• Title/Summary/Keyword: visual attention

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The Effects of Computerized Gaming Program on Cognition in Children with Mental Retardation: A Case Study

  • Kim, Seon Chil;Heo, Ju Young;Shin, Hwa Kyung;Kim, Byeong Il
    • The Journal of Korean Physical Therapy
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    • v.30 no.5
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    • pp.193-198
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    • 2018
  • Purpose: The purpose of this study was to analysis of effectiveness between cognitive function assessment scores and gaming cognitive rehabilitation system in children with intellectual impairment. Methods: Five children (male=5, $age=10.00{\pm}0.80$) with intellectual impairment participated in this study and were randomly assigned to the experiment that played (received) gaming cognitive rehabilitation system (Neuroworld). The children were applied 2 times a week for 30 minutes during 3 months. The children were assessed K-WSIC-VI (Korean-Wechsler intelligence scale for children-fourth edition) and recorded that gained score in gaming cognitive rehabilitation system before and after intervention. K-WSIC-VI contained five primary index scores: verbal comprehension index, visual spatial index, fluid reasoning index, working memory index, and processing speed index. Gaming cognitive rehabilitation system scoring was composed visual recall, target recall, sequence recall, selective attention, continuous attention, and exploration. Results: In the intelligence quotient (IQ) of K-WSIC-VI, there were significant increased in all children. The visual recall item was highest effective in all children. However, sequential recall showed the lowest improvement in all children. The performance speed of selective attention item was decreased, this means that children's skills have improved. Also, their ability to explore has improved significantly. Conclusion: In conclusion, gaming cognitive rehabilitation system was significant effectiveness in cognitive function in some categories for children with intellectual impairment. However, the visual recall and performance speed don't represent of all cognitive function. Therefore, further studies will need to verify by applying more subject and longer duration.

Analysis of Visual Attention in Negative Emotional Expression Emoticons using Eye-Tracking Device (시선추적 장치를 활용한 부정적 감정표현 이모티콘의 시각적 주의집중도 분석)

  • Park, Minhee;Kwon, Mahnwoo;Hwang, Mikyung
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1580-1587
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    • 2021
  • Currently, the development and sale of various emoticons has given users a wider range of choices, but a systematic and specific approach to the recognition and use of emoticons by actual users is lacking. Therefore, this study tried to investigate the subjective perception and visual attention concentration of actual users on negative emotional expression emoticons through a survey and eye tracking experiment. First, as a result of subjective recognition analysis, it was found that emoticons are frequently used because their appearance is important, and they can express various emotions in a fun and interesting way. In particular, it was found that emoticons that express negative emotions are often used because they can indirectly express negative emotions through various and concretely expressed visual elements. Next, as a result of the eye tracking experiment, it was found that the negative emotional expression emoticons focused on the large elements that visually emphasized or emphasized the emotional expression elements, and it was found that the focus was not only on the facial expression but also on the physical behavioral responses and language of expression of emotions. These results will be used as basic data to understand users' perceptions and utilization of the diversified emoticons. In addition, for the long-term growth and activation of the emoticon industry market in the future, continuous research should be conducted to understand the various emotions of real users and to develop differentiated emoticons that can maximize the empathy effect appropriate to the situation.

The Effect of Visual Information Processing of Online Product Display on Consumers' Attention (온라인 사이트 상품 배치에 따른 시각정보처리가 소비자 주의에 미치는 영향)

  • Lee, Juhyun;Lee, Dong-Il
    • The Korean Journal of Franchise Management
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    • v.6 no.2
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    • pp.17-30
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    • 2015
  • Companies display the product information to the consumers in their online presences. As importance of online marketing activities are growing, most of the franchisers also uses the product images on their online sites to provide the vivid visual information of their merchandises. But the previous researches do not provide the rigorous understanding on the nature of how the consumers process the visual information. In this study, we explore the theoretical backgrounds of the visual information processing and set up the research proposition on the orders and directions of the online visitors' attentions. The visit data from experimental online shop for 81 days was analysed with repeated measure ANOVA. We found that the nature of visual information processing in the online environment is different from that of the ordinary text process. At the end of this study, implication and the limitations of the research were discussed.

The Mutual Effect and Evaluation of Visual Image according to Change in Waist Position and Pants Style (팬츠 스타일과 허리선 위치 변화에 따른 시각적 이미지의 평가와 상호효과)

  • Park, Woo-Mee;Wee, Eun-Hah
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.3
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    • pp.207-218
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    • 2017
  • This study evaluates the difference in visual images according to changes in waist position and pants style. The researcher made twelve stimuli-combination of four pants styles (classic, baggy, skinny, bell-bottom) and three waist positions (0cm, -3cm, -5cm). The test involved 48 female college students. The stimuli were made using the i-Designer computer program. The panels tested the screen images of all manikins wearing pants. A 7-point scale was used to evaluate each image. For the data analysis, the ANOVA and Duncan-test were applied along with an SPSS program. The results of this study are as follows. The visual evaluations by pants style and waist position are composed of seven factors (attractiveness, attention, hip, activity, height, waist, abdomen). Among these factors, attractiveness is evaluated to be the most important factor. The mutual agreement of the visual effect (according to pants style and waist position) was indicated as four factors of attractiveness, attention, waist, and abdomen. The height factor is evaluated to be the most important factor by change in regards to waist position. The 0cm waist position of three styles (classic, baggy, bell-bottom) were evaluated positively in elongated height whereas the -3cm, -5cm waist position of the skinny style was evaluated positively in elongated height. The mutual agreements of visual effect (according to pants style and waist position) were not indicated.

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Effects of Perceptual Motor Program on Visual Motor Integration Skill and Motor Skill of a Child With Attention Deficit Hyperactivity Disorder: Single Subject Research Design (지각운동프로그램이 주의력결핍과잉행동장애아동의 시각운동통합기술과 운동기술에 미치는 영향)

  • Kim, Seung-ju;Gu, Kippeum;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.15 no.1
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    • pp.21-32
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    • 2017
  • Objective : The purpose of this study is to explore the effectiveness of a perceptual motor program in promoting visual motor and motor control outcomes in a child with Attention-Deficit/Hyperactivity Disorder (ADHD) who is enrolled in an elementary school. Methods : The subject is 8-year-old boy who was diagnosed with ADHD but did not receive medication. Research design is a single-subject A-B-A(follow-up). Baseline and follow-up phase were 3 sessions and intervention phase were 8 sessions. After performing 40 minutes of free play on the baseline A and follow-up A, we used the copying subtest of the Korean Development Test of Visual Perception 2 (K-DTVP-2) for evaluating visual motor integration skill and the rope jumping subtest for motor skill. After providing the perceptual motor activity in intervention phase B, copying and ropejumping were performed. Results : The standard scores of the Copying for measuring visual motor integration skill were poor at an average of 4.7 points at baseline phase A, but maintained an average of 9.6 points at intervention phase B and an below average of 7.7 points at the follow-up phase A. In the Rope jumping for the motor skill, it was increased by 4.3 times in the baseline phase A and 5.9 times in the intervention phase B, but slightly decreased by 5 times in the follow-up phase A. Conclusion : This study suggests that perceptual motor program has a positive effect on visual motor and motor function of ADHD children.

Attention-induced expansion in visual space (주의에 의한 시각 공간 확장)

  • 유명현;박정선;정찬섭
    • Korean Journal of Cognitive Science
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    • v.10 no.3
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    • pp.51-66
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    • 1999
  • Selective attention induces perceptual distortions. ranging from repulsion of objects located near the attended area(Suzuki & Cavanagh. 1997) to magnification of the u unattended objects (Tsal & Shalev. 1996). Two hypothetical mechanisms have been p postulated: a shift of receptive fields' positions away from the locus of attention(receptive-field-recruitment hypothesis) or the enlargement of perceived space around the a attended location(space-enlargement hypothesis). The present study distinguished between these hypotheses by investigating the spatial and temporal properties of attention-induced d distortions. Perceptual judgements on vernier alignment. line tilt. line length were used to measure attention-induced changes in perception. Attention was induced exogenously(by blinking a specific set of dots around the test stimuli} or endogenously(by instructing the subject to selectively attend the dots). After inducing attention. the test stimuli were briefly flashed. A staircase method was used to measure the attentional effect. A vertical line was perceived as repelled from the locus of attention. and a line segment appeared longer when attention was given to its vicinity. The effects decreased as the distance between the locus of attention or the time between the onset of attention and the stimulus presentation increased. The results imply that the space-enlargement hypothesis provides a better explanation for the attention-induced changes in perception than the receptive-field-recruitment hypothesis.

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A Study on the Improvement of Human Operators' Performance in Detection of External Defects in Visual Inspection (품질 검사자의 외관검사 검출력 향상방안에 관한 연구)

  • Han, Sung-Jae;Ham, Dong-Han
    • Journal of the Korea Safety Management & Science
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    • v.21 no.4
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    • pp.67-74
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    • 2019
  • Visual inspection is regarded as one of the critical activities for quality control in a manufacturing company. it is thus important to improve the performance of detecting a defective part or product. There are three probable working modes for visual inspection: fully automatic (by automatic machines), fully manual (by human operators), and semi-automatic (by collaboration between human operators and automatic machines). Most of the current studies on visual inspection have been focused on the improvement of automatic detection performance by developing a better automatic machine using computer vision technologies. However, there are still a range of situations where human operators should conduct visual inspection with/without automatic machines. In this situation, human operators'performance of visual inspection is significant to the successful quality control. However, visual inspection of components assembled into a mobile camera module belongs to those situations. This study aims to investigate human performance issues in visual inspection of the components, paying more attention to human errors. For this, Abstraction Hierarchy-based work domain modeling method was applied to examine a range of direct or indirect factors related to human errors and their relationships in the visual inspection of the components. Although this study was conducted in the context of manufacturing mobile camera modules, the proposed method would be easily generalized into other industries.

The Effect of Visual Feedback on One-hand Gesture Performance in Vision-based Gesture Recognition System

  • Kim, Jun-Ho;Lim, Ji-Hyoun;Moon, Sung-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.551-556
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    • 2012
  • Objective: This study presents the effect of visual feedback on one-hand gesture performance in vision-based gesture recognition system when people use gestures to control a screen device remotely. Backgroud: gesture interaction receives growing attention because it uses advanced sensor technology and it allows users natural interaction using their own body motion. In generating motion, visual feedback has been to considered critical factor affect speed and accuracy. Method: three types of visual feedback(arrow, star, and animation) were selected and 20 gestures were listed. 12 participants perform each 20 gestures while given 3 types of visual feedback in turn. Results: People made longer hand trace and take longer time to make a gesture when they were given arrow shape feedback than star-shape feedback. The animation type feedback was most preferred. Conclusion: The type of visual feedback showed statistically significant effect on the length of hand trace, elapsed time, and speed of motion in performing a gesture. Application: This study could be applied to any device that needs visual feedback for device control. A big feedback generate shorter length of motion trace, less time, faster than smaller one when people performs gestures to control a device. So the big size of visual feedback would be recommended for a situation requiring fast actions. On the other hand, the smaller visual feedback would be recommended for a situation requiring elaborated actions.

A Novel Integration Scheme for Audio Visual Speech Recognition

  • Pham, Than Trung;Kim, Jin-Young;Na, Seung-You
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.8
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    • pp.832-842
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    • 2009
  • Automatic speech recognition (ASR) has been successfully applied to many real human computer interaction (HCI) applications; however, its performance tends to be significantly decreased under noisy environments. The invention of audio visual speech recognition (AVSR) using an acoustic signal and lip motion has recently attracted more attention due to its noise-robustness characteristic. In this paper, we describe our novel integration scheme for AVSR based on a late integration approach. Firstly, we introduce the robust reliability measurement for audio and visual modalities using model based information and signal based information. The model based sources measure the confusability of vocabulary while the signal is used to estimate the noise level. Secondly, the output probabilities of audio and visual speech recognizers are normalized respectively before applying the final integration step using normalized output space and estimated weights. We evaluate the performance of our proposed method via Korean isolated word recognition system. The experimental results demonstrate the effectiveness and feasibility of our proposed system compared to the conventional systems.

A Saliency-Based Focusing Region Selection Method for Robust Auto-Focusing

  • Jeon, Jaehwan;Cho, Changhun;Paik, Joonki
    • IEIE Transactions on Smart Processing and Computing
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    • v.1 no.3
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    • pp.133-142
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    • 2012
  • This paper presents a salient region detection algorithm for auto-focusing based on the characteristics of a human's visual attention. To describe the saliency at the local, regional, and global levels, this paper proposes a set of novel features including multi-scale local contrast, variance, center-surround entropy, and closeness to the center. Those features are then prioritized to produce a saliency map. The major advantage of the proposed approach is twofold; i) robustness to changes in focus and ii) low computational complexity. The experimental results showed that the proposed method outperforms the existing low-level feature-based methods in the sense of both robustness and accuracy for auto-focusing.

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