• 제목/요약/키워드: Visual illusion

검색결과 90건 처리시간 0.03초

현대 포스터에서의 착시적 표현 (The illusional expression seen in the modern poster art)

  • 노시연
    • 디자인학연구
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    • 제15권2호
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    • pp.71-80
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    • 2002
  • 현대의 포스터에에서는 눈의 착각과 트릭을 이용한 표현을 볼 수 있다. 본 연구에서는 포스터에서 볼 수 있는 이러한 개성적 표현을 $\ulcorner$착시적(錯視的)$\lrcorner$이라고 하는 개념으로 파악하였다. 이러한 개념은 현대 그래픽 디자인의 하나의 경향적 표현으로써 부조화(浮彫化)될 것이라고 생각된다 그러나 그것에는 심리학의 $\ulcorner$착시$\lrcorner$ 보다도 넓은 정의와 개념이 필요하다. 현대 포스터에서 볼 수 있는 착시적 표현을 통일화하기 위해서 새로운 $\ulcorner$착시$\lrcorner$의 정의를 시도해 봄으로써 현대 포스터에 영향을 준 과거의 시각예술을 살펴보았다 그 결과 착시적 표현에 대한 관심도는 서구의 여러 나라에서 더욱 많이 있었음을 알수 있었다. 착시를 역사적으로 거슬러 올라가면 르네상스의 원근법을 시작하여 15세기 이후의 유럽에서 유행한 속임수 그림, 알친볼드(Arzhibauld)의 회화, 아나몰포즈(anamolphoses) 등에 귀착되며, 근대와 현대에서는 슈르리얼리즘(surrealism)과 에셔(Escher)의 작품 등이 있다. 이 작품들은 현대 포스터에 많은 영향을 주고 있다는 것을 알았다.

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가상과 실제 손의 동기화를 통한 촉각환상 유발연구 (The Tactile Illusion evoked by a synchronous Visual Stimulus on Virtual and Real Hand)

  • Jeonghun Ku;Kim, Hosung;Kim, Kwanguk;Wonyoung Hahn;Lee, Jang-Han;Kim, Sun I.
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 춘계학술대회 논문집
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    • pp.84-89
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    • 2003
  • The virtual reality(VR) technology can provide various stimuli, including, visual and auditory stimuli, simultaneously in the virtual environment and encourage the user to interact. Virtual reality is a set of computer technologies, which when combined, provide an interactive interface to a computer generated world. In this world the subject can see, hear and navigate in a dynamically changing environment in which he participates as an active player, by modifying the environment according to his will. Moreover, the subject can get a feeling for the virtual environment in much the same way as one feels real life situations. In the real world, a plethora of information from various modalities may be in conflict, and modulate each other to form an illusion. In this study we investigated whether a tactile illusion on a real hand could be evoked by a virtual stimulus, the time required to generate this illusion and its duration. This study shows that the illusion occurred, and that was correlated with presence score in the virtual environment.

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The Application of Make-up through Optical Illusion - Focused on Lineal Illusion -

  • Cho, Ko-Mi;Cho, Jin-A
    • 패션비즈니스
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    • 제7권6호
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    • pp.57-66
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    • 2003
  • With the occurrence of interest in image-presentation that helps express one's individuality in several place in our society, it has affected make-up field. Now, make-up is getting to be recognized as a key role player that reflects our social and cultural concerns not only by presenting a appropriate one that is proper when to use and what for, but also presenting individualistic images that are able to express one's attractiveness free from a last plain concept that meant merely applying cosmetics to one's face is makeup. Like above, the reason that a change for consciousness of the function of make-up was possible is a noticeable outcome that results from the difference before and after make-up. In other word, with the help of Corrective Make-up that makes use of optical illusion, the analytic research for features could have been carried out systematically, therefore, women get to present their beauty of innate facial shape and features at their pleasure. The basic principles of the Corrective Make-up, which was introduced to satisfy the purpose of the existing make-up take advantage of lines and colors that are part of the optical illusion. The nature of direction and movement was expressed by the direction and angle of lines and the colors are also able to induce the variation of images depend on the whole color around them or contrastive color around. This thesis is mainly about optical illusion through lines that are part of elements that induce the optical illusion and deals with phenomena that occur when we apply lines that are part of design into the make-up. And this is written for the purpose of establishing the last basis of make-up more scientifically and systematically through the research for the variation when we apply the nature of lines into our features and deriving facial image variation from it. This is also for study into the role of make-up as for psychological effect that is able to make facial images look different when the optical illusion with possible visual errors is applied into it. In conclusion, we can say "Make-up is optical illusion through visual elements such as lines, surfaces, books, touch and so on."

Research on the Expression Features of Naked-eye 3D Effect of LED Screen Based on Optical Illusion Art

  • Fu, Linwei;Zhou, Jiani;Tae Soo, Yun
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.126-139
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    • 2023
  • At present, naked-eye 3D appears more and more commonly on the facades of urban buildings. It brings an incredible visual experience to the audience by simulating the natural 3D 3D space effect. At the same time, it also creates enormous commercial value for city publicity and commercial advertisements. There is much research on naked-eye 3D visual effects, but for right-angle LED screens. Right-angle LED screen's brand-new expression method that has only become popular in recent years, how to convey a realistic naked-eye 3D effect through two LED screens combined at right angles has become a problem worth exploring. To explore the whole design ideas and production process of the naked-eye 3D impact of the right-angle LED screen, this paper is a preliminary study aimed at understanding the performance principle and expression features. Before the case analysis, first, understand the standard virtual 3D space construction techniques. Combining it with the optical illusion phenomenon, according to the expression principle of the naked-eye 3D effect of the right-angle LED screen, it can be summarized into seven expressions: Shadow, Color contrast, Background structure line, Magnify object, Object out of bounds, Object floating, Fusion of picture and background. By analyzing the optical illusion phenomenon used in the case, we summarized the main performance characteristics of the naked eye 3D effect. The emergence of right-angle LED screens breaks the limitation of a single plane of optical illusion art, perfectly combines building facades with naked-eye 3D visual effects, and provides designers with a brand-new creative platform. Understanding its production principles and main expressive features can help designers enter this innovative platform better.

바닥을 올린 밥그릇의 식품 섭취량, 인지 섭취량 및 포만도에 대한 비교 분석 (Comparative Analysis of the Intake Volume, Perception Volume, and Satiety Rate of an Augmented Rice Bowl with an Elevated Bottom)

  • 정은진;김동건;장은재
    • 대한영양사협회학술지
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    • 제28권1호
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    • pp.19-29
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    • 2022
  • This study examined the impact of perceived volume on satiety using 400 g kimchi fried rice in a normal rice bowl (Normal-400), 300 g kimchi fried rice in an augmented rice bowl with an elevated bottom (Illusion-300 and 300 g kimchi fried rice in a normal rice bowl (Normal-300). Thirty-six healthy women took part in this study once a week for three weeks. The Normal-400 (1st week), Illusion-300 (2nd week), and Normal-300 (3rd week) bowls were used to served kimchi fried rice to the same participants over three consecutive weeks. After each lunch, the consumption volume of fried rice, perception volume, and satiety rate were measured. The consumption volume of the fried rice was 313.8 g with the Normal-400, 248.9 g with the Illusion-300 and 240.2 g with the Normal-300. The perceived volume on an estimated five-point scale was 4.0 with the Normal-400, 4.1 with the Illusion-300 and 2.4 with the Normal-300. We compared the post-meal satiety of perceptually equal but quantitatively different amounts of food served in two different bowls (Normal-400 vs Illusion-300) and found that the participants felt equally full with both bowls despite having consumed significantly more food from the Normal-400. We also compared the post-meal satiety of perceptually different but quantitatively equal amounts of food in two different bowls (Illusion-300 vs Normal-300) and discovered that the subjects felt significantly fuller with the Illusion-300 although similar amounts of food were consumed from the two bowls. These two comparisons showed that visual cues play a critical role in determining satiety and that perceived volume is perhaps more important than the actual volume of consumed food, while in determining the level of fullness.

가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성 (A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games)

  • 박진옥
    • 디지털콘텐츠학회 논문지
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    • 제19권2호
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    • pp.229-236
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    • 2018
  • 본 연구는 근대적 시공간 개념이 물리적 공간에서 4차 산업혁명의 시대를 살고 있는 현재는 그 범위가 가상의 공간으로까지 확대 되었다. 이러한 가상현실의 공간적 특징을 시각적 촉각성과 환영성을 바탕으로 현실과 같은 상호작용의 가능성에 대해 제안 하고자 한다. 본 연구의 범위는 현재 가상현실 콘텐츠 중 활용도가 높은 게임의 공간에 대한 환영성과 상호작용성의 몰입 관계를 분석한다. 연구 결과는 가상현실의 상호작용은 시공간이 융합된 공간으로 디지털 이미지의 환영성은 원본이 없는 실재의 현실적 위치에 있다. 현실공간과 가상공간에 대한 매체 투영 방법과 함께 가상공간에 대한 상호작용에 대한 연구는 새로운 영상문법으로 콘텐츠 활용 방안을 모색하는 데 기여하게 될 것이다.

The Impact of Optical Illusions on the Vestibular System

  • Ozturk, Seyma Tugba;Serbetcioglu, Mustafa Bulent;Ersin, Kerem;Yilmaz, Oguz
    • Journal of Audiology & Otology
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    • 제25권3호
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    • pp.152-158
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    • 2021
  • Background and Objectives: Balance control is maintained in stationary and dynamic conditions, with coordinated muscle responses generated by somatosensory, vestibular, and visual inputs. This study aimed to investigate how the vestibular system is affected in the presence of an optical illusion to better understand the interconnected pathways of the visual and vestibular systems. Subjects and Methods: The study involved 54 young adults (27 males and 27 females) aged 18-25 years. The recruited participants were subjected to the cervical vestibular evoked myogenic potentials (cVEMP) test and video head impulse test (vHIT). The cVEMP and vHIT tests were performed once each in the absence and presence of an optical illusion. In addition, after each test, whether the individuals felt balanced was determined using a questionnaire. Results: cVEMP results in the presence of the optical illusion showed shortened latencies and increased amplitudes for the left side in comparison to the results in the absence of the optical illusion (p≤0.05). When vHIT results were compared, it was seen that the right lateral and bilateral anterior canal gains were increased, almost to 1.0 (p<0.05). Conclusions: It is thought that when the visual-vestibular inputs are incompatible with each other, the sensory reweighting mechanism is activated, and this mechanism strengthens the more reliable (vestibular) inputs, while suppressing the less reliable (visual) inputs. As long as the incompatible condition persists, the sensory reweighting mechanism will continue to operate, thanks to the feedback loop from the efferent vestibular system.

The Impact of Optical Illusions on the Vestibular System

  • Ozturk, Seyma Tugba;Serbetcioglu, Mustafa Bulent;Ersin, Kerem;Yilmaz, Oguz
    • 대한청각학회지
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    • 제25권3호
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    • pp.152-158
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    • 2021
  • Background and Objectives: Balance control is maintained in stationary and dynamic conditions, with coordinated muscle responses generated by somatosensory, vestibular, and visual inputs. This study aimed to investigate how the vestibular system is affected in the presence of an optical illusion to better understand the interconnected pathways of the visual and vestibular systems. Subjects and Methods: The study involved 54 young adults (27 males and 27 females) aged 18-25 years. The recruited participants were subjected to the cervical vestibular evoked myogenic potentials (cVEMP) test and video head impulse test (vHIT). The cVEMP and vHIT tests were performed once each in the absence and presence of an optical illusion. In addition, after each test, whether the individuals felt balanced was determined using a questionnaire. Results: cVEMP results in the presence of the optical illusion showed shortened latencies and increased amplitudes for the left side in comparison to the results in the absence of the optical illusion (p≤0.05). When vHIT results were compared, it was seen that the right lateral and bilateral anterior canal gains were increased, almost to 1.0 (p<0.05). Conclusions: It is thought that when the visual-vestibular inputs are incompatible with each other, the sensory reweighting mechanism is activated, and this mechanism strengthens the more reliable (vestibular) inputs, while suppressing the less reliable (visual) inputs. As long as the incompatible condition persists, the sensory reweighting mechanism will continue to operate, thanks to the feedback loop from the efferent vestibular system.

중년비만 여성용 재킷패턴의 여유량 분포에 따른 착시효과 (The Visual Illusion Using the Adequate Ease Distribution of Jacket Pattern for the Middle Aged Women of Obese Figure)

  • 손부현
    • 한국생활과학회지
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    • 제17권3호
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    • pp.469-483
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    • 2008
  • Body image is important as it is related to self-esteem and can be enhanced by clothing and the degree of enhancement is related to clothing fit. The purpose of the paper is to find the adequate ease distribution of jacket pattern for the obese women who want to slenderize their shape by optical illusion. Subjective evaluation of the visual appearance we collected and, at the same time, 3D clothing air volume was observed for the nine types of experimental jackets with different ease distribution. As results it was found that jacket pattern for the obese women is that the front width of pattern is wider than what of back width in waist and abdomen. It was also noted that there was distance between clothing and skin in the girth around hip of jacket. 3D scanner clearly demonstrated the distribution of ease is useful to find the pattern variables responsible for the slender appearance of the obese women. The ready-to-made clothes for the obese women's clothing should be manufactured systematically in due consideration of the diversity and scarcity of the obese women's body shape.

착시를 이용한 예술형태에 관한 연구 - 옵아트와 애니메이션을 중심으로 - (A Study of Art Forms Using an Optical illusion - Focusing on op Art and Animation -)

  • 방우송
    • 한국콘텐츠학회논문지
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    • 제6권5호
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    • pp.76-84
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    • 2006
  • 인간은 사물에 대해 그릇된 지각을 할 때가 있는데 이를 착각이라고 하고, 시각을 통해 느끼는 착각을 착시(錯視)라고 한다. 이러한 착시를 대상으로 하는 연구와 실험은 심리학적인 측면에서 뿐만 아니라 회화, 디자인, 애니메이션 등 많은 예술의 장르에서 다른 형태로 발표되어 왔다. 본 논문에서는 회화와 디자인에 많은 영향을 준 옵아트와 착시의 일종인 잔상의 원리를 이용한 애니메이션의 기본개요를 정리하고 색의 명도와 채도 그리고 색의 대비와 밝기에 따라 나타나는 착시를 이용한 예술작품의 원리를 분석, 학생들을 대상으로 그들의 지각의 정도를 설문조사 하였다. 착시를 이용한 예술형태의 연구는 오랜 시간동안 예술의 중심장르로 간주된 회화와는 다른 그리고 애니메이션을 포함한 영상예술에 있어서 또 다른 표현양식의 길이라고 생각한다.

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