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*Graduate School of Digital Design, KyungSung University & 110,Daeyeon-dong, Nam-gu, Pusan, 608-736,
KOREA, amidalapaik@hotmail.com
**Graduate School of Digital Design, KyungSung University & 110,Daeyeon-dong, Nam-gu, Pusan, 608-736,
KOREA,, mahnoo@star.ks.ac.kr
***Graduate School of Digital Design, KyungSung University & 110,Daeyeon-dong, Nam-gu, Pusan, 608736, KOREA,, adam@star.ks.ac.kr
****Graduate School of Digital Design, KyungSung University & 110,Daeyeon-dong, Nam-gu, Pusan, 608736, KOREA,, jmgim@star.ks.ac.kr
Abstract:
The purpose of this study is to highlight aspects of audio/visual synergy within the general field of motion graphic
technology.
Contemporary research suggests that the preeminence of image in motion graphic production is giving way to a
strategic fusion of sound and image as the paramount carrier of information and emotional impact.
Visual information is conveyed through a perceptual media.
body actually resonates with incoming acoustic vibrations) and it is primarily through physical means that subliminal,
emotional and linguistic information is transmitted.
visual information was the signature carrier of media data and media effect.
research, advance the notion that acoustic effects are actually more effective than information conveyed by purely visual
means. Motion graphic technology is time based media with distinctive spatial characteristics, and is well suited as a
laboratory for experiments in media effect with regard to sound and image.
and experiments utilizing MindSensor II software and brain wave topology interface (ECTI) in the relative effectiveness of
various sound/image combinations conveyed through motion graphic media.
This paper will conclude with an executive summery of the experimental data, and a review of recent developments in the
synergistic effects of sound and image.
Key words: Motion Graphics, Cognitive information, Physical Information
1. Introduction
Motion Graphics is one of the most persuasive multimedia genres. It has the potential to fuse audio and visual
stimulus more effectively than any other digital media. Within this genera, as the technology improves, audio data
will become as important a carrier of information as visual data. Motion Graphic work can express powerful
emotional content, exploiting the dynamic interrelation of visual kinetics and acoustic texture and rhythm.[1] As
Marshall McLuhan argues, the mechanics of the media itself is as important a carrier of emotional effect as is
the cognitive content.[2] Acoustic material, the prime driver of physical and emotional effects in multimedia,
Audio
visual
Accidental
Mechanical
Organic
Freehand
Audio
Sample 1
Sample 3
Sample 5
Sample 7
No audio
Sample 2
Sample 4
Sample 6
Sample 8
3. Background
3-1 Motion Graphics
Motion graphics refers to a synthesis of elements common to animation and traditional visual design. It is
distinguished from other design media in that it moves by timeline enabling design professionals to compose
images using musical and painterly techniques.[6]
Motion graphics achieved preeminence in the design world in a surprisingly short period, and is now
considered the privileged genre within the field of visual design. Applications for motion graphics include
advertising, music video, cinema, TV, Web and DVD. With the integration of UI technology, motion graphics
has become an interactive genre, incorporating hypertext and non-linear elements.[7]
4. Experiment design
4-1 laboratory setting and participants
The experiment is conducted in soundproof environment. A random selection of subjects with set age and
4-2 Equipment
Normally medical brain wave detectors consist of more than 20 sensors and each sensor has a sucker. For this
reason all participants have to shave their hairs for experiment. And the purpose of medical sensor is to catch
microscopic abnormal signs of brain, for example epilepsy. So they are not fit for measuring emotional changes.
But thanks to the radio frequency technology development it is possible now to record overall change pattern of
brainwave with only one hair band sensor.
This experiment uses a single-wide sensor system called Brain Builder Unit. The software is called Mind
Sensor II, which is commonly used to gather and analyze brainwaves. Both analytical applications operate in
Windows XP environment. Statistical analysis used SPSS 10.0 (Statistical packages for Social Sciences)
4-2-1 Interface: Brain Builder
4-2-2 Software: Mind SensorII
4-2-3 EEG spectrum: frequency range 1 ~ 24 Hz / pressure 1Vpp / density 0.6V / sampling frequency 128Hz /
channel variant: 1:1
EEG band is set from anterior to posterior lobe for brainwave signature.
4-3 Visual Variables
In the context of contemporary perceptual and color perception research, four motion graphic animations are
utilized; accidental, mechanical, organic, and freehand. Visual prototypes were classified into four groups as
follow figure. <Fig. 4> Each type has opposite visual meaning by vertical and horizontal direction.
According to these visual classification principles four motion graphic works were made below.
4-3-1. Accidental: images without perceptible morphology.
5. Results
Five categories of brainwave data were collected; Beta, fast alpha, mid alpha, slow alpha, theta waves.
Statistical analysis determines mean differences between two variables per subject/Total base.(T-test and F-value
test) Analysis results say that T-test between male and female has no significant differences in brain wave
frequencies. And there are no statistical differences between blood types depend on F-value test. These are
partially caused by small sample size of subject. To analyze effects of audio-visual types this research calculated
dominant brain waves in each stimulus.
Main results bellow. Each cell represents a subject who has the dominant waveform profile for each variety of
AV file. (multiple response.)
wave
Stimulus
Fast
Mid
Slow
accidental
10
15
mechanical
11
organic
11
14
freehand
11
11
wave
Stimulus
Fast
Mid
Slow
accidental
18
mechanical
16
organic
15
freehand
13
According to the analysis, beta and fast alpha waves were dominant in sound added situations and slow alpha
waves are distinctively notable in the silent trial. These present that every subjects exposed to sound have much
more attention to stimulus. <Table2><Table3> It was evident that the subjects perceive more information when
visual stimulus is accompanied by sound.
Organic and Freehand files elicited minimal beta activity when projected without audio. With accompanying
audio, mechanical and organic files elicited high response in beta and fast alpha waves.
The variations of the 4 brain wave patterns would be the subject for continuing research. These variations
could be a factor of demographics, gender, or any number of other personal or social characteristics.
Further
research should use standardized visual files from encoded visual genres. Standardized criteria for audio files
are also central to further EEG research.
Emotional effects can hardly be measured with quantitative tools, but this experiment seeks to move toward a
methodology that could explore human emotions and motion graphics in the context of cognitive and
experimental psychology.
Such research could lead extraordinary innovations within the field of motion graphic
production. Further research could open startling vistas in the convergence of art, industrial psychology and
science.
Effective motion graphic producing is a matter of arts rather than sciences. Superb motion graphic works was
mostly made by creativity or artistic inspiration. But good designer always pursues both art and science together.
Good motion graphic design also lies in the middle of arts and science. This paper tried to handle arts
scientifically. And this kind of efforts can produce scientific method or predictable way to produce effective
visual and sound combination someday.
Reference
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Elsevier, Tokyo, 733-739(1998)
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