• Title/Summary/Keyword: Visual Perception Theory

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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.

A Study on the "allgemeine Elementenlehre" of $L\'{a}szl\'{o}$ Moholy-Nagy (라슬로 모호이-나쥬의 "일반 기초요소론"에 관한 연구)

  • Lee, Ran-Pyo
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.56-64
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    • 2007
  • This study is purposed to explicate the idea of 'the general design' for the construction of the construction of space of $L\'{a}szl\'{o}$ Moholy-Nagy who has stood against the traditional value system and made an attempt to create a new space-form language. On the basis of unification of perception and reality Moholy-Nagy intended to regenerate the essential aspects of life through an art by bestowing art with an aesthetic foundation and also expanding the art world into the living area. 'The Allgemeine Elementenlehre(the general theory of elements)' of Moholy-Nagy that is distanced from the visual perception as the dominant sense which is based on the principle of representation and imitation, and emphasized on the complicated relationship between the various senses including the tactile sense, offers a pedagogical basis for the space design that is indispensable for the plastic thinking and practice. At the same time it indicates an access route to the primary nature through the spatial construction of the prime elements of nature and man To explicate his idea toward the general theory of design of space, it will be tried first of all to clarify the core points of the empirio-criticism and the constructivism as the theoretical backgrounds of Moholy-Nagy. And then on the basis of these theoretical backgrounds will be analyzed the system and the contents of 'the allgemeine Elementenlehre' as the general space design theory and also the general space design pedagogy.

Multimodal Curvature Discrimination of 3D Objects

  • Kim, Kwang-Taek;Lee, Hyuk-Soo
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.4
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    • pp.212-216
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    • 2013
  • As virtual reality technologies are advanced rapidly, how to render 3D objects across modalities is becoming an important issue. This study is therefore aimed to investigate human discriminability on the curvature of 3D polygonal surfaces with focusing on the vision and touch senses because they are most dominant when explore 3D shapes. For the study, we designed a psychophysical experiment using signal detection theory to determine curvature discrimination for three conditions: haptic only, visual only, and both haptic and visual. The results show that there is no statistically significant difference among the conditions although the threshold in the haptic condition is the lowest. The results also indicate that rendering using both visual and haptic channels could degrade the performance of discrimination on a 3D global shape. These results must be considered when a multimodal rendering system is designed in near future.

A Study on the Property of Visual Perception of Interior Space - By revising the observation time of the design element - (실내공간의 주시특성에 관한 연구 - 전회공간의 주시시간 보정을 통해 -)

  • Choi, Gae-Young;Kim, Jong-Ha;Lee, Jeong-Ho
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.128-136
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    • 2009
  • This study analyzed and defines the property of visual perception throughout the revision of the observation time of the original space and the rotating space. The conclusions of this study are as fellows: First, based on the existing theory and experiment, the study obtained the basis which decides the sector data originating fixation-gaze after staring the specific sector over 300ms time. It will become the turning point hereafter for our research to fix the time in this way. Second, in analyzing the minute data, the study built a revision method of the observation time by analyzing the meanings and the reasons of the revision of the original data. Third, according to the difference of revision quantity, female testee have more increases in the amount of data than male testee from the original screen. On the other hand, the opposite tendency appears from the previous data. This shows there is a difference in the observation properly by sex. Last, we could grasp Information about the property of the observation time throughout eyeball fixations, and the revision and analysis of the 'controlled observation data'. These data can be used in design element arrangement of interior space, hereafter.

A Study on the Panoramic Perception for Restoring of Urban Environment and Architecture (도시환경과 건물 재생을 위한 파노라마 이미지 공간구성 방법)

  • Chun, Soo-Kyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.78-87
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    • 2014
  • The purpose of this paper is to analyze the relationship between panoramic perception and space organization for restoration of urban environment and architecture. Panorama is a collective visual catalogue composed by series of perspective images. It is a product from continuous movements of viewer by defamilarizing real image and structuring order between city and building. Through understanding the panoramic image, the viewer is able to achieve the total image of the city. For example, achieving visual perception of the city by employing the panoramic view from different historical backgrounds and cultures, Berlin developed its urban characteristic by rebuilding panoramic view as an aesthetic device. First, this paper mention theory of panorama as an aesthetic device for shaping the city from the building. Second, this paper analyze the relationships between characteristics of panorama and historical contexts for why those panoramic views are valuable by mentioning the Altes Museum, the Berlin National Gallery, Museum of Modern Literature, and Folkwang Museum of panoramic view. In conclusion, this paper argues that visual perception such as panoramic view is the valuable device for organizing the image of the city's own identity. Constructing vision of each city influences not only shaping the city but also mapping the mental views of the building. Also, historical conditions and open spaces are one of the inherent elements combined with panoramic view for establishing urban identity. In search for good place making, it is important to understand the role of the historical context and fabric plan in shaping how a resident sees - literally, sees- their city with buildings. Berlin serve as excellent counter example in how the valuable place making panoramic mental views of urbanities take shape.

Development of Teaching Materials and Effects for the Improvement of Multimedia Utilization Ability for Pre-Kindergarten Teachers-Focusing on Visual Perception Interface (예비유아교사의 멀티미디어 활용능력 향상을 위한 교재개발 및 효과-시지각 인터페이스를 중심으로)

  • Hong, Soo Hyeon;Kang, Seong Bin
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1113-1128
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    • 2017
  • This study was practiced in order to develop a textbook to improve early childhood teachers' ability to use multimedia required by kindergartens and to examine its effects. First, investigation of the status of multimedia application of early childhood teachers in kindergartens was done along with looking through their attitude and anxiety. The expertise and the multimedia education was required in early childhood education and curriculum. As a result, 15 categories and 50 subcategories under 4 themes were drawn through the procedures of qualitative analysis. The conclusions obtained through this study were the following: First, the education for multimedia application related to the tasks required in kindergartens is needed instead of the common education for multimedia application, to improve the ability to use multimedia for early childhood teachers. Second, multimedia education based on visual theory for the purpose of early childhood education, rather than common features-centered multimedia education, is helpful for the improvement of early childhood teachers' ability to use multimedia. Finally, the improvement of early childhood teachers' ability to use multimedia will be a chance to provide children with a better educational environment.

The Concept and Analysis of Redundant Information in Space Perception - Focused on the Works of NOX - (공간지각에 있어 잉여정보의 의미와 분석 - NOX의 공간을 중심으로-)

  • Kim, Joo-Mi
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.77-88
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    • 2006
  • According to critics and architects, non-linear structure is not only an organic form of space, but also a form of space detached from modem style. Accordingly, non-linear structure can be accepted as an alternative to what has remained unsolved by deconstructionist. However, they are criticized for not clarifying the interdependent relationship between non-linearity of space and cognitive structure of human being. They ended up remaining the hypothesis just an intuitive and abstract one. This research began on the basis that their hypothesis is hard to be objectified, and it needs further inquiry. The purpose of this thesis is to explore how the redundant factors constitute non-linear structures of digital media centered space design. Geometric compositions of space structure were analyzed to define what types of redundant factors are contrived in the process of visual information. This study about the visual form, researching the Information Theory, and then offer a quantitative analysis that makes those more objective. Space structure and geometric composition were analyzed to define what types of redundancy are contrived in the process of visual information. In particular, I put higher theoretical emphasis on what characteristics are ensued in the process of structuring spaces than any other subjects. Followings are the conclusion of analysis. First, as a result of examining, we can assume that NOX' space structure is not a chaotic form, but has an operating the form of its own. Second, in case of curvilinear, the structure was found redundancy on mid deviation ratio and discontinuous circular fabric. Although most of their structures appeared complex with a higher coherent constant, they were found to be stable factors because of the low deviation ratio between systems. The amount of surplus information was stable structure as well.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

How Well Do We Understand Autistic Savant Artists: A Review of Various Hypotheses and Research Findings to Date

  • Seungwon Chung;Jung-Woo Son
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.34 no.2
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    • pp.93-111
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    • 2023
  • The authors investigated the artistic characteristics of autistic savant artists, hypotheses on the proximate and ultimate causes of their emergence, recent psychological and other studies about them, and psychological and neuroaesthetic studies about non-savant autistic individuals. The artistic features of autistic savant artists were significantly similar to those of outsider artists. Furthermore, the authors investigated the explanatory power of the paradoxical functional facilitation theory, the superior visual perception hypothesis, the "Hmmmmm" hypothesis, and the Neanderthal theory of autism regarding the emergence of autistic savant artists. In addition, we investigated whether an increase in savant characteristics was related to a decrease in the ability for social communication. The authors suggested that in studies on the aesthetic experience of non-savant autistic individuals, their aesthetic experience ability is never lower than that of neurotypical individuals and that some non-savant autistic individuals may potentially have artistic talent. Finally, the authors reviewed the effectiveness of the "autism savant spectrum syndromic disorder" proposed by some researchers. More scientific and systematic studies on autistic savant artists from a multidisciplinary perspective are warranted.

The study on framing of animation -Centering on Gestalt theory (애니메이션의 장면화(framing)에 관한 연구 - 게슈탈트(Gestalt)이론을 중심으로)

  • Sun, Kyung-Hee
    • Cartoon and Animation Studies
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    • s.6
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    • pp.34-71
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    • 2002
  • Animation has been developed as a part of artistry, and maintained a correlation with other various genres such as art, film and music to bring changes in form and to seek new things. Recently, technological advancement also has supported digitalization of producing process with variety in its method. Basic unit of animation production is a frame. A set of frames which has an image of producer's intention comes to life as animation when constructed, connected and transformed. A producer usually goes through a series of trouble when deciding how to express one's intention in images. Framing in animation is a kind of visual information which reflects producer's visual perception. A producer does not simply characterize matters into geometrical figures or give circumstantial explanation, but does framing work that relies on expression. Artistic psychology based on Gestalt Theory does not concentrate on abstract artistic philosophy with conventional beauty as its center, but pursues ambiguity and coherence of formative arts to support on accepting systematic order. Therefore, the purpose of this study is to find theoretical assistance which may be fundamental part in framing of animation. First, ten elements of Rudolf Arnheim centering on Gestalt Theory shall be redefined as concepts. Based on its ground, I will attempt to analyze shape-quality of framing of conventional animation, and make an approach with my personal experimental project. From this research project, I intend to analogize systematic aspect of framing in animation and to make framing of animation possible to assist in actual production of animation.

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