• 제목/요약/키워드: Visual judgment

검색결과 83건 처리시간 0.031초

The Effect of Changing Driving Brightness on Older Drivers

  • Jeon, Yong-Wook;Shin, Sung-Heon
    • 대한인간공학회지
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    • 제29권4호
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    • pp.619-624
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    • 2010
  • The traffic accidents of the aged are increasing because old people generally experience a decline of physical functions and judgment but their dependence on automobiles increases. In order to investigate the older drivers' response to traffic signs and surrounding environment according to changing driving brightness, this study measured the visual cognitive behavior, driving behavior, and subjective evaluation while the driving brightness was changed using a driving simulator. Furthermore, the drivers who recognized traffic signs and those who did not were compared. As a result, it was found that some older drivers had declined ability of cognition, some failed to adapt to rapid brightness change even if sufficient attention was given to traffic sign, and some could not safely control the vehicle when approaching intersections. Therefore, the development of support systems for aged drivers in traffic environment is necessary in the future.

화상 분석을 통한 선박 방오도료의 성능 평가 (Image Analysis Method for the Performance Evaluation of Marine Antifouling Coatings)

  • 박현;전호환;이인원
    • 한국가시화정보학회지
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    • 제11권2호
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    • pp.18-26
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    • 2013
  • An accurate and reliable performance evaluation technique is indispensable for the development of marine antifouling coatings. The existing standard practice is however, based on the visual observation of biofouling settlement area, which is prone to the subjective judgment of the inspector. In spite of the above mentioned importance, a systematic and objective fouling evaluation technique has not yet been introduced. In this study, a novel quantitative antifouling performance evaluation method for marine antifouling paints is devised based on the image analysis of panel immersion test results. The present image analysis method is to quantify settlement area for each fouling category by distinctive color. The fouling categories are set as unfouled, biofilm, green algae, brown algae, calcareous animal and spongy animal with specific HSL (Hue, Saturation, Lightness) color ranges. In order to assess the effectiveness of the proposed method, static immersion tests for three antifouling coatings were undertaken for two years.

전사인쇄에 있어서 색재현에 관한 연구 (A Study on the Color Reproduction in Decalcomania)

  • 정다현;조가람;구철회
    • 한국인쇄학회지
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    • 제24권2호
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    • pp.35-48
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    • 2006
  • Textile decalcomania printing is how after the disperse dye which is melting and vaporizing absorbs on the surface of the cloth, it colors by permeating into the cloth inside. So it has applied a lot to the synthetic fiber like polyester. However, because there is no showing right temperature and time in case of printing on the polyester fiber and the microfiber, this study aims at it. The experimental methods are like this : first measuring the density for the objective judgment, and measuring colors with the colorimeter, and then study for the color reproduction through a visual evaluation.

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Double-ply로 구성된 타이어 측벽형상 최적설계를 위한 GUI기반 프로그램 개발 (Development of GUI-based Program for Optimum Design of Double-ply Tire Sidewall Contour)

  • 손정삼;조진래;유완석
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2004년도 춘계학술대회
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    • pp.525-530
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    • 2004
  • In this paper, the optimum design of tire sidewall contour consisted of double plies for improving automobile maneuverability and tire durability is considered and a GUI program is developed for the purpose of the practical design. Each improvement of maneuverability and durability depends on the cord tension and strain energy distribution of tire sidewall. Satisfing trade-off method, which requires the judgment of aspiration levels, is used for the multi-objective optimization problem. Also, this paper presents the application to the practical sidewall contour design with the GUI program developed using visual Fortran.

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Safety diagnosis process for deteriorated buildings using a 3D scan-based reverse engineering model

  • Jae-Min Lee;Seungho Kim;Sangyong Kim
    • Smart Structures and Systems
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    • 제31권1호
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    • pp.79-88
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    • 2023
  • As the number of deteriorated buildings increases, the importance of safety diagnosis, maintenance, and the repair of buildings also increases. Traditionally, building condition assessments are performed by one person or one company and various inspections are needed. This entails a subjective judgment by the inspector, resulting in different assessment results, poor objectivity and a lack of reliability. Therefore, this study proposed a method to bring about accurate grading results of building conditions. The limitations of visual inspection and condition assessment processes previously conducted were identified by reviewing existing studies. Building defect data was collected using the reverse-engineered three-dimensional (3D) model. The accuracy of the results was verified by comparing them with the actual evaluation results. The results show a 50% time-saving to the same area with an accuracy of approximately 90%. Consequently, defect data with high objectivity and reliability were acquired by measuring the length, area, and width. In addition, the proposed method can improve the efficiency of the building diagnosis process.

실내공간 주시 데이터의 보정과 분석과정 타당성에 관한 연구 (A Study on Reconciliation of Observation Data of Interior Space and Feasibility of its Analysis Process)

  • 김종하
    • 한국실내디자인학회논문집
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    • 제20권3호
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    • pp.135-142
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    • 2011
  • There occurs subtle shaking in our eyes while in looking at objects and this study sets up the standard of reconciliation from the property of observation and organizes the property of data reconciliation by the observation range to secure the feasibility of reconciliation range and method of the original data obtained from observation experiment and its analysis process. The results from above study can be concluded as in the followings: First, it made clear the process to exclude eye blink and data out of image range from the original data so to set up the range of available data. Second, on the basis of existing theory, it was possible to define the minimum attention time as 0.1 second (3 times of observation) and the visual understanding time of space as 0.3 second (9 times of observation) in the study on the property of observation, and this definition of observation time of sight fixation becomes an important indicator in the analysis of observation data. Third, based on the observation theory of continuity securing and attention, it was able to arrange the standard of reconciliation by carrying out reconciliation works only when fixed data with more than three times of observation showed consecutively before and behind the data with intermittent movements. Fourth, In the sector whether visual understanding occurred (more than 9 times), it increased by 12% for the frequency of observation and by 7.8% for the times of observation compared with the ones before the reconciliation. These results showed to have a constant change by subjects so that it was able to arrange a foundation to secure objective data in the analysis of the observation range and its extent.

시선이동에 따른 실내공간의 주시특성에 관한 연구 - 원공간과 전회공간의 비교를 통해 - (A Study on the Characteristics of Visual Perception by eye movement - Through the comparison of original space and Rotated Space -)

  • 최계영;김종하;이정호
    • 한국실내디자인학회논문집
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    • 제18권4호
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    • pp.71-78
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    • 2009
  • This study analyzed the observation characteristics on space by analyzing through the visual perception experiment to the image dates from the original space and the rotated space of it. The results of this study are as fellow as: First, most frequently observed points were, lower end mainly from the center was more observed in the original space while upper end mainly from the center was more observed in the rotated space. Therefore, it is able for us to learn whether the space has the same design, the length of time focusing on one point differentiates as the image rotates. Second, differentiation in observation part, as shown in the case study, can be seen as a consequence of changes in perspective composition. The test indicates that when a design is presented to an observer, the observer's examining point would vary according to where the indoor perspective drawing places a vanishing point. Third, in zones I and II, observation was focused on lower end in the original picture while on the rotated picture there were more focus on the upper end and perpendicularity view of the indoor. Fourth, this study analyzed the mean value of the observation part. As one method wants to see how to change the observation characteristics by rotating the original space, few deviation from the mean value will be interpret to have similar observation characteristics over all even if it has the differences of watching place by rotated space.

이미지 검색 실패에 나타난 비적합성 평가요소 규명에 관한 연구 (An Investigation on Non-Relevance Criteria for Image in Failed Image Search)

  • 정은경
    • 한국문헌정보학회지
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    • 제50권1호
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    • pp.417-435
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    • 2016
  • 적합성 평가는 검색효율을 향상시키는데 있어서 중요한 요소이다. 또한 이미지의 검색과 이용이 인터넷과 디지털 정보기술의 발달로 인해 보편화되었음에도 불구하고 이미지 적합성 평가에 관한 연구는 미미한 상황이다. 본 연구는 이미지 검색 실패 사례에 나타난 비적합성 평가요소를 규명하고 특성을 살펴보고자 하였다. 이를 위해서 총 135명의 대학생이 연구에 참여하였으며, 1,452건의 평가요소가 분석의 대상이 되었다. 기존의 연구에서 밝힌 평가요소를 포함하여 본 연구는 13종의 평가요소를 규명하였으며, 전체적으로 '주제적합성', '구성', '정확성', '시각적특성', '완전성', '심미적요소', '구도', '서지적요소', '인상', '자세', '얼굴특성', '새로움', '시대배경' 순의 비중으로 나타났다. 이중에서 '구성'과 '구도'는 본 연구에서 특징적으로 새롭게 규명한 평가요소이며, 기존의 연구에서 밝힌 '행동' 평가요소는 본 연구 데이터에서는 찾아볼 수 없었다. 또한 이러한 평가요소의 비중은 이용자가 지닌 이미지요구와 이용목적의 특성에 따라서 차이를 보였다.

를 통한 게임과 애니메이션의 상호텍스트 사례분석 (Analysis of Intertextuality Cases in Games and Animations through "Pix")

  • 곽이삭
    • 한국게임학회 논문지
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    • 제14권2호
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    • pp.45-54
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    • 2014
  • 스마트폰의 발달로 게임 플랫폼이 확대되면서 <팩맨>, <스페이스인베이더>와 같은 고전게임이 스마트폰으로 이식되었다. 고전게임이 재조명되는 이런 현상은 게임뿐 아니라 영상미디어의 영역까지 확장되었는데, 이는 고전게임을 소재로 한다는 점에서 게이머들에게 이슈가 되었지만 게이머의 경험과는 다른 시선으로 전개되는 경우가 많아 아쉬움을 남겼다. 본고는 영상미디어에서 게이머의 경험을 재현하지 못하는 이유가 게임과 영상미디어 사이의 상호텍스트성에 있다고 보고, 잘 된 상호텍스트의 사례로써 를 분석하였다. 에 사용된 상호텍스트성을 분석한 결과 단순 표상 나열이나 패러디 외에 게이머만이 알 수 있는 요소들을 인용, 요약, 짜깁기, 풍자적 희화하여 게이머들의 경험을 재현하였고, 비게이머들에게도 종래에는 보지 못했던 신선한 연출로 대중성을 고려했음을 알 수 있었다.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • 제11권2호
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.