• Title/Summary/Keyword: Visual Information Design

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The Design of a Network based Visual Agent Platform for Tangible Space (실감 만남을 위한 네트워크 기반 Visual Agent Platform 설계)

  • Kim, Hyun-Ki;Choy, Ick;You, Bum-Jae
    • Proceedings of the KIEE Conference
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    • 2006.04a
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    • pp.258-260
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    • 2006
  • In this paper, we designed a embedded system that will perform a primary role of Tangible Space implementation. This hardware includes function of image capture through camera interface, image process and sending off image information by LAN (local area network) or WLAN(wireless local area network). We define this hardware as a network based Visual Agent Platform for Tangible Space

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Development and Test of the Remote Operator Visual Support System Based on Virtual Environment (가상환경기반 원격작업자 시각지원시스템 개발 및 시험)

  • Song, T.G.;Park, B.S.;Choi, K.H.;Lee, S.H.
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.6
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    • pp.429-439
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    • 2008
  • With a remote operated manipulator system, the situation at a remote site can be rendered through remote visualized image to the operator. Then the operator can quickly realize situations and control the slave manipulator by operating a master input device based on the information of the virtual image. In this study, the remote operator visual support system (ROVSS) was developed for viewing support of a remote operator to perform the remote task effectively. A visual support model based on virtual environment was also inserted and used to fulfill the need of this study. The framework for the system was created by Windows API based on PC and the library of 3D graphic simulation tool such as ENVISION. To realize this system, an operation test environment for a limited operating site was constructed by using experimental robot operation. A 3D virtual environment was designed to provide accurate information about the rotation of robot manipulator, the location and distance of operation tool through the real time synchronization. In order to show the efficiency of the visual support, we conducted the experiments by four methods such as the direct view, the camera view, the virtual view and camera view plus virtual view. The experimental results show that the method of camera view plus virtual view has about 30% more efficiency than the method of camera view.

The Effects of Visual Information on Anxiety and Uncertainty in Elderly Patients after the Total Knee Arthroplasty (시각적 정보제공이 슬관절 전치환술 노인 환자의 수술 후 불안과 불확실성에 미치는 효과)

  • Ryu, Kyung;Cho, Sook-Hee
    • Journal of muscle and joint health
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    • v.22 no.1
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    • pp.48-56
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    • 2015
  • Purpose: The purpose of this study was to verify the effects of visual information on nursing management to elderly total knee arthroplasty (TKA) patients. Methods: A quasi-experimental study with a non-equivalent control group pretest-posttest design was used in this study. Participants of this study were 60 elderly patients with TKA admitted to one hospital: the control group (30) between July and September, 2013, and the experimental group (30) between April and July, 2013. Anxiety and uncertainty were determined at baseline and at 3 days after TKA in both groups. Results: Two days after the visual information, the experimental group showed a significant decrease in anxiety and uncertainty compared with the control group. Conclusion: The results of this study show that providing visual information was effective in decreasing postoperative patient anxiety and uncertainty in elderly TKA patients. Therefore, when an elderly patient is hospitalized for TKA, positive and systematic provision of visual information may provide a positive effect by reducing postoperative patient anxiety and uncertainty.

A Study on the Creative, Conceptual Using of Digital Technique (디지털 기법의 창조적, 개념적 활용의 유형에 관한 사례 연구 - 공간디자인 프로세스를 중심으로 -)

  • 박영태
    • Korean Institute of Interior Design Journal
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    • no.28
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    • pp.158-166
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    • 2001
  • e-revolution makes a lot of changes in the methodology all over the world. That is, the theory of real time showing helps people to access audio and visual wherever and whenever they are. In the pst computers were considered as only tools which could make us work easily. However, the meaning of computer is changing with e-revolution nowadays. Computers are not just computers as they were; they have done a lot of things which we thought impossible and they will do in the future as well. This new wave encourages people who are teaching the design to use computers whatever they do. For example, instead of using pencil and a drafting board, most people in the design field work with monitors, mouse and plotter. Therefore, most people who are in the design field need to have the ability of computer skills. They have to use computers not only in their class but also in their office. However, if we use computers for visual presenting in the class, it will not be enough to catch the e-revolution. That is, we should work with computers in the creative and conceptual design such as the using of the design information and the applying digital techniques in the early stage of the work. The purpose of this study is to show how to work with computers in the spacial design process especially th using of the DIS(Design Information System) and the applying digital techniques in the early stage of the work.

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A Comparative study of the effect of optical illusion design in Magazine Advertisement (잡지광고에서 착시 디자인의 효과에 대한 비교 연구)

  • Li, Baitong;Kim, Chul-soo
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.215-228
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    • 2022
  • This paper aims to summarize and analyze the optical illusion designs in magazine advertisements. By giving questionnaires that compare print advertisements using the optical illusion design method and traditional print magazine advertisements without adopting the method, the paper performs a quantitative analysis of technical statistics along with a factor analysis of reliability and exploration using IBM SPSS 27.0. when designing through visual illusion expression methods, you can design from the perspective of visual impact and how the information contained in the product is expressed. While making full use of the characteristics of visual illusion, appropriate use of the combination of visual language and overall structure to maximize the brand The effectiveness of information transmission.

Evaluation of likes and Dislikes during Visual Stimuli by Electroence phalography

  • Suo, Y.;Marusei, O.;Takeda, A.;Watanuki, S.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.58-61
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    • 2000
  • The purpose of this study is to investigate the characteristics of electroencephalogram (EEG) during emotional occurrence of likes and dislikes in humans subjected to visual stimuli. Fifteen healthy male subjects participated in the study. Portrayals of females and cars on a visual screen, one photographic display at a time. were used as the stimulus. The subjects, with their EEGs concomitantly monitored, were asked to record their likes and dislikes for each portrayal of a total of 50 sequential displays. The results indicated that beta ($\beta$)=wave was more prevalent with dislikes than likes, and the arousal level was higher when dislikes predominated over likes, implying that more cerebral information processing activity was involved in answering dislikes than likes. In the case of cars, the difference between likes and dislikes was focused within a frequency band of 15-20 Hz in the right cerebral hemisphere. Our findings suggest that the activity in the right brain predominates with increases in negative emotion.

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The Effects of Photo Decoration Cues on Online Consumers' Affective Responses in Distribution Science

  • SHIHUI, Huang;FENG, Zhou
    • Journal of Distribution Science
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    • v.19 no.12
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    • pp.71-81
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    • 2021
  • Purpose: This study to seek to answer two research questions in distribution science: what photo decoration cues in online grocery stores could be identified? Could photo decoration cues significantly effect on the affective perception and behavioral intention of consumers? Research design, data, and methodology: his study conducted a laboratory experiment with a 2×2×2 factorial design to validate the proposed research model and test our proposed hypotheses. Research design, data and methodology: Two stages experiments were adopted in this study, among 360 voluntaries who have had an experience of online grocery shopping, 331 valid data had been collected and analyzed using MANOVA and PLS-SEM algorism. Results: (1) both reflective surface and complementary goods layout lead to visual appeal and shopping enjoyment; (2) contrast color usage positively impacts on visual appeal while does not significantly affect shopping enjoyment; (3) consumers' affective responses positively impact attitudes toward product and store which in turn lead to purchase intention and store loyalty. Implications for research and practice are discussed. Conclusions: Using the media richness theory, visual rhetoric theory and visual design literature as the theoretical foundation, the study provides a solid foundation to comprehend the impact of photo design artifacts on consumers' affective responses when online consumers shopping online for fresh grocery.

Volume Haptic Rendering Algorithm for Realistic Modeling (실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘)

  • Jung, Ji-Chan;Park, Joon-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

STUDY ON THE VISUAL COGNITIVE CHARACTERISTICS BY THE FIXATION POINT ANALYSIS USING THE EYE MARK RECORDER

  • Yamanoto, Satoshi;Yamaoka, Toshiki;Matsunobe, Takuo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.20-25
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    • 2001
  • In recent years, the concern about a user center design in increasing, and it's needed to task a user's visual cognitive characteristics for information presentation. Then this study aims to grasp user's cognitive characteristics about the information presentation by analyzing the fixation points. In the experiment, actually subject operated a copy machine. Recorded the fixation point movement of the operation panel by the eye mark recorder. Analysis examined the screen interface of the operation panel from the field of a fixation point trace. The top down type fixation oder by experience or the context became clear as a result. Furthermore, the difference of the fixation order by skill level was also examined. In this study, it was assumed that to grasp the visual cognitive characteristics becomes the key of efficient information.

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A Design and Implementation of Tangible Educational Contents

  • Kim, So-Young;Kim, Heesun
    • International Journal of Advanced Culture Technology
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    • v.4 no.4
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    • pp.64-69
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    • 2016
  • Currently on the school education site, various multimedia contents are used to effectively deliver knowledge to the students and increase interest in class. The majority of the multimedia contents currently used in classes are composed of visual and auditory information. This paper intends to maximize actuality and immersion in the content by adding olfactory information to the existing visual and auditory data. Tangible contents were developed based on the details of aromatic plants learned in the fifth grade of elementary school. The shape and explanation of the aromatic plants are displayed with visual and auditory information, and an aroma spraying application is used to allow the students to smell the aromatic plants. After conducting the class using the developed contents, the students' satisfaction of the class, as well as their overall academic understanding, were investigated. Upon doing so, it was discovered that the students' academic understanding and satisfaction increased in comparison to classes comprised of only visual and auditory contents.