Display on Consumers' Attention)

  • 이주현;이동일
    • 한국프랜차이즈경영연구
    • /
    • 제6권2호
    • /
    • pp.17-30
    • /
    • 2015
  • Companies display the product information to the consumers in their online presences. As importance of online marketing activities are growing, most of the franchisers also uses the product images on their online sites to provide the vivid visual information of their merchandises. But the previous researches do not provide the rigorous understanding on the nature of how the consumers process the visual information. In this study, we explore the theoretical backgrounds of the visual information processing and set up the research proposition on the orders and directions of the online visitors' attentions. The visit data from experimental online shop for 81 days was analysed with repeated measure ANOVA. We found that the nature of visual information processing in the online environment is different from that of the ordinary text process. At the end of this study, implication and the limitations of the research were discussed.

팬츠 스타일과 허리선 위치 변화에 따른 시각적 이미지의 평가와 상호효과 (The Mutual Effect and Evaluation of Visual Image according to Change in Waist Position and Pants Style)

  • 박우미;위은하
    • 한국의상디자인학회지
    • /
    • 제19권3호
    • /
    • pp.207-218
    • /
    • 2017
  • This study evaluates the difference in visual images according to changes in waist position and pants style. The researcher made twelve stimuli-combination of four pants styles (classic, baggy, skinny, bell-bottom) and three waist positions (0cm, -3cm, -5cm). The test involved 48 female college students. The stimuli were made using the i-Designer computer program. The panels tested the screen images of all manikins wearing pants. A 7-point scale was used to evaluate each image. For the data analysis, the ANOVA and Duncan-test were applied along with an SPSS program. The results of this study are as follows. The visual evaluations by pants style and waist position are composed of seven factors (attractiveness, attention, hip, activity, height, waist, abdomen). Among these factors, attractiveness is evaluated to be the most important factor. The mutual agreement of the visual effect (according to pants style and waist position) was indicated as four factors of attractiveness, attention, waist, and abdomen. The height factor is evaluated to be the most important factor by change in regards to waist position. The 0cm waist position of three styles (classic, baggy, bell-bottom) were evaluated positively in elongated height whereas the -3cm, -5cm waist position of the skinny style was evaluated positively in elongated height. The mutual agreements of visual effect (according to pants style and waist position) were not indicated.

  • PDF

지각운동프로그램이 주의력결핍과잉행동장애아동의 시각운동통합기술과 운동기술에 미치는 영향 (Effects of Perceptual Motor Program on Visual Motor Integration Skill and Motor Skill of a Child With Attention Deficit Hyperactivity Disorder: Single Subject Research Design)

  • 김승주;구기쁨;김경미
    • 대한감각통합치료학회지
    • /
    • 제15권1호
    • /
    • pp.21-32
    • /
    • 2017
  • 목적 : 지각운동프로그램이 주의력결핍과잉행동장애(Attention-Deficit/Hyperactivity Disorder; ADHD) 아동의 시각운동통합기술과 운동기술에 미치는 영향을 알아보고자 한다. 연구방법 : ADHD로 진단 받았으나 약물중재를 받고 있지 않는 8세 남아를 대상으로 실시하였다. 실험설계는 개별실험연구(single-subject research design) 중 A-B-A(follow up) 설계를 사용하였고, 기초선 A는 3회기, 중재기 B는 8회기, 추적기간 A는 3회기였다. 기초선기간과 추적기간에는 자유 놀이를 40분간 실시한 후 시각운동통합기술을 보기 위해 한국판시지각발달검사의 하위 항목인 따라 그리기와 운동기술을 보기 위해 줄넘기를 실시하였다. 중재기 B에는 지각운동프로그램을 40분간 제공한 후 한국판시지각발달검사의 하위 항목인 따라 그리기와 줄넘기를 실시하였다. 결과 : 시각운동통합기술을 측정하기 위한 따라 그리기 항목의 표준점수는 기초선 기간에는 평균 4.7점의 열등수준을 보였지만 중재기간에서는 평균 9.6점의 평균 수준을 유지하였으며, 추적기간에서는 7.7점의 평균이하의 수준을 보였다. 아동의 운동기술의 변화를 측정한 줄넘기에서는 기초선 기간에는 4.3회, 중재기간에서는 5.9회로 증가된 운동능력을 보였으나, 추적기간에서는 5회로 약간 감소하였다. 결론 : 지각운동프로그램이 ADHD 아동의 시각운동통합기술과 운동기술의 수행의 변화에 긍정적 효과가 있었다.

주의에 의한 시각 공간 확장 (Attention-induced expansion in visual space)

  • 유명현;박정선;정찬섭
    • 인지과학
    • /
    • 제10권3호
    • /
    • pp.51-66
    • /
    • 1999
  • 특정 위치에 주어진 선택적 주의에 의해 발생하는 지각 변화를 수용장의 수평 이동 가설 및 시각 공간의 확장 가설을 실험적으로 검증하였다. 검사 자극의 주위에 일정 형태로 배열된 점들의 일부를 깜박이거나 그 점들에 선택적으로 주의를 기울이도록 함으로써 외인 적으로 또는 내인 적으로 주의가 유도되었으며 지각 변화 정도는 동시에 제시되는 검사 선분의 버니어 정렬, 기울기 및 길이 판단을 통해 측정되었다. 주의 효과는 상-하향 단계 조정법(up-and-down staircase method)을 사용하여 버니어 정렬 및 기울기 실험에서는 수직으로 배열된 것처럼 지각되는 검사 선분의 위치나 기울기로, 길이 판단 실험에서는 검사-비교 자극간의 주관적 등가 점(PSE: point of subjective equality)으로 측정되었다. 내인 적, 외인 적 주의 조건 모두에서 수직선이 주의 착 점에서 멀어지는 쪽으로 밀쳐 지각된다는 것과 그 부위에 가까이 제시된 선분이 길게 지각된다는 것이 발견되었다. 주의에 의한 이러한 지각 변화는 검사 자극이 주의 착 점으로부터 멀어질수록, 주의 유도 후 검사 자극 제시까지의 시간이 길어질수록 감소하였다. 수직 선분 자극이 주의 착 점으로부터 밀쳐져 지각되고 수평 선분이 주의 영역 부위에서 길게 지각된 실험 결과는 주의에 의한 지각 변화를 설명하는데 있어 수용 장 이동 가설보다는 지각 공간 확장 가설이 더 적절함을 시사한다.

  • PDF

품질 검사자의 외관검사 검출력 향상방안에 관한 연구 (A Study on the Improvement of Human Operators' Performance in Detection of External Defects in Visual Inspection)

  • 한성재;함동한
    • 대한안전경영과학회지
    • /
    • 제21권4호
    • /
    • pp.67-74
    • /
    • 2019
  • Visual inspection is regarded as one of the critical activities for quality control in a manufacturing company. it is thus important to improve the performance of detecting a defective part or product. There are three probable working modes for visual inspection: fully automatic (by automatic machines), fully manual (by human operators), and semi-automatic (by collaboration between human operators and automatic machines). Most of the current studies on visual inspection have been focused on the improvement of automatic detection performance by developing a better automatic machine using computer vision technologies. However, there are still a range of situations where human operators should conduct visual inspection with/without automatic machines. In this situation, human operators'performance of visual inspection is significant to the successful quality control. However, visual inspection of components assembled into a mobile camera module belongs to those situations. This study aims to investigate human performance issues in visual inspection of the components, paying more attention to human errors. For this, Abstraction Hierarchy-based work domain modeling method was applied to examine a range of direct or indirect factors related to human errors and their relationships in the visual inspection of the components. Although this study was conducted in the context of manufacturing mobile camera modules, the proposed method would be easily generalized into other industries.

The Effect of Visual Feedback on One-hand Gesture Performance in Vision-based Gesture Recognition System

  • Kim, Jun-Ho;Lim, Ji-Hyoun;Moon, Sung-Hyun
    • 대한인간공학회지
    • /
    • 제31권4호
    • /
    • pp.551-556
    • /
    • 2012
  • Objective: This study presents the effect of visual feedback on one-hand gesture performance in vision-based gesture recognition system when people use gestures to control a screen device remotely. Backgroud: gesture interaction receives growing attention because it uses advanced sensor technology and it allows users natural interaction using their own body motion. In generating motion, visual feedback has been to considered critical factor affect speed and accuracy. Method: three types of visual feedback(arrow, star, and animation) were selected and 20 gestures were listed. 12 participants perform each 20 gestures while given 3 types of visual feedback in turn. Results: People made longer hand trace and take longer time to make a gesture when they were given arrow shape feedback than star-shape feedback. The animation type feedback was most preferred. Conclusion: The type of visual feedback showed statistically significant effect on the length of hand trace, elapsed time, and speed of motion in performing a gesture. Application: This study could be applied to any device that needs visual feedback for device control. A big feedback generate shorter length of motion trace, less time, faster than smaller one when people performs gestures to control a device. So the big size of visual feedback would be recommended for a situation requiring fast actions. On the other hand, the smaller visual feedback would be recommended for a situation requiring elaborated actions.

A Novel Integration Scheme for Audio Visual Speech Recognition

  • Pham, Than Trung;Kim, Jin-Young;Na, Seung-You
    • 한국음향학회지
    • /
    • 제28권8호
    • /
    • pp.832-842
    • /
    • 2009
  • Automatic speech recognition (ASR) has been successfully applied to many real human computer interaction (HCI) applications; however, its performance tends to be significantly decreased under noisy environments. The invention of audio visual speech recognition (AVSR) using an acoustic signal and lip motion has recently attracted more attention due to its noise-robustness characteristic. In this paper, we describe our novel integration scheme for AVSR based on a late integration approach. Firstly, we introduce the robust reliability measurement for audio and visual modalities using model based information and signal based information. The model based sources measure the confusability of vocabulary while the signal is used to estimate the noise level. Secondly, the output probabilities of audio and visual speech recognizers are normalized respectively before applying the final integration step using normalized output space and estimated weights. We evaluate the performance of our proposed method via Korean isolated word recognition system. The experimental results demonstrate the effectiveness and feasibility of our proposed system compared to the conventional systems.

A Saliency-Based Focusing Region Selection Method for Robust Auto-Focusing

  • Jeon, Jaehwan;Cho, Changhun;Paik, Joonki
    • IEIE Transactions on Smart Processing and Computing
    • /
    • 제1권3호
    • /
    • pp.133-142
    • /
    • 2012
  • This paper presents a salient region detection algorithm for auto-focusing based on the characteristics of a human's visual attention. To describe the saliency at the local, regional, and global levels, this paper proposes a set of novel features including multi-scale local contrast, variance, center-surround entropy, and closeness to the center. Those features are then prioritized to produce a saliency map. The major advantage of the proposed approach is twofold; i) robustness to changes in focus and ii) low computational complexity. The experimental results showed that the proposed method outperforms the existing low-level feature-based methods in the sense of both robustness and accuracy for auto-focusing.

  • PDF