• Title/Summary/Keyword: Visual-perception function

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Detecting Salient Regions based on Bottom-up Human Visual Attention Characteristic (인간의 상향식 시각적 주의 특성에 바탕을 둔 현저한 영역 탐지)

  • 최경주;이일병
    • Journal of KIISE:Software and Applications
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    • v.31 no.2
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    • pp.189-202
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    • 2004
  • In this paper, we propose a new salient region detection method in an image. The algorithm is based on the characteristics of human's bottom-up visual attention. Several features known to influence human visual attention like color, intensity and etc. are extracted from the each regions of an image. These features are then converted to importance values for each region using its local competition function and are combined to produce a saliency map, which represents the saliency at every location in the image by a scalar quantity, and guides the selection of attended locations, based on the spatial distribution of saliency region of the image in relation to its Perceptual importance. Results shown indicate that the calculated Saliency Maps correlate well with human perception of visually important regions.

Changes of Cognitive Function and Health-related Quality of Life among the Elderly Living alone through the Participation in Cognitive Program (인지프로그램 참여에 따른 독거노인들의 인지기능과 건강관련 삶의 질의 변화)

  • Son, Sung-Min;Bak, Ah-Ream
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.279-287
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    • 2021
  • The purpose of this study is to analyze the changes of the cognitive function and health-related quality of life. Study subjects were 35 elderly living alone and they participated in the cognitive program for 8 weeks regularly. The assessment of cognitive function was used by the Loewenstein occupational therapy cognitive assessment battery and the orientation, visual attention, spatial perception, motor praxis, visuomotor organization, thinking operation, and attention. The assessment of health-related quality of life was used by the Short form-8 health survey and the gerneral health condition, physical function and role, pain, vitality, social function, mental health, and emotional role. As the results, all the results of variables showed the statistically significant increase after the participation in the cognitive program. To improve the cognitive function and health quality of life of the elderly living alone, the participation in the cognitive program should be considered.

On the Evaluation of In-Vehicle Dynamic Characteristics and On-Road Dynamic Stability(Angle of Rotation) of Rearview Mirror (리어뷰 미러의 실차 동특성 및 주행시 동적 안정성(회전각)에 대한 평가)

  • Jung, Seung-Kyun;Lee, Keun-Soo;Kim, Jeung-Han
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2008.11a
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    • pp.385-386
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    • 2008
  • Dynamic stability of the vehicle rearview mirror is an important factor for the driver's visual perception (image blur) when driving down the road and regarded as one of the vehicle level N&V performance of visible component vibration. Several projects within GM identified a set of objective metrics and validation methods that can replace current existing subjective evaluation of mirror stability. This paper presents objective evaluation results for assessing dynamic stability (angle of rotation) of the vehicle rearview mirrors using both in-lab FRF measurements and on-road testing.

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Human Perception Adaptive Local Contrast Enhancement (인간 시각의 인지 특성을 이용한 local contrast enhancement)

  • Bang, Seang-Bae;kim, won-ha
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.101-103
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    • 2017
  • 본 논문은 human visual system(HVS)에 따른 주파수 민감도와 공간에서 다양한 특성들을 구현하기 위한 신호처리 방법을 개발하였다. 인간의 눈은 주파수 성분에 따라 민감도가 다르며 초점에서 멀수록 인지 가능한 해상도가 떨어진다. 주파수 민감도를 구현하기 위해서 본 논문은 영상 신호의 에너지 스펙트럼 모양이 contrast sensitivity function(CSF)의 모양이 되도록 하여 영상 신호의 에너지를 증가시켰으며 신호 방향에 적응적인 multiband energy scaling 방법을 개발하였다. 기존의 시스템에서 능률만을 향상시키는 기존의 분석 모델과 비교하면 개발한 방법은 HVS에 좀 더 적절하고 선호되게 영상 신호를 처리할 수 있다.

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A Study on Spatial Image Transformation by the Wall (벽에 의한 공간 이미지 변화에 관한 연구)

  • Kim Sung-Hye
    • Korean Institute of Interior Design Journal
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    • v.15 no.1 s.54
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    • pp.71-78
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    • 2006
  • This study aims to understand the meaning of 'wall' and spatial image transformation by the wall. To find the meaning of wall, some classical works and modern works - Le Corbusier's Domino system and Schroder House-are analyzed into functional aspect of wall, in result we know that wall has of evolved throughout history to become an Increasingly active component of our built environment. Whereas the wall permits variations in the human and natural environment, the wall could be changed a lot of different shapes. The results of this study are as follows; (1) Applying new attempt to the wall makes interactivity in spatial elements. (2) Through rotation of the wall, we find the periodicity of wall length with sine curve. (3) Wall made by points and linear elements can change the spatial image, because of there geometrical characteristics.

Illusionary Immersion and Alienative Contemplation of Media: Focusing on the Cases of VR Media (미디어의 환영적 몰입과 이화의 관조: VR 미디어 사례를 중심으로)

  • Kim, Mookyu;Lee, Sangkhee;Kim, Jung Kyu;Han, Hyekyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.724-733
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    • 2022
  • The purpose of this paper is to explain the recipient's psychology, which results from the operation of media, from the perspective of the fluctuation between immersion and contemplation. Media allow to perceive and speculate about specific objects or meanings. In addition, the media perform the function of expanding or changing the objects of perception and thought. McLuhan or Luhmann's media theory emphasized this function of changing the state of perception by inducing a contemplative attitude. This notion is exemplified by interpretation of the visual media history. In this paper, the cases of film and computer game are discussed. In particular, it is considered that VR media causing strong immersion have also developed in a way that allows recipients to contemplate an virtually constructed reality. The commercialization of Tilt Brush and the experimentation of VR painting artwork are the examples for this dual development.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

The Relationship between Neurocognitive Functioning and Emotional Recognition in Chronic Schizophrenic Patients (만성 정신분열병 환자들의 인지 기능과 정서 인식 능력의 관련성)

  • Hwang, Hye-Li;Hwang, Tae-Yeon;Lee, Woo-Kyung;Han, Eun-Sun
    • Korean Journal of Biological Psychiatry
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    • v.11 no.2
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    • pp.155-164
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    • 2004
  • Objective:The present study examined the association between basic neurocognitive functions and emotional recognition in chronic schizophrenia. Furthermore, to Investigate cognitive variable related to emotion recognition in Schizophrenia. Methods:Forty eight patients from the Yongin Psychiatric Rehabilitation Center were evaluated for neurocognitive function, and Emotional Recognition Test which has four subscales finding emotional clue, discriminating emotions, understanding emotional context and emotional capacity. Measures of neurocognitive functioning were selected based on hypothesized relationships to perception of emotion. These measures included:1) Letter Number Sequencing Test, a measure of working memory;2) Word Fluency and Block Design, a measure of executive function;3) Hopkins Verbal Learning Test-Korean version, a measure of verbal memory;4) Digit Span, a measure of immediate memory;5) Span of Apprehension Task, a measure of early visual processing, visual scanning;6) Continuous Performance Test, a measure of sustained attention functioning. Correlation analyses between specific neurocognitive measures and emotional recognition test were made. To examine the degree to which neurocognitive performance predicting emotional recognition, hierarchical regression analyses were also made. Results:Working memory, and verbal memory were closely related with emotional discrimination. Working memory, Span of Apprehension and Digit Span were closely related with contextual recognition. Among cognitive measures, Span of Apprehension, Working memory, Digit Span were most important variables in predicting emotional capacity. Conclusion:These results are relevant considering that emotional information processing depends, in part, on the abilities to scan the context and to use immediate working memory. These results indicated that mul- tifaceted cognitive training program added with Emotional Recognition Task(Cognitive Behavioral Rehabilitation Therapy added with Emotional Management Program) are promising.

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A Study on Improvement of Postwalk Locomotion in Child with Severe Mental Retardation : Single Subject (중도 정신지체아동의 보행 후 이동동작 개선에 관한 연구 - 단일 사례 연구 -)

  • Song Ju-Young;Lee Hyo-Jeong;Kim Jin-Sang;Choi Jin-Ho
    • The Journal of Korean Physical Therapy
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    • v.12 no.1
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    • pp.119-127
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    • 2000
  • In this case report we demonstrated the improvemen of gait pattern and the facilitation of postwalk locomotion on the child who has severe mental retardation with Incomplete gait pattern. Treatments included to stimulate vestibular using balance board and vestibular stimulator, to train weight hearing and shifting, to facilitate visual perception motor coordination, and to train walk ann postwalk locomotion in environment similar to actual daily life. It was performed 130 sessions for 10 months. With this treatment, she could accomplished dynamic stability so that she didn't fall at walk after $1\~2$ months of treatment, and could have done climbing up and down without hand support after 10 months. In gross motor function measure(GMFM), total motor function was improved to $89.98\%$ from $73.53\%$.

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The Role of the Pattern Edge in Goldfish Visual Motion Detection

  • Kim, Sun-Hee;Jung, Chang-Sub
    • The Korean Journal of Physiology and Pharmacology
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    • v.14 no.6
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    • pp.413-417
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    • 2010
  • To understand the function of edges in perception of moving objects, we defined four questions to answer. Is the focus point in visual motion detection of a moving object: (1) the body or the edge of the object, (2) the leading edge or trailing edge of the object, (3) different in scotopic, mesopic and photopic luminance levels, or (4) different for colored objects? We measured the Optomotor Response (OMR) and Edge Triggering Response (ETR) of goldfish. We used a square and sine wave patterns with black and red stripes and a square wave pattern with black and grey stripes to generate OMR's and ETR's in the goldfish. When we used black and red stripes, the black leading edges stimulated an ETR under scotopic conditions, red leading edges stimulated an ETR under photopic conditions, and both black and red leading edges stimulated an ETR under mesopic luminance levels. For black and gray stripes, only black leading edges stimulated an ETR in all three light illumination levels. We observed less OMR and ETR results using the sine wave pattern compared to using the square wave pattern. From these results, we deduced that the goldfish tend to prefer tracking the leading edge of the pattern. The goldfish can also detect the color of the moving pattern under photopic luminance conditions. We decided that ETR is an intriguing factor in OMR, and is suitable as a method of behavioral measurement in visual system research.