scholarly journals Perceptual matching of translucent materials under different illuminant conditions.

2012 ◽  
Vol 12 (9) ◽  
pp. 867-867
Author(s):  
S. Nakauchi ◽  
R. Nishijima ◽  
T. Nagai ◽  
Y. Tani ◽  
K. Koida ◽  
...  
Keyword(s):  
1970 ◽  
Vol 31 (2) ◽  
pp. 460-462 ◽  
Author(s):  
Paul A. Sommers ◽  
Lee M. Joiner ◽  
Laurence E. Holt ◽  
J. C. Gross

The study was designed to determine the predictive validity of 5 kinesio-perceptual (KP) items (dynamic equilibrium, reaction time, agility, static equilibrium, and KP matching) contained in a test battery (KPT) administered to 120 institutionalized retarded children, chronological ages (CA) 8 to 20 yr. When multiple linear regression analysis was used to predict scores on the Wechsler Intelligence Scale for Children (IQ) the multiple correlation was .75 ( R2 = .57, p = .001). Knowledge of CA and sex added only 1% to the total amount of IQ variance accounted for. A brief discussion of the conflict between the goals of developmental validation and prediction of intellective criteria was also presented.


2018 ◽  
Vol 182 ◽  
pp. 107-118 ◽  
Author(s):  
Florence Enock ◽  
Jie Sui ◽  
Miles Hewstone ◽  
Glyn W. Humphreys
Keyword(s):  

2012 ◽  
Vol 24 (7) ◽  
pp. 1610-1624 ◽  
Author(s):  
Jon Andoni Duñabeitia ◽  
Maria Dimitropoulou ◽  
Jonathan Grainger ◽  
Juan Andrés Hernández ◽  
Manuel Carreiras

This study was designed to explore whether the human visual system has different degrees of tolerance to character position changes for letter strings, digit strings, and symbol strings. An explicit perceptual matching task was used (same–different judgment), and participants' electrophysiological activity was recorded. Materials included trials in which the referent stimulus and the target stimulus were identical or differed either by two character replacements or by transposing two characters. Behavioral results showed clear differences in the magnitude of the transposed-character effect for letters as compared with digit and symbol strings. Electrophysiological data confirmed this observation, showing an N2 character transposition effect that was only present for letter strings. An earlier N1 transposition effect was also found for letters but was absent for symbols and digits, whereas a later P3 effect was found for all types of string. These results provide evidence for a position coding mechanism that is specific to letter strings, that was most prominent in an epoch between 200 and 325 msec, and that operates in addition to more general-purpose position coding mechanisms.


2003 ◽  
Vol 121 (6) ◽  
pp. 1301-1305 ◽  
Author(s):  
Elisabet Stener-Victorin ◽  
Thomas Lundeberg ◽  
Jan Kowalski ◽  
Lars Opdal ◽  
Johan Sjöström ◽  
...  

2017 ◽  
Vol 45 (7) ◽  
pp. 1223-1239 ◽  
Author(s):  
Marius Golubickis ◽  
Johanna K. Falben ◽  
Arash Sahraie ◽  
Aleksandar Visokomogilski ◽  
William A. Cunningham ◽  
...  

2006 ◽  
Vol 153 (4) ◽  
pp. 431 ◽  
Author(s):  
P. Vera-Candeas ◽  
N. Ruiz-Reyes ◽  
J.C. Cuevas-Martı́nez ◽  
M. Rosa-Zurera ◽  
F. López-Ferreras

Author(s):  
J.E. Swan ◽  
M.A. Livingston ◽  
H.S. Smallman ◽  
D. Brown ◽  
Y. Baillot ◽  
...  

2021 ◽  
Vol 11 (21) ◽  
pp. 9911
Author(s):  
Xiaoxiao Cao ◽  
Makoto Watanabe ◽  
Kenta Ono

Mobile games are developing rapidly as an important part of the national economy. Gameplay is an important attribute, and a game’s icon sometimes determines the user’s initial impression. Whether the user can accurately perceive gameplay and affective quality through the icon is particularly critical. In this article, a two-stage perceptual matching procedure is used to evaluate the perceptual quality of six categories of games whose icons include characters as elements. First, 60 highly visual matching icons were selected as second-stage objects through classification tasks. Second, through the semantic differential method and correlation analysis, highly visual matching icons’ affective matching quality was measured. Finally, a series of icon samples were determined, and element analysis was carried out. Several methods were proposed for improving the perceptual quality of game icons. Studying the perceptual matching relationship can better enhance the interaction between designers, developers, and users.


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