• Title/Summary/Keyword: Visual Display

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A Study on the Effect of Pre-cue in Simple Reactions on Control-on-Display Interfaces

  • Lim, Ji-Hyoun;Choi, Jun-Young;Kim, Young-Su
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.4
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    • pp.563-569
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    • 2011
  • Objective: This study focuses on the effects of pre-cues informing the location of upcoming visual stimulus on finger movement response in the context of control-on-display interfaces. Background: Previous research on pre-cues focus on attention allocation and motion studies were limited to indirect control conditions. The design of this study aimed to collect data on the exact landing point for finger-tap responses to a given visual stimulus. Method: Controlled visual stimuli and tasks were presented on a UI evaluation system built using mobile web standards; response accuracy and response time were measured and collected as appropriate. Among the 16 recruited participants, 11 completed the experiment. Results: Providing pre-cue on the location of stimulus affected response time and response accuracy. The response bias, which is a distance from the center of stimulus to the finger-tap location, was larger when the pre-cue was given during a one-handed operation. Conclusion: Given a pre-cue, response time decreases, but with accuracy penalized. Application: In designing touch-screen UI's - more strictly, visual components also acting as controllers - designers would do well to balance human perceptual and cognitive characteristics strategically.

A Study of Display Sampling and Visual Momentum (디스플레이 표집과 시각타성에 관한 연구)

  • Yang, Lee-Gha
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.39-48
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    • 2007
  • This study explored the Eye Movement, the horizontal and vertical flow of vision, and genetic, cultural and empirical schema, and the differentiation of the visual system of the cerebrum through the engineering psychological or the cognitive neuroscientific experiments measuring Eye Movement to maximize the efficiency of the Public Sign System in the urban environment. Accordingly, the study derived an algorithm that can bring out the most efficient visual design measurement by using EMR test and bitmap counting method. The scientific test data in this study will show the existence of the momentum of differentiation and visual sampling by the Schema and Sensory Qualia of the human.

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66.3: Visual Ergonomic Effects of Screen Gloss on LCDs

  • Brunnstrom, Kjell;Josefsson, Katarina;Andren, Borje;Nordin, Helena;Rydell, Niclas
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.43-46
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    • 2008
  • This study investigated if a requirement for screen gloss is needed in the TCO Requirements and was, therefore, targeted towards finding an acceptable reflex level. The results show that a glossy surface has an impact on the visual ergonomics, and for this reason we believe that a requirement is needed. Although, the results do not point to a single value that is better than another, so a selection for a requirement level has to be augmented with additional information. Such a discussion is given and 60 gloss units at 60 degrees ($GU_{60}$) was selected as the new requirement level for the TCO Requirements (TCO '03 and TCO '05).

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Mixed Display Platform to Expand Comfortable Zone of Stereoscopic 3D Viewing

  • Yang, Ungyeon;Kim, Namkyu;Seo, Jinseok;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • v.35 no.2
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    • pp.352-355
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    • 2013
  • Common stereoscopic three-dimensional (3D) display has a convergence and accommodation conflict that violates the natural human cognitive process of viewing. This weakness exposes the challenge in supporting fun factors while eliminating safety problems in the 3D viewing experience. Thus, human factors have become a major research topic. In this letter, we propose a 3D stereoscopic visualization platform that can expand the sense of a 3D space by fusing organically mixed stereoscopic displays to provide a continuous feeling of 3D depth. In addition, we present pilot test results to show the possibility of the technical implementation of the proposed platform and note ongoing research issues to be addressed.

Modeling for Hue Shift Effect of Human Visual System on High Luminance Display (고휘도 디스플레이에서의 인간 시각에 따른 색상 이동 현상과 모델링)

  • Lee, Tae-Hyoung;Lee, Myong-Young;Park, Kee-Hyon;Ha, Yeong-Ho
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.307-308
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    • 2006
  • In recent, displays have very good properties at high luminance, fast response, and size. Also They have good quality in terms of color according to the development of the gamut extension and color reproduction. However, despite these merits, there is a characteristic that at a high luminance display, observer perceive the different color from the originally re-producted color due to the change of perceived luminance in human visual system. In this paper, we propose a model that is the hue shift phenomenon between a normal display and a high luminance display, and then an algorithm which compensate the color between two devices, so that observer can perceive the same color.

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Goal-Posture-Determination of a Steerable Mobile Robot for Active Information Display

  • Lee, Jeong-eom;Yi, Chong-ho;Kim, Dong-won
    • Journal of Platform Technology
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    • v.6 no.4
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    • pp.3-10
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    • 2018
  • A projection-based active information display system was proposed. The proposed system is based on Intelligent Space and a steerable projector mounted mobile robot which is called Ubiquitous Display (UD). In order to transfer visual information for a human in the Intelligent Space, the UD projects a certain shape of an image with a fixed size. Due to redundancy of degree of freedom (DOF), there are lots of situations to project a same shape and size of the image on a surface. In this paper, we describe a method to determine a goal posture of the UD. Here, the goal posture is the most efficient position and orientation of the UD so as to project visual information and it is determined by the Intelligent Space. To verify the proposed method, simulation and demonstration are carried out.

A Study on Visual Merchandising strategy of fashion store -Focused on the plan for the Multiple brand shop- (패션전문점의 비쥬얼 머천다이징 (Visual merchandising) 전략에 관한 연구 -멀티브랜드 매장을 중심으로-)

  • 장규순
    • Korean Institute of Interior Design Journal
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    • no.21
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    • pp.54-61
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    • 1999
  • The Fashion Distribution Business (FDB) is thriving to such an extent that the current period is called "The Era of Fashion." This FDB shows tendencies towards specialzation, globalization and expansion. The domestic FDB has been rapidly globalizing, and thus it is time for us to recognize that the fashion business has grown beyond its former role as a production-oriented retail business to include multiple new roles. This strategy to plant Store Identity on customers is just a Visual Merchandising (VMD) Strategy. That is, a strategy to visualize the Product Planning, which can be called a Complex Visual Expressing Technical System that classifies and arranges products in order to be easily seen, chosen, and bought through exhibition and arrangement. My aim is to break away from the conept that has been focused only on display division and to present product scheme correctly and to establish a VMD Plan which can also contribute to sales promotion by providing infirmation and arranging Store Display efficiently for customers. Additionally, this is aimed to present an efficient and sensitive design process.esign process.

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Building a Mobile AR System Based on Visual SLAM (Visual SLAM 기반의 모바일 증강현실 시스템 구축)

  • Song, Ju Eun;Kook, Joongjin
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.96-101
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    • 2021
  • The SLAM market is growing rapidly with advances in Machine Learning, Drones, Augmented Reality technologies. However, due to the absence of an open source-based SLAM library for developing AR content, most SLAM researchers are required to conduct their own research and development to customize SLAM. In this paper, we propose an opensource-based Mobile Markerless AR System by building our own pipeline based on Visual SLAM. To implement the Mobile AR System of this paper, it uses ORB-SLAM3 and Unity Engine and We experimented with running our system in a real environment and confirming it in the Unity Engine's Mobile Viewer. Through this experimentation, we can verify that the Unity Engine and the SLAM System are tightly integrated and communicate smoothly. Also, we expect to accelerate the growth of SLAM technology through this research.

A study of self wake_up burst mode control for reducing Power Loss in standby mode (대기모드 전력손실 저감을 위한 Self Wake_Up 버스트모드 제어에 대한 연구)

  • Joo, Sungyong;Kang, Jeongil
    • Proceedings of the KIPE Conference
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    • 2020.08a
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    • pp.154-156
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    • 2020
  • 전기제품의 대기전력을 0.005W 미만으로 구현 할 수 있는 새로운 스위칭 제어 방법을 본 논문에서 제시하며 최소한의 소비전력을 구현하면서 제품의 기능을 유지 할 수 있는 방안에 대한 결과를 설명한다. 또한 실제 상용화되는 모니터에서의 동작원리를 설명하고 구현된 동작 특성을 바탕으로 제안한 회로의 동작원리 및 대기전력 수준을 검증한다.

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