Spelling suggestions: "subject:"cisual complexity."" "subject:"cisual komplexity.""
1 |
Stimulus complexity and feature binding in visual sensory memoryCatington, Mary F. 10 May 2024 (has links) (PDF)
In all past research, iconic memory shows a significant benefit over visual working memory for storage capacity of visual items. However, this effect has only been studied on simple items such as colors and letters. The goal of this thesis was to determine whether an iconic benefit also exists for visual stimuli with higher visual complexity, such as shapes and faces. Five experiments tested iconic and working memory capacity for complex face stimuli, intermediate-complexity shape stimuli, and simple color stimuli, as well as examining feature binding of objects in iconic memory. Results from these five experiments indicated that increased visual complexity of stimuli negatively impacts the iconic capacity benefit. High- and intermediate-complexity items had little to no iconic benefit, unlike all previously tested simple stimuli. Iconic memory may only be able to represent simple features, or may not be able to transfer complex information into visual working memory as quickly as simple information. Additionally, results showed that feature representations in iconic memory were sometimes bound into complex objects. The results of these five experiments challenge the traditional characterization of visual sensory memory as a precise snapshot; this early memory store may be more complex than a simple visual icon.
|
2 |
Visualizing the Complexity of the Molecular World: Examining the Role of Animated Representations in the Development of Undergraduate Students’ Understanding of Dynamic Cellular EventsJenkinson, Jodie 22 August 2012 (has links)
The purpose of this study was to examine the relative effectiveness of three-dimensional visualization techniques for learning about protein conformation and molecular motion in association with a ligand and receptor binding event. Increasingly complex versions of the same binding event were depicted in each of four animated treatments. Students (n = 131) were tested at three time points, and over both the short and longer term, the most complex of the four animated treatments was the most successful at fostering students’ understanding of the events depicted. A follow-up study including eight biology students was conducted to gain greater insight into the students’ underlying thought processes and better characterize their understanding of the animated representations. Analysis of verbal reports and eye tracking data suggest that students are able to attend to the same narrative elements regardless of the level of complexity depicted in each animation. Analysis of verbal protocol data revealed a positive correlation between the number of explanatory statements expressed by participants and the complexity of the animation viewed. As well, prior knowledge was positively correlated with the number of explanatory statements contained in each protocol. Overall, students demonstrated an understanding of protein conformation and molecular crowding. However results suggest that students have difficulty understanding and associating randomness with molecular events. The verbal reports contained several instances of students’ attaching agency to protein and ligand, anthropomorphizing their movements and subsequent binding.
Ordinarily cellular events, owing to their sheer complexity, are depicted in a highly schematized, simplified form. The results of this study would suggest that under select circumstances this may not be the most appropriate approach to depicting dynamic events. However additional attention must be given to exploring techniques that can satisfactorily balance the random nature of molecular events with narrative explanations of these processes.
|
3 |
Visualizing the Complexity of the Molecular World: Examining the Role of Animated Representations in the Development of Undergraduate Students’ Understanding of Dynamic Cellular EventsJenkinson, Jodie 22 August 2012 (has links)
The purpose of this study was to examine the relative effectiveness of three-dimensional visualization techniques for learning about protein conformation and molecular motion in association with a ligand and receptor binding event. Increasingly complex versions of the same binding event were depicted in each of four animated treatments. Students (n = 131) were tested at three time points, and over both the short and longer term, the most complex of the four animated treatments was the most successful at fostering students’ understanding of the events depicted. A follow-up study including eight biology students was conducted to gain greater insight into the students’ underlying thought processes and better characterize their understanding of the animated representations. Analysis of verbal reports and eye tracking data suggest that students are able to attend to the same narrative elements regardless of the level of complexity depicted in each animation. Analysis of verbal protocol data revealed a positive correlation between the number of explanatory statements expressed by participants and the complexity of the animation viewed. As well, prior knowledge was positively correlated with the number of explanatory statements contained in each protocol. Overall, students demonstrated an understanding of protein conformation and molecular crowding. However results suggest that students have difficulty understanding and associating randomness with molecular events. The verbal reports contained several instances of students’ attaching agency to protein and ligand, anthropomorphizing their movements and subsequent binding.
Ordinarily cellular events, owing to their sheer complexity, are depicted in a highly schematized, simplified form. The results of this study would suggest that under select circumstances this may not be the most appropriate approach to depicting dynamic events. However additional attention must be given to exploring techniques that can satisfactorily balance the random nature of molecular events with narrative explanations of these processes.
|
4 |
Interface de website informacional: relação entre complexidade percebida e satisfação de uso / Informational website interface: relationship between perceived complexity and satisfaction of useFernandes, Fabiane Rodrigues [UNESP] 02 October 2017 (has links)
Submitted by FABIANE RODRIGUES FERNANDES null (fabyfernandes@gmail.com) on 2017-10-20T17:51:58Z
No. of bitstreams: 1
__FabianeFernandes_TESE_arquivo FINAL_pos defesa.pdf: 8312055 bytes, checksum: 83206c7985ece5b2296889d22050bbc8 (MD5) / Approved for entry into archive by Luiz Galeffi (luizgaleffi@gmail.com) on 2017-10-23T19:24:48Z (GMT) No. of bitstreams: 1
fernandes_fr_dr_bauru.pdf: 8312055 bytes, checksum: 83206c7985ece5b2296889d22050bbc8 (MD5) / Made available in DSpace on 2017-10-23T19:24:48Z (GMT). No. of bitstreams: 1
fernandes_fr_dr_bauru.pdf: 8312055 bytes, checksum: 83206c7985ece5b2296889d22050bbc8 (MD5)
Previous issue date: 2017-10-02 / Os websites de caráter informacional têm por finalidade transmitir uma mensagem sobre determinado assunto/tema sendo continuamente acessados por uma imensa maioria de pessoas por meio da rede mundial de computadores, ou internet. Na maioria das vezes, a forma, o nível de dificuldade de uso e a compreensão de suas interfaces acabam por definir a escolha dos usuários, colocando os portais de notícias dentre seus preferidos. O presente trabalho analisa como a complexidade visual de websites de caráter informacional interfere na experiência do usuário, apresentando e discutindo como suas interfaces são percebidas e criam significação que geram julgamentos com relação a atratividade e a satisfação do uso após experimentação. Mede as impressões iniciais dos usuários, que se relacionam com as expectativas e experiência de uso, medido pela eficácia e eficiência, finalizando com suas impressões finais. Identifica, também, qual anatomia de website possui a preferência do usuário, tomando por base aquela com que está habituado, desenvolvendo, a partir disto, um modelo dentro das preferências de atratividade. Essa pesquisa se dividiu em duas etapas na sua fase de coletas de dados. A primeira teve como objetivo identificar a partir de três modelos de interfaces - baixa complexidade, média complexidade e alta complexidade, qual garantiria maior atração e melhor resultado de experiência de uso. Os resultados desta pesquisa, denominada de PQ#1, foram obtidos por meio de um inquérito de questionário online, a partir de um universo de quarenta e uma (41) pessoas, entre 19 e 62 anos, com média de 34,8 anos e desvio padrão de 10,321, sendo 56,10% dos participantes do gênero feminino e 43,90% do gênero masculino, e demonstram que a interface, inicialmente considerada complexa, foi a que melhor atendeu as expectativas do usuário com relação a atração inicial e a qualidade de uso (desempenho de eficácia e eficiência). A PQ#2 visou estudar a anatomia básica de um site de caráter informacional e analisar cada uma de suas partes (áreas) para compreender como ocorre a percepção do usuário nos websites que acessa frequentemente, e qual seria a de sua preferência. Para isso, a partir da anatomia básica de um site (área de identificação, área de navegação principal, área de conteúdo, área de rodapé) foram criados 12 tipos de identidade, 12 tipos de menu de navegação, 14 tipos de área de conteúdo e 12 tipos de rodapé, sempre variando do nível mais simples ao mais complexo. Esta etapa envolveu um universo de cinquenta e nove (59) pessoas, entre 15 e 63 anos, com média de 28,9 anos e desvio padrão de 9,638, sendo 45,76% dos participantes do gênero feminino e 54,24% do gênero masculino, que participaram do processo por meio de um questionário online. Os resultados permitiram identificar e concluir que em áreas como identificação e menu de navegação o usuário tende a preferir níveis menos complexos; para área de conteúdo preferem níveis medianos de complexidade e para área do rodapé, preferem níveis com maior complexidade. Esses dados permitiram gerar um modelo de website baseado nas preferências dos participantes que demonstra que essas áreas precisam ser vistas de forma diferenciadas no momento da construção, sempre levando em conta sua relevância para com o objetivo do usuário na interface. / Informational sites aim to convey a message about the subject being continually accessed by a vast majority of people through the World Wide Web or the internet. Most of the time, the form, level of difficulty of use and an understanding of its interfaces end up defining the choice of users, placing the news portals among their favorites. The present work analyzes how the visual complexity of sites of informational character interferes in the user experience, presenting and discussing how their interfaces are perceived and create meaning that generates judgments regarding attractiveness and satisfaction of use after experimentation. It measures the initial impressions of users, which relate to expectations and usage experience, measured by effectiveness and efficiency, ending with their final impressions. It also identifies which website has a user preference, based on the one to which it is accustomed, developing, from this, a model within the preferences of attractiveness. This research is divided into two stages in its data collection phase. The first one aimed at identifying fromthree interfaces models -, low complexity, medium complexity and high complexity, which would guaranteed highest quality task and best user experience results. The results of this research, called Research#1, were obtained through an online questionnaire survey, from a universe of forty one (41) people, between ages of 19 and 62, with a mean of 34.8 years and a standard deviation of 10,321, with 56.10% of the female participants and 43.90% of the male gender, and demonstrated that the interface initially considerable complex was the one that better satisfied users’ expectations regarding initial attractiveness and quality of use (performance of efficacy and efficiency). Research#2 aimed at studying the basic anatomy of an informative website and analyzing each of its parts (areas), in order to know how the user perceives the sites that he/she accesses, and what is his / her favorite. For this, from the basic anatomy of a site (navigation area, main navigation area, content area, footer area), it was created 12 types of identity, 12 types of the navigation menu, 14 types of content area and 12 types of the footer, always ranging from the simplest to the most complex. This stage involves a universe of fifty-nine (59) people, aged 15-63 years, with an average of 28.9 years and a standard deviation of 9,638, with 45.76% of female participants and 54.24% of the male gender, who participated in the process through an online questionnaire. The results allowed us to identify and conclude that in areas such as identification and navigation menu the user tends to prefer less complex levels; for the content area, they prefer medium levels of complexity and for footer area, they prefer levels with more complexity. These data were used to generate a website model based on participants' preferences which demonstrates that these navigation areas need to be analyzed differently at the time of construction, always taking into account their relevance to the user's goal in the interface.
|
5 |
Influence de la complexité visuelle du packaging sur le comportement des consommateurs : effets médiateur de l’attention et modérateur de l’âge / Influence of product package visual complexity on consumer behavior : the mediating effect of attention and moderating effect of ageMinvielle, Morgane 03 July 2017 (has links)
Cette recherche a pour objectif d’étudier l’influence de la complexité visuelle du packaging, opérationnalisée par le nombre d’informations figurant sur le facing, sur les réactions des consommateurs et plus précisément sur l’attention consacrée au packaging et à la marque, sur l’attitude envers le produit et le choix du produit ainsi que sur la mémorisation. Les éventuels effets médiateur de l’attention portée au packaging et modérateur de l’âge sur ces relations ont également été investigués.Pour ce faire, une expérimentation eye-tracking regroupant les données de plus de cent participants a été réalisée. Cette expérimentation a mis en jeu quatre packagings dans chacune de quatre catégories de produits, chaque packaging présentant deux degrés de complexité visuelle : un packaging simple présentant quatre unités d’information en plus de la marque et de l’image et un packaging complexe présentant neuf unités d’information en plus de la marque et de l’image. Deux tâches ont, en outre, été effectuées par chaque participant : une tâche d’évaluation des produits, lors de laquelle les packagings étaient présentés un par un, et une tâche de choix, lors de laquelle les packagings étaient présentés ensemble sur un set de choix.Les résultats ont montré un effet positif de la complexité visuelle du packaging sur l’attention portée au packaging et un effet opposé, selon la tâche/modalité de présentation des packagings, sur l’attention à la marque. La complexité visuelle a également eu un effet positif sur l’attitude envers le produit et sur le choix du produit, l’effet positif sur le choix étant médiatisé par l’attention : les packagings complexes ont été évalués plus positivement que les packagings simples et ils ont également été davantage regardés, ce qui explique qu’ils ont été plus choisis. En ce qui concerne les mesures explicites de mémorisation, les résultats ont été plus divers. La complexité n’a pas eu d’effet sur la reconnaissance exacte des marques. En revanche, concernant les packagings, les résultats ont été non concordants entre les tâches/modalités de présentation des packagings. En tâche d’évaluation (packagings présentés un par un), une absence d’effet de la complexité a ainsi été constatée alors qu’en tâche de choix de produit (packagings présentés par quatre), un effet positif de la complexité sur la reconnaissance exacte des packagings, effet médiatisé par l’attention, et un effet positif de la complexité sur la fausse reconnaissance des packagings ont été constatés. Par ailleurs, de façon surprenante, dans une très large majorité des cas l’âge n’a pas eu d’effet sur l’attention portée, ni au packaging ni à la marque. Les résultats ont par contre confirmé l’effet négatif de l’âge sur les mesures explicites de mémorisation. / The goal of this research is to study the influence of product package visual complexity, operationalized as the number of information items displayed on the package front, upon consumers’ reactions, and more specifically attention devoted to the product package and to the brand, attitude toward the product, product choice and memorization. The possible mediating and moderating effects of attention devoted to the product package and consumers’ age will also be investigated.To achieve this aim, an eye-tracking experiment including data of more than a hundred participants was conducted. This experiment involved four product packages of four product categories, and two levels of visual complexity were designed for each product package: a simple package displaying four information items, in addition to the brand and the image, and a complex package displaying nine information items in addition to the brand and the image, were designed. Besides, two tasks were completed by each participant: a product evaluation task, during which product packages were presented one by one, and a choice task, during wich four product packages were presented at the same time on a choice set.The findings showed a positive effect of the package visual complexity upon attention devoted to the package, and an opposite effect, depending on the task/product presentation, upon attention devoted to the brand. Visual complexity was further found to have a positive effect upon attitude toward the product, and product choice, attention having a mediating effect on product choice: complex package fronts were preferred to simple package fronts, and they were also looked at more, and were therefore more chosen.Regarding explicit measures of memorization, results were mixed. Complexity had no impact upon accurate recognition of the brands. However, regarding product packages, results were once more inconsistent between the tasks/product presentations: no effect was found in the evaluation task (packages displayed one by one); and complexity had a positive effect –mediated by attention – upon accurate recognition of the package fronts, and a positive effect upon false recognition of the package fronts in the choice task (four packages displayed .at the same time). Surprinsingly, consumers’ age had no impact upon attention devoted to the package nor to the brand in most cases. The findings further confirm the negative effect of age upon explicit measures of memorization.
|
6 |
Improving the User Experience in Data Visualization Web ApplicationsAlexander, Granhof, Jakob, Eriksson January 2021 (has links)
This paper is a literature study with an additional empirical approach to research how to improve user experience in data visualization web applications. This research has been conducted in collaboration with Caretia AB to improve their current data visualization tool. The research studies previous research on the topics of UI design, user experience, visual complexity and user interaction in the attempt to discover what areas of design and intuitivity that improves the user experiences in these kinds of tools. The findings were then tested together with Caretia through a proof-of-concept prototype application which was implemented with said findings. The conclusion of the results is that mapping ontology groups and prior experience as well as reducing visual overload are effective ways of improving intuitivity and user experience.
|
7 |
Analysis and Evaluation ofVisuospatial Complexity ModelsHammami, Bashar, Afram, Mjed January 2022 (has links)
Visuospatial complexity refers to the level of detail or intricacy present within a scene, takinginto account both spatial and visual properties of the dynamic scene or the place (e.g.moving images, everyday driving, video games and other immersive media). There havebeen several studies on measuring visual complexity from various viewpoints, e.g. marketing,psychology, computer vision and cognitive science. This research project aims atanalysing and evaluating different models and tools that have been developed to measurelow-level features of visuospatial complexity such as Structural Similarity Index measurement,Feature Congestion measurement of clutter and Subband Entropy measurement ofclutter. We use two datasets, one focusing on (reflectional) symmetry in static images,and another that consists of real-world driving videos. The results of the evaluation showdifferent correlations between the implemented models such that the nature of the sceneplays a significant role.
|
8 |
Complexité visuelle du packaging et évaluation du produit : le cas de la représentation des ingrédients dans le secteur alimentaire / Packaging visual complexity and product evaluation : the case of depicting ingredients in the food sectorThomas, Fanny 13 December 2017 (has links)
L’industrialisation alimentaire est un véritable progrès pour la société et le consommateur qui recherche la facilité d’achat. Cependant, à la suite de plusieurs crises sanitaires, le consommateur souhaite être mieux informé et maîtriser ses choix de produits. C’est pourquoi, les industriels souhaitent à leur tour améliorer la communication sur leur produit par le biais du packaging grâce aux attributs visuels. Néanmoins, une surabondance des informations, peut rendre le packaging difficilement intelligible. De ce fait, ce travail doctoral s’intéresse à l’impact du niveau de complexité visuelle du packaging sur l’évaluation du produit alimentaire. Cette problématique donne lieu à trois questions de recherche adoptant successivement une approche holistique, puis deux approches analytiques de la complexité du packaging considérant le nombre d’ingrédients et leur degré de similitude selon le niveau de disponibilité des ressources cognitives. L’influence du niveau de complexité du packaging sur l’évaluation du produit est étudiée au moyen de sept études par une approche aux méthodes variées, avec des mesures auto-déclarées, comportementales et implicites. Cette recherche souligne, l’association d’un packaging simple à un produit alimentaire sain, valorisé suivant le bénéfice nutritionnel et suivant la qualité des ingrédients dans la composition du produit. Par ailleurs, elle souligne l’association d’un packaging complexe à un produit meilleur en goût qui facilite la formation de l’imagerie mentale gustative, en fonction du degré de similarité des éléments visuels selon une approche analytique de la complexité du design et selon le niveau de ressources cognitives.Mots clés : complexité, simplicité, design du packaging, ingrédients, salubrité, goût, intention d’achat, charge cognitive / Food industrialization is a real advance for society and the consumer who is looking for ease of purchase. However, with several health crises, the consumer wants to be better informed and to control his product choice. In this way, manufacturers want to improve communication on their product through visual attributes of their packaging. Nevertheless, an information overload can make the packaging difficult to understand. As a result, this doctoral research focuses on the impact of the level of visual complexity of the packaging on the evaluation of the food product. This problem leads to three research questions successively adopting a holistic approach, then two analytical approaches to the packaging complexity considering the number of ingredients and their degree of similarity depending on the level of availability of cognitive resources. The influence of the level of complexity on the evaluation of the product is studied by means of seven studies with a mixed methodological approach, with self-declared, behavioral and implicit measures. This research highlights the combination of a simple packaging with a healthy food product, valued according to the nutritional benefit and the quality ingredients in the product composition. In addition, it emphasizes the combination of a complex packaging with a better taste product that facilitates the formation of mental imagery taste depending on the degree of similarity of visual elements in the analytical approach of the design complexity and the cognitive resources level. Keywords: complexity, simplicity, packaging design, ingredients, healthy food, taste, purchase intent, cognitive load
|
9 |
Complexity and aesthetic preference for diverse visual stimuliNadal Roberts, Marcos 29 November 2007 (has links)
Daniel Berlyne propuso en 1971 que las personas preferirían estímulos visuales de complejidad intermedia por encima de los de alta y baja complejidad. A pesar de que los resultados de algunos trabajos posteriores han verificado esta predicción, otros apuntan a que la preferencia aumenta linealmente con la complejidad, mientras que otros no han hallado relación significativa alguna. El objetivo de este trabajo es clarificar las causas de esta divergencia entre resultados anteriores. Nuestros propios resultados sugieren que ni diferencias en la composición de los grupos de participantes en cuanto al sexo ni en el tipo de materiales utilizados explican la discrepancia. Por el contrario, nuestros resultados sugieren que la divergencia en los resultados de estudios anteriores que han explorado la relación entre complejidad visual y preferencia estética se debe principalmente a diferencias en la concepción, definición y operativización del concepto de complejidad. / L'any 1971 Daniel Berlyne va proposar que les persones preferirien estímuls visuals de complexitat intermitja per sobre dels estímuls d'alta i baixa complexitat. Tot i que els resultats d'alguns treballs previs han verificat aquesta predicció, altres investigacions, en canvi, apunten que la preferència augmenta linealment amb la complexitat, mentre que d'altres no han trobat relació significativa alguna. L'objectiu d'aquest treball és el de clarificar les causes d'aquesta divergència entre els resultats anteriors. Els nostres propis resultats suggereixen que ni les diferències en la composició dels grups de participants pel que fa al sexe, ni tampoc el tipus de materials utilitzats, expliquen la discrepància. Pel contrari, els nostres resultats indiquen que la divergència en els resultats d'estudis anteriors que han explorat la relació entre complexitat visual i preferència estètica es deu principalment a diferències en la concepció, definició i operativització del concepte de «complexitat». / In 1971 Daniel Berlyne suggested that people would prefer intermediately complex visual stimuli over very simple or very complex ones. In spite of the fact that some subsequent studies have verified this prediction, others found that preference was linearly related with complexity, whereas others have found no significant relation. The objective of this work is to clarify the causes of this divergence among prior results. Our own results suggest that neither differences in the composition of participant groups in relation to sex nor the kind of materials they used explained the discrepancy. On the contrary, our results indicate that the divergence in the results of prior studies that have explored the relation between visual complexity and aesthetic preference is mainly due to difference sin the conception, definition, and operativization of the concept of complexity.
|
10 |
Understanding the game UI : Perceptions and readability among experienced and inexperienced individuals / Att förstå spelgränsnitt : Uppfattningar och läsbarhet bland erfarna och oerfarna individerEhnroth, Isabelle, Sköld, Wilma January 2023 (has links)
This study investigates readability and perceptions of heads-up displays (HUDs) in video games among players with varying levels of gaming experience. Additionally, it discusses strategies for designing user interfaces that fulfil the needs of both experienced players and individuals without prior gaming experience. Four different video game HUDs were redesigned to examine the influence of layout, grouping, size, and visual elements. Nine participants viewed static images of the HUDs, followed by semi-structured in-depth interviews to collect data. Thematic analysis revealed patterns regarding layout, structure, usability, and visual elements in relation to readability, genre, player preferences and experience. Results indicate that prior gaming experience influences layout preferences, with experienced players exhibiting greater variability based on individual gaming styles, while inexperienced players favour larger, simplified icons in easily accessible locations. The study suggests the implementation of multiple HUD pre-sets or customisable UI tools in games to accommodate diverse player preferences and enhance user experiences. Drawing parallels to existing practices in games, this research proposes a grid-based UI system for players to create personalised HUD layouts. / Denna studie undersöker läsbarhet och uppfattningar av användargränssnitt i datorspel bland individer med olika nivåer av tidigare spelerfarenhet. Studien diskuterar även strategier för att designa användargränssnitt som uppfyller behoven hos både erfarna spelare och individer utan tidigare spelerfarenhet. Användargränssnitt från fyra olika datorspel omredigerades för att undersöka inverkan av layout, gruppering, storlek och visuella element. Nio deltagare visades statiska bilder av gränssnitten och data samlades in med semistrukturerade djupgående intervjuer. Den tematiska analysen avslöjade mönster gällande layout, struktur, användarvänlighet och visuella element i relation till läsbarhet, genre, preferenser och erfarenhet. Resultaten indikerar att tidigare spelerfarenhet påverkar preferenser för layout, där erfarna spelare uppvisar större variation baserat på individuella spelstilar, medan oerfarna spelare föredrar större och förenklade ikoner på lättillgängliga platser. Studien föreslår att datorspel implementerar flera varianter eller anpassningsbara användargränssnitt för att tillgodose fler spelares behov och förbättra användarupplevelsen. Forskningen drar paralleller till befintliga metoder i spel och föreslår ett rutnätnätsbaserat system där spelare kan skapa skräddarsydda användargränssnitt.
|
Page generated in 0.0325 seconds