• Title/Summary/Keyword: visual factors

Search Result 1,665, Processing Time 0.024 seconds

An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.3
    • /
    • pp.149-156
    • /
    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

Ocular manifestations in Leigh syndrome (Leigh 증후군 환아에서의 안과적 이상 소견)

  • Kim, Kyo Ryung;Byeon, Suk Ho;Lee, Young Mock;Kang, Hoon Chul;Lee, Joon Soo;Kim, Heung Dong
    • Clinical and Experimental Pediatrics
    • /
    • v.53 no.2
    • /
    • pp.163-166
    • /
    • 2010
  • Purpose : Leigh syndrome is a typical type of mitochondrial disease. This study was conducted to analyze the types of ophthalmologic symptoms and results of funduscopy conducted in the ophthalmologic examination of patients with Leigh syndrome. Methods : Funduscopy was conducted on 24 subjects, who were chosen among those diagnosed as having mitochondrial respiratory chain complex defect and who were clinically suitable for the criteria of Leigh syndrome. Their clinical features, ophthalmologic symptoms, and ophthalmologic examination results were retrospectively analyzed. Results : Of the 24 patients with Leigh syndrome, 11 developed ophthalmologic symptoms and no abnormal finding was observed in 13. The most frequent abnormal finding was visual disturbance in 5 patients. Funduscopy revealed abnormal findings in 17 patients; retinal pigmentation was the most frequent abnormality and was seen in 9 patients. Conclusion : Funduscopy can be an important screening test to find ophthalmologic abnormalities among patients with mitochondrial disease (MD), including those patients whose ophthalmologic symptoms are inconspicuous. It is predicted that an improved screening test can be made in the future that will identify risk factors related to ophthalmologic symptoms.

Matched Comparison of Fusion Rates between Hydroxyapatite Demineralized Bone Matrix and Autograft in Lumbar Interbody Fusion

  • Kim, Dae Hwan;Lee, Nam;Shin, Dong Ah;Yi, Seong;Kim, Keung Nyun;Ha, Yoon
    • Journal of Korean Neurosurgical Society
    • /
    • v.59 no.4
    • /
    • pp.363-367
    • /
    • 2016
  • Objective : To compare the fusion rate of a hydroxyapatite demineralized bone matrix (DBM) with post-laminectomy acquired autograft in lumbar interbody fusion surgery and to evaluate the correlation between fusion rate and clinical outcome. Methods : From January 2013 to April 2014, 98 patients underwent lumbar interbody fusion surgery with hydroxyapatite DBM (HA-DBM group) in our institute. Of those patients, 65 received complete CT scans for 12 months postoperatively in order to evaluate fusion status. For comparison with autograft, we selected another 65 patients who underwent lumbar interbody fusion surgery with post-laminectomy acquired autograft (Autograft group) during the same period. Both fusion material groups were matched in terms of age, sex, body mass index (BMI), and bone mineral density (BMD). To evaluate the clinical outcomes, we analyzed the results of visual analogue scale (VAS), Oswestry Disability Index (ODI), and Short Form Health Survey (SF-36). Results : We reviewed the CT scans of 149 fusion levels in 130 patients (HA-DBM group, 75 levels/65 patients; Autograft group, 74 levels/65 patients). Age, sex, BMI, and BMD were not significantly different between the groups (p=0.528, p=0.848, p=0.527, and p=0.610, respectively). The HA-DBM group showed 39 of 75 fused levels (52%), and the Autograft group showed 46 of 74 fused levels (62.2%). This difference was not statistically significant (p=0.21). In the HA-DBM group, older age and low BMD were significantly associated with non-fusion (61.24 vs. 66.68, p=0.027; -1.63 vs. -2.29, p=0.015, respectively). VAS and ODI showed significant improvement after surgery when fusion was successfully achieved in both groups (p=0.004, p=0.002, HA-DBM group; p=0.012, p=0.03, Autograft group). Conclusion : The fusion rates of the hydroxyapatite DBM and Autograft groups were not significantly different. In addition, clinical outcomes were similar between the groups. However, older age and low BMD are risk factors that might induce non-union after surgery with hydroxyapatite DBM.

Curved Screen Display Immersion Simulation System for Landscape Evaluation (경관평가를 위한 곡면스크린 방식의 몰입형 시뮬레이션 시스템)

  • Chang, Jong-Hyun;Kim, Choong-Sik;Lee, In-Sung
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.37 no.3
    • /
    • pp.61-68
    • /
    • 2009
  • The objective of this study was to examine the possibility of utilizing the immersion stereoscopic image with a curved-screen-display as a tool for evaluating the landscape. The curved-screen-display ensures the continuity of the image and can be simultaneously evaluated by many people. Fifty-meter-wide Gangnamdaero Boulevard in Seoul was selected for this study, and the simulation was done using computer graphics. With the computer simulation, a questionnaire on landscape preferences was conducted according to different visual environments (immersion, non-immersion) and different projection types(stereoscopic or plane image). In the results of this study, the landscape preference was largely dependent on the immersion environment. Using the immersion-type simulation, the observer can easily evaluate the preference with higher judgment power. The stereoscope or plane projection type does not have any significant result in terms of its judgment power. This result implies that it is very important to strengthen the sense of immersion by expanding the screen into an angled view in which the observer can become immersed while making and projecting the simulation to evaluate the landscape. As a landscape evaluation tool for examining the efficiency and usefulness of immersion simulation, this study has limitations in that it controls many factors in street landscape that adversely affect judgment. Accordingly, a detailed comparison and verification of the stereoscopic image in various environments, including street width and building height ratio, must be conducted.

The Effect of 12-weeks Aquatic Exercise on Dynamic Balance and Pain Factors in Elderly Osteoarthritis Patients (12주간의 수중운동이 노인 골관절염 환자의 동적평형성과 통증요인에 미치는 영향)

  • Im, Sun-Young;Eo, Su-Ju;Kim, Song-June;Hur, Sung-Hoon;An, Kyung-Jun;Lee, Jang-Kyu;Lee, Jong-Sam
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.2
    • /
    • pp.601-609
    • /
    • 2016
  • This study evaluated the dynamic balance and pain after 12 weeks aquatic exercise in old osteoarthritis patients. The dynamic balances were assessed using 2 different experimental conditions (Open Eye Condition; OEC, Closed Eye Condition; CEC). Twenty-two subjects were assigned one of the two experimental groups: arthritis group (ART, age=$65.25{\pm}5.9$, n=11), control group(CON, age=$64.50{\pm}7$, n=11). All subjects participated in the aquatic exercise program three times a week for 12 weeks. The dynamic balances (OEC (p<.001), CEC (p<.05)) capability were improved significantly in the ART group after 12 week aquatic exercise. Visual Analogue Scale (VAS) was decreased significantly [Factor 10(Soft chair, p<0.01), 11 (Lying down, p<0.05), 12(Handicap, p<0.05), 13 (Work interference, p<0.01)] in the ART group. In conclusion, aquatic exercise was effective in improving the overall health status and the capacity of dynamic balances and reducing the degree of pain in osteoarthritis patients.

A Study on the delivery of brand image information to consumers by telecom companies' SI(Store Identity) (through comparing SI between Korea telecom companies and foreign famous telecom companies) (통신회사의 SI(Store Identity)가 소비자의 브랜드 이미지 정보전달에 관한 연구(한국통신회사 SI와 해외의 유명 통신회사SI 비교를 통하여))

  • Kim, Jong Sung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.14 no.6
    • /
    • pp.2639-2644
    • /
    • 2013
  • The renewal cycle, which newly decorates stores, has been shortened, as the marketing competition between telecommunication companies has been extended to the stores, due to the rapid increase of mobile phone users and fast replacement cycle of products. The store renewal made by major telecommunication companies, including signboard, has been pushed in order for telecommunication companies to give strong impression about their own brand identity to consumers. Consumers want stores not only to sell cheap and high quality products but also to provide customer experience, by which customers can feel store, product and service and accept them. Especially, since the competition between telecommunication companies is getting tough, it is the current trend that the number of stores is increasing much, and telecommunication companies are recently renewing their stores, with the concept of SI(Store Identity), which changes store image into the incorporated image including interior and exterior, rather than just replacing CI(Corporate Identity), when they renew stores. It can be said that SI(Store Identity) is an important factor, by which companies consistently design visual factors such as interior and sign, and then apply them to the interior and exterior of the stores, and thereby give good store image to consumers, and ultimately have great effect on the increase of sales volume. This kind of activity can be image-controlled by companies' Identity Management, and it can be a very important factor in terms of marketing. In this study, it has an objective to compare and analyze SI of domestic telecommunication companies and foreign telecommunication companies, and then suggest effective SI direction.

The Effect of Emotional Sounds on Multiple Target Search (정서적인 소리가 다중 목표 자극 탐색에 미치는 영향)

  • Kim, Hannah;Han, Kwang Hee
    • Korean Journal of Cognitive Science
    • /
    • v.26 no.3
    • /
    • pp.301-322
    • /
    • 2015
  • This study examined the effect of emotional sounds on satisfaction of search (SOS). SOS occurs when detection of a target results in a lesser chance of finding subsequent targets when searching for an unknown number of targets. Previous studies have examined factors that may influence the phenomenon, but the effect of emotional sounds is yet to be identified. Therefore, the current study investigated how emotional sound affects magnitude of the SOS effect. In addition, participants' eye movements were recorded to determine the source of SOS errors. The search display included abstract T and L-shaped items on a cloudy background and positive and negative sounds. Results demonstrated that negative sounds produced the largest SOS effect by definition, but this was due to superior accuracy in low-salient single target trials. Response time, which represents efficiency, was consistently faster when negative sounds were provided, in all target conditions. On-target fixation classification revealed scanning error, which occurs because targets are not fixated, as the most prominent type of error. These results imply that the two dimensions of emotion - valence and arousal - interactively affect cognitive performance.

A Study of Traditional Pattern in Animation: focusing on Toom Moore's and (애니메이션에 사용된 전통문양 연구 - 톰 무어의 <바다의 노래>, <칼릴 지브란의 예언자-사랑에 대하여>를 중심으로)

  • Joe, Hyun-Jee
    • Cartoon and Animation Studies
    • /
    • s.43
    • /
    • pp.185-209
    • /
    • 2016
  • Pattern refers to singular or repetitive decorative form in a blank surface, Also pattern is not just something to simply fill in the blanks, and has more meanings. Pattern reflects the specific culture or regional feature. So Depending on which pattern to use, creator can give particular of identity. which is generally utilized in visual arts such as painting, architecture, craft, as well as animation. Pattern in animation plays a role of decorating background or surfaces of characters' outfits or props. And Parttern is effective way to describe the story of the times and space environment of the background. Tomm Moore, an animation director in in Ireland mainly produces animations based on traditional folk stories or myths. He usually utilizes cultural and artistic factors related to the themes in his work production. One example is the insertion of pattern closely associated with the narratives and backgrounds of animations to create profound scenes. Tomm Moore used the Irish Celt pattern in Secret of Kells (2009) and Song of Sea (2014) and Islam geometric pattern and plant pattern in a short nimation named On Love from Kahlil Gibran's The Prophe (2014). This study attempts to examine the historical and cultural foundation and the narratives of these two animations, Song of Sea(2014) and Kahlil Gibran's The Prophet: On Love (2014) in which Tomm Moore participated as the director and producer, exploring their relevant traditional patterns. Moreover, it also attempts to analyze how these traditional patterns are utilized in the animations.

The Aesthetic Transformation of Shadow Images and the Extended Imagination (그림자 이미지의 미학적 변용과 확장된 상상력 :디지털 실루엣 애니메이션과 최근 미디어 아트의 흐름을 중심으로)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.651-676
    • /
    • 2017
  • Shadow images are a representative medium and means of expression for the imagination that exists between consciousness and unconsciousness for thousands of years. Wherever light exists, people create play with their own shadows without special skills, and have made a fantasy at once. Shadow images have long been used as subjects and materials of literacy, art, philosophy, and popular culture. Especially in the field of art, people have been experimenting with visual stimulation through the uniqueness of simple silhouettes images. In the field of animation, it became to be recognized as a form of non - mainstream areas that are difficult to make. However, shadow images have been used more actively in the field of digital arts and media art. In this Environment with technologies, Various formative imaginations are being expressed more with shadow images in a new dimension. This study is to introduce and analyze these trends, the aesthetic transformations and extended methods focusing on digital silhouette animation and recent media art works using shadow images. Screen-based silhouette animation combines digital technology and new approaches that have escaped conventional methods have removed most of the elements that have been considered limitations, and these factors have become a matter of choice for the directors. Especially, in the display environment using various light sources, projection, and camera technology, shadow images were expressed with multiple-layered virtual spaces, and it becomes possible to imagine a new extended imagination. Through the computer vision, it became possible to find new gaze and spatial images and use it more flexibly. These changes have given new possibility to the use shadow images in a different way.

Study on the Autonomous Vehicle Feature for the Elderly Driver (Focusing on Interaction Design) (고령운전자를 위한 자율주행차량 기능 연구 (인터랙션 디자인을 중심으로))

  • Choi, Kyu-Han
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.474-481
    • /
    • 2019
  • Korea entered the aged society in 2018 with the elderly population accounting for 14.4% of the total population, and it is expected to enter the super-aged society in 2026. In particular, it is predicted that by 2050, the elderly population will be 38% of the total population, making it one of the countries with the highest number of elderly people in the world. The increase in the elderly population is naturally leading to an increase in the number of traffic accidents among elderly drivers, in 2017, there were 26,713 elderly driver accidents over 65 years of age, with 848 people dying and 38,627 injured. Compared with 2011, the number of accidents and injuries has doubled and the number of deaths has increased 1.4 times. This study determined that the main factors of the increase in traffic accidents were the characteristics of elderly drivers, such as a decrease in visual/hearing ability, cognitive and information processing ability, and muscle strength. Therefore, it raised the necessity of autonomous vehicle(level 2) for elderly driver who can minimize the burden of driving and aimed to study the function of autonomous vehicle for elderly driver who is not familiar with new technology. Based on this, four functions of autonomous vehicles for elderly drivers were derived, such as providing clear information according to the road environment, considering physical characteristics of drivers, simplifying interface, and reinforcing in-vehicle safety devices.