• Title/Summary/Keyword: visual cues

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The Effect of the Consumption Monitoring Inaccuracy by Vision on Kimbab Intake and Satiety Rate (시각에 의한 식이 섭취 모니터링의 부정확성이 김밥 섭취량과 포만도에 미치는 영향)

  • Chang, Un-Jae;Jung, Eun-Young;Suh, Hyung-Joo;Kim, Jin-Man;Hong, In-Sun
    • Korean Journal of Community Nutrition
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    • v.13 no.2
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    • pp.237-243
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    • 2008
  • It was examined whether altering vision would influence food intake through consumption monitoring and whether this would be reflected in consumption estimate and satiety. The experiment was designed in two visibility levels: 1) an accurate visual cue (bowl covered with wrap) vs 2) a biased visual cue (bowl covered with foil). Thirty three female college students participated in this study. The subjects ate Kimbab in the lab once a week for 2 weeks. They were served 24 pieces of Kimbab in a bowl covered either with wrap or foil. The results showed that the actual Kimbab intake from the bowl covered with foil was significantly lower than the test using wrap ($13.4{\pm}3.3$ pieces vs $15.0{\pm}3.8$ pieces, p < 0.05). And there were no significant differences from the cognitive Kimbab intake between the tests with foil and wrap. However, the satiety rate of Kimbab in a bowl covered with foil was significantly higher than that with wrap at 1 hour and 2 hour after the Kimbab eaten (p < 0.05). Less consumed cases were recognized by subjects due to the inaccuracy during the consumption monitoring process. This result revealed that vision influences not only eating behavior but also subjective feelings of satiety after meal. In conclusion, the consumption monitoring by visual cues can play an important role in food intake and satiety rate.

Effect of Multimodal cues on Tactile Mental Imagery and Attitude-Purchase Intention Towards the Product (다중 감각 단서가 촉각적 심상과 제품에 대한 태도-구매 의사에 미치는 영향)

  • Lee, Yea Jin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.41-60
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    • 2021
  • The purpose of this research was to determine whether multimodal cues in an online shopping environment could enhance tactile consumer mental imagery, purchase intentions, and attitudes towards an apparel product. One limitation of online retail is that consumers are unable to physically touch the items. However, as tactile information plays an important role in consumer decisions especially for apparel products, this study investigated the effects of multimodal cues on overcoming the lack of tactile stimuli. In experiment 1, to explore the product, the participants were randomly assigned to four conditions; picture only, video without sound, video with corresponding sound, and video with discordant sound; after which tactile mental imagery vividness, ease of imagination, attitude, and purchase intentions were measured. It was found that the video with discordant sound had the lowest average scores of all dependent variables. A within-participants design was used in experiment 2, in which all participants explored the same product in the four conditions in a random order. They were told that they were visiting four different brands on a price comparison web site. After the same variables as in experiment 1, including the need for touch, were measured, the repeated measures ANCOVA results revealed that compared to the other conditions, the video with the corresponding sound significantly enhanced tactile mental imagery vividness, attitude, and purchase intentions. However, the discordant condition had significantly lower attitudes and purchase intentions. The dual mediation analysis also revealed that the multimodal cue conditions significantly predicted attitudes and purchase intentions by sequentially mediating the imagery vividness and ease of imagination. In sum, vivid tactile mental imagery triggered using audio-visual stimuli could have a positive effect on consumer decision making by making it easier to imagine a situation where consumers could touch and use the product.

A Study on Consumers' regulatory focus as a determinant of perceived value of online shopping mall VMD (온라인 쇼핑몰VMD에 대한 지각된 가치의 영향요인으로 소비자 조절초점 역할에 관한 연구)

  • Suh, Yonghan
    • Management & Information Systems Review
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    • v.33 no.5
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    • pp.213-232
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    • 2014
  • Sensitivity to online store stimuli (VMD attributes) and response (online store loyalty) may depend upon consumers' regulatory focus (emotional state). In other words, consumers' sensitivity to online store atmosphere and consequent store loyalty can be influenced by the match between their regulatory focus (promotion focused vs. prevention focused) and the type of the online store VMD benefits Study 1 results indicate consumers have a different evaluation about online store atmosphere depending on their regulatory focus. Promotion-focused consumers were significantly more sensitive to visual appeal and entertainment attributes of online store atmospherics than prevention-focused consumers. Conversely, prevention-focused consumers were significantly more sensitive to security and privacy attributes of online store, than promotion-focused consumers. Study 2 results indicate for promotion-focused shoppers, hedonic value toward online store atmosphere was associated with greater online store loyalty. In contrast, prevention-focused shoppers were influenced more by the utilitarian attributes on online store loyalty than promotion-focused shoppers. The current findings indicate that shoppers with promotion-focused are more easily persuaded by visual and entertainment-oriented online store cues. Conversely, shoppers with prevention-focus are more easily persuaded by safety and privacy-oriented online store cues.

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Intelligibility Enhancement of Multimedia Contents Using Spectral Shaping (스펙트럼 성형기법을 이용한 멀티미디어 콘텐츠의 명료도 향상)

  • Ji, Youna;Park, Young-cheol;Hwang, Young-su
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.11
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    • pp.82-88
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    • 2016
  • In this paper, we propose an intelligibility enhancement algorithm for multimedia contents using spectral shaping. The dialogue signals is essential to understand the plot of audio-visual media contents such as movie and TV. However, the non-dialogue components as like sound effects and background music often degrade the dialogue clarity. To overcome this problem, this paper tries to improves the dialogue clarity of audio soundtracks which contain important cues for the visual scenes. In the proposed method, the dialogue components are first detected by soft masker based on speech presence probability (SPP) which is widely used in speech enhancement field. Then, extracted dialogue signals are applied to the spectral shaping method. It reallocate the spectral-temporal energy of speech to enhanced the intelligibility. The total energy is maintained as unchanged via a loudness normalization process to prevent saturation. The algorithm was evaluated using the modeled and real movie soundtracks and it was shown that the proposed algorithm enhances the dialogue clarity while preserving the total audio power.

Comparative Analysis of the Intake Volume, Perception Volume, and Satiety Rate of an Augmented Rice Bowl with an Elevated Bottom (바닥을 올린 밥그릇의 식품 섭취량, 인지 섭취량 및 포만도에 대한 비교 분석)

  • Jung, Eun-Jin;Kim, Dong Geon;Chang, Un-Jae
    • Journal of the Korean Dietetic Association
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    • v.28 no.1
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    • pp.19-29
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    • 2022
  • This study examined the impact of perceived volume on satiety using 400 g kimchi fried rice in a normal rice bowl (Normal-400), 300 g kimchi fried rice in an augmented rice bowl with an elevated bottom (Illusion-300 and 300 g kimchi fried rice in a normal rice bowl (Normal-300). Thirty-six healthy women took part in this study once a week for three weeks. The Normal-400 (1st week), Illusion-300 (2nd week), and Normal-300 (3rd week) bowls were used to served kimchi fried rice to the same participants over three consecutive weeks. After each lunch, the consumption volume of fried rice, perception volume, and satiety rate were measured. The consumption volume of the fried rice was 313.8 g with the Normal-400, 248.9 g with the Illusion-300 and 240.2 g with the Normal-300. The perceived volume on an estimated five-point scale was 4.0 with the Normal-400, 4.1 with the Illusion-300 and 2.4 with the Normal-300. We compared the post-meal satiety of perceptually equal but quantitatively different amounts of food served in two different bowls (Normal-400 vs Illusion-300) and found that the participants felt equally full with both bowls despite having consumed significantly more food from the Normal-400. We also compared the post-meal satiety of perceptually different but quantitatively equal amounts of food in two different bowls (Illusion-300 vs Normal-300) and discovered that the subjects felt significantly fuller with the Illusion-300 although similar amounts of food were consumed from the two bowls. These two comparisons showed that visual cues play a critical role in determining satiety and that perceived volume is perhaps more important than the actual volume of consumed food, while in determining the level of fullness.

The Effect of Sleeve and Skirt Width . Length Variation of Dress on Impression Formation (원피스드레스의 소매와 스커트폭.길이변화가 인상형성에 미치는 영향)

  • 이웅희;강경자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.6
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    • pp.1060-1071
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    • 1997
  • The purpose of this study is to identify the effect of clothing cues(sleeve and skirt width, length) on female impressions. The experimental materials developed for this study are a set of stimuli and response scales. The stimuli are 16 pictures manipulated with sleeve and skirt width · length variations by computer drawing. The experimental design consists of 3 factorial design: (1) sleeve shapes(plain, upper expanded, below expanded, all expanded) (2) skirt width (wide, narrow) (3) skirt length(long, short) The 7-point semantic differential response scale designed for visual evaluation of female' s impression formation on sleeve shape and skirt width · length is 27 bipolar adjectives. The results of this study are as follows: 1. When we analize the impressions of female figure by sleeve shape and width · length of skirt, it becomes clear that maturity, modernity, attention, elegance and tenderness are proved to be important. Among these five factors, maturity, modernity and attention are identified as more important ones. 2. Sleeve shape have an effect on all factors except maturity and the effects of sleeve on the four factors are not striking. ' Width of skirt are most influential to the maturity and attention, but it does not have any effect on modernity. However two factor, that is width of skirt and sleeve have an effects on modernity, attention and tenderness. ' The length of skirt has an effects on the tenderness, elegance and modernity, but it dose not have any effect on attention. But width and length of skirt have an effects on attention, tenderness and modernity The length of skirt and sleeve have an effect on tenderness.

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Real-Time Analysis of Occupant Motion for Vehicle Simulator (차량 시뮬레이터 접목을 위한 실시간 인체거동 해석기법)

  • Oh, Kwangseok;Son, Kwon;Choi, Kyunghyun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.26 no.5
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    • pp.969-975
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    • 2002
  • Visual effects are important cues for providing occupants with virtual reality in a vehicle simulator which imitates real driving. The viewpoint of an occupant is sensitively dependent upon the occupant's posture, therefore, the total human body motion must be considered in a graphic simulator. A real-time simulation is required for the dynamic analysis of complex human body motion. This study attempts to apply a neural network to the motion analysis in various driving situations. A full car of medium-sized vehicles was selected and modeled, and then analyzed using ADAMS in such driving conditions as bump-pass and lane-change for acquiring the accelerations of chassis of the vehicle model. A hybrid III 50%ile adult male dummy model was selected and modeled in an ellipsoid model. Multibody system analysis software, MADYMO, was used in the motion analysis of an occupant model in the seated position under the acceleration field of the vehicle model. Acceleration data of the head were collected as inputs to the viewpoint movement. Based on these data, a back-propagation neural network was composed to perform the real-time analysis of occupant motions under specified driving conditions and validated output of the composed neural network with MADYMO result in arbitrary driving scenario.

Haptics for Human-Machine Interaction at The Johns Hopkins University

  • Okamura, Allison M.;Chang, Sung-Ouk
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2676-2681
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    • 2003
  • The Haptic Exploration Laboratory at The Johns Hopkins University is currently exploring many problems related to haptics (force and tactile information) in human-machine systems. We divide our work into two main areas: virtual environments and robot-assisted manipulation systems. Our interest in virtual environments focuses on reality-based modeling, in which measurements of the static and dynamic properties of actual objects are taken in order to produce realistic virtual environments. Thus, we must develop methods for acquiring data from real objects and populating pre-defined models. We also seek to create systems that can provide active manipulation assistance to the operator through haptic, visual, and audio cues. These systems may be teleoperated systems, which allow human users to operate in environments that would normally be inaccessible due to hazards, distance, or scale. Alternatively, cooperative manipulation systems allow a user and a robot to share a tool, allowing the user to guide or override the robot directly if necessary. Haptics in human-machine systems can have many applications, such as undersea and space operations, training for pilots and surgeons, and manufacturing. We focus much of our work on medical applications.

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Residents' Preference for Spatial Features in Sitting Areas at Assisted Living Facilities - Focused on direct or indirect social interaction for older adults -

  • Lee, Min-Ah;Rodiek, Susan D.
    • International Journal of Human Ecology
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    • v.14 no.1
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    • pp.87-102
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    • 2013
  • This study investigated residents' preferences for spatial features of sitting areas in assisted living facilities, and provides recommendations for planning sitting areas to support residents' spatial preferences and social interaction. The study participants were 69 residents of eight assisted living facilities (30+ resident capacity), located in south central Texas. A photographic comparison method was used, in which residents were shown 20 matched pairs of photos, with a single feature digitally modified in each pair, and asked to select which environmental representation they preferred. The hypothesized spatial characteristics were identified in practice based literature as those that may encourage usage of sitting areas: viewability, variety, homelikeness, and privacy. Most of the hypothesized features were preferred by participants, with the highest preference found for non-institutional furniture arrangements and naturalness, followed by increasing enclosure and variety of seating. Preference was less significant for domestic cues such as carpeted floors, divided light windows, and boundaries defined by different colored material or columns, possibly due to their physical impairments or preference for visual openness. Participants' level of mobility assistance was significantly related to their preference for some features, such as seating with people-watching capability, and carpeted floors. The findings have implications for facility architects and administrators engaged in resident-oriented spatial planning.

Real-Time Shadow Generation Using Image-Based Rendering Technique (영상기반 렌더링 기법을 이용한 실시간 그림자 생성)

  • Lee, Jung-Yeon;Im, In-Seong
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.27-35
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    • 2001
  • Shadows are important elements in producing a realistic image. In rendering. generation of the exact shape and position of shadow is crucial in providing the user with visual cues on the scene. While the shadow map technique quickly generates a shadow for the scene wherein objects and light sources are fixed. it gets slow down as they start to move. In this paper. we apply an image-based rendering technique to generate shadows in real-time using graphics hardware. Due to the heavy requirement of storage for a shadow map repository. we use a wavelet-based compression scheme for effective compression. Our method will be efficiently used in generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

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