• Title/Summary/Keyword: 감각과 경험

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The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts (텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 -)

  • 장선희;이경원
    • Archives of design research
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    • v.17 no.2
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    • pp.413-424
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    • 2004
  • This paper defines the telepresence as a particular type of experience, rather than a collection of hardware. Defining telepresence in this way provides a means for examining telepresence in relation to other types of mediated experience. Presence refers to the natural perception of an environment, and telepresence refers to the mediated perception of an environment. Factors influencing whether a particular mediated environment will induce a sense of telepresence include the following: the combination of sensory stimuli employed in the environment, the ways in which participants are able to interact with the environment, and the characteristics of the individual experiencing the environment. Telepresence art invites the people from remote worlds to networked cyber space and creates the experience of 'being there' by making participants control the virtual reality system and receive feedback from their teleactions. It is the way to produce an open and engaging experience that manifests the cultural changes brought about by remote control, remote vision, telekinesis, and real-time exchange of audiovisual information. The principal determinants of telepresence are sensory immersion, sensory fidelity, cognitive fidelity and personal factors. This paper applies the 4 determinants to telepresence art works such as Ken Goldberg's Telegarden, Monika Fleischmann & Wolfgang Strauss' The Home of the Brain, Paul Sermon's Telematic Dreaming, Telematic Vision, Eduardo Kac's Uriapuru, Simon Penny's Traces and Paul Sermon & Andrea Zapp's A Body of Water.

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The Effect of the Sensation Seeking Tendency of Leisure Sports Participants on Exercise Passion and Psychological Well-being (생활체육 참가자의 감각추구성향이 운동열정 및 심리적 행복감에 미치는 영향)

  • Yoo, Jung-In;Kim, Sung-Kue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.211-222
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    • 2020
  • The purpose of this study is to investigate how the influence of sensory weight on the physical fitness participants affects exercise passion and psychological well-being, and to provide basic data for improving the quality of life and well-being of the people. In order to achieve the purpose of this study, data were collected using participants' sensation seeking tendency, excercise passion, and psychological well-being scale, and various statistical analyzes were performed to obtain the following results. As a result of the analysis, first, it was found that there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the gender of participants in leisure sports. Second, there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the careers of participants in leisure sports. Third, the thrill and adventure of the sensation seeking tendency had a positive effect on the pleasure, immersion, and confidence of the psychological well-being, while pursuing experience on the self-realization of the psychological well-being, but it was found that the sense of boredom had a negative effect on the immersion of the psychological well-being. Fourth, the thrill, adventure, and pursuit of experience among the sensation seeking tendencies had a positive effect on the harmonious passion of exercise passion, but negative effect on the sense of boredom. Finally, it was found that exercise passion had a positive effect on all sub-factors of psychological well-being.

A Study on the Object Extraction Methology using the Information Structure Modeling in the Analysis Phase (정보 구조 모델링을 이용한 분석 단계에서의 객체 추출방법에 관한 연구)

  • 정정인;박재년
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04a
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    • pp.507-509
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    • 2000
  • 기존 객체 지향 방법론에 의한 소프트웨어 개발에서의 공통적인 문제점은 표기법이 복잡하고, 산출물도 많아서 사용자가 이해하기가 어렵다는 것이다. 또한 분석단계에 있어서도 객체추출의 자세한 가이드라인을 제시한지 않고 있어서 개발자들의 감각과 경험에 크게 의존하고 있어 일관성이 없으며, 추출된 객체들 사이의 연결을 찾기가 쉽지 않아 확장이 어렵다. 따라서, 본 논문에서는 간단한 표기법과 산출물로 개발 초기부터 사용자의 참여를 유도할 수 있는 정보 구조 모델링을 이용하여 분석 단계에서의 객체 추출에 대한 가이드 라인을 제시하고자 한다.

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Surrealistic Expression with Interactive Art (인터렉티브 아트의 초현실적 표현)

  • Lee, Jinsil;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.95-96
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    • 2016
  • 3d 게임 혹은 애니메이션 툴로 제작된 인터렉티브 아트 작품은 디스플레이를 통해 표현 될 때 가상의 입체공간이 시각적 평면 상태로 전달되는 물리적 한계를 가지게 된다. 관람자의 몸의 움직임과 가상현실의 시각적 재현, 물리적 공간에서 물체의 변화와 움직임을 동시에 경험한다면, 다양한 감각과 자극으로 작품의 몰입도를 높이고 전달하고자 하는 내용에 집중도를 높을 수 있다. 이 프로젝트에서는 이러한 복합적인 인터렉션을 통해 현대사회의 가상과 현실의 모호성을 표현하고, 삶의 본질과 현상에 대한 철학적 질문을 제시한다.

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Impact of customer experience characteristics on perceived value and revisit intention: Focusing on offline home appliance stores (고객체험특성이 지각된 가치와 재방문 의도에 미치는 영향: 가전 오프라인 매장을 중심으로)

  • Hosun Jeong;Jungmin Park;Hyoung-Yong Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.395-413
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    • 2023
  • This research studied the effect of customer experience characteristics in offline home appliance stores on perceived value and revisit intention. Among the offline distribution of home appliances with more than 100 stores nationwide, two home appliance retailers (HiMart, E-Land), three hypermarkets (E-Mart, Homeplus, Lotte Hi-Mart), and two home appliance stores (LG Best Shop, Samsung Digital Plaza) were selected, and a survey was conducted on men and women in their 20s or older in Seoul, Gyeonggi, and Incheon who had visited and purchased the home appliance store within the last 6 months. As a result of the survey, a statistical analysis was conducted on a total of 330 samples using the PLS (Partial Least Squares) structural equation model and SPSS statistical package. Through this study, the following research results can be obtained. First, educational experience, deviant experience, and aesthetic experience had a positive (+) effect on the functional value. However, entertainment experience did not affect functional value. Second, educational experience, deviant experience, and aesthetic experience all had a positive (+) effect on emotional value. Third, both functional and sensory values had a positive (+) effect on the revisit intention. Fourth, it was confirmed that brand loyalty had no moderating effect between functional value and sensory value revisit intention. The results of this study show the structural relationship between customer experience characteristics, perceived value (functional value, sensory value), and revisit intention. This result provides guidelines on what activities home appliance offline stores should do at a time when online channels threaten the survival of offline channels.

Human Sensibility and Its Measurement and Evaluation (인간감성특성과 감성의 측정평가)

  • 이구형
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.37-42
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    • 1997
  • 인간의 감성은 감정과는 구분되는 심리적 현상으로 감정이 강도가 높으며 생리적, 신체적 반응을 동반하는데 비하여, 감성은 강도가 낮으며 겉으로 나타나는 생리적 변화가 없다. 감정은 외부의 감각자극에 대하여 두뇌에서 단계적인 정보처리의 결과로 나타나지만 감성은 반사적이고 직관적으로 발생된다. 감정은 대상에 대하여 여러사람이 동일한 반응을 보이는 공통성과 객과성을 갖지만, 감성은 동일한 대상에 대해서도 개인에 따라 다양하게 나타나며 시간과 환경에 따라 변화한다. 감정은 두뇌에서 cortex와 관련이 있으나 감성은 limbic system과 관련이 있다. 이러한 감성의 특성과 발생과정의 이해는 앞으로 감성을 연구하는 방법의 결정에 중요한 자료하 된다. 감성은 개인의 생활경험에 의한 기억이 limbic system 에 형성되어 감각정보에 대한 반응을 하게 되며, limbic system은 hypothalamus와 밀접한 관계를 갖고 있어, 감성의 측정평가를 위해서는 생활경험에 영향을 미치는 제반 요인들의 파악과 함께 자율신경계의 반응을 측정할 수 있는 방법의 개바이 요구된다.

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The Correlation between Sensory Process Type and Interpersonal Problems, Adult Attachment on University Students (대학생의 감각처리 유형과 대인관계문제 및 성인애착의 관계)

  • Yoon, Su-Jeong;Lee, Chun-Yeop;Kim, Hee-Jung;Jung, Hye-Rim
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.2
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    • pp.9-18
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    • 2017
  • Objective : This study was to find out the level of sensory process type, adult attachment and interpersonal problems on university students and then to investigate the correlation. Methods : For this study, 169 students who don't know about the evaluation tool in university students of K area in Korea were participated. To execute evaluation, Adolescents/Adults Sensory Profile (AASP) was used for the sensory process type, Short Form of the Korean Inventory of Interpersonal Problems Circumplex Scale (KIIP-SC) was used for interpersonal problems, and Experiences in Close Relationships Scale-Revised (ECR-R) was used for the adult attachment. The correlation between sensory process type and interpersonal problems, adult attachment was analyzed by using pearson correlation analysis. Results : Sensory process type of university students appeared that sensory seeking was lower than general people, and the rest of items showed similar results with general people. For interpersonal problems, there was a lot of difficulty in self-sacrificing and overly accommodating, whereas there was a little difficulty in vindictive and domineering / controlling. For adult attachment, attachment avoiding was more stable than attachment anxiety. Also, low registration and sensory sensitivity all showed positive correlation with interpersonal problems and adult attachment. Among interpersonal problems, self-sacrificing and intrusive showed positive correlation with sensory seeking whereas cold, socially inhibited, nonassertive, and overly accommodating showed positive correlation with sensory avoiding. Thus, sensory seeking and sensory avoiding showed different results (p<.05). Conclusion : In occupational therapy clinic, not only the disabled but non-disabled people that experience issue of interpersonal problems and attachment could be helped with managing high quality social activity if they execute intervention according to sensory process type.

A Survey on the Spatial Sense Ability of Elementary School Students -Focusing on Fourth to Sixth Graders- (초등학생들의 공간 감각 실태 조사 -4,5,6학년을 중심으로-)

  • Cho, Young Sun;Chong, Yeong Ok
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.3
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    • pp.359-388
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    • 2012
  • The study aims to extract the framework of sub-factors of spatial sense, to develop test instruments based on the framework to investigate the actual spatial sense ability of fourth to sixth graders in elementary school and to analyze the results. According to the framework of sub-factors of spatial sense of the study, spatial sense has two factors of spatial visualization and spatial orientation. Spatial visualization is divided into mental rotation, mental transformation and figure-ground perception while spatial orientation is categorized into direction sense, distance sense, and location sense. Based on the framework, the test instrument for spatial sense ability was developed and the test was conducted to 430 fourth to sixth students in five elementary schools in capital areas. The following conclusions were drawn from the results obtained in the study. Firstly, the higher school year gets, the more spatial sense grows. However, spatial visualization is developed much more than spatial orientation and their order is reversed with higher graders. Secondly, the most insufficient abilities among fourth to sixth elementary school students' spatial sense were mental transformation of spatial visualization and location sense of spatial orientation. Thirdly, the reasons of differences in sub-factors of spatial sense and graders seem to be from effects of students' learning experiences of spatial sense of mathematics curriculum and the complexities of test items.

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Developing Virtual Learning Environments for Improving Spatial Sense of Young Children (유아의 공간감각 향상을 위한 가상학습공간 구축)

  • Cha, Eun-Mi;Lee, Kyoung-Mi;Lee, Jeong-Wuk
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.154-160
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    • 2007
  • The 'spatial sense' means an intuitive feel for one's surroundings and the objects in them. The early childhood is an important period to develop the 'spatial sense'. For young children, motion is a major way of extending their spatial awareness. Consequently, an important step in spatial sense instruction involves getting the children moving. This paper proposes four motion based-contents for improving the spatial sense of young children: a bubble game, a cyber goalkeeper game, a mud-huddle game, and a shape recognition game, The proposed four games are implemented to the virtual learning environments. Also, the virtual learning environments utilize the realistic interfaces which can recognize motions of young children and then interact with the games as they do the movement at the virtual environments provided. Using the realistic interfaces not only develops young children's spatial sense but also offers them the pleasure and interest of self-study.

Health Zone_마음 비타민 -나도 모르는 내 안 트라우마 극~복!

  • Lee, Yun-Mi
    • 건강소식
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    • v.36 no.4
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    • pp.32-33
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    • 2012
  • 트라우마(trauma)는 외상 후 스트레스 장애다. 극단적인 트라우마의 기억은 그 당시에 경험했던 생생한 감정이나 신체 감각의 잔재가 뇌 안의 신경 회로에 그대로 남아 있다가 일상생활에서 사소한 자극에 의해 그대로 폭발 되어 나온다.

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