Cosmetics are used to improve physical appearance, but the benefits may be limited to people without visual impairment. The importance of attractiveness among blind persons has not been assessed. We investigated the i...Cosmetics are used to improve physical appearance, but the benefits may be limited to people without visual impairment. The importance of attractiveness among blind persons has not been assessed. We investigated the influence of makeup on brain activity of blind persons using functional magnetic resonance imaging (fMRI). Participants were 7 blind females (BFs) who learned to fully apply makeup and 9 mostly age-matched normally sighted females (NSFs). Brain activity was measured using fMRI before and after application of makeup and during a makeup image task in each state. In the default mode network at rest, there was no difference between the BFs and NSFs. However, a lateral visual network to the opposite side was observed in the NSFs, whereas no such network was noted in the BFs. A weak network was noted in the BFs in the occipital fusiform gyrus and temporal occipital fusiform cortex, and an extensive visual area network defect was noted. Also, activity after makeup application was significantly higher in the nucleus accumbens, pallidum, and hippocampus. Activity in the right middle cingulate gyrus, right cerebral white matter, and right anterior cingulate gyrus was higher before makeup in both BFs and NSFs, and the activity was significantly higher and more extensive in the BFs. In conclusion, applying makeup is a personally rewarding activity, even for BFs, as it strongly activates the reward system and the reward/memory system network, even in the absence of a visual area network.展开更多
A new scheme named personalized image retrieval technique based on visual perception is proposed in this letter, whose motive is to narrow the semantic gap by directly perceiving user's visual information. It uses...A new scheme named personalized image retrieval technique based on visual perception is proposed in this letter, whose motive is to narrow the semantic gap by directly perceiving user's visual information. It uses visual attention model to segment image regions and eye-tracking technique to record fixations. Visual perception is obtained by analyzing the fixations in regions to measure gaze interests. Integrating visual perception into attention model is to detect the Regions Of Interest (ROIs), whose features are extracted and analyzed, then feedback interests to optimize the results and construct user profiles.展开更多
Objective: To compare the learning of visually impaired individuals after the use of the educational game “Drugs: playing it clean”. Method: Quasi-experimental, comparative, before-after study. Results: The particip...Objective: To compare the learning of visually impaired individuals after the use of the educational game “Drugs: playing it clean”. Method: Quasi-experimental, comparative, before-after study. Results: The participants’ mean age in Brazil was lower than in Portugal;a significant difference in information acquisition was found between the pre and post-test for the low-complexity (Brazil p = 0.018 and Portugal p = 0.002), without a difference in the number of correct answers for the medium/high-complexity questions between the two countries (p = 0.655 and p = 0.0792);when comparing the number of correct answers before and after the game intervention, an increase was found in Brazil and Portugal, respectively (21.8% - 61.1%;11.2% - 38.9%);a significant difference was found in the number of correct answers between the low and medium/high-complexity questions (p = 0.030). Conclusion: The educational game permits information access and can be used as a teaching-learning strategy.展开更多
Objective: To validate the educational board game “Drugs: playing fair” for visually impaired people in Brazil and Portugal. Methods: Study of apparent validation carried out in two associations for visually impaire...Objective: To validate the educational board game “Drugs: playing fair” for visually impaired people in Brazil and Portugal. Methods: Study of apparent validation carried out in two associations for visually impaired people in Fortaleza, Brazil, and in Porto, Portugal. Thirty-six visually impaired people, 18 from each country, participated in the study. An evaluation tool with 23 items on specifications, content and motivation of the game was applied. Results: The scores awarded in both countries were excellent, with means varying in Brazil from 9.0 to 9.6 and in Portugal, from 8.4 to 9.2. As for the categories and subcategories, the best means in Brazil were: content (9.5);theoretical and methodological consistency (9.6) and concepts/information (9.5). In Portugal, the best means were concepts/information (9.2) and curiosity (9.2). Only two items showed a significant difference: “it allows interaction” (p = 0.024) and “compatible degree of difficulty” (p = 0.012). Conclusion: The educational game on drugs was validated in Brazil and Portugal.展开更多
A vast quantity of art in existence today is inaccessible to individuals.If people want to know the different types of art that exist,how individual works are connected,and how works of art are interpreted and discuss...A vast quantity of art in existence today is inaccessible to individuals.If people want to know the different types of art that exist,how individual works are connected,and how works of art are interpreted and discussed in the context of other works,they must utilize means other than simply viewing the art.Therefore,this paper proposes a language to analyze,describe,and explore collections of visual art(LadeCA).LadeCA combines human interpretation and automatic analyses of images,allowing users to assess collections of visual art without viewing every image in them.This paper focuses on the lexical base of LadeCA.It also outlines how collections of visual art can be analyzed,described,and explored using a LadeCA vocabulary.Additionally,the relationship between LadeCA and indexing systems,such as ICONCLASS or AAT,is demonstrated,and ways in which LadeCA and indexing systems can complement each other are highlighted.展开更多
Under the constantly changing production and marketing conditions including globalization,the fashion apparel industries are frequently restructuring to maintain customers and sustain competitiveness.One of the method...Under the constantly changing production and marketing conditions including globalization,the fashion apparel industries are frequently restructuring to maintain customers and sustain competitiveness.One of the methodologies adopted by manufacturers includes mass customization,which attempts to produce near custom made product at near mass production cost.Since swimwear requires tighter fit tolerance and still has fashion content,it has been used in this study to illustrate the ease of design change,design modification,and customization.Multi-style design of swimsuit is very demanding and time-consuming if traditional design methods are applied.Swimsuit manufacturers require systems with the capacity to deal with garment design process as a whole,including possibilities to work directly within a 3D graphic environment.However,it is realised that one of the major challenges in garment design concerns the physically-based simulation of production and 3D visualization.An innovation method consisting of a computer-aided design(CAD)system,allowing the designer to perform multi-style swimsuit design on a customized virtual human body,is presented in this paper.The 3D visualization and personalization of the simulation results are presented to help the designers to preview and determine whether the design of the swimsuit is satisfactory and then obtain feedback to improve their designs iteratively.The new functions of the virtual system provide the abilities to perform intelligent design of various swimsuit styles and materials for different body parts according to individual design requirements.The advantages of innovative design method for swimsuit have been discussed in this paper and examples have been provided to illustrate the ease of use CAD in design simulation and innovation.展开更多
文摘Cosmetics are used to improve physical appearance, but the benefits may be limited to people without visual impairment. The importance of attractiveness among blind persons has not been assessed. We investigated the influence of makeup on brain activity of blind persons using functional magnetic resonance imaging (fMRI). Participants were 7 blind females (BFs) who learned to fully apply makeup and 9 mostly age-matched normally sighted females (NSFs). Brain activity was measured using fMRI before and after application of makeup and during a makeup image task in each state. In the default mode network at rest, there was no difference between the BFs and NSFs. However, a lateral visual network to the opposite side was observed in the NSFs, whereas no such network was noted in the BFs. A weak network was noted in the BFs in the occipital fusiform gyrus and temporal occipital fusiform cortex, and an extensive visual area network defect was noted. Also, activity after makeup application was significantly higher in the nucleus accumbens, pallidum, and hippocampus. Activity in the right middle cingulate gyrus, right cerebral white matter, and right anterior cingulate gyrus was higher before makeup in both BFs and NSFs, and the activity was significantly higher and more extensive in the BFs. In conclusion, applying makeup is a personally rewarding activity, even for BFs, as it strongly activates the reward system and the reward/memory system network, even in the absence of a visual area network.
基金Supported by the National Natural Science Foundation of China (No.60472036, No.60431020, No.60402036)the Natural Science Foundation of Beijing (No.4042008)and Ph.D. Foundation of Ministry of Education (No.20040005015).
文摘A new scheme named personalized image retrieval technique based on visual perception is proposed in this letter, whose motive is to narrow the semantic gap by directly perceiving user's visual information. It uses visual attention model to segment image regions and eye-tracking technique to record fixations. Visual perception is obtained by analyzing the fixations in regions to measure gaze interests. Integrating visual perception into attention model is to detect the Regions Of Interest (ROIs), whose features are extracted and analyzed, then feedback interests to optimize the results and construct user profiles.
文摘Objective: To compare the learning of visually impaired individuals after the use of the educational game “Drugs: playing it clean”. Method: Quasi-experimental, comparative, before-after study. Results: The participants’ mean age in Brazil was lower than in Portugal;a significant difference in information acquisition was found between the pre and post-test for the low-complexity (Brazil p = 0.018 and Portugal p = 0.002), without a difference in the number of correct answers for the medium/high-complexity questions between the two countries (p = 0.655 and p = 0.0792);when comparing the number of correct answers before and after the game intervention, an increase was found in Brazil and Portugal, respectively (21.8% - 61.1%;11.2% - 38.9%);a significant difference was found in the number of correct answers between the low and medium/high-complexity questions (p = 0.030). Conclusion: The educational game permits information access and can be used as a teaching-learning strategy.
文摘Objective: To validate the educational board game “Drugs: playing fair” for visually impaired people in Brazil and Portugal. Methods: Study of apparent validation carried out in two associations for visually impaired people in Fortaleza, Brazil, and in Porto, Portugal. Thirty-six visually impaired people, 18 from each country, participated in the study. An evaluation tool with 23 items on specifications, content and motivation of the game was applied. Results: The scores awarded in both countries were excellent, with means varying in Brazil from 9.0 to 9.6 and in Portugal, from 8.4 to 9.2. As for the categories and subcategories, the best means in Brazil were: content (9.5);theoretical and methodological consistency (9.6) and concepts/information (9.5). In Portugal, the best means were concepts/information (9.2) and curiosity (9.2). Only two items showed a significant difference: “it allows interaction” (p = 0.024) and “compatible degree of difficulty” (p = 0.012). Conclusion: The educational game on drugs was validated in Brazil and Portugal.
文摘A vast quantity of art in existence today is inaccessible to individuals.If people want to know the different types of art that exist,how individual works are connected,and how works of art are interpreted and discussed in the context of other works,they must utilize means other than simply viewing the art.Therefore,this paper proposes a language to analyze,describe,and explore collections of visual art(LadeCA).LadeCA combines human interpretation and automatic analyses of images,allowing users to assess collections of visual art without viewing every image in them.This paper focuses on the lexical base of LadeCA.It also outlines how collections of visual art can be analyzed,described,and explored using a LadeCA vocabulary.Additionally,the relationship between LadeCA and indexing systems,such as ICONCLASS or AAT,is demonstrated,and ways in which LadeCA and indexing systems can complement each other are highlighted.
基金The Hong Kong Polytechnic University Grant,Hong Kong,China(No.1ZV1Z)
文摘Under the constantly changing production and marketing conditions including globalization,the fashion apparel industries are frequently restructuring to maintain customers and sustain competitiveness.One of the methodologies adopted by manufacturers includes mass customization,which attempts to produce near custom made product at near mass production cost.Since swimwear requires tighter fit tolerance and still has fashion content,it has been used in this study to illustrate the ease of design change,design modification,and customization.Multi-style design of swimsuit is very demanding and time-consuming if traditional design methods are applied.Swimsuit manufacturers require systems with the capacity to deal with garment design process as a whole,including possibilities to work directly within a 3D graphic environment.However,it is realised that one of the major challenges in garment design concerns the physically-based simulation of production and 3D visualization.An innovation method consisting of a computer-aided design(CAD)system,allowing the designer to perform multi-style swimsuit design on a customized virtual human body,is presented in this paper.The 3D visualization and personalization of the simulation results are presented to help the designers to preview and determine whether the design of the swimsuit is satisfactory and then obtain feedback to improve their designs iteratively.The new functions of the virtual system provide the abilities to perform intelligent design of various swimsuit styles and materials for different body parts according to individual design requirements.The advantages of innovative design method for swimsuit have been discussed in this paper and examples have been provided to illustrate the ease of use CAD in design simulation and innovation.