• Title/Summary/Keyword: Visual Stimulus

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Spatial - Frequency Analysis of time-varying Coherence using ERP signals for attentional visual stimulus (시각 자극의 집중에 따른 시간 변화에 대한 뇌 유발전위의 공간 - 주파수간 상관 변화 분석)

  • Lee, ByuckJin;Yoo, Sun-Kook
    • Science of Emotion and Sensibility
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    • v.16 no.4
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    • pp.527-534
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    • 2013
  • In this study, we analyzed spatial-frequency relationship related brain function for change of the time during attentional visual stimulus through the analysis of Coherence. With experimentation about ERP(Event Related Potential)data, it revealed that change of the phase synchronization between different scalp locations at ${\theta}$, ${\alpha}$ band. ERP between left and right frontal lobes, between the frontal and central lobes showed the phase synchronization at the P100, N200, ERP between the frontal and occipital lobes showed the phase synchronization at the P300 related information of visual stimulus. Compared to STFT using the window of a fixed length, CWT is able to multi-resolution analysis with the adjustment of parameters of mother wavelet. Thus, coherence results with CWT was found to be effective for analysis of time-varying spatial-frequency relationship in ERP. The phase synchronization for inattentional visual stimulus was not observed.

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.

Discrimination of a Pleasant and an Unpleasant State by Autoregressive Models from EEG Signals (EEG신호의 시계열분석에 의한 쾌, 불쾌 감성분류에 관한 연구)

  • Im, Seong-Sik;Kim, Jin-Ho;Kim, Chi-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.17 no.1
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    • pp.67-77
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    • 1998
  • The objective of this study is to extract information from electroencephalogram(EEG) signals with which we can discriminate mental states. Seven university students were participated in this study. Ten stimuli based on IAPS (International Affective Picture Systems) Were presented at random according to the experimental schedule. 8-channel ($O_1$, $O_2$, $F_3$, $F_4$, $F_7$, $F_8$, $FP_1$, and $FP_2$)EEG signals were recorded at a sampling rate of 204.8 Hz for visual stimuli and analyzed. After random ten sequential stimuli presentation, the subject subjectively assessed the stimulus by scaling from -5 to 5. If the stimulus was the best and the worst, it was scored 5 and -5, respectively. Only maximum and minimum scored-EEG signals within each subject were selected on the basis of subjectively assessment for analysis. EEG signals were transformed into feature objects based on scalar autoregressive model coefficients. They were classified with Discriminant Analysis for each channel. The features produced results with the best classification accuracy of 85.7 % in $O_1$ and $O_2$ for visual stimuli. This study could be extended to establish an algorithm which quantify and classify emotions evoked by visual stimulus using autoregressive models.

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Movement Patterns of Head and Neck in Proprioceptive Neuromuscular Facilitation (고유수용성 신경근 촉진법의 두부·경부 운동 패턴)

  • Bae, Sung-soo;Kim, Sang-soo
    • PNF and Movement
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    • v.3 no.1
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    • pp.27-34
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    • 2005
  • Objective : The purpose of this study was conducted to find correct head and neck patterns, manual contact. verbal commands with proprioceptive neuromuscular facilitation(PNF). Method : This is a literature study with books, seminar note and book for PNF international course. Result : Keep the information of the biomechanics and neural science in head and neck patterns and emphasize that manual contact, verbal commands and visual stimulus. Manual contacting for movement guide and stability of the $C_0/C_1$ verbal command and visual stimulus for correcting of the $C_0/C_1$ movements. Conclusion : In reminder for PNF learning, begin with head and neck and upper trunk patterns. In that time, Knott and Voss(1968) had not enough information about biomechanic movement components and neural science movement components. But Knott and Voss(1968) emphasized that head and neck patterns relate with trunk, upper extremities and lower extremities directly. Alar ligaments are relaxed with the head in neutral and taut in flexion. Axial rotation of the head and neck tightens both alar ligaments. The right upper and left lower portions of the alar ligament limit left lateral flexion of the head and neck. Therefore, head and neck patterns has to be modify. When head moving, eye and vestibular stimulus will be change. During head and neck patterns, must be consider about stimulus of eye system and vestibular system also.

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A Basic Study on Development of Web-based Visual Perception Test Program Prototype (웹 기반 시 지각 진단 프로그램의 모형 개발을 위한 기초연구)

  • Ahn, Seong-Hye
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.5-14
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    • 2006
  • Visual perception is ability that analyze visual information about things accepting through eyes in central nervous system. That is, it is ability that recognize and discriminates a visual stimulus, and analyzes by combining such stimulus with previous experience. At today, work which clears visual perception obstacle's cause through visual perception test and grasps all special quality of visual perception obstacle's is used method of treating that improve visual perception obstacle by visual perception training program. Present, visual perception test tools using the paper and pens are used mainly on psychological consultation of welfare facilities and education for the handicapped or occupational therapy, but a lot of problems are discovered in it. Therefore, purpose of this paper is to develop prototype of web-based visual perception test program that can construct to database to solve existing problem, and to design graphic item. As a result, classified measurement pattern that can diagnose visual perception by three, and illustrated development direction of graphic item for examination with this. Also, extracted check list item that should consider for design and construction of visual perception test program and the variable for feasibility study of believability, and presented process for prototype development.

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Development of a Real-Time Driving Simulator for Vehicle System Development and Human Factor Study (차량 시스템 개발 및 운전자 인자 연구를 위한 실시간 차량 시뮬레이터의 개발)

  • 이승준
    • Transactions of the Korean Society of Automotive Engineers
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    • v.7 no.7
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    • pp.250-257
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    • 1999
  • Driving simulators are used effectively for human factor study, vehicle system development and other purposes by enabling to reproduce actural driving conditions in a safe and tightly controlled enviornment. Interactive simulation requries appropriate sensory and stimulus cuing to the driver . Sensory and stimulus feedback can include visual , auditory, motion, and proprioceptive cues. A fixed-base driving simulator has been developed in this study for vehicle system developmnet and human factor study . The simulator consists of improved and synergistic subsystems (a real-time vehicle simulation system, a visual/audio system and a control force loading system) based on the motion -base simulator, KMU DS-Ⅰ developed for design and evaluation of a full-scale driving simulator and for driver-vehicle interaction.

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The Physiological Influence of Acoustic Information on Landscape Preference (청각정보가 경관의 선호도에 미치는 생리적 영향)

  • 서주환;성미성
    • Journal of the Korean Institute of Landscape Architecture
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    • v.31 no.4
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    • pp.49-56
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    • 2003
  • This study is to find physiological effects of acoustic information on landscape preference. Both the volume and the rate of $\alpha$-waves and $\beta$-waves were used to measure the effects in the study. The result of this study are summarized as follows: The outputting amount of $\alpha$-waves are sorted by different types of visual and acoustic factors. The results show that acoustic factors interacted with visual factors. That is, although visual factors are positive, the volume of $\alpha$-waves depends upon the character of acoustic factors; positive acoustic factors produce more $\alpha$-waves than negative or neutral(soundless) acoustic factors. Also the volume of $\alpha$-waves increase in the case of positive acoustic factors even if there is the same negative visual information. The results show that the volume of $\alpha$-waves increase without connecting with the types of visual factors. The volume of $\beta$-waves are largely reduced when visual stimulus is positive and soundless stimulus is provided. On the other hand, they generally increase when both visual and acoustic stimuli are negative, which fosters extremely unstable, tense and upset stress. The rate of $\alpha$-waves increase according to supplying positive acoustic factors in the opposed visual factors. The rate of wave(shouldn't be $\alpha$-waves\ulcorner) is high if both visual and acoustic factors are positive, so it is the most comfortable and causes no stress. Preference is the lowest if visual and acoustic factors are negative, but a -waves are conspicuously low in positive visual and negative acoustic factors.

Development and Verification of Real Time Subjective Sensibility Evaluation System

  • Chung, Soon-Cheol;Min, Byung-Chan
    • Journal of Biomedical Engineering Research
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    • v.24 no.4
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    • pp.355-361
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    • 2003
  • In the present study, a new Real Time Subjective Evaluation (RTSSE) system was developed. The system is composed of two parts: a sensibility input part and sensibility evaluation part. The sensibility input part receives values, which are recorded on an input board using a stylus and digital tablet, from each subject's evaluation of his/her own subjective sensibility towards a particular stimulus. The sensibility evaluation part displays the level of pleasantness and arousal on one or two dimensions in real time. An experiment was conducted in order to investigate the feasibility and effectiveness of the RTSSE system. The present study compared Galvanic Skin Response (GSR) with the RTSSE by presenting 28 subjects in their 20s with pictures arousing either positive or negative sensibility. Following the experiment, an off-line subjective assessment using a questionnaire was given to the same subjects. According to the correlation coefficients, changes in subjective sensibility caused by the positive visual stimulus were related more closely to GSR, from the positive visual stimulus, and changes in subjective sensibility caused by the negative visual stimulus were related more closely to GSR from the negative visual stimulus. The questionnaire results showed marked similarity to the average responses of the RTSSE. In conclusion, the most remarkable characteristic of the present system is that it not only assesses the average sensibility when stimuli are presented, but also shows the changing strength of sensibility over time.

A study on the colour properties movement phenomenon reflecting visual characteristics on display (디스플레이에서 시지각 특성이 반영된 색상 속성 이동 현상 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.29-34
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    • 2018
  • The digital colour reproduced on a display can be transferred to the image through various colour spaces, and the colour transferred to the image is one of the most important factors, among both subjective and objective factors, in image quality evaluation. Therefore, the digital colour must be continuously studied objectively and quantitatively along with the display development. At the same time, the subjective evaluation should be accompanied by systematic and quantitative research as the visual characteristics must be fully reflected. In this study, we applied different lightness levels of the background in order to examine the movement phenomenon of colour properties among the digital colour properties reproduced on the display. A psychophysical experiment was conducted for the condition where various colours were presented in the background, and the size of the colour stimulus was divided into the foveal vision and peripheral vision. Based on the evaluation results of the experiment, the colour properties movement phenomenon is identified according to the lightness of the background and the size of the colour stimulus for five colours among KS basic colours selected by experimental stimulus. Furthermore, a research direction to reproduce colour on displays in the future is proposed.

A Study on the Visual Evaluation for the Combination of 'Clothing and ground' (의복, 배경의 조합에 따른 시각적 이미지 연구(제1보))

  • 주소현;이경희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.1
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    • pp.78-89
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    • 1999
  • Clothes enhance visual images through the interaction between space and background of the wearer. The influence of background is important as that of the clothes when the observer understands the images. We look at fashion pictures used as important as that various backgrounds are presented depending on the image of the clothes. The clothing the model wears in the pictures takes on shape and space which supports the clothes. The background interact to from the whole image. The background has an important influence on the delivery of image for the clothes. However when the clothes are presented in the background there are some cases that all or parts of clothes can be shown. We must consider the composition ratio of the clothes and background which influences the whole image of the clothing. These interactions and influences on the whole image in regards to clothing background and the ratio will be the focus of this study. clothing was Modern Mannish Casual, Feminine, Ground was decided artificial setting 1 natural setting 1, indoor setting 1, artificial setting 2, natural setting 2, indoor setting 2, Percentage of Clothing was 80% , 140%, 200%,. Thus visual stimulus were 72 pictures that were combined Clothing Ground and Percentage of Clothing, the main survey of questionary consisted of their evaluation of the Picture image combined Clothing and Ground by 30 semantic differential bi-polar scales and the subjects were 50 students majoring in clothing and textile. The data analyzed by factor analysis MCA, MDS, The major finding were as follows : 1) As a result of factor analysis, 5 factors -Attractiveness Hardness and softness Cuteness Attention Cool and Warm factor were found out as constructing factors the Picture image combined Clothing and Ground 2) According to multidimensional positioning map were presented in a stimulus position the perceptive image differed in degree of similarity as a ground construction of stimulus in spite of same clothing image. It will aid in choosing the most beneficial background for any clothing brand. It will enhance the picture images to their full potential in any advertising medium.

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