• 제목/요약/키워드: human visual perception

검색결과 264건 처리시간 0.03초

시선추적장치(Eye Tracking)를 활용한 인공지능(AI) 창작물과 사람의 창작물에 대한 시지각 비교 연구 (Comparative Study on Visual and Perceptual Difference Towards the Artworks of Human and Artificial Intelligence Using Eye-Tracking)

  • 황미경;주이모;박민희;권만우
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.374-381
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    • 2022
  • This study analyzes the visual perceptual difference of observers in the artworks created by human artists and artificial intelligence(AI) through eye-tracking. More specifically, the study analyzes the degree of visual attention through a fixation experiment on non-linguistic sources such as the formation and expression of artworks. As a result of this study, the subjects had guessed that one out of four artworks were created by AI (in actuality, 61.1% of the artworks were created by The Next Rembrandt). This demonstrates that most of the subjects hardly recognized the difference between the artwork of human artists and AI. From the comparative analysis of visual perceptual differences found through eye-tracking, more visual attention was found to be demanded for catching details of more stimulating visuals compared to less stimulating visuals. In the gender difference analysis, both of the female and male subjects were likely to stare more intently at the flowers of still-life paintings (Deep Dream & Vincent Van Gogh) while the eyes of a portrait painting (Rembrandt & The Next Rembrandt); this demonstrates no significant differences in gender. Various opinions on AI and art creation from different perspectives arose, therefore, this research is meaningful in a way that it suggests an objective examination through experiments with an artistic perspective.

패스트패션 리테일링에서의 비주얼머천다이징 효과 (Effect of Visual Merchandising in Fast Fashion Retailing)

  • 강유진;이미아;김현숙
    • 한국의류학회지
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    • 제40권4호
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    • pp.716-732
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    • 2016
  • Focusing on the communication effects of fast fashion visual merchandising (VM), this paper examines the effects of a fast fashion store's VM attributes on consumer's perceptions of store image towards newness and prestige that influence the time spent at stores as well as the frequency of visits. This study was conducted by collecting data online using males and females in their twenties to forties; subsequently, a total of 382 samples were analyzed. The VM communication effect model utilized in fast fashion stores was developed and tested on structural equation modeling. The findings of the study were as follows. First, the show window presentation and ancillary facilities of VM elements have a positive effect on the perception of newness, while merchandise display, layout, and signage have a positive influence on the perception of prestige. Therefore, the VM elements in the fast fashion stores that affect the perception of newness and prestige are unique. Second, the perceptions of newness and prestige have a positive impact on time spent in fast fashion stores; however, only the perception of store's newness has a significant effect on the frequency of visits. Third, show window presentation and facilities are VM elements that directly influence the time spent and frequency of visits. Finally, we confirm that store image partially mediate between VM elements and shopping behavior at a fast fashion store.

실내공간의 주시특성에 관한 연구 - 전회공간의 주시시간 보정을 통해 - (A Study on the Property of Visual Perception of Interior Space - By revising the observation time of the design element -)

  • 최계영;김종하;이정호
    • 한국실내디자인학회논문집
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    • 제18권5호
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    • pp.128-136
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    • 2009
  • This study analyzed and defines the property of visual perception throughout the revision of the observation time of the original space and the rotating space. The conclusions of this study are as fellows: First, based on the existing theory and experiment, the study obtained the basis which decides the sector data originating fixation-gaze after staring the specific sector over 300ms time. It will become the turning point hereafter for our research to fix the time in this way. Second, in analyzing the minute data, the study built a revision method of the observation time by analyzing the meanings and the reasons of the revision of the original data. Third, according to the difference of revision quantity, female testee have more increases in the amount of data than male testee from the original screen. On the other hand, the opposite tendency appears from the previous data. This shows there is a difference in the observation properly by sex. Last, we could grasp Information about the property of the observation time throughout eyeball fixations, and the revision and analysis of the 'controlled observation data'. These data can be used in design element arrangement of interior space, hereafter.

환경미학의 이해와 경험적 접근방법에 관한 연구 (A Study on the Understanding of Environmental Aesthetics and the Method of Empirical Approach)

  • 김주미
    • 한국실내디자인학회논문집
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    • 제5호
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    • pp.59-65
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    • 1995
  • This thesis focuses on a study of design science, which is of a disciplinary character. And the purpose of such a study is to suggest a new direction to develop aesthetics through an empirical research into environmental psychol-ogy, human behavior, design thought, and the visual qual-ity of environment. The author of this study, since recognizing the necessi-ty of understanding environmental aesthetics as well as the necessity of aesthetics, has done an elementary study of empirical aesthetes, and then obtained some facts as follows: First, it is possible to analyse the visual characteristics immanent in the interrelations between human and envi-ronment by means of applying both the information the-ory of formal perception and expressional value and the perceptual theory of ecology to environmental aesthetics. Second, formal aesthetics is a science about the form and structure and in the meantime, symbolic aesthetics is a science about the environmental patterns giving pleas-ure to mankind and its associative meanings. Accordingly it is same as providing some aesthetic value to the ob-ject of environment design to apply some empirical data of visual quality to environmental design. Through such a process, users are provided or delivered with diverse, visual effect. In conclusion, environmental aesthetics is worthwhile to study, and its purpose is that it, as a framework of use-ful knowledge to the creation of the environment superi-or in quality, be applied to design.

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실시간 햅틱 렌더링 기술을 통한 시각 장애인을 위한 원격현장감(Telepresence) 로봇 기술 (Telepresence Robotic Technology for Individuals with Visual Impairments Through Real-time Haptic Rendering)

  • 박정혁;아야나 하워드
    • 로봇학회논문지
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    • 제8권3호
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    • pp.197-205
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    • 2013
  • This paper presents a robotic system that provides telepresence to the visually impaired by combining real-time haptic rendering with multi-modal interaction. A virtual-proxy based haptic rendering process using a RGB-D sensor is developed and integrated into a unified framework for control and feedback for the telepresence robot. We discuss the challenging problem of presenting environmental perception to a user with visual impairments and our solution for multi-modal interaction. We also explain the experimental design and protocols, and results with human subjects with and without visual impairments. Discussion on the performance of our system and our future goals are presented toward the end.

Multimodal Curvature Discrimination of 3D Objects

  • Kim, Kwang-Taek;Lee, Hyuk-Soo
    • 융합신호처리학회논문지
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    • 제14권4호
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    • pp.212-216
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    • 2013
  • As virtual reality technologies are advanced rapidly, how to render 3D objects across modalities is becoming an important issue. This study is therefore aimed to investigate human discriminability on the curvature of 3D polygonal surfaces with focusing on the vision and touch senses because they are most dominant when explore 3D shapes. For the study, we designed a psychophysical experiment using signal detection theory to determine curvature discrimination for three conditions: haptic only, visual only, and both haptic and visual. The results show that there is no statistically significant difference among the conditions although the threshold in the haptic condition is the lowest. The results also indicate that rendering using both visual and haptic channels could degrade the performance of discrimination on a 3D global shape. These results must be considered when a multimodal rendering system is designed in near future.

Mies van der Rohe 건축에서 몸체에 드러남에 관한 연구 (A Study on the Revealing of the Corporality in Mies's Works)

  • 이병욱;김용승
    • 한국실내디자인학회논문집
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    • 제17권4호
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    • pp.58-65
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    • 2008
  • The purpose of this study is to explore the revealing corporality in Mies' architecture. The character of such technical materials refuses or weakens the physical reality of the wall by the thoughts concerning the unlimited space or continuous space in Modern architecture. The wall or facade revealed visually is substituted to substance without materiality or just disappeared. This causes a problem of perception of architectural form itself in Modern architecture. Leonardo suggested that all kinds of human perception happens within the visibility and touchability. Likewise, the corporality as a visual reality can be perceived as an important and fundamental value, which can measure the real being. In this respect, This study reviews his architectural meaning by tracing the visual reality in his works. Namely, the emphasis of architectural elements through the relief effect, the expression of massiveness through the reflection of the glass wall and the emphasis of the color through the contrast are interpreted in the intention of Mies to emphasize the visual corporality of the building. This study is to reevaluate the meaning of Mies's architecture through understanding of his thought about the architectural corporality, which has been forgotten by the transparency concept of Modern architecture.

Sensible Media Simulation in an Automobile Application and Human Responses to Sensory Effects

  • Kim, Sang-Kyun;Joo, Yong-Soo;Lee, YoungMi
    • ETRI Journal
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    • 제35권6호
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    • pp.1001-1010
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    • 2013
  • A sensible media simulation system for automobiles is introduced to open up new possibilities for an in-car entertainment system. In this paper, the system architecture is presented, which includes a virtuality-to-reality adaptation scheme. Standard data schemes for context and control information from the International Standard MPEG-V (ISO/IEC 23005) are introduced to explain the details of data formats, which are interchangeable in the system. A sensible media simulator and the implementation of a sensory device are presented to prove the effectiveness of the proposed system. Finally, a correlation between learning styles and sensory effects (that is, wind and vibration effects) is statistically analyzed using the proposed system. The experiment results show that the level of satisfaction with the sensory effects is unaffected overall by the learning styles of the test subjects. Stimulations by vibration effects, however, generate more satisfaction in people with a high tactile perception level or a low visual perception level.

인간의 색인지감도에 근거한 컬러 영상 팔레트 구성 (Color Image Palette Construction Based on Human Color Perception)

  • 김원순;박래홍
    • 방송공학회논문지
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    • 제1권1호
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    • pp.22-28
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    • 1996
  • 팔레트 (palette)를 사용하는 컬러 색인 영상 (indexed color image)에서 손상된 팔레트의 색인값을 수신단에서 복원 영상의 심각한 화질 저하를 초래한다. 본 논문에서는 컬러에 대한 인간의 감지 특성을 이용해 화질 저하 및 복원 오차를 최소화하는 컬러 영상 팔레트를 제안하였다. 팔레트 구성 알고리듬의 성능을 비교하기 위해 새로운 평가함수를 정의하였으며, 컴퓨터 모의 실험을 통해 비트 오류 상황하에서 제안한 방법의 효율성을 보였다.

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시각 인지 기반의 영상 품질 측정 방법 (Human Vision Perception base Visual Quality Assessment)

  • 이용헌;서덕영
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2011년도 하계학술대회
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    • pp.413-416
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    • 2011
  • 본 논문에서는 인간의 시각 인지 능력(Human Visual System; HVS)을 기반으로 하는 영상 품질 측정 방법을 제안한다. 보다 구체적으로 제안하는 시각 인지 기반의 영상 품질 측정 방법은 기존의 객관적인 품질 평가 방법인 PSNR 품질 측정 방법에 1) HVS 에 기반한 foveated contrast sensitivity 을 이용하여 집중 영역으로부터 거리에 따른 인식률 저하를 반영하였으며, 이와 동시에 2) Just Noticeable Distortion(JND)을 통해 영상의 휘도 대비 차이에서 오는 인식률 차이를 반영하여 사용자가 인지하는 품질을 계산하였다. 이러한 연구 결과는 특히 대형 영상의 부호화 과정에서 양자화 및 bit allocation, 또는 기 부호화된 영상의 전송 과정에서 차등화된 오류 보호 기술 등에 활용할 수 있을 것이다.

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