• Title/Summary/Keyword: Visual Environment

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An Experimental Study on the Impact of the Visual Perception by the Change of the Lighting Sources Color (광원색에 의한 실내공간의 지각변화에 관한 실험연구)

  • 이성민
    • Korean Institute of Interior Design Journal
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    • no.4
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    • pp.27-30
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    • 1995
  • This study suggests the optimum interior environment by projecting the criteria to design the living space light-ing that select the lighting environment among the sever-al environmental factors that influenced on the human perception. As a correspondance between the visual perception and the lighting, visual perception process, vision system, and visual perception system are investigated to compre-hend the lighting, and then conceptual contour of the lighting environments are presented which are transmit-ted the visual informations. As a lighting factors which are influenced on the visu-al perception, light source color is analized. Foundationally, the effect of the lighting methods and the techniques are investigated, and the changes of the lighting methods which influences on the space perception are examined through the previous results. As the changing the light sources color, the changing the subjective feelings of space perception through the ex-periment. This study is concluded with the proposition of the ef-fective lighting and the importance of the lighting envi-ronment.

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Development of Computer-based Visual Perception Test Program for Korean Patients with Brain Injury

  • Ahn, Seong-Hye
    • International Journal of Contents
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    • v.3 no.3
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    • pp.32-37
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    • 2007
  • Up to now, several tools to evaluate visual perception tests have been introduced for different purposes. However, they were mostly manual tools, paper books in which the therapists would turn the pages while working together with patients. This paper discusses a potential plan to develop motor-free visual perception test software for Korean patients with brain injury, and to construct a centralized database for their evaluated data in a client/server environment. Through its development, we eventually hope to achieve effective management of the data for better understanding of patients' visual perceptual skills and the standardization of the evaluation for Korean patients. With the help of the computerized environment, we also expect some advantages such as acquisition of reliable results from patients with brain injury, automation for storing and accessing patients' data, construction of the patients' database and the management of a vast amount of the data within it and the provision of a foundation to promote further development of various perceptual-cognitive rehabilitation programs.

On the Visual Scene Validity of the Microcomputer Aided Port Design Simulator (마이크로 컴퓨터를 이용한 항만설계 시뮬레이터의 영상정보 신뢰성에 관한 연구)

  • 김환수
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.3 no.2
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    • pp.1-12
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    • 1997
  • One of the main uses for ship simulators is in the field of port design, and an increasing number of simulators, of varying degrees of fidelity, are being used for this purpose. An essential feature of all such simulators is their visual scene, which must be of sufficent fidelity to convey the key visual cues adequately. This paper examines the ability of a number of experienced mariners to perceive speeds and distances correctly using Computer Generated Imagery visual scenes of different fidelity, compared with their performance at sea. From the results, it was found that the microcomputer based simulator might be considered, as far as its visual scene representation is concerned, to be as valid as the full mission ship simulator for the port design task.

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The Effects of Psychomotorik in the Forest on the Sensory and Visual Perception of Children with Intellectual Disabilities

  • You, Jin-Hee;Shin, Won-Sop
    • Journal of People, Plants, and Environment
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    • v.22 no.3
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    • pp.321-332
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    • 2019
  • The purpose of this study is to investigate the changes of sensory and visual perception of children with intellectual disabilities by conducting psychomotorik (psychomotor activity) in the forest and indoor treatment rooms. Accordingly, this study divided 18 children with intellectual disabilities living in the facility for persons with disabilities located in Seoul into three groups: the experimental group participating in psychomotorik in the forest, the comparative group participating in psychomotorik in the treatment room, and the control group without any treatment at all. The program was conducted for 32 weeks, 4 hours a month. The results showed that psychomotorik promoted the sensory and visual development of children with disabilities. Psychomotorik in the forest showed significant effects on touch and activity level, form constancy and eye-hand coordination. Psychomotorik in the treatment room showed significant improvement in figure-ground with reduced motion. This suggests that psychomotorik in the forest as well as indoors is a positive factor for sensory adaptation reaction and visual development of children with intellectual disabilities.

Design and Implementation of Visual Environment for Parallel Object-Oriented Programming (병렬 객체지향 프로그래밍을 위한 시각 환경의 설계 및 구현)

  • Choe, Suk-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.2
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    • pp.485-496
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    • 1999
  • Comparing with sequential programming, parallel programming has additional complexity due to the consideration of parallelism, communication and synchronization of processes. A synergism between users and compliers should be established, each assisting the other to produce high quality parallel programs. On the above underlying philosophy, we developed a parallel Object-Oriented specification language, POOSL, as preliminary works. However, it is still likely to hard for users to write parallel program because users have to consider grammar of POOSL and to write text-based parallel program. It would be more desirable to provide users wit visual environment for effective parallel programming. Therefore, we propose a visual programming environment. VEPO(Visual environment for Parallel Object-Oriented Programming), based on POOSL in order that users can develop parallel programs more easily and conveniently. It aims at supporting a programming environment in which users can represent their programs more naturally and visually I parallel manner with object-oriented concept and essential steps during parallel program development such as program specification, compilation, execution and animation of execution are integrated. VEPO has useful features for parallel processing. Especially, complicated parallel codes for synchronization and communication of processes are automatically generated in the translation phase, so users can be relieved of writing error-prone parallel codes. The system is targeted to the transputer-based parallel system, MC-3. The graphic user interface of VEPO was implemented using Visual C++. Visual programs descirbed on VEPO are translated into Inmos C and executed on MC-3.

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Construction of Virtual Environment for a Vehicle Simulator (자동차 시뮬레이터의 가상환경 구성에 대한 연구)

  • Chang, Chea-Won;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.4
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    • pp.158-168
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    • 2000
  • Vehicle driving simulators can provide engineers with benefits on the development and modification of vehicle models. One of the most important factors to realistic simulations is the fidelity given by a motion system and a real-time visual image generation system. Virtual reality technology has been widely used to achieve high fidelity. In this paper the virtual environment including a visual system like a head-mounted display is developed for a vehicle driving simulator system by employing the virtual reality technique. virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Accordint to the object model a three dimensional graphic model is developed with CAD tools such as Rhino and Pro/E. For the real-time image generation the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. Compared with the single loop apprach the proposed methodology yields an acceptable image generation speed 20 frames/sec for the simulator.

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A development of remote controlled mobile robot working in a hazard environment (위해환경에서 구동가능한 원격제어 이동 로봇 개발)

  • 박제용;최현석;현웅근
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.457-461
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    • 2002
  • This paper describes a development of a robot working in hazard environment. The developed robot consists of robot controller with vision system and host PC program. The robot and camera can move with 2 degree of freedom by independent remote controlling a user friendly designed joystick. An environment is recognized by the vision system and ultra sonic sensors. The visual image and command data translated through 900MHz and 447MHz RF controller, respectively. To show the validity of the developed system, operations of the robot in the field area were illustrated.

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An Experimental Study on Control Strategy of LED System Using Daylight (주광을 활용한 LED조명시스템의 컨트롤에 관한 실험적 연구)

  • Yun, Gyeong;Yoon, Kap-Chun;Kim, Kang-Soo
    • KIEAE Journal
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    • v.10 no.6
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    • pp.33-39
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    • 2010
  • Visual Environment and productivity are correlated. So we need to create a comfortable visual environment and maintain proper workplane illumination level. We can obtain lighting energy savings and comfortable visual environment using daylight and LED lights. In this study, we characterized the indoor illuminance level according to the sky condition and proposed dimming control strategy of LED lights. Energy savings in On/Off control mode are 40% at clear sky and 28% at intermediate sky. In dimming control mode, energy savings are 77.2% at clear sky and 64.1% at intermediate sky. Then we obtain the appropriate dimming control strategy of LED lights based on data. Dimming rates are 0-14.2-80(min-avg-max, %) for LED 1, 0-19.9-60% for LED 2 and 30-61.4-90% for LED 3. Lighting energy savings are 68.2% for LED dimming system applied this control method.

A Study on the Interior finishing materials for Visual Marketing of Department Stores (백화점의 비주얼마케팅을 위한 실내마감재연구)

  • Kim Yeon-Ah
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.132-139
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    • 2005
  • Selling Environment is very important space in this era of sensitive consumption, which facilitates direct contacts with consumers. Interests of consumers in the 21st centuries, lie in the higher quality of life, and they wart to create their own lifestyle through purchasing of goods in the marketing environment. A company can hold dominant position in the changing marketing environment, in case it differentiate with other competing companies and keep consistencies of identity. Finishing materials of interior design elements, play an important role in making a visual images of department stores, and the usage of finishing materials transfers the images of department store to consumers This study aims to introduce theoretical backgrounds of interior materials composition, which provides important tools for decision of images of department stores, and also aims to propose design guidelines for interior finishing materials as an elements of visual marketing, through the case studies of major department stores. Depending on these intentions, present conditions of interior finishing materials are analyzed, and a fundamental planning directions of interior materials are proposed, as the strategic elements of a department visual marketing.

Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
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    • v.22 no.4
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    • pp.155-162
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    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.