• Title/Summary/Keyword: Visual judgment

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The Effect of Changing Driving Brightness on Older Drivers

  • Jeon, Yong-Wook;Shin, Sung-Heon
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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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.

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

  • Park, Hyun;Chun, Ho Hwan;Lee, Inwon
    • Journal of the Korean Society of Visualization
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    • v.11 no.2
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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.

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

  • Jung, Da-Hyun;Cho, Ga-Ram;Koo, Chul-Whoi
    • Journal of the Korean Graphic Arts Communication Society
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    • v.24 no.2
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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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Development of GUI-based Program for Optimum Design of Double-ply Tire Sidewall Contour (Double-ply로 구성된 타이어 측벽형상 최적설계를 위한 GUI기반 프로그램 개발)

  • Shon, Jung-Sam;Cho, Jin-Rae;Yoo, Wan-Suk
    • Proceedings of the KSME Conference
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    • 2004.04a
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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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    • v.31 no.1
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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.

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

  • Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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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.

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

  • Choi, Gae-Young;Kim, Jong-Ha;Lee, Jeong-Ho
    • Korean Institute of Interior Design Journal
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    • v.18 no.4
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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.

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

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.417-435
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    • 2016
  • Relevance judgment is important in terms of improving the effectiveness of information retrieval systems, and it has been dominant for users to search and use images utilizing internet and digital technologies. However, in the field of image retrieval, there have been only a few studies in terms of identifying relevance criteria. The purpose of this study aims to identify and characterize the non-relevance criteria from the failed image searches. In order to achieve the purpose of this study, a total of 135 participants were recruited and a total of 1,452 criteria items were collected for this study. Analyses and identification on the data set found thirteen criteria such as 'topicality', 'visual content', 'accuracy', 'visual feature', 'completeness', 'appeal to user', 'focal point', 'bibliographic information', 'impression', 'posture', 'face feature', 'novelty', and 'time frame'. Among these criteria, 'visual content' and 'focal point' were introduced in this current study, while 'action' criterion identified in previous studies was not shown in this current study. When image needs and image uses are analyzed with these criteria, there are distinctive differences depending on different image needs and uses.

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

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.45-54
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    • 2014
  • With the spread of game platforms fueled by the development of smartphones, such classic games as and have been transplanted in smartphone and visual media. Which stirred an issue among gamers because classic games were the materials used. However, there is a lot of room for improvement because it developed from a different viewpoint from the experiences of gamers in many cases. Based on the judgment that the reasons why the experiences of gamers were not reproduced in visual media lay in intertextuality between games and visual media, this study analyzed "Pixels" as a case of good intertexts. The analysis results of intertextuality in the game show that it applied quotation, summary, mending, and satirical travesty to the elements only known to gamers in addition to a simple arrangement of representations and parody, thus succeeding in reproducing the experiences of gamers. It also took into account popular appeal with a fresh direction not familiar to non-gamers.

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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    • v.11 no.2
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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.