• Title/Summary/Keyword: Visual Experience

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Reliability of Visual Gait Analysis according to Clinical Experience Level of Physical Therapists (임상 물리치료사의 경험에 따른 시각적 보행 분석의 신뢰도 연구)

  • Lee, In-Hee
    • The Journal of Korean Physical Therapy
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    • v.25 no.4
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    • pp.174-179
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    • 2013
  • Purpose: Visual gait analysis plays a pivotal role in determining the important gait problem of patients. A few studies have been published and have received little attention regarding visual gait analysis on patients with orthopedic problems. The purposes of this study were to investigate the difference of reliability levels according to experience of clinical physical therapists. Methods: Thirty-five clinical physical therapists, 5 high experienced, 15 experienced, and 15 inexperienced, were recruited and individually evaluated these videotaped gait patterns of the participants, and filled up the structured gait analysis form. The gait of nine participants was videotaped. Reliability levels were calculated by the Intraclass Correlation Coefficients (ICC). Results: The inter-rater reliability of high experienced group (ICC=0.56; 95% CI: 0.50-0.62) was comparable to that of the experienced raters (ICC=0.48; 95% CI: 0.43-0.53) and inexperienced group (ICC=0.42; 95% CI: 0.38-0.46). High experienced group reached a higher inter-rater reliability level. The average intra-rater reliability of the high experienced group was 0.70 (ICCs ranging from 0.54 to 0.82). The experienced group reached an average intra-rater reliability of 0.61 (ICCs ranging from 0.47 to 0.81). The inexperienced group attained average ICC values of 0.53 (ICCs ranging from 0.30 to 0.74). Conclusion: Use of a structured gait analysis form as described in this study was found to be moderately reliable. Clinical experience appears to increase the reliability of visual gait analysis.

Visual Tactility in Web-based Digital Contents (웹기반 디지털 콘텐츠에서의 시각적 촉각성 연구)

  • Kim, Hyo-Joong;Park, Soo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.121-131
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    • 2011
  • Visual tactility implies feelings of touch through sight. To be exact, the eyes are doing the touch rather than the body and the subject concerned will experience the sensation of touch by looking at an object similar to that of physical touch. This is quasi tactility to put it simply and it can be defined as to touch with the eyes. This can not only provide opportunities to experience something close to reality but also another completely different form of modern experience. Experiencing visual tactility through the use of the web permits lavish communication between the user and the designer. This paper has reorganize the concept of visual tactility, characteristic and way to use in digital contents. Visual tactility stimulates the users' emotion as such. If it was to be utilized to develop edutainment contents or web sites will foster children's capability to develope problem solving skills and raise efficiency in creative learning, and prolong the period of concentration in order to encourage revisits to the place and extend the time of stay.

Study on the Movement and Structural Axis in Exhibition Space (전시공간의 구성축과 관람순로에 관한 기초적 연구)

  • 정수영;차소란;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.44-49
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    • 2003
  • Exhibition can be a type of mass-communication since it should contains some 'meaning' or 'message' that is to be delivered. The purpose of visiting museum is to view exhibits. Thus, factors, such as exhibits, exhibition media, show-case, direction signs, and gates, form visual perception, which means there exists homogeneity between visual perception and action. Visitors acquire knowledge by the space interaction when one can acknowledge the consecutive time flow while moving along the exhibition space. Visitors' movements can be formed by visual and perceptive experience that follows environmental stimulus and individual desire. Therefore, museum visitors experience certain shift flow with visual perception caused by the continuity of space. Thus, the research on development of focus in continuity is required. In addition, if the quality of exhibition space and organized continuity with visual diversity can be improved in exhibition design, it would expand the function of communication in exhibitions.

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Landscape Design and Pictorialized View on Nature: A Critical Examination (조경 설계와 회화적 자연관의 문제)

  • 배정한;조정송
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.3
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    • pp.80-87
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    • 1999
  • This paper examines the conventional notion of natural beauty and its legacy on the aesthetic experience of nature and landscape architecture in terms of critical perspective. We can take its clue for discussion from the our routine convention of experiencing natural beauty from the picture-like nature. We often equate natural beauty with superficial representations of nature shown in pictures. However, it is no more than a by-stander's nature seen purely through the eyes of the outsider. Problems of the picture-like nature can be summarized as the contemplative and visual-oriented aesthetic experience of landscape, which has had its influence not only on the ways of seeing the natural beauty but also on the ways of making it. The tradition of the picture-like nature has been transplanted into the real world through the practice of landscape architecture. It has been mass-producing superficial beauty of nature, focused on visual form. Landscape architecture in such a form is just a static means of decoration devoid of meaning and content.

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Effects of Emoji Approach-Avoidance Visual Experience on Valence Ratings via Mobile Interface

  • Eojin Kim;Dahua Li;Soojin Jun
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.180-189
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    • 2024
  • We aimed to see if approach-avoidance visual experience would have different effects in the valence rating of emojis. Previous literature has shown that approach-avoidance tendencies have influences people's emotional perceptions. Up until now, research on emojis have been heavily focused on static emojis, which gives room for exploration whether if movement added on to emoji would elicit different emotional responses. In the study, we examined the impact of approach-avoidance visual experience of emojis via mobile interface, categorized into 4 experimental conditions (positive approach, negative approach, positive avoid, and negative avoid), and conducted semi-structured interviews to identify users' reasonings towards their valence ratings on specific emojis with approach or avoid movements. We found that positive approach emojis were the highest valence rating and preferred by the participants, while there were no differences between negative emoji approach or avoidance. Based on these findings, we conclude that positive emojis could be intensified to be more positive with approach motion, yet for negative emojis, individual differences or contextual differences may arise in its emotional ratings.

A Difference Analysis on Visual Approach Accessibility of Airline Pilots Based on Flight Experience including Non-parametric Statistical Test (정기항공사 소속 조종사의 비행경력에 따른 시계접근능력 차이 분석 : 비모수 통계검정을 포함하여)

  • Lee, Gun-Young;Hwang, Jae-Kap;Jang, Ji-Seung
    • Journal of Advanced Navigation Technology
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    • v.23 no.2
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    • pp.104-113
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    • 2019
  • There are keen competitions among the air operators to recruit competent pilots, which could be adversely affect the safe operation of aircraft. This study is aimed to identify the correlation between the flight experience of the pilot of the air transport operator and competency on visual approach operation. About 2,400 sets of flight training data of several pilots of an air transport operator was analysed for this study. The analysis showed that most captains were able to make stabilized visual approach regardless of his/her flight experience of any type of aircraft, while the first officers were able to make a stabilized visual approach with more than 1,500 hours of flight experience for each rated type of aircraft. This should be considered during making policies for the supply and demand of pilots for the safe operation of air transport.

A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

The Influence of Cognitive Factors on the Creative Abilities in Design -Focused on the Sensory Modalities and Thinking Modes-

  • Woo Heung-Ryong
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.143-154
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    • 2006
  • The primary purpose of this study was to investigate the influence of Cognitive Factors (CF) on the Creative Abilities (CAs) in design. We set up a model of Cognitive Design Process (CDP), which consists of four domains: Concepts, Experience, Five Senses (FS), and Thinking Modes (TM). Here, experience is first perceived by the five senses, and then recognized by intelligence. We regard design as a transforming process from concept to experience. For this study, two major Sensory Modalities (Visual and Kinesthetic), four Thinking Modes (Brain Dominance Profile), and four Creative Abilities (Fluency, Flexibility, Originality, and Elaboration) were reviewed. We hypothesized that idea generation is influenced by different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) and Thinking Modes, and that these have a close relationship with the attributes of CAs. Firstly, we have examined the cognitive thinking model in design. Then, we adapted the Test of Creative Abilities of Design Thinking (TCADT) for measuring CAs. We surveyed the CAs under CF in particular. Finally, we have investigated the influences of the different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) on CAs. It was found that a close relationship between Brain Dominance and CAs, and Sensory Modalities (SM) have different influence on these creative abilities. As a result, a tool for the Test of CAs and a framework for creative idea generation with the effective CF will be presented. These provide the basis for a new approach to creative idea generation in Experience Design.

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Imaging a scene from experience given verbal experssions

  • Sakai, Y.;Kitazawa, M.;Takahashi, S.
    • 제어로봇시스템학회:학술대회논문집
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    • 1995.10a
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    • pp.307-310
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    • 1995
  • In the conventional systems, a human must have knowledge of machines and of their special language in communicating with machines. In one side, it is desirable for a human but in another side, it is true that achieving it is very elaborate and is also a significant cause of human error. To reduce this sort of human load, an intelligent man-machine interface is desirable to exist between a human operator and machines to be operated. In the ordinary human communication, not only linguistic information but also visual information is effective, compensating for each others defect. From this viewpoint, problem of translating verbal expressions to some visual image is discussed here in this paper. The location relation between any two objects in a visual scene is a key in translating verbal information to visual information, as is the case in Fig.l. The present translation system advances in knowledge with experience. It consists of Japanese Language processing, image processing, and Japanese-scene translation functions.

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VR User Interface using Multipurpose Visual Language System (다목적시각언어를 이용한 가상현실 사용자 인터페이스)

  • Kim, Youngjong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.2
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    • pp.31-39
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    • 2016
  • In this paper planed Virtual Reality user interface that recently hot issue using MVLS(Multipurpose Visual Language System). Proposed system is planed for more with ease approach new type environment system. The point of this system is for more few the number of time of act to get want to result. That is easy build for Virtual Reality environment system that user so far, who did not experience. Also too, application to the environment through Multipurpose Visual Language System based, can be required to increase the case of user of existing applications, not only a simple application infrastructure Virtual Reality. This has the advantage of being able to under Virtual Reality condition the environment for the use of a wide range of applications such as view TV, video and other contents. By using the proposed system, the experience in virtual realities that have not felt during the general public to be able to easily and quickly, virtual reality or 3D Expected to can one step closer to the needs of general and industry.