• 제목/요약/키워드: visual cues

검색결과 140건 처리시간 0.021초

온라인 커뮤니케이션에서 집단극화 현상에 영향을 미치는 요인에 관한 연구: 익명성 관점에서 (A Study of Factors Affecting Group Polarization in Online Communication : Based on Anonymity)

  • 서응교
    • 유통과학연구
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    • 제13권2호
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    • pp.75-83
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    • 2015
  • Purpose - This study aims to identify the effects of communication cues, anonymity, and social presence on group polarization in computer-mediated communication (CMC) settings. Extant literature has introduced some theoretical backgrounds of social presence and SIDE (Social Identity model of Deindividuation Effects) to explain the effects of communication cues and anonymity. The concept of social presence emphasized the mediating role on communication cues and anonymity. However, most literature did not measure social presence and compare group polarization of all condition groups. This does not sufficiently explain the result of group polarization. Research design, data, and methodology - We believe that the direct impact of anonymity on group polarization can provide a more admissible and clearer explanation for the results. In addition, this study categorizes anonymity into two levels, as anonymity of group and anonymity of self. To justify the anonymity view, a laboratory experiment was conducted. The experiment was conducted in communication cues settings (visual cue; without visual cue) and anonymity settings (identified; anonymous). Each of the four settings has 10 groups consisting of five subjects each (total 200 subjects). The subjects are undergraduates from a large university, majoring in business. All experimental procedures and calculations of choice shift and preference change follow the literature. Results - First, the removal of visual cues does not produce a significant impact on group polarization, which cannot be explained by the social presence view. Second, the anonymous condition does not significantly affect group polarization, which also cannot be explained by the social presence view. However, the anonymous condition directly affects group polarization. Specifically, anonymity of self has a stronger effect on group polarization than anonymity of group. The result explains about the leading factor affecting group polarization. This study examines another view of how computer-mediated communication may be associated with group polarization. The process and outcome data from the experiment reveal that group polarization is not affected by level of social presence, but by level of anonymity. Group discussions conducted with visual cue CMC setting and identified CMC setting result in weaker group polarization. Conversely, group discussions conducted without visual cue CMC setting and anonymous CMC setting lead to stronger group polarization. The results of the study have the following implications. First, they provide clues for business organizations to design the most appropriate media conditions and preemptive social conditions to implement when making group decisions through CMC, to maximize achievements, generate amicable agreements, or actively share information. Second, this study can be useful in analyzing different adverse effects generated through Internet use. Conclusions - This research can help explain discussions and decision-making actions on Internet forums, which have recently increased, as well as providing a foundational basis in newly establishing policies for the forums. Finally, it should be noted that many other factors such as group size, topics, and group history may affect group polarization. These should be examined in future studies.

대형 비행기 조종사의 착륙 조작 시의 높이지각 (Height perception of large airplane pilots during landing flare)

  • 김용석;손영우;박수애;김칠영
    • 감성과학
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    • 제10권4호
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    • pp.539-554
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    • 2007
  • 대형 비행기 조종사들은 지상으로부터 높은 조종실의 위치, 빠른 접근속도와 수직강하속도로 인하여 불충분한 시각정보를 바탕으로 착륙 조작을 하여야만 한다. 본 연구에서는 이러한 대형 비행기의 특징으로 인하여 비행기 착륙의 최종 조작인 당김(flare) 조작을 할 때 대형 비행기 조종사들이 정확한 높이지각을 하기 어렵다는 사실을 검증하였다. 연구 1에서는 조종석 외부로 보이는 공항에 대한 사진을 제시하고 높이 추정을 하도록 하여 정적 시각 단서만으로 정확한 높이지각이 가능한지를 살펴보았다. 85feet의 고도에서는 정확한 높이지각을 하나 당김 조작을 준비해야 하는 높이인 55feet부터 낮은 고도에서는 정확한 높이를 추정하지 못하였다. 연구 2에서는 착륙의 전 과정을 녹화한 화면을 보여주어 높이 추정을 하도록 하여 동적 시각 단서와 정적 시각 단서를 모두 제공하여 주었다. 시각단서가 연구 1보다 풍부하였으므로 50feet까지 정확한 높이지각을 하였으나 연구 1의 결과와 마찬가지로 당김 조작을 시작하는 높이인 30feet 이하의 저고도에서의 높이지각이 모두 부정확하였다. 시각 단서의 해석에 경험이 중요한 요인이므로 경험이 많은 기장과 경험이 적은 부기장 간의 높이 추정에 차이가 있는지를 연구 1과 연구 2에서 모두 비교하여 보았으나 차이는 유의하지 않았다.

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웨어러블 컴퓨터 환경의 개인 네비게이션 수행에 다중양식 단서가 미치는 영향 (Effects of Multi-modality Cues on Personal Navigation in Wearable Computing)

  • 전하영;채행석;홍지영;한광희
    • 대한인간공학회지
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    • 제26권4호
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    • pp.1-7
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    • 2007
  • Navigation system or way finding in Wearable computer help disabled and impaired persons and it is impossible to be safe and efficient for drivers as well as pedestrian. Wearable computing situation must be multi-tasking simultaneously and users need minimal attention. In this paper, we used virtual environment as real way-finding similarly. The direction cues of navigation system are investigated as visual only, visual & auditory, and visual & speech. In the paper, the trial demonstrates the difference of performance in detection of directing and performance of motor and subjective satisfaction of user.

2D-to-3D Conversion System using Depth Map Enhancement

  • Chen, Ju-Chin;Huang, Meng-yuan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권3호
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    • pp.1159-1181
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    • 2016
  • This study introduces an image-based 2D-to-3D conversion system that provides significant stereoscopic visual effects for humans. The linear and atmospheric perspective cues that compensate each other are employed to estimate depth information. Rather than retrieving a precise depth value for pixels from the depth cues, a direction angle of the image is estimated and then the depth gradient, in accordance with the direction angle, is integrated with superpixels to obtain the depth map. However, stereoscopic effects of synthesized views obtained from this depth map are limited and dissatisfy viewers. To obtain impressive visual effects, the viewer's main focus is considered, and thus salient object detection is performed to explore the significance region for visual attention. Then, the depth map is refined by locally modifying the depth values within the significance region. The refinement process not only maintains global depth consistency by correcting non-uniform depth values but also enhances the visual stereoscopic effect. Experimental results show that in subjective evaluation, the subjectively evaluated degree of satisfaction with the proposed method is approximately 7% greater than both existing commercial conversion software and state-of-the-art approach.

시청각 자극의 시간적 인지 판단 (Temporal-perceptual Judgement of Visuo-Auditory Stimulation)

  • 유미;이상민;박용군;권대규;김남균
    • 한국정밀공학회지
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    • 제24권1호
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    • pp.101-109
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    • 2007
  • In situations of spatio-temporal perception about visuo-auditory stimulus, researches propose optimal integration hypothesis that perceptual process is optimized to the interaction of the senses for the precision of perception. So, when the visual information considered generally dominant over any other sense is ambiguous, the information of the other sense like auditory stimulus influences the perceptual process in interaction with visual information. Thus, we performed two different experiments to certain the conditions of the interacting senses and influence of the condition. We consider the interaction of the visuo-auditory stimulation in the free space, the color of visual stimulus and sex difference of testee with normal people. In first experiment, 12 participants were asked to judge the change in the frequency of audio-visual stimulation using a visual flicker and auditory flutter stimulation in the free space. When auditory temporal cues were presented, the change in the frequency of the visual stimulation was associated with a perceived change in the frequency of the auditory stimulation as the results of the previous studies using headphone. In second experiment, 30 male and 30 female were asked to judge the change in the frequency of audio-visual stimulation using a color of visual flicker and auditory flutter stimulation. In the color condition using red and green. Both male and female testees showed same perceptual tendency. male and female testees showed same perceptual tendency however, in case of female, the standard deviation is larger than that of male. This results implies that audio-visual asymmetry effects are influenced by the cues of visual and auditory information, such as the orientation between auditory and visual stimulus, the color of visual stimulus.

청각 주변 자극의 효과를 고려한 효율적 차량-운전자 상호 연동 모델 구현 방법론 (Implementation of the Perception Process in Human‐Vehicle Interactive Models(HVIMs) Considering the Effects of Auditory Peripheral Cues)

  • 나종관;박민용
    • 대한인간공학회지
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    • 제25권3호
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    • pp.67-75
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    • 2006
  • HVIMs consists of simulated driver models implemented with series of mathematical functions and computerized vehicle dynamic models. To effectively model the perception process, as a part of driver models, psychophysical nonlinearity should be considered not only for the single-modal stimulus but for the stimulus of multiple modalities and interactions among them. A series of human factors experiments were conducted using the primary sensory of visual and auditory modalities to find out the effects of auditory cues in visual velocity estimation tasks. The variations of auditory cues were found to enhance/reduce the perceived intensity of velocity as the level changed. These results indicate that the conventional psychophysical power functions could not applied for the perception process of the HVIMs with multi-modal stimuli. 'Ruled surfaces' in a 3-D coordinate system(with the intensities of both kinds of stimuli and the ratio of enhancement, respectively for each coordinate) were suggested to model the realistic perception process of multi-modal HVIMs.

항만설계 시뮬레이터의 영상정보 신뢰성 분석에 관한 연구 (Visual Requirements of Port Design Simulators-A Comparative Study)

  • 김환수
    • 한국항해학회지
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    • 제15권3호
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    • pp.25-33
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    • 1991
  • One of the main uses for ship simulators is I the field of port design, and an increasing number of simulators, of vary in degree s of fidelity, are being used for this purpose. An essential feature of all such simulators is their visual scene, which must be of sufficient fidelity to convey the key visual cues adequately. This paper examines the ability of a number of experienced mariners to perceive speeds and distances correctly using Computer Generated Imagery visual scenes of different fidelity, compared with their performance at sea.

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Pan/Tilt스테레오 카메라를 이용한 이동 물체의 강건한 시각추적 (Robust 3D visual tracking for moving object using pan/tilt stereo cameras)

  • 조지승;정병묵;최인수;노상현;임윤규
    • 한국정밀공학회지
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    • 제22권9호
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    • pp.77-84
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    • 2005
  • In most vision applications, we are frequently confronted with determining the position of object continuously. Generally, intertwined processes ire needed for target tracking, composed with tracking and control process. Each of these processes can be studied independently. In case of actual implementation we must consider the interaction between them to achieve robust performance. In this paper, the robust real time visual tracking in complex background is considered. A common approach to increase robustness of a tracking system is to use known geometric models (CAD model etc.) or to attach the marker. In case an object has arbitrary shape or it is difficult to attach the marker to object, we present a method to track the target easily as we set up the color and shape for a part of object previously. Robust detection can be achieved by integrating voting-based visual cues. Kalman filter is used to estimate the motion of moving object in 3D space, and this algorithm is tested in a pan/tilt robot system. Experimental results show that fusion of cues and motion estimation in a tracking system has a robust performance.

A Study on the Effect of Pre-cue in Simple Reactions on Control-on-Display Interfaces

  • Lim, Ji-Hyoun;Choi, Jun-Young;Kim, Young-Su
    • 대한인간공학회지
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    • 제30권4호
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    • pp.563-569
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    • 2011
  • Objective: This study focuses on the effects of pre-cues informing the location of upcoming visual stimulus on finger movement response in the context of control-on-display interfaces. Background: Previous research on pre-cues focus on attention allocation and motion studies were limited to indirect control conditions. The design of this study aimed to collect data on the exact landing point for finger-tap responses to a given visual stimulus. Method: Controlled visual stimuli and tasks were presented on a UI evaluation system built using mobile web standards; response accuracy and response time were measured and collected as appropriate. Among the 16 recruited participants, 11 completed the experiment. Results: Providing pre-cue on the location of stimulus affected response time and response accuracy. The response bias, which is a distance from the center of stimulus to the finger-tap location, was larger when the pre-cue was given during a one-handed operation. Conclusion: Given a pre-cue, response time decreases, but with accuracy penalized. Application: In designing touch-screen UI's - more strictly, visual components also acting as controllers - designers would do well to balance human perceptual and cognitive characteristics strategically.