• Title/Summary/Keyword: Visual Clarity

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An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure (3D게임의 입체영상효과와 피로도에 대한 실험연구: 뇌생리학 측정의 결합)

  • Jang, Han Jin;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.5-18
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    • 2013
  • This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.

The Effect of SNAGs and Biofeedback Training on the Integrative Propriocepcion and Function of the Patients with Cervical Disorder (목의 기능장애 환자들에게 SNAGs기법과 바이오피드백 훈련이 통합적 고유수용성 감각과 목의 기능에 미치는 효과)

  • Lee, Eun Sang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.284-290
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    • 2020
  • This study was undertaken to determine the effects of SNAGs (sustained natural apophyseal glides) and visual convergence biofeedback on the proprioception and neck disability of patients with chronic neck dysfunction. A total of 31 patients with neck dysfunction were assigned to either SNAGs (n = 16) or biofeedback (n = 15). The groups were assessed for proprioception and neck disability, before and after the intervention. The SNAGs were performed using belt with flexion, extension and right-left rotation, whereas biofeedback training included visual feedback training with deep neck flexor. Intervention was implemented for 20 minutes, twice a week for 4 weeks. Biofeedback training a showed significant effect on the joint position sense (left and right rotation) as compared to the SNAGs group (p< 0.05), whereas neck disability index was significantly effective for SNAGs (p< 0.05). Ed. Notes: The previous statement lacked clarity. I have suggested the edit as per my understanding. Please review and revise appropriately, if required. Therefore, the SNAGs technique is effective for neck function, and biofeedback training is a positive intervention method for enhancing the proprioceptive sensation. In future studies on patients with neck pain, it may be possible to select an intervention method based on the characteristics of the disease.

A 'Study on 'Convergent Media Art Information Visualization' from the Creative Approach toward and Usability Perspective on Social Issues(Focusing on Case Analysis) (사회현안에 대한 창의적 접근 및 활용성 관점에서 융합형 미디어아트정보시각화 연구(사례분석 중심으로))

  • Kim, Kyoungnam
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.155-162
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    • 2016
  • Communication of art and the expansion of roles are some of the important discourses of art. For a while, many attempts were made to overcome the enjoyment of art by only a few elites and the alienation of roles. In the meanwhile, due to its formative nature, media art has contributed to the various expansion of roles as a familiar art in society and by communicating with the public in various play contents and industrial context. This study will take a step further and examined whether media art can assess and be used in social issues through the characteristic analysis of 'media art information visualization.' The general field of information visualization only focuses on the clarity of information delivery, so it is effective for intuitively identifying various information. However, stiff visual expression must improve user-friendly functions in an era in which users' sensibility is increasing, and it only focuses on the effectiveness of information delivery that its secondary social problem such as personal information protection must be compensated. Thus, this research analyze the characteristics of case works to examine how the visualization of media art information can approach social problems creatively, seek the expansion of the role of art and compensate the areas that general information visualization is missing.

A Study on the chair design -from the Victorian era to the present- (의자 디자인에 관한 고찰 -빅토리아시대로부터 현재까지-)

  • 정의철
    • Archives of design research
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    • v.15 no.4
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    • pp.177-188
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    • 2002
  • A thousands of chairs have designed from the Victorian era to the present. Thonet's Nol4 chair in 1859, Wright's high-back chair in 1904, Ritveld's red/blue chair in 1917, Breuer's Wassily chair in 1925, Aalto's Paimio chair in 1932, Eames's DAR chair in 1948, Piero Gatti's Sacco chair in 1969, Starck's Von Volgelsang chair in 1984, Stumpf's Aeron Chair in 1992, Little's 'Coat of arms' chair in 1994 - the list of architects who have seized the opportunity to express their theories in the design of a chair is seemingly endless. Architects such as Machintosh(1868-1928), Wright(1807-1959), Aalto(1898-1976) included chairs within their artistic schemes for interiors and buildings. But as the manufacture of chairs moved away from the domain of the craftsman towards that of the industrial process, architects were also ideally positioned, with their background knowledge of engineering, to pioneer innovative chair design within the constraints of modern manufacturing technology. Beyond matters of function and structure, the fundamental worth of chairs, past or present, lies in their communication of attitudes, ideas and values. The persuasiveness of a chair depend on the clarity of its rhetoric. Chair has become an ideal medium for designers to make their visual statements and construct their individual manifestos. In chair design there is a ping-pong game played out between absurd and useful design, and this game is one way in which the design profession explores itself.

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A Study on the Evaluation Management of Public Housing Architectural Competition using BIM (공공 공동주택의 BIM적용 설계 경기 평가관리에 한 연구 - BIM적용 가능 평가항목 선정을 중심으로 -)

  • Min, Byoung-Jik;Lim, Jae-Bok;Kim, Ju-Hyung;Seo, Jong-Won;Kim, Jae-Jun
    • Journal of KIBIM
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    • v.2 no.2
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    • pp.1-9
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    • 2012
  • In Korea, recently, efforts have been made to introduce BIM(Building Information Modeling) to housing complex projects. However, there have been several problems including excessive competition for building design and outcome-oriented evaluation due to a lack of clear evaluation criteria and poorly organized management process. Under this circumstance, the study surveyed opinions of project managers and conducted a pilot test to improve evaluation criteria of BIM-based design for housing complexes. The objective is to assess the level of BIM technology and its applicability, and to propose a list of reasonable evaluation criteria for better project management. First, the study examined the current condition of evaluation on the BIM-based housing complexes, and identified 15 preliminary items that might be suitable for application of BIM. Second, the study conducted a pilot test for the 15 items to determine their suitability for the level of BIM technology, clarity of the calculation process, and the extent of fulfilling information quality, and short-listed eight items for application of BIM. In particular, in the design concept stage, mostly 3D visual images and area-related items are suitable for BIM-based evaluation. Accordingly, formerly used items such as project cost, energy and environmental analysis, building structure, and facilities were deemed more relevant to the subsequent stages of basic design and its implementation.

Application Strategies of Eye-tracking Method in Nightscape Evaluation (야간경관 평가에서의 아이트래킹 분석 적용 연구)

  • Kang, Youngeun;Kim, Mintai
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.4
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    • pp.87-97
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    • 2015
  • There's a trend towards vitalization of nightscape planning businesses nationally and locally as well for city image making and activation of regional economy, but there is still no systematic nightscape planning going on for lack of relevant researches and objective evaluations. This study aims to suggest the guideline for nightscape planning by conducting an eye tracking experiment and survey for recognizing the characteristics of a nightscape. Furthermore, the authors intended to verify the eye-tracking method as a tool for landscape evaluation. The research site was restricted in the campus of Virginia Tech, VA, and those were selected by experts' survey among various types of nightscape images. The variables for analyzing the characteristics of nightscape images selected were 'preference', 'safety(fear)' and 'clearness'. 'Fixation duration', 'saccade duration', 'scan path length', and 'pupil size' were selected as the eye movement measurements. The results of this study are as follows: The first outcome found was that there were significant differences among the characteristics(preference, safety and clearness) of a nightscape by MANOVA, and these variables were correlated positively by Pearson's correlation. Secondly, there were differences on fixation duration, saccade duration and scan path depending on the nightscape setting statistically. Also, the eye tracking measurement in an open setting was recorded lower than enclosed settings. In the result of a heat map, we found the meaning of the fixated areas on both viewing without intention and viewing intentionally. It turned out that the fixated areas were consistent with the areas the subjects felt preferred and clarity in all of the nightscape images, which means people usually focus on what they prefer and see clearly in a certain nightscape. Based on this result and previous studies, the authors could make a conclusion that eye tracking method can apply to evaluate nightscape settings in terms of analyzing the whole characteristics and finding specific points for the detailed analysis as well. Therefore, these results can contribute by suggesting nightscape planning, implication of the landscape evaluation, and implication of the eye tracking study.