• 제목/요약/키워드: Visual Environment

검색결과 2,010건 처리시간 0.03초

미술관의 조명환경 변화에 따른 시각적 반응 및 피로감각 변화분석 (Influence of Luminous Environments on Visual Responses and Fatigue Sensation in Art Galleries)

  • 박윤혜;김수영
    • 설비공학논문집
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    • 제23권1호
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    • pp.61-72
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    • 2011
  • The influences of luminous environment on visual responses and fatigue sensation in art galleries were examined in this study. Field measurements and survey were performed in three galleries under various illuminance and luminous conditions. Result implies that vertical illuminance on art paintings needed to be somewhere between 200 lx and 300 lx to avoid visual discomfort. The vertical illuminance difference between consecutive paintings should not exceed 100 lx to keep visually comfortable environment. Visual comfort sensations were related to glare, visual stimulus, reflection from paintings, illuminance variation, and the sensation that subjects can clearly see the paintings. The sensation of fatigue was significantly influenced by the changes of luminous element that caused visual stimulus and discomfort. The sensation of eye fatigue among physical fatigue was primarily influenced by the glare, visual stimulus and comfort. The psychological fatigue was also influenced by eye fatigue, visual comfort, brightness and satisfaction with color of light.

광선반 채광시스템의 시각적 성능 평가 (Visual Performance Evaluation of Daylighting System with Sloped Lightshelves)

  • 김정태;심인보
    • KIEAE Journal
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    • 제6권2호
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    • pp.3-10
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    • 2006
  • This study assessed the visual performance of luminous environment by the lightshelf. The subject survey method was used and results are presented and analyzed. The lightshelf daylighting system was developed by LAEL at KH University and was applied on the window of a mock-up office. The questionnaire for assessing visual performance contains 9 questions with 7 grade bipolar scales. The experiment was conducted during the bright part of the day from noon to one thirty on June 7, 2006. The questionnaire for assessing visual performance contains 9 questions with 7 grade bipolar scales. During the experiment was carrying out, the work plane illuminance and luminous distribution at surrounding the windows was measured. The semantic differential rating data of experiment were analyzed by t-test and factor analysis using SPSS 12.0 statistics package. The visual performance of the lightshelf was more positive. The factors affecting the visual performance are task performance and visual comfort. The subjects were more comfortable in a room installed with lightshelves on both the task performance and the visual comfort aspect. Therefore, the application of sloped lightshelf daylighting system improves visual performance of luminous environment.

Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • 한국멀티미디어학회논문지
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    • 제12권6호
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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실내환경 조성을 위한 Visual Communication Design 연구 -그래픽 심벌의 사인시스템 중심으로- (A Study on Visual Communication design in Creating Interior Circumstances -Focused on the Graphic Symbol Sign System-)

  • 유수상;김상근;정재은
    • 한국실내디자인학회논문집
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    • 제17호
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    • pp.196-202
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    • 1998
  • The People usually adapt themselves to circumstances and its changes. in some cases they are try to improve it for better comfortable living environment. However various factors such as a building's own character cultual symbolism cause some problems in creating interior environment because of inappropriate visual communication. It is general fact that the problems of visual environment objects have not been solved organically under the total environmental concept. In this paper I try to find out how graphic symbol sign system a visual transfer process between people and phsical environment facts work on creating interior environmental analysis current cases and propose a solution.

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시간적 환경이 의료시설 이용자의 건강에 미치는 정신생리학적 영향 (Visual Environmental Influence on an User's Psycho-physiological Health at Healthcare Facilities)

  • 김남길
    • 한국주거학회논문집
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    • 제17권1호
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    • pp.1-8
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    • 2006
  • The purpose of this study is to understand how visual factors of healthcare facilities would have an effect on psycho-physiological health of inpatients. First, visual factors of a ward, where inpatients mostly spend their time in a hospital, were extracted in order to find out how visual environment would affect inpatient's health. Then experimental samples were made and inpatients' reactions against them were analyzed. This study is composed of two approaches a questionnaire for psychological analysis and an electroencephalogram measurement for physiological analysis. The results of this experiment show that psycho-physiological health of subject's can be remarkably improved according to artificial arrangement of visual environment of a ward. Especially, they also show that insignificant changes of visual environment such as furnishing trees, flowerpots or framed pictures in a ward, where there is no view and completely closed, will be able to exert a range of positive effects on an subject's psycho-physiological health. In conclusion, further studies need to be delivered about indoor designs to positively bring in natural elements to a ward as well as visibility ratio of views and skylines from a ward.

동적 도시 환경에서 의미론적 시각적 장소 인식 (Semantic Visual Place Recognition in Dynamic Urban Environment)

  • 사바 아르샤드;김곤우
    • 로봇학회논문지
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    • 제17권3호
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    • pp.334-338
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    • 2022
  • In visual simultaneous localization and mapping (vSLAM), the correct recognition of a place benefits in relocalization and improved map accuracy. However, its performance is significantly affected by the environmental conditions such as variation in light, viewpoints, seasons, and presence of dynamic objects. This research addresses the problem of feature occlusion caused by interference of dynamic objects leading to the poor performance of visual place recognition algorithm. To overcome the aforementioned problem, this research analyzes the role of scene semantics in correct detection of a place in challenging environments and presents a semantics aided visual place recognition method. Semantics being invariant to viewpoint changes and dynamic environment can improve the overall performance of the place matching method. The proposed method is evaluated on the two benchmark datasets with dynamic environment and seasonal changes. Experimental results show the improved performance of the visual place recognition method for vSLAM.

건축의 시각적 환경에 대한 지능형 인지 시스템에 관한 연구 (A Study on the Artificial Recognition System on Visual Environment of Architecture)

  • 서동연;이현수
    • KIEAE Journal
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    • 제3권2호
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    • pp.25-32
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    • 2003
  • This study deals with the investigation of recognition structure on architectural environment and reconstruction of it by artificial intelligence. To test the possibility of the reconstruction, recognition structure on architectural environment is analysed and each steps of the structure are matched with computational methods. Edge Detection and Neural Network were selected as matching methods to each steps of recognition process. Visual perception system established by selected methods is trained and tested, and the result of the system is compared with that of experiment of human. Assuming that the artificial system resembles the process of human recognition on architectural environment, does the system give similar response of human? The result shows that it is possible to establish artificial visual perception system giving similar response with that of human when it models after the recognition structure and process of human.

시각적 체험을 기반으로 실버타운 공간디자인에 관한 연구 (A Study on Silver Town Space Design Based on Visual Experience)

  • 원사주;장휘
    • 디지털융복합연구
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    • 제20권5호
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    • pp.281-289
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    • 2022
  • 우리 사회의 고령화가 점차 심화되면서 실버타운 공간의 노인 돌봄 모델을 바탕으로 노인 돌봄 환경의 질은 점차 모두의 관심의 초점이 되고 있다. 본 연구는 주로 노인의 시각적 특성과 행동적 특성을 연구하고 토론하며, 공간의 환경을 최적화하기 위해 노인의 특별한 요구에보다 많은 관심을 기울일 수 있도록 실버타운에서 노인의 생활 환경에서 시각적 체험 디자인을 심층적으로 탐구한다. 이를 통해 노인들이 편안한 환경에서 노년을 즐길 수 있도록 공간의 환경을 최적화한다. 본 연구는 시각 심리학, 환경 심리학, 노인학 그리고 다른 이론으로 기초한다. 관련 문헌 수집과 노인현장 연구를 통해 실버타운 노인들의 생활 환경의 기능과 전반적인 조합을 연구하고, 환경을 정리한다. 중·장년층의 행동적·시각적 요구를 바탕으로 공간에서의 시각적 연결을 강화하기 위한 디자인 방법을 제안하였다. 시각적 경험의 관점에서, 환경의 조명, 색상, 그리고 재료들이 연구된다. 이론과 연구·실험의 결합을 통해 노인들은 따뜻한 색채, 고휘도 색채, 기하학적인 문양이 있는 식물을 선호한다는 결론을 내린다. 실버타운 공간에서의 시각적 경험의 디자인 원리와 디자인 방법을 요약하였다.

시인식에서 반사상의 영향에 관한 인간공학적 연구 (An Ergonomic Study on the Effects of Veiling Reflection in Visibility)

  • 박재민;임기용;이상도
    • 대한인간공학회지
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    • 제19권3호
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    • pp.13-21
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    • 2000
  • Men perceive and react around him through the five senses. Also men give rise to the human sensibility and maintain his emotion. This study doesn't limit working environment to VDT environment, but considers the universal working environment acquiring information by eyesight stimulation. In case of forming an abnormal veiling reflection we consider the form ; a vertical(25%, 50%, 75%)and a horizontal(25%, 50%, 75%). The results from the subjective evaluation are analyzed by SD(Semantic Differentical methodology)of 5 point scale for visibility and nuisance when an abnormal veiling reflection forms on target. In addition, the results of the objective evaluation are suggested by measuring and analyzing EEG of bio-signal for visual sensitivity. The results of this study can apply to basic data which create a guideline of a visual operation. In particular, it can be designed as an illumination environment concerning an ergonomic factor on visual operations, mental stress such as a visual inspection operation, visual information search operation, etc. As a result, we can expect to reduce the visual nuisance and contribute to the improvement of the performance and the uplift of the competitive power.

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도시녹지의 시각적 접근성 측정모델에 관한 연구 (A study on the model of measuring visual accessibility to urban green spaces)

  • 임승빈;허윤정
    • 한국조경학회지
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    • 제23권3호
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    • pp.1-14
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    • 1995
  • The aspect of visual accessibility to urban green spaces is an important factor because it contributes making pleasant environment by increasing the visual experience of nature in urban environment. But we have tried neither to consider nor to measure it. Since he concept of visual accessibility has not formally defined yet, it was operationally defined in this study. And then the model of measuring visual accessibility was suggested and verified through the case study on neighborhood parks in Seoul. The findings are as follows : 1) The concept of visual accessibility is defined as opportunity and potentiality to observe green spaces. 2) The model of measuring visual accessibility deals with not only adjacent area but also viewshed area. In adjacent area, considering factors are the area of road adjacent to green spaces and the area of exposed green spaces. In viewshed area, considering factors are the area of road located in viewshed area, the area of exposed green spaces, and the weight according to observing distance. 3) The final model of measuring visual accessibility suggested in this study is as follows.

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