• Title/Summary/Keyword: 감각 자극 디자인

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Comparative Analysis of Written Language and Colloquial Language for Information Communication of Multi-Modal Interface Environment (다중 인터페이스 환경에서의 문자언어와 음성언어의 차이에 관한 비교 연구)

  • Choi, In-Hwan;Lee, Kun-Pyo
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.91-98
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    • 2006
  • The product convergence and complex application environment raise the need of multi-modal interface which enables us to interact products through various human senses. The sense of vision has been used predominantly more than any other senses for the traditional and general information gathering situation, but in the future which will be developed based on the digital network technology, the practical use of the various senses will be desired for more convenient and rational usage of the information appliances. The sense of auditory which possibility of practical use is becoming higher than ever with the sense of vision, the possible usage will be developed broader and in the various ways in the future. Based on this situation, the characteristics of the written language and the colloquial language and the comparative analysis of the difference between male and female's reaction for each language were examined through this study. To achieve this purpose, the literature research about the diverse components of the language system was peformed. Then, some peculiar characters of the sense of vision and auditory were reviewed and the appropriate experimentation was planned and carried out. The result of the accomplished experimentation was examined by the objective analysis method. The main results of this study are as follows: first, the reaction time for written language is shorter than colloquial language, second, there is a partial difference between the male's and female's reaction for those two stimuli, third, there is no selection bias between the sense of sight and the sense of hearing. I think the continuous development of the broad and diverse ways of study for various senses is needed based on this study.

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A Study on Flower Patterns in Fashion Brands : Focusing on Chanel, Louis Vuitton, Hermès, and Marimonde (패션브랜드에 나타난 꽃문양에 관한 연구 -샤넬, 루이비통, 에르메스, 마리몬드를 중점으로-)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.101-121
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    • 2021
  • The flower, a symbol of beauty representing beauty, exists as an aesthetic object throughout the history of mankind, and is one of the motifs most often used in plastic art. In this way, flower art is an art that embodies a form based on the theme of flowers. The flowers played a role in expressing human happiness and love by harmonizing beautifully with each other in shape and color. The flower pattern containing this symbolism is beautiful and excellent in decoration, and is applied not only to household goods, but also to art and fashion. The flower pattern is the most preferred pattern among patterns, and it is widely used regardless of the four seasons by changing the color according to the color and flowering time, and it is effective in stimulating the symbolism and psychological sense of humans, so it is used in design in various fields. In this study, the flower pattern, which is a symbol of beauty representing beauty and the motif of art, has been traditionally used in Korea, and is still loved in fashion and art even in modern times. We hoped to be active, and through this study, we tried to develop our own unique flower pattern and lay the groundwork for it to be commercialized.

Uncanny Valley Effect in the Animation Character Design - focusing on Avoiding or Utilizing the Uncanny Valley Effect (애니메이션 캐릭터 디자인에서의 언캐니 밸리 효과 연구 - 언캐니 밸리(uncanny valley)의 회피와 이용을 중심으로)

  • Ding, LI;Moon, Hyoun-Sun
    • Cartoon and Animation Studies
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    • s.43
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    • pp.321-342
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    • 2016
  • The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.

A Study on Generation Z's F&B Brand Choice Attributes and Brand Experience - Focusing on the London Bagel Museum - (Z세대의 F&B 선택 속성과 브랜드 경험에 관한 연구 - 런던베이글뮤지엄을 중심으로 -)

  • Bo Yeon Jang;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.185-192
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    • 2024
  • This study investigates the F&B brand choice attributes preferred by Generation Z and the brand experience of the London Bagel Museum, resulting in the following findings. First, in-depth interviews with Generation Z revealed that they consider 'appearance' and 'sociability' to be the most important factors when choosing an F&B brand. The success of the London Bagel Museum can also be attributed to fulfilling these Generation Z F&B brand choice attributes of 'appearance' and 'sociability.' Additionally, 'taste' was found to have the greatest impact on word-of-mouth and revisit intentions. The brand experience of the London Bagel Museum received the highest score in sensory experience, which can be seen as satisfying the visual stimulation that Generation Z, who value 'appearance,' consider important. This was followed by cognitive experience, emotional experience, and behavioral experience, in that order. The significance of this study lies in providing insights for the development of successful F&B brands by elucidating the F&B brand choice attributes of Generation Z and the brand experience of the London Bagel Museum.