• Title/Summary/Keyword: visual stimulus

Search Result 281, Processing Time 0.025 seconds

Variation of facial temperature to 3D visual fatigue evoked (3D 시각피로 유발에 따른 안면 온도 변화)

  • Hwang, Sung Teac;Park, SangIn;Won, Myoung Ju;Whang, MinCheol
    • Science of Emotion and Sensibility
    • /
    • v.16 no.4
    • /
    • pp.509-516
    • /
    • 2013
  • As the visual fatigue induced by 3D visual stimulation has raised some safety concerns in the industry, this study aims to quantify the visual fatigue through the means of measuring the facial temperature changes. Facial temperature was measured for one minute before and after watching a visual stimulus. Whether the visual fatigue has occurred was measured through subjective evaluations and high cognitive tasks. The difference in the changes that occurred after watching a 2D stimulus and a 3D stimulus was computed in order to associate the facial temperature changes and the visual fatigue induced by watching 3D contents. The results showed significant differences in the subjective evaluations and in the high cognitive tasks. Also, the ERP latency increased after watching 3D stimuli. There were significant differences in the maximum value of the temperature at the forehead and at the tip of the nose. A previous study showed that 3D visual fatigue activates the sympathetic nervous system. Activation of the sympathetic nervous system is known to increase the heart rate as well as the blood flow into the face through the carotid arteries system. When watching 2D or 3D stimuli, the sympathetic nervous system activation dictates the blood flow, which then influences the facial temperature. This study is meaningful in that it is one of the first investigations that looks into the possibility to measure 3D visual fatigue with thermal images.

Change of electroencephalograph during 3-dimensional image load (입체 TV 영상(3D) 주시시의 유발전위)

  • Cho, Am
    • Journal of the Ergonomics Society of Korea
    • /
    • v.9 no.2
    • /
    • pp.29-35
    • /
    • 1990
  • To investigate and analyze of the human brain-wave changes during 3-dimenslonal image load were expected to take not only an important basic information of 3-dimensional TV usage but also 3-dimensional image design. In this experiment, to analyze the difference of visual analyze handing system for which we present the 2- dimensional image having no parallex and 3-dimensional image by visual evoked potentials(VEP). 2-dimensional image and 3-dimensional image displayed on the screen through video. In the test, the time interval was one sec for presentation of stimulus considering united time of visual information of right eye and left eye during watching the 3-dimensional image also display time interval was 200 mesc for each stimulus image. Results are as follow, (1) N190 appears faster 16msec-20msec in the point of Fz, Cz, Pz, Oz when loaded 3D4 angle than 2D3 angle. (2) About of the P300, 3D4 angle(Otherwise, Oz point was reverse) and in the case of no equipment of liquid crystal shutter, there appeared PEAK near the P250. (3) There were 5% significant difference when the liquid crystal shutter was equiped and didn't, Therefore, this phenomenon show the possibility that Liquid crystal shutter influences on Visual Evoked Potentials.

  • PDF

Neuro-scientific Approach to Fashion Visual Merchandising -Comparison of Brain Activation to Positive/Negative VM in Fashion Store Using fNIRS- (패션 비주얼머천다이징의 뇌 과학적 접근 -fNIRS를 이용한 패션매장의 긍정적/부정적 VM에 대한 뇌 활성 비교-)

  • Kim, Hyoung Suk;Lee, Jin Hwa
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.41 no.2
    • /
    • pp.254-265
    • /
    • 2017
  • This study examines the possibility of a neuro-scientific approach to fashion Visual Merchandising (VM), by researching the brain activation of customers about fashion stores in terms of VM. Study subjects were in 20's-30's residing in Busan and ten ordinary person or fashion industry related individuals, it measures the change of cerebral blood flow on positive/negative photo stimulus in terms of VM using a functional Near Infrared Spectroscopy (fNIRS) device, and then compared the brain activation to the difference of the fashion store VM. Photo stimuli utilized in the experiment were selected through a preliminary study in advance. The results of this study are as follows. First, the brain activation was found in all 16 channels of stimulus ranges of fashion store VM regardless of positive/negative stimulus. This means that the VM of fashion store causes changes to the cerebral blood flow of consumers, which implies that consumer behavior can be affected by store VM. It also shows that the brain is more active in negative VM stimulus than positive VM despite slight differences in the subjects. In terms of VM, this suggests that the negative factors of fashion stores have a greater effect on the brains of consumers compared to the positive factors. Second, the reaction of the brain channel is different according to the positive/negative VM stimulus of the fashion store by product group and confirms that positive/negative VM stimulus can be distinguished by brain-reaction for the three product groups except for the underwear group among four product groups (men's wear store, women's wear store, underwear store, and sportswear store). The results indicate that more objective scientific measure and decision-making are possible through neuro-science in the strategic execution of VM. This study verified the possibility for a neuro-scientific approach to fashion VM; therefore, there are expectations for the various activation of interdisciplinary research and subsequent development of VM that utilize neuroscience in fashion marketing.

Effects of Stimulus Incongruity on the Galvanic Skin Response of Children and Adults (불일치(不一致) 자극(刺戟)이 아동(兒童)과 성인(成人)의 전기피부반응(電氣皮膚反應)(Galvanic Skin Response)에 미치는 효과(效果))

  • Sung, Sook Ja
    • Korean Journal of Child Studies
    • /
    • v.2
    • /
    • pp.31-39
    • /
    • 1981
  • Despite evidence from adults that stimulus incongruity increased arousal level, there have been no published reports demonstrating this relationship with children. Therefore, the present study was done to 1) investigate the relationship between the introduction of stimulus incongruity and children's arousal level, using the GSR as an index of arousal; 2) determine whether age difference among subjects would affect the magnitude of the effect of incongruity on GSR ; and 3) determine the feasility of using the GSR with young children, particularly when manipulating a variable considered to involve only modest increase in arousal. The results were: 1) The incongrous outcome of two brief stories increased the arousal level of the subjects in the present study 2) The effect was related primarily in the GSR arousal scores of adult subjects. The smaller or nonexistent reactions to incongruity by the children represent essentially new results, as little or previous research exists involving the arousal level of young children to visual or auditorily presented stimuli. Several possibilities regarding the failure of the incongruity to generate arousal in the young children were considered Methodolog both in using GSR as an index of arousal level and in developing visual or audio stimuli involving incongruity was discussed.

  • PDF

A Study on the influence of Visual Mental model in human to percept product form (제품형태 지각에 있어서 시각적 멘탈모델의 영향에 관한 연구)

  • 오해춘
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.407-414
    • /
    • 2002
  • Human does information processing more efficiently using mental model at his understanding process. if We know what mental model is, we will know how to percept that. Similarly is it used visual mental model to percept visual object\ulcorner If it is true, we will analysis how man to understand. In this research, we have one experimentation to timid out that is true. So we did experimentation to know how man to understand new products by visual mental model. So we use 2700cc car's side view as stimuli. To A Subjects, we give them to see re\ulcorner size view before 120% ratio. To B Subject, we give them to see 120% ratio. After a experimentation, It is true that we make hypothesis that A Subjects percept this stimuli too long then B Subjects. Accordingly it proves human to use visual mental model to percept visual object. The result of experimentation, a testee use preliminary stimulus as basis of evaluation. It means that he use mental model as basis of evaluation of main stimulus. Accordingly development of new design can afford more strategic approach. Industrial designer who want to strategic approach can forced on high-weighted form attribute as consumer gives.

  • PDF

Effects of the Convergence Training on Reduction of Visual Discomfort in 3D TV Environment (3D TV 시청 환경에서 수렴 훈련에 의한 시각적 불편감의 감소)

  • Kham, Keetaek;Jeon, Hyunmin
    • Journal of Broadcast Engineering
    • /
    • v.18 no.5
    • /
    • pp.738-748
    • /
    • 2013
  • The present study investigated whether convergence training in which has an effect on reducing visual discomfort in viewing 3D TV. The stereoscopic depth of 3D training stimulus was gradually increased while maintaining individual visual discomfort at a minimum value. Participants were randomly assigned into one of three groups: a control group and two training groups. For both training groups, all procedure and the disparity range of training stimuli were the same except the order of the disparities of training stimuli. One of the two different training procedure was provided: gradual change or random change of the disparities of training stimulus. Training itself was very effective so that convergence fusional range was improved after three sessions of training with intervals of two weeks. In order to evaluate the effect of convergence training on visual discomfort, the subjective visual discomfort in 3D TV viewing was measured before and after training sessions using questionnaire. The results showed that a significant reduction in visual discomfort was found after training only in the group of gradual change. These results demonstrated a repeated convergence training might be helpful in reducing the visual discomfort in 3D TV environment.

A Study on Positive and Negative Visual Stimuli using the Real-Time Human Sensibility Assessment System (실시간 주관적 감성 평가시스템을 이용한 긍정 및 부정 시각자극에 대한 연구)

  • Min, Byeong-Chan;Jeong, Sun-Cheol;Min, Byeong-Un;Sin, Mi-Gyeong;Jeong, Hak-Gi;Kim, Cheol-Jung
    • Journal of the Ergonomics Society of Korea
    • /
    • v.20 no.1
    • /
    • pp.31-43
    • /
    • 2001
  • The present study the feasibility of the new subjective assessment devise; Real-Time Subjective Assessment Digitizer (RTSAD). The subjects were instructed to evaluate their sensibility during the presentation of the positive and the negative visual stimuli using RTSAD. After the presentation of each of the stimulus, a questionnaire was used for comparing the results with those from RTSAD. It was argued that the biggest utility of the RTSAD is the capability of measuring and figuring out the trends of the subjective assessment in real time. The results from the questionnaires unlike the results from RTSAD, reflects only the averaged human sensibility for the entire time of the presentation of the stimulus.

  • PDF

Human Sensibility Measurement or the Visual Picture Stimulus (장면 시자극에 대한 감성측정에 관한 연구)

  • Kim, D.S.;Kim, D.Y.;Lim, Y.H.;Shon, J.H.
    • Proceedings of the KOSOMBE Conference
    • /
    • v.1997 no.11
    • /
    • pp.23-26
    • /
    • 1997
  • We present several biosignal measurement results and analysis algorithms or the visual stimulus from International Affective Picture System. Since human body is nonlinear dynamic system, we investigated both linear and nonlinear methods. We found that the chaos was diminished when unpleasant picture is presented relative to pleasant picture, and the alpha wave of EEG was slightly augmented in pleasant picture, but was not convincing result. These can be used as the parameter or the measurement of human sensibility.

  • PDF

Functional Exploration of Optokinetic System by a Full Visual Field Stimulation

  • Kim Nam Gyun;KOPP C.
    • Journal of Biomedical Engineering Research
    • /
    • v.10 no.2
    • /
    • pp.125-130
    • /
    • 1989
  • In the present study, we described a test to explore the function of optokinetic system which subjected to a full visual field stimulation using two different stimulus images patterns. Our results were interesting in a point of view that the stimulation image pattern had non- neglisible influence on the optokinetic response and that in a bidimensionnel image such as the randomly distributed spots images pattern the linearity of system was assured upto the stimulus velocity of about 50 deg/sec for normal subject. As for measuring human optokinetic after nystagmus, the regular stripes pattern was rather desirable than the randomly distributed spots pattern in this study.

  • PDF

A Conceptual Study on Sensibility of Space Design (공간디자인의 감성에 대한 개념적 연구)

  • Lee, Sung-Mi
    • Korean Institute of Interior Design Journal
    • /
    • v.17 no.1
    • /
    • pp.102-109
    • /
    • 2008
  • Recently, as emotional elements have been applied to many fields including marketing, architecture, and design, new understanding on and interest in sensibility are emerging. The sensibility, as opposite meaning to the reason, has been excluded from academic object, and researches in sensibility have been diversified for the meaning, scope, application methods and even application target of sensibility without consistency. This study aims to redefine meaning of sensibility by examining documents related to sensibility, and to examine the features of sensibility in design, especially in space design. Consequently, sensibility was defined to function as a filter which deals with numerous stimulative informations intuitively and uniformly while human gives significance to a stimulus. According to the examination on apparent features of sensibility and studies of sensibility engineering, the sensibility occurs not only by visual and physical stimulus but also by meaningful stimulus, and both are known to have mutual influence on each other. In space design, spaces of many purposes can be categorized into the spaces of routine and out of routine following the empirical time, and physical stimulus and interesting factor pursued by these spaces are inversely proportional. This study is meaningful insofar as it enabled to explain interaction between physical stimulus, meaning, and other factors within sensibility as a comprehensive concept by redefining its concept.