• Title/Summary/Keyword: Visual Psychology

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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.

An fMRI Study on the Differences in the Brain Regions Activated by an Identical Audio-Visual Clip Using Major and Minor Key Arrangements (동일한 영상자극을 이용한 장조음악과 단조음악에 의해 유발된 뇌 활성화의 차이 : fMRI 연구)

  • Lee, Chang-Kyu;Eum, Young-Ji;Kim, Yeon-Kyu;Watanuki, Shigeki;Sohn, Jin-Hun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.109-112
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    • 2009
  • The purpose of this study was to examine the differences in the brain activation evoked by music arranged in major and minor key used with an identical motion film during the fMRI testing. A part of the audio-visual combinations composed by Iwamiya and Sano were used for the study stimuli. This audio- visual clip was originally developed by combining a small motion segment of the animation "The Snowman" and music arranged in both major and minor key from the original jazz music "Avalon" rewritten in a classical style. Twenty-seven Japanese male graduate and undergraduate students participated in the study. Brain regions more activated by the major key than the minor key when presented with the identical motion film were the left cerebellum, the right fusiform gyrus, the right superior occipital, the left superior orbito frontal, the right pallidum, the left precuneus, and the bilateral thalamus. On the other hand, brain regions more activated by the minor key than the major key when presented with the identical motion film were the right medial frontal, the left inferior orbito frontal, the bilateral superior parietal, the left postcentral, and the right precuneus. The study showed a difference in brain regions activated between the two different stimulus (i.e., major key and minor key) controlling for the visual aspect of the experiment. These findings imply that our brain systematically generates differently in the way it processes music written in major and minor key(Supported by the User Science Institute of Kyushu University, Japan and the Korea Science and Engineering Foundation).

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A Study on the Formal Systematization within the 3D Modeling Designs - Focused on The Law of Grouping -

  • Gu, Ling-Feng;Jeon, Hyung-Jin;Pak, Hong-Sik
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.107-114
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    • 2017
  • As to talk about computer aided 3D modeling, it can be conformed to the popular aesthetics based theory of heightening the organizing useful visual information. This thesis heightens the formativeness of the 3D modeling from the angle of the Gestalt psychology and attempts a finding of a method as also explains among the grouping laws of Gestalt. They are the definitions and the special features of 'The Law of Proximity', 'The Law of Similarity', 'The Law of Closure', 'The Law of Continuity', etc. And, through a logical, theoretical analysis, the relationships between such laws are found out. And the case examples of the uses of such laws in the 3D animation character designs and the situation in which such laws are applied to the things in the actual lives are analyzed. If it is intended to improve the formativeness of the 3D model forms, the rules of the simplicity, the safety, and the symmetry must be pursued according to the visual recognitions of the human beings. Because the actual objects are seen and touched, other than the visual pursuits by the human beings, the functionalities and the practicalities of the objects must be considered.

Workspace Visibility Graph Analysis (VGA) for Concentration Privacy and Group Relations in the Open-Plan Office Environment

  • Hong, Yeon-Koo;Yoo, Uoo-Sang
    • Architectural research
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    • v.12 no.1
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    • pp.9-14
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    • 2010
  • The present study explored the applicability of Visibility Graph Analysis (VGA) techniques to workplace design research. Six types of VGA measures in Depthmap encompassing visual connectivity, three types of visual integration, mean depth, and visual entropy were employed for the analysis of individual privacy for task concentration and group relationship behavior in the open-plan office environment. Data comprised 136 workers in 6 open-plan offices filled with low-paneled (1.2-1.5m) cubicle workspaces. For the statistical analysis, Spearman's rho correlations and t-tests were applied for the spatial and behavioral measures. The results showed that workspace VGA measures have a potential to be useful information to account for workers' concentration privacy and, limitedly, also informal relationships with team members. Visual entropy values especially offer reliable information to predict various aspects of office workers' privacy behavior while visual integration can be used to account for the workers' sense of trust in group relations. The study also discussed the limitation of VGA applications to the workplace context.

Criterion Suggestion on Relative Disparity, Viewing Distance and Viewing Angle to Minimize 3D Visual Fatigue for Pattern-Retarded Type 3D Display (편광식 3D 디스플레이를 위한 상대적 시차, 시청 거리, 시청 방위에서의 시각피로 최소화 기준 제안)

  • Park, Jong-Jin;Kim, Shinwoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.19 no.1
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    • pp.61-70
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    • 2016
  • 3D visual fatigue is known as one of the most important factors that interfere the commercial success of 3D contents. Vergence-accommodation conflict, which is known to occur when an observer watches an image containing binocular disparity presented on a 3D display, has been suggested as a major cause of 3D visual fatigue. This implies that any image incorporating binocular disparity might cause 3D visual fatigue. In order to reduce 3D visual fatigue, it would be necessary to consider indirect ways of reducing 3D visual fatigue as well as eliminating the direct causes of 3D visual fatigue. We have examined the effect of the variables that are expected to affect subjective 3D visual fatigue and these variables included the relative disparity contained in an image, viewing distance and viewing angle. We have also figured out the proper levels of the variables required to minimize 3D visual fatigue. The results indicate that observers began to report significant 3D visual fatigue when the crossed disparity contained in an image exceeded 7.22' and the vertical viewing angle was larger than 15 degree.

The Cerebral Activation of the Emotional and Linguistic Attributes during Visual Word Recognition: fMRI Study (시각 단어 재인동안 정서적 속성과 언어적 속성에 의해 활성화되는 대뇌 영역 : fMRI 연구)

  • Park, Chang-Su;Han, Jong-Hye;Choi, Moon-Gee;Nam, Ki-Chun
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2006.06a
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    • pp.53-58
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    • 2006
  • We examined the cerebral activation of the emotional and linguistic attributes during the visual word recognition. This research investigated the affective priming effect preserving the behavioral paradigm. We used the primed-evaluation task in which the participants classify the target as positive or negative, and manipulated the emtional attributes by emtional relations of the prime-target word pairs(PP, PN, NP, NN). ROIs analyses for the semantic processing and emotional processing were performed. The results showed that the semantic processing areas including the IPL, SMG, and aSTS were activated differently according to the experimental condition. The activations of the IPL were increased only on the NN condition, whereas the activation of the SMG was decreased only on the PP condition. Furthmore, the activation of the emotional processing areas including the mPFC and ACC, was different according to the emotional realtions of word pairs. Similar to the SMG, the BOLD signal of the mPFC was decreaed only on the PP condition, whereas the activation of ACC was Increased only on the NN condition. These results were seemed to show the interact ive cerebral activations for processing the emtoional and linguistic attributes in a word, during visual word recognition.

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Measurement and Modeling of Crosstalk and 3D Visual Fatigue Along with Horizontal Position in Mobile Glassless 3D Display Having Parallax Barrier (패럴랙스 배리어를 사용한 무안경식 휴대용 3차원 디스플레이의 수평위치에 따른 크로스톡 및 3차원 시각 피로의 측정과 모형 구축)

  • Park, JongJin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Journal of Broadcast Engineering
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    • v.19 no.2
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    • pp.215-226
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    • 2014
  • The 3D technology has been spread slowly and the reason would be attributed to the fact that most commercialized 3D displays require 3D glasses. There have been various researches on human factors of glass type 3D display. In this study we measured and modeled crosstalk as well as 3D visual fatigue induced by mobile glassless 3D display. Crosstalk as well as visual fatigue varied depending on horizontal position of the 3D mobile display. Measured crosstalk was relative low around the center of the display and it increased at the side of the display. Similar results were found in the measurement of 3D visual fatigue and discomfort. These results imply that human factors should be considered in the process of design and evaluation of mobile 3D displays.

The complexity of opt-in procedures in mobile shopping: Moderating effects of visual attention using the eyetracker (모바일 쇼핑에서 옵트인의 절차적 복잡성 연구: 아이트래커(eyetracker) 기반 시각적 주의의 조절효과)

  • Kim, Sang-Hu;Kim, Yerang;Yang, Byunghwa
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.127-135
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    • 2017
  • Consumers tend to feel concern about disclosure of personal information and, at the same time, to avoid inconvenience of procedural complexity caused by the privacy protections. The purpose of current paper is to investigate relationships between opt-in procedural complexity and shopping behavior using smart phones, moderating by the amount of visual attentions using eyetrackers. Therefore, we created a virtual mobile Web-site in which the complexity of opt-in procedures in our experiment is manipulated and measured. Also, we measured the dwell-time of area of interest using SMI-RED 250 instrument for tracking the real eye movement. Results indicated that the levels of procedural complexity are related to repurchase, indicating a moderating effect of the amount of visual attentions. Finally, we discussed several theoretical and practical implications of management for mobile commerce.

The Effect of Accommodation Cue Manipulation at Stereoscopic Display on Binocular Fusion (양안식 디스플레이에 제시되는 자극의 조절단서 조작이 양안융합에 미치는 영향)

  • Park, Jong-Jin;Kim, Shinwoo;Li, Hyung-Chul O.
    • Journal of Broadcast Engineering
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    • v.27 no.4
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    • pp.569-580
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    • 2022
  • In this study, we investigated the effect of peripheral blur on binocular fusion to resolve binocular fusion failure which is one of the 3D visual fatigues in the perspective of human visual system. With stimulus having discrete disparity change, binocular fusion failure rate for target stimulus having crossed and uncrossed disparity decreased. And target stimulus having continuous disparity also required relatively larger binocular disparity when peripheral blur was presented with target stimulus rather than when peripheral blur was not presented. These results imply that peripheral blur facilitated binocular fusion in the situation of binocular disparity change, and suggest that considering the characteristics of human three-dimensional visual systems, manipulating 3D contents can improve visual discomfort caused by binocular displays at low costs.

A Test of Attentional Blink: Hemifield Independence and Interaction (주의 깜박임 현상의 검증: 주의 자원의 반시야 독립성과 상호작용)

  • Kim, Jung-Yul;Lee, Guk-Hee;Lee, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.127-136
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    • 2017
  • Attentional blink is observed in an identification task of multiple targets during rapid serial visual presentation (RSVP) where performance for the second target (T2) that follows within 500ms of the first (T1) shows systematic decrease although that for T1 remains highly accurate. Theories accounting for attentional blink can be classified into two broad categories of resource depletion model and disruption of input filter model. Meanwhile, visual attention capacity shows hemifield independence between left and right visual fields, and many studies reported bilateral advantage in a range of visual working memory tasks. The current research tested two major theories of attentional blink using bilateral independence of attentional capacity. To this end, we conducted two experiments where two RSVPs were presented in either bilateral or unilateral visual fields. Experiment 1 presented two RSVPs which contained both T1 and T2 in either bilateral or unilateral visual fields and tested interaction between attentional blink and bilateral advantage. Experiment 2 removed T1 in one of the two RSVPs to test whether attentional blink obtains when identification of T1 and T2 utilize independent sources of attention across two visual fields. The results showed that subjects were more accurate when two RSVPs were presented in bilateral visual fields (i.e., bilateral advantage) although there was no interaction between attentional blink and bilateral advantage (Experiment 1). In addition, attentional blink for T2 was observed in a T1-absent RSVP even when two RSVPs were presented in bilateral visual fields (Experiment 2). These results support disruption of input filter model rather than resource depletion model.