• 제목/요약/키워드: Visual Emotion

검색결과 489건 처리시간 0.021초

손 근접성이 단서양상에 따라 과제전환 수행에 미치는 효과 (Hand Proximity Effect on Task Switching Performance Through Cue Modality)

  • 최정윤;한광희
    • 감성과학
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    • 제21권2호
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    • pp.73-88
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    • 2018
  • 본 연구는 손과 가까운 시각 정보의 처리적 특성이 과제전환에 미치는 영향을 살펴보기 위해 수행되었다. 최근 연구들은 손과 가깝게 제시된 정보에 대한 인지통제가 향상됨을 보고하고 있다. 이러한 인지통제 향상효과를 손 근접성과 주의의 관계를 통해 규명하고자 두 번의 실험을 실시하였다. 그 결과 과제전환 수행에서 단서와 목표자극의 감각양상에 따라 손 근접성의 효과가 달라짐을 관찰할 수 있었다. 첫 번째 실험에서 손에 근접한 자극에 대한 전환비용의 감소가 관찰되었다. 선행 연구들에서 전환비용의 감소원인으로 지목되었던 특징결합 문제를 제외시켰을 경우에도 동일한 결과가 관찰되었다. 즉, 손 근접성이 전환비용을 감소시켰음을 검증할 수 있었다. 두 번째 실험에서는 손 근접성과 감각양상의 상호작용이 전환비용에 미치는 영향을 살펴보기 위해 수행되었다. 과제전환에서 목표자극은 시각으로 단서는 시각 또는 청각으로 제시하였고, 단서의 준비성 효과를 관찰하기 위해 단서-목표자극 간격을 조변하였다. 연구 결과 손에 근접한 시각 단서는 과제 준비 시간을 단축시켜 전환비용을 감소시켰으나, 청각 단서의 경우 손에 근접할 때 오히려 과제 준비 시간이 더 오래 걸렸다. 시각 단서의 결과는 손에 근접한 시각 정보에 대한 신속한 주의정향으로 인한 이득으로 설명될 수 있다. 반면에 청각 단서에서 나타난 손실은 청각 단서와 시각 자극 간의 감각 간 전환이 손 근접성의 주의 범위 고정 효과로 인해 방해된 결과로 해석될 수 있다. 마지막으로 손 근접성의 주의효과로 인해 달라지는 전환비용에 대해 논의하였다.

정신분열병 환자의 인지적/행동적 특성평가를 위한 가상현실시스템 구현 (A Virtual Reality System for the Cognitive and Behavioral Assessment of Schizophrenia)

  • Cho, Won-Geun;Kim, Ho-Sung;Ku, Jung-Hun;Kim, Jae-Hun;Kim, Byoung-Nyun;Lee, Jang-Han;Kim, Sun I.
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 춘계학술대회 논문집
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    • pp.94-100
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    • 2003
  • Patients with schizophrenia have thinking disorders such as delusion or hallucination, because they have a deficit in the ability which to systematize and integrate information. Therefore, they cannot integrate or systemize visual, auditory and tactile stimuli. In this study we suggest a virtual reality system for the assessment of cognitive ability of schizophrenia patients, based on the brain multimodal integration model. The virtual reality system provides multimodal stimuli, such as visual and auditory stimuli, to the patient, and can evaluate the patient's multimodal integration and working memory integration abilities by making the patient interpret and react to multimodal stimuli, which must be remembered for a given period of time. The clinical study showed that the virtual reality program developed is comparable to those of the WCST and the SPM.

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가상과 실제 손의 동기화를 통한 촉각환상 유발연구 (The Tactile Illusion evoked by a synchronous Visual Stimulus on Virtual and Real Hand)

  • Jeonghun Ku;Kim, Hosung;Kim, Kwanguk;Wonyoung Hahn;Lee, Jang-Han;Kim, Sun I.
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 춘계학술대회 논문집
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    • pp.84-89
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    • 2003
  • The virtual reality(VR) technology can provide various stimuli, including, visual and auditory stimuli, simultaneously in the virtual environment and encourage the user to interact. Virtual reality is a set of computer technologies, which when combined, provide an interactive interface to a computer generated world. In this world the subject can see, hear and navigate in a dynamically changing environment in which he participates as an active player, by modifying the environment according to his will. Moreover, the subject can get a feeling for the virtual environment in much the same way as one feels real life situations. In the real world, a plethora of information from various modalities may be in conflict, and modulate each other to form an illusion. In this study we investigated whether a tactile illusion on a real hand could be evoked by a virtual stimulus, the time required to generate this illusion and its duration. This study shows that the illusion occurred, and that was correlated with presence score in the virtual environment.

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Characteristics of Visuo-Spatial Information Processing in Children with Autism Spectrum Disorder

  • Kwon, Mee-Kyoung;Chung, Hee-Jung;Song, Hyunjoo
    • 감성과학
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    • 제21권2호
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    • pp.125-136
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    • 2018
  • Although atypical sensory processing is a core feature of autism spectrum disorder (ASD), there is considerable heterogeneity among ASD individuals in the modality and symptoms of atypical sensory processing. The present study examined visual processing of children with ASD, focusing on the complexity and orientation of visual information. Age- and -IQ-matched Korean children (14 ASD and 14 typically-developing (TD) children) received an orientation discrimination task involving static spatial gratings varied in complexity (simple versus complex) and orientation (horizontal versus vertical). The results revealed that ASD children had difficulty perceiving complex information regardless of orientation, whereas TD children had more difficulty with vertical gratings than horizontal gratings. Thus, group-level differences between ASD and TD children appeared greater when gratings were presented horizontally. Unlike ASD adult literature, however, ASD children did not show superior performance on simple gratings. Our findings on typical and atypical processing of ASD children have implications for both understanding the characteristics of ASD children and developing diagnostic tools for ASD.

지능형 디스플레이 색상 조절 (Intelligent Color Control for Display Panel)

  • 조장군;김종원;서재용;조현찬;조태훈
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2006년도 춘계학술대회 학술발표 논문집 제16권 제1호
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    • pp.237-240
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    • 2006
  • Human's sight holds the most extents among other senses. It will become more beneficial in person's emotion or body, if we form much better environment to human in connection with visual information as importance of visual information. Human is using a lot of display units on modern society. Basic colors that compose these are Red, Green and Blue. Using these three colors, we can change color sense of monitor or brightness degree. Suitable color degree by individual's environment can reduce person's stress or give comfortable feeling. So Factors by human's emotion and environment are standardized using fuzzy and the method that is to apply the result of Intelligent Color Control(ICC) on display is proposed.

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Precise spectral analysis using a multiple band-pass filter for flash-visual evoked potentials

  • Asano, Fumitaka;Shimoyama, Ichiro;Kasagi, Yasufumi;Lopez, Alex
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2002년도 춘계학술대회 논문집
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    • pp.44-50
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    • 2002
  • The fast Fourier transform (FFT) is a good method to estimate spectral density, but the frequency resolution is limited to the sampling window, and thus the precise characteristics of the spectral density for short signals are not clear. To solve the limitation, a multiple band-pass filter was introduced to estimate the precise time course of the spectral density for flash visual evoked potentials (VEPs). Signals were recorded during -200 and 600 ms using balanced noncephalic electrodes, and sampled at 1 K Hz in 12 bits. With 1 Hz and 10 ms resolutions, spectral density was estimated between 10 and 100 Hz. Background powers at the alpha-and beta-bands were high over the posterior scalp, and powers around 200ms were evoked at the same bands over the same region, corresponding to P110 and N165 of VEPs. normalized's spectral density showed evoked powers around 200 ms and suppressed powers following the evoked powers over the posterior scalp. The evoked powers above the 20Hz band were not statistically significant. However, the gamma band was significantly evoked intra-individually; details in the gamma bands were varied among the subjects. Details of spectral density were complicated even for a simple task such as watching flashes; both synchronization and desynchronization occurred with different distributions and different time courses.

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A Study on Product Development to Promote the Effects of Exercise on Children and to Induce Their Interest in Exercise: A Survey on the Development of Cognitive and Motor Functions in Children

  • Cho, Hyun-Seung;Yang, Jin-Hee;Jung, Chan-Woong;Lee, Joo-Hyeon
    • 감성과학
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    • 제20권1호
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    • pp.41-48
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    • 2017
  • This study was conducted to develop wearable products with visual and auditory feedback aimed at promoting exercise interest in children. Here we determined the theoretical characteristics of cognitive and motor function development during childhood, empirical characteristics of children's motor functions, and factors that encourage exercise using natural observation and in-depth interview research methods. The questionnaire assessed children's motor ability, intensively trained body parts in sports programs, types of training or classes that improve the motor ability of each muscle group, significantly considered aspects of children's sports programs, and factors that promote children's interest in exercise. Our results suggest that the development of sport programs comprising varied exercise options that enhance body and limb movements are needed for balanced growth. Furthermore, it is very important to provide motivation for regular exercise and appropriate feedback, such as praise and encouragement, to maintain interest in exercise. This study identifies the standards for developing products that peak children's interest in exercise and the basis for a physically and mentally healthy society.

A Study on Semantic Association between Transmitted Information and Design Parameters of Vibrotactile Signals

  • Kim, Sangho;Lee, Hyunsoo
    • 대한인간공학회지
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    • 제32권4호
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    • pp.371-380
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    • 2013
  • Objective: The aim of this study is to investigate the effects of design parameters of vibrotactile signals on semantic association with transmitted information conveying different meanings. Background: As information communication relying on human visual channel becomes excessive, the utility of vibrotactile signals is being interested as a substitute measure of delivering information. Properly designed hapticons may relieve burden of visual communication by rendering distinct and meaningfully compatible haptic sensations. Method: A typical Kansei engineering approach was adopted in this study. Ten most distinctive hapticons were selected among those having different frequencies and amplitudes. Associations between the hapticons and twenty four pairs of adjectives used to describe the state of automobile in control were gathered from thirty subjects using semantic differential scales. Results: The selected pairs of adjectives were summarized by factor analysis into two semantic dimensions named 'Awareness' and 'Directionality'. The experimental hapticons matched with the semantic dimensions were presented as a haptic emotion map. Conclusion: The results from this study support that frequencies and amplitudes of haptic signals play important roles in arousing different human perceptions regarding the two haptic emotional dimensions. Application: Properly designed hapticons with respect to the contents of transmitted information will increase human operator's situation awareness as well as system performance. The result from this study can be used to develop standardized hapticons for active haptic communication.

시각적 구별 과제를 통한 인지양식의 분석 (Analysis of Cognitive Styles across Visual Discrimination Tasks)

  • Soo-Young Kim;Shin-Woong Hwan;Jee-Yun Cho;Young-Woo Sohn
    • 감성과학
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    • 제7권2호
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    • pp.163-178
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    • 2004
  • 본 연구에서는 수행된 과제와 독립적인 인지과정에서의 개인차와 관계가 있는 인지양식의 차원들을 규명하였고 과제와는 독립적인 인지과정에 대한 Robertson(1985)의 이론을 지지하는 결과를 보여주었다. 각 개인의 초기 인지전략은 다른 과제를 수행해 가는 동안 계속해서 유지되는 것으로 관찰되었고 결국 그것이 그들의 인지양식으로 간주되었다. 그렇지만 개인들의 인지양식은 많은 수행을 거치면서 그 과제들과의 상호작용을 통해 변화하여 그 과제에 특정한 전략을 이끌어낼 수도 있다는 점을 시사하였다.

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영상 데이터 감정 분류를 위한 멀티 모달 기반의 ViT 모델 (Multi-Modal based ViT Model for Video Data Emotion Classification)

  • 김예림;이동규;안서영;김지현
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2023년도 제67차 동계학술대회논문집 31권1호
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    • pp.9-12
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    • 2023
  • 최근 영상 콘텐츠를 통해 영상물의 메시지뿐 아니라 메시지의 형식을 통해 전달된 감정이 시청하는 사람의 심리 상태에 영향을 주고 있다. 이에 따라, 영상 콘텐츠의 감정을 분류하는 연구가 활발히 진행되고 있고 본 논문에서는 대중적인 영상 스트리밍 플랫폼 중 하나인 유튜브 영상을 7가지의 감정 카테고리로 분류하는 여러 개의 영상 데이터 중 각 영상 데이터에서 오디오와 이미지 데이터를 각각 추출하여 학습에 이용하는 멀티 모달 방식 기반의 영상 감정 분류 모델을 제안한다. 사전 학습된 VGG(Visual Geometry Group)모델과 ViT(Vision Transformer) 모델을 오디오 분류 모델과 이미지 분류 모델에 이용하여 학습하고 본 논문에서 제안하는 병합 방법을 이용하여 병합 후 비교하였다. 본 논문에서는 기존 영상 데이터 감정 분류 방식과 다르게 영상 속에서 화자를 인식하지 않고 감정을 분류하여 최고 48%의 정확도를 얻었다.

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