• Title/Summary/Keyword: scene perception

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Brain Dynamics and Interactions for Object Detection and Basic-level Categorization (물체 탐지와 범주화에서의 뇌의 동적 움직임 추적)

  • Kim, Ji-Hyun;Kwon, Hyuk-Chan;Lee, Yong-Ho
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.219-222
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    • 2009
  • Rapid object recognition is one of the main stream research themes focusing to reveal how human recognizes object and interacts with environment in natural world. This field of study is of consequence in that it is highly important in evolutionary perspective to quickly see the external objects and judge their characteristics to plan future reactions. In this study, we investigated how human detect natural scene objects and categorize them in a limited time frame. We applied Magnetoencepahlogram (MEG) while participants were performing detection (e.g. object vs. texture) or basic-level categorization (e.g. cars vs. dogs) tasks to track the dynamic interaction in human brain for rapid object recognition process. The results revealed that detection and categorization involves different temporal and functional connections that correlated for the successful recognition process as a whole. These results imply that dynamics in the brain are important for our interaction with environment. The implication from this study can be further extended to investigate the effect of subconscious emotional factors on the dynamics of brain interactions during the rapid recognition process.

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Use and Perception of the Video Contents as Teaching Materials (교수학습 자료로서의 영상 콘텐츠 활용과 인식)

  • Choi, Kyung-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.173-181
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    • 2012
  • The education method using visual materials such as video contents is getting more attentions in the education field. This study researched how undergraduate students perceive the objective of education method utilizing video contents, what types of education using video contents they put a great importance on, and what kinds of correlations exist between the video contents method and the ability of discussing about a topic in essay-type examinations. With in-depth interviews with undergraduate students, the results showed that video contents was perceived as one of the attractive teaching methods increasing students' comprehension of lectures. Also, students evaluated that the video contents method could provide an opportunity to be exposed to the vivid scene of the journalistic environment and make them learn practical cases at second hand. Moreover, they perceived the video contents method as a very effective learning method improving their ability to discuss about a topic in essay-type exams.

A Study on the Method of Mathematical Situation Posing (수학적 상황 설정 방법에 관한 연구)

  • 홍성민;김상룡
    • Education of Primary School Mathematics
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    • v.6 no.1
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    • pp.41-54
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    • 2002
  • The purpose of this study is to find out what mathematical situation means, how to pose a meaningful situation and how situation-centered teaching could be done. The obtained informations will help learners to improve their math abilities. A survey was done to investigate teachers' perception on teaching-learning in mathematics by elementary teachers. The result showed that students had to find solutions of the textbook problems accurately in the math classes, calculated many problems for the class time and disliked mathematics. We define mathematical situation. It is artificially scene that emphasize the process of learners doing mathematizing from physical world to identical world. When teacher poses and expresses mathematical situation, learners know mathematical concepts through the process of mathematizing in the mathematical situation. Mathematical situation contains many concepts and happens in real life. Learners act with real things or models in the mathematical situation. Mathematical situation can be posed by 5 steps(learners' environment investigation step, mathematical knowledge investigation step, mathematical situation development step, adaption step and reflection step). Situation-centered teaching enhances mathematical connections, arises learners' interest and develops the ability of doing mathematics. Therefore teachers have to reform textbook based on connections of mathematics, other subject and real life, math curriculum, learners' level, learners' experience, learners' interest and so on.

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Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

Effect of Contruals on Social Action Perception: Modulation of Motor Resonance Effect by Perspectives (사회적 행위 지각에 있어 해석 효과: 관점에 따른 운동공명효과의 조절)

  • Lee, Dong-Hoon;Shin, Cheon-Woo;Shin, Hyun-Jung
    • Korean Journal of Cognitive Science
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    • v.23 no.1
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    • pp.109-132
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    • 2012
  • According to recent embodied cognition approach, understanding of actions is not based on abstract symbolic process but based on mental simulation of sensory-motor information related to those actions. As supporting evidence, motor resonance effect is a facilitation/interference effect of motor response in terms of similarity between observed action and concurrent own action. In the current research, we investigated this effect in the situation to perceive a complex social action perception and how it would be modulated by perspectives of construals of the social action scene. For this purpose, we created three kinds of fighting action scenes of two people in terms of body actions of the subject(ie., hitting, stepping, biting), and described them in two perspectives; active and passive. During the experiment, subjects had to verify the congruency of the picture and the description first, and if they are congruent, they had to do two different actions in terms of color of following cues. In the first experiment, subjects' response time for stepping on a pedal and pressing a button were analyzed for measuring motor resonance effect for the foot movement. In the second experiment, voice response time with a microphone and button pressing time were analyzed for the mouth movement motor resonance effect. Results showed the facilitation of the foot movement(in Exp1), and the mouth movement(in Exp2) only when the action scene was described in active perspective. Our results indicate that the motor resonance effect can be occurred during perception of social actions in the real life situation, but it can be also modulated by the perspective of the mental construal of the action event.

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Propriety analysis of Depth-Map production methods For Depth-Map based on 20 to 3D Conversion - the Last Bladesman (2D to 3D Conversion에서 Depth-Map 기반 제작 사례연구 - '명장 관우' 제작 중심으로 -)

  • Kim, Hyo In;Kim, Hyung Woo
    • Smart Media Journal
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    • v.3 no.1
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    • pp.52-62
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    • 2014
  • Prevalence of common three-dimensional display progresses, increasing the demand for three-dimensional content. Starting from the year 2010 to meet increasing 2D to 3D conversion is insufficient to meet demand content was presented as an alternative. But, Convert 2D to 3D stereo effect only emphasizes content production as a three-dimensional visual fatigue and the degradation of the Quality problems are pointed out. In this study, opened in 2011 'Scenes Guan', the 13 selected Scene is made of the three-dimensional transform the content and the Quality of the transformation applied to the Depth-Map is a visual representation of three-dimensional fatigue and, the adequacy of whether the expert has group interviews and surveys were conducted. Many of the changes are applied to the motion picture of the three-dimensional configurations of Depth-Map conversion technology used in many ways before and after the analysis of the relationship of cascade configurations to create a depth map to the stage. Experiments, presented in this study is a three-dimensional configuration of Depth-Map transformation can lower the production of a three-dimensional visual fatigue and improve the results obtained for a reasonable place was more than half of the experiment accepted the expert group to show a positive reaction were. The results of this study with a rapid movement to convert 2D images into 3D images of applying Depth-map configuration cascade manner to reduce the visual fatigue, to increase the efficiency, and has a three-dimensional perception is the result derived.

Weaving the realities with video in multi-media theatre centering on Schaubuhne's Hamlet and Lenea de Sombra's Amarillo (멀티미디어 공연에서 비디오를 활용한 리얼리티 구축하기 - 샤우뷔네의 <햄릿>과 리니아 드 솜브라의 <아마릴로>를 중심으로 -)

  • Choi, Young-Joo
    • Journal of Korean Theatre Studies Association
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    • no.53
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    • pp.167-202
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    • 2014
  • When video composes mise-en-scene during the performance, it reflects the aspect of contemporary image culture, where the individual as creator joins in the image culture through the device of cell phone and computer remediating the former video technology. It also closely related with the contemporary theatre culture in which 1960's and 1970's video art was weaved into the contemporary performance theatre. With these cultural background, theatre practitioners regarded media-friendly mise-en-scene as an alternative facing the cultural landscape the linear representational narrative did not correspond to the present culture. Nonetheless, it can not be ignored that video in the performance theatre is remediating its historical function: to criticize the social reality. to enrich the aesthetic or emotional reality. I focused video in the performance theatre could feature the object with the image by realizing the realtime relay, emphasizing the situation within the frame, and strengthening the reality by alluding the object as a gesutre. So I explored its two historical manuel. First, video recorded the spot, communicated the information, and arose the audience's recognition of the object to its critical function. Second, video in performance theatre could redistribute perceptual way according to the editing method like as close up, slow motion, multiple perspective, montage and collage, and transformation of the image to the aesthetic function. Reminding the historical function of video in contemporary performance theatre, I analyzed two shows, Schaubuhne's Hamlet and Lenea de Sombra's Amarillo which were introduced to Korean audiences during the 2010 Seoul Theatre Olympics. It is known to us that Ostermeir found real social reality as a text and made the play the context. In this, he used video as a vehicle to penetrate the social reality through the hero's perspective. It is also noteworthy that Ostermeir understood Hamlet's dilemma as these days' young generation's propensity. They delayed action while being involved in image culture. Besides his use of video in the piece revitalized the aesthetic function of video by hypermedial perceptual method. Amarillo combined documentary theatre method with installation, physical theatre, and video relay on the spot, and activated aesthetic function with the intermediality, its interacting co-relationship between the media. In this performance theatre, video has recorded and pursued the absent presence of the real people who died or lost in the desert. At the same time it fantasized the emotional aspect of the people at the moment of their death, which would be opaque or non prominent otherwise. As a conclusion, I found the video in contemporary performance theatre visualized the rupture between the media and perform their intermediality. It attempted to disturb the transparent immediacy to invoke the spectator's perception to the theatrical situation, to open its emotional and spiritual aspect, and to remind the realities as with Schaubuhne's Hamlet and Lenea de Sombra's Amarillo.

An Empirical Study on Firefighters' Health Hazard Factors -Focused on Fire Fighters, Rescue Workers and Emergency Medical Technicians Perception in Busan Fire Fighters- (소방공무원 건강장해 유해인자에 대한 실증연구 -화재진압대원, 구조대원, 구급대원의 인식조사를 중심으로-)

  • Kwon, Seol A;Lee, Min-Kyu;Park, Sang Ho;Kim, Da Young;Ryu, Sang Il
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.520-529
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    • 2019
  • This study is intended to provide basic data for health management of firefighters in the future by empirically looking into health hazard factors of firefighters in Busan City. It was revealed that firstly, the danger of harmful chemicals in a fire was perceived the most by firefighters, who extinguish a fire in person on the scene of a fire, and it was followed by the danger of falling while putting out a fire. This study is intended to provide basic data for health management of firefighters in the future by empirically looking into health hazard factors of firefighters in Busan City. It was revealed that firstly, the danger of harmful chemicals in a fire was perceived the most by firefighters, who extinguish a fire in person on the scene of a fire, and it was followed by the danger of falling while putting out a fire. Moreover, the danger of shift work was perceived the most by paramedics. This corresponds to the existing studies arguing that shift work is harmful to health. Next, the overload of patient transport was recognized as the second biggest hazard factor. This demonstrates they are worried about various second accidents that may happen due to a lot of patient transport works. In addition, the possibility of causing a traffic accident was perceived as a hazard factor too, since they must drive ambulance cars quickly to transport patients. Lastly, rescue workers regarded these hazard factors to be most dangerous. This is associated with their occupational characteristics, because rescue workers are the closest to diverse risks including a fire.

The neural mechanism of distributed and focused attention and their relation to statistical representation of visual displays (분산주의와 초점주의의 신경기제 및 시각 통계표상과의 관계)

  • Chong, Sang-Chul;Joo, Sung-Jun
    • Korean Journal of Cognitive Science
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    • v.18 no.4
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    • pp.399-415
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    • 2007
  • Many objects are always present in a visual scene. Since the visual system has limited capacity to process multiple stimuli at a time, how to cope with this informational overload is one of the important problems to solve in visual perception. This study investigated the suppressive interactions among multiple stimuli when attention was directed to either one of the stimuli or all of them. The results indicate that suppressive interactions among multiple circles were reduced in V4 when subjects paid attention to one of the four locations, as compared to the unattended condition. However, suppressive interactions were not reduced when they paid attention to all four items as a set, in order to compute their mean size. These results suggest that whereas focused attention serves to later out irrelevant information, distributed attention provides an average representation of multiple stimuli.

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