• Title/Summary/Keyword: Visual value

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Review of Visual Grading and Allowable Stress Determination Methodologies for Domestic Softwood (국산 침엽수재의 육안 등급구분방법 및 허용응력설정에 관한 총설)

  • Kong, Jin Hyuk;Jeong, Gi Young
    • Journal of the Korean Wood Science and Technology
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    • v.43 no.1
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    • pp.25-35
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    • 2015
  • The goal of this study was to review the visual grading and allowable stress determination methodologies for the domestic softwood. Previous studies used different grading (KFRI 1995-27, KFRI 2000-39, KFRI 2007-3, KFRI 2009-1) and allowable stress determination methodologies (ASTM D 245, KS F 2152, JAS 1990). The results of the visual grading were different by each researcher. Compared to the $1^{st}$ grade proportion from the previous studies using the previous specification on visual grading (KFRI 1995-2007), a higher $1^{st}$ grade proportion was found from the studies using the current specification (KFRI 2009). Compared to the allowable stress values from the small clear sample, the higher allowable stress values from the structural size were found. The results indicated that the strength reduction factor used in small clear sample was too conservative for the different grades. To obtain consistent results for the grade, it is required to have experts in visual grading and authorized organizations. An official standard methodology for the allowable stress value determination needs to be defined for the reliable stress value.

Determination of Target Value under Automatic Vision Inspection Systems (자동시각검사환경하에서 공정 목표치의 설정)

  • 서순근;이성재
    • Journal of Korean Society for Quality Management
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    • v.29 no.3
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    • pp.66-78
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    • 2001
  • This paper deals with problem of determining process target value under automated visual inspection(AVI) system. Three independent error sources - digitizing error, illumination error, and positional error - which have a close relationship with the performance of the AVI system, are considered. Assuming that digitizing error is uniformly or normally distributed and illumination and positional errors are normally distributed, respectively, the distribution function for the error of measured lengths is derived when the length of a product is measured by the AVI system. Then, Optimal target values under two error models of AVI system are obtained by minimizing the total expected cost function which consists of give away, rework and penalty cost. To validate two process setting models, AVI system for drinks filling process is made up and test results are discussed.

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An Adaptive Image Quality Assessment Algorithm

  • Sankar, Ravi;Ivkovic, Goran
    • International journal of advanced smart convergence
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    • v.1 no.1
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    • pp.6-13
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    • 2012
  • An improved algorithm for image quality assessment is presented. First a simple model of human visual system, consisting of a nonlinear function and a 2-D filter, processes the input images. This filter has one user-defined parameter, whose value depends on the reference image. This way the algorithm can adapt to different scenarios. In the next step the average value of locally computed correlation coefficients between the two processed images is found. This criterion is closely related to the way in which human observer assesses image quality. Finally, image quality measure is computed as the average value of locally computed correlation coefficients, adjusted by the average correlation coefficient between the reference and error images. By this approach the proposed measure differentiates between the random and signal dependant distortions, which have different effects on human observer. Performance of the proposed quality measure is illustrated by examples involving images with different types of degradation.

An Analysis of EEG Signal Generated from Watching Aesthetic and Non-aesthetic Content (美(미)醜(추) 콘텐츠 시청 시 발생하는 뇌파 신호 분석)

  • Kim, Yong-Woo;Kang, Dong-Gyun;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.1-9
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    • 2018
  • Much research has been conducted to judge aesthetic value for a single type of stimuli, but research to determine aesthetic value when two kinds of stimuli are presented at the same time is not explored in depth. In this paper, we measure the difference between the presentation of visual stimuli like general image and the presentation of signboard image including text stimuli using EEG. In the experiment, two oddball tasks were performed for general images and signboard images, and EEG changes according to the aesthetic value of the images were measured. As a result, the change of ERP in signboard image was larger than that of general image. We confirmed that more visual information was received and processed when two stimuli were presented at the same time.

The Impact of Visual Factors of Outdoor Signboards on Value Judgement - Focused Around the Signboards of Merrymaking Salons in 4 Areas of Busan - (옥외간판의 시각적 요소가 소비자 가치판단에 미치는 영향 -부산 4개 지역의 유흥업소 간판을 중심으로 -)

  • 심미영;안병진;이진호
    • Archives of design research
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    • v.17 no.2
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    • pp.171-180
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    • 2004
  • This study aims at investigating the influences exerted by the visual elements of outdoor signboard on consumers' capacity to make judgment on values. Therefore, it intends at studying the values displayed by signboards. As the phase one of the investigation, on-site study has been performed to photograph signboards of the entertainment and amusement business premises in 4 regions of Busan, thus to investigate and analysis the photographed data. For the second phase, survey was peformed on the basis of the analyzed data to select 15 signboards to be used in making judgement of values based on results of frequency measure per each category of geographical region, business type and three grades of the high, medium and low. In the third phase, survey was peformed on the items of value (A-G) to analyze consumer values. Finally, the fourth phase was carried out to compare and analyze the actual values of business premisses against that of the consumers. The result of study displayed that the effect exerted by visual elements of signboards on consumers is not of simple information provision, but is of essential factor to serve as the foundation of added values for business premises.

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Study on the Psychological Factors of Human Socialization in Visual Design - Focused on the printed media advertisements from 1994 to 2003 - (시각디자인에 나타난 인간의 사회화과정의 심리요인에 관한 연구 - 1994-2003년의 인쇄매체광고를 중심으로 -)

  • Oh, Keun-Jae
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.79-90
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    • 2005
  • The aim of this study was to investigate how the psychological factors of human interrelation or human socialization are associated with the visual design based on sociological and psychological theories. To accomplish this goal, human socialization was examined on the basis of physiology, philosophy, and psychology. Then a case study was employed to assess how they function in the area of visual design. In literature, the sources of psychological factors of human socialization were categorized into 11 items including the sexual hedonic pursuit. These items were used for the evaluation of 40 printed media advertisements, all of which were the winners of the Korea Advertising Awards from 1994 to 2003. As a result, it was revealed that most advertisements responded to the items of adaptive value and cultural imprinting as biological bases. Also, it was discovered that the existential foundation of advertising has been based on mutual distrust and the payoff matrix as a mind of social unrest. In conclusions, it was illustrated that future advertising will remain based on adaptive value, cultural imprinting, social learning, and imitation learning, as long as advertising continue to hold its reason for existence.

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Study on Characteristics of Visual-Perception by Presence of Object in Exhibition Hall (전시공간 홀에서 대상체의 유무에 따른 시지각 특성 연구)

  • Choi, Gae-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.106-115
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    • 2017
  • This study has analysed the characteristics of observation by presence of objects in exhibition spaces through eye-tracking. The area with prevailing observation by the change of observation time with visual-perception response to the presence of objects has been analyzed to figure out the mechanism of sensibility estimation which can take place while the visual-perception is being estimated in spaces. Research results are able to ascertain that First, it was very characteristic that the signs right and left were observed more when there were no objects while when there were objects they were observed prevailingly. Second, the characteristics by section when there were any objects showed that there were more high observation scale I (more than 1000ms). When there were any objects with the number of areas where all the participants prevailed commonly, the scale was more, also. Third, in the process of acquiring any visual-perception information in spaces, the element of landmark can be regarded as a control point for space cognition, where the objects (people) became landmark when there were the objects but the signs became landmark when there were no objects. Fourth, the polynomial trend line of the changes to prevailing observation frequency by observation time shows that there was a gradual average value in general when there were any objects and then after the time range[8] the prevailing observation frequency increased. Without any objects, after a particular time range the value sharply dropped along with the increase of observation time because no objects to be observed prevailingly couln't be seen. The gradual average value means that some elements in the space were prevailingly observed all the time.

A Study on the Performance Factors of Cute Characters Center Around a Two-Headed Character (애니메이션 캐릭터의 귀여움 표현 요소 연구 : 이등신 캐릭터를 중심으로)

  • He, Shan;Park, Sung-Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.85-91
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    • 2020
  • Animation is a field of popular visual art that is established in human life, and the form of characters appearing is an important factor that is highly anticipated by the public. Designing animation characters according to aesthetic characteristics not only satisfies people's aesthetic needs but can also increase their artistic immersion in animation works. In addition, animation storytelling is delivered around characters and enhances the value of the work by encouraging more public to focus on it. In this paper, we tried to analyze the design elements of Minions characters to derive the reason why they are loved by the public. Among the morphological characteristics of bicepsin characters, a study was conducted on the fact that bicepsin characters visually express 'cute' through the study of infantile eating and color. The visual cuteness elements of a bisung character will soon be linked to the psychological satisfaction of the audience's work and will be a factor in the appreciation of the value of the work. By studying the elements of expression that represent isosin characters, I would like to discuss the factors that help the audience to immerse and get satisfaction with the characters. This will be used as an important factor for an animation character to have for the audience and will reveal its value. Second-class animation images belong to the art of small pieces, suitable for all the audience to enjoy. The two-size animated image has a strong appeal and entertainment, is a confusing visual attribute, can stimulate the audience's five senses. Compared with the actors in the movie, the visual form of the animation is more important.

A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.391-400
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    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.

Use of Visual C++ program to generate Ramjet Simulation code (Visual C++프로그램을 이용한 Ramjet Simulation Code의 생성방법)

  • Kong, Chang-Duk;Owino, George Omollo
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2008.05a
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    • pp.25-30
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    • 2008
  • This paper presents on research findings of how Visual C++ program can be used to generate codes capable of performing ramjet engine simulation an arbitrary ramjet model will be considered for which generated output values will be compared with those from a commercial program GASTURB 9 Several governing thermodynamic equations will first be discussed in order that we understand the fundamental idea behind values printed out on the GUI. The program is designed that it generates its station input value. Similar results were realized compared to those produced by gasturb 9.

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