Effect of Visual Information Presented on a Cellphone on Subjective Evaluation of Boat Noise

Author(s):  
Mikiyasu Kai ◽  
Kenji Muto
2000 ◽  
Vol 44 (21) ◽  
pp. 3-501-3-501
Author(s):  
Jae-Min Park ◽  
Sang-Do Lee ◽  
Young-Sook Kim

Man perceive and react around him through the five senses. Also man give rise to the human sensibility and maintain his emotion. This study doesn't limit working environment to VDT environment, but considers the universal working environment acquiring information by eyesight stimulation. In this respect, designed and made is experimental equipment such as an external light for veiling reflection, visual target suggesting system, and visual target considered luminance contrast level. And reading the visual target is selected as work after excerpting the editorials from daily newspapers in Korean and Chinese letter and making target for experimental condition. In case of forming an abnormal veiling reflection we consider the form; a vertical (25%, 50%, 75%)and a horizontal (25%, 50%, 75%). The results from the subjective evaluation are analyzed by SD (Semantic Differential) methodology of 5 point scale for visibility and nuisance when an abnormal veiling reflection forms on target. In addition, the results of the objective evaluation are suggested by measuring and analyzing EEG (Electroencephalogram) of bio-signal for visual sensitivity. The results of this study can apply to basic data which create a guideline of a visual operation. In particular, it can be designed as an illumination environment concerning an ergonomic factor on visual operations, mental stress such as a visual inspection operation, visual information search operation, etc. As a result, we can expect to reduce the visual nuisance and contribute to the improvement of the performance and the uplift of the competitive power.


2021 ◽  
Author(s):  
Takumi Yokosaka ◽  
Takahiro Kawabe

Imposing a delay between an action (e.g., a limb movement) and its related visual feedback (e.g., a cursor movement on the display) induces a peculiar sensation of heaviness or stiffness. Earlier studies have examined this delay-induced heaviness or stiffness sensation in relation to the non-arbitrary causal relationship between an action and its effect. Here, "non-arbitrary causal relationship" means that an agent's action produces a specific and deterministic pattern of visual feedback; for example, a leftward limb movement consistently and deterministically causes a leftward visual motion. In modern graphical user interfaces, on the other hand, users often control visual information by pressing keys, wherein the relationship between the keystroke and the change in visual information is arbitrary. The present study examined whether the sensation of heaviness/stiffness could be caused when an agent's keystroke produced a delayed arbitrary visual feedback. Participants were asked to press and hold down an assigned key to cause temporal luminance changes in a square centered on the display, which were arbitrary visual feedback of their keystroke. Not only the onset delay of the temporal luminance change from the participant's keystroke but also the speed of the temporal luminance change were examined as a visual cue to heaviness/stiffness. In Experiment 1, the participants' task was to give a rating for the strength of the heaviness and stiffness perceived when they pressed the key. Our results showed that the heaviness and stiffness ratings increased as the delay increased and decreased as the speed increased. To check whether the manipulation of the delay and speed of the visual feedback caused changes in the subjective evaluation of sensorimotor incongruence, in Experiment 2, we asked the participants to give a rating for the sense of agency. The rating scores decreased as the delay increased and increased as the speed increased. The rating scores for the illusory heaviness/stiffness were negatively correlated with the rating scores for the sense of agency. We discuss that the brain determines the heaviness and stiffness during an agent's keystroke based on internalized statistics relating to the delay and speed of the action feedback.


Electronics ◽  
2019 ◽  
Vol 8 (8) ◽  
pp. 854 ◽  
Author(s):  
Boni García ◽  
Luis López-Fernández ◽  
Francisco Gortázar ◽  
Micael Gallego

WebRTC is the umbrella term for several emergent technologies aimed to exchange real-time media in the Web. Like other media-related services, the perceived quality of WebRTC communication can be measured using Quality of Experience (QoE) indicators. QoE assessment methods can be classified as subjective (users’ evaluation scores) or objective (models computed as a function of different parameters). In this paper, we focus on VMAF (Video Multi-method Assessment Fusion), which is an emergent full-reference objective video quality assessment model developed by Netflix. VMAF is typically used to assess video streaming services. This paper evaluates the use of VMAF in a different type of application: WebRTC. To that aim, we present a practical use case built on the top of well-known open source technologies, such as JUnit, Selenium, Docker, and FFmpeg. In addition to VMAF, we also calculate other objective QoE video metrics such as Visual Information Fidelity in the pixel domain (VIFp), Structural Similarity (SSIM), or Peak Signal-to-Noise Ratio (PSNR) applied to a WebRTC communication in different network conditions in terms of packet loss. Finally, we compare these objective results with a subjective evaluation using a Mean Opinion Score (MOS) scale to the same WebRTC streams. As a result, we found a strong correlation of the subjective video quality perceived in WebRTC video calls with the objective results computed with VMAF and VIFp in comparison with SSIM and PSNR and their variants.


2016 ◽  
Vol 54 (1) ◽  
pp. 3-16 ◽  
Author(s):  
Nan Zhao ◽  
Minghu Wu ◽  
Jingjing Chen

With the purpose of further mastering and grasping the course of speech signal processing, a novel Android-based, mobile-assisted educational platform (AEPS) is proposed in this paper. The goal of this work was to design AEPS as an educational signal-processing auxiliary system by simulating signal analysis methods commonly used in speech signal processing and bridging the gap for transition from undergraduate study to industry practice or academic research. The educational platform is presented in a highly intuitive, easy-to-interpret and strongly maneuverable graphical user interface. It also has the characteristics of high portability, strong affordability, and easy adoptability for application extension and popularization. Through adequate intuitive user interface, rich visual information, and extensive hands-on experiences, it greatly facilitates students in authentic, interactive, and creative learning. This paper details a subjective evaluation of AEPS’s effectiveness as an educational tool. The result of the experiences shows that the proposed platform not only promotes the students’ learning interest and practical ability but also consolidates their understanding and impression of theoretical concepts.


Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 8079
Author(s):  
Jose V. Riera ◽  
Sergio Casas ◽  
Marcos Fernández ◽  
Francisco Alonso ◽  
Sergio A. Useche

Motion platforms have been widely used in Virtual Reality (VR) systems for decades to simulate motion in virtual environments, and they have several applications in emerging fields such as driving assistance systems, vehicle automation and road risk management. Currently, the development of new VR immersive systems faces unique challenges to respond to the user’s requirements, such as introducing high-resolution 360° panoramic images and videos. With this type of visual information, it is much more complicated to apply the traditional methods of generating motion cues, since it is generally not possible to calculate the necessary corresponding motion properties that are needed to feed the motion cueing algorithms. For this reason, this paper aims to present a new method for generating non-real-time gravito-inertial cues with motion platforms using a system fed both with computer-generated—simulation-based—images and video imagery. It is a hybrid method where part of the gravito-inertial cues—those with acceleration information—are generated using a classical approach through the application of physical modeling in a VR scene utilizing washout filters, and part of the gravito-inertial cues—the ones coming from recorded images and video, without acceleration information—were generated ad hoc in a semi-manual way. The resulting motion cues generated were further modified according to the contributions of different experts based on a successive approximation—Wideband Delphi-inspired—method. The subjective evaluation of the proposed method showed that the motion signals refined with this method were significantly better than the original non-refined ones in terms of user perception. The final system, developed as part of an international road safety education campaign, could be useful for developing further VR-based applications for key fields such as driving assistance, vehicle automation and road crash prevention.


2021 ◽  
Author(s):  
N. Yoshizawa ◽  
H. Shida

Visibility is one of the fundamental factors for explaining the lighting environment, and various quantitative indexes for these have been made in such a manner that directly finds the formulae that best match the numerous subjective evaluations. Recently neurophysiology-based models have been paid attention as the complementary or alternative methods to these conventional indexes. In this paper we will introduce the normalization and gain control models, which are generally accepted theories in the visual information processing, to estimate the visibility, and verify the validity of this algorithm by comparing with the subjective evaluation in the experimental room. The result showed that the algorithm in this research could estimate the visibility of the simple objects in the experimental space with a pseudo window with great accuracy, however, it is desirable and necessary to publicly discuss various algorithms and clarify their reliability based on the verification results under various situations.


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