• Title/Summary/Keyword: 감성공간디자인

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The Change Characteristic of the Stimulation and Satisfaction of the Brain Wave Reaction to the Visual Stimulation in the Space - Focus on the Influence of the Halogen and Wall - (시각적 공간자극에 나타난 뇌파반응의 자극 정도와 만족도 변화특성 - 할로겐 조명과 벽의 영향을 중심으로 -)

  • Seo, Ji-Eun
    • Korean Institute of Interior Design Journal
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    • v.24 no.5
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    • pp.99-107
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    • 2015
  • The purpose of this study is to analyze the change of visual stimulus of users to the space through the experiment of EEG and the satisfaction of users depends on the lighting. To do that, the results measured with EEG experiment focusing on Beta ${\beta}$ were compared to each other to figure out difference in the changes of the activation of human brain on lighting's situation as the lighting off and on in the same space. The difference in the results was verified according to the characteristic of users which classified with 4 types of the spatial sensitivities. The results of this study are as following. Firstly, the spacial sensitivity of user is to communicate well with the different senses with stimulus through interaction among the elements. At this time, the brain plays a major role in build the spacial sensitivity of users as the place to make form. Secondly, there are the differences in the activation of brain depends on lighting situation even in the same space. The stimulus into the brain became generally stronger in images with lighting on than off. Especially, the response in the occipital lobe which connected with the visual center turn out strongly in the image of 'modern natural'. Because the visual stimulus interact well with the bright color, the reflectional texture and the rough texture painted the dark color. Thirdly, the satisfaction of users changed with lighting in the space. But we could know that the satisfaction of users isn't be related to the visual stimulus through the results of this study. Finally, there isn't the difference in the activation degree of brain according to the characteristic which are preference of users into 4 types of the spatial sensitivity through the results came from ANCOVA(analysis of covariance) with SPSS Program 22.

3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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Study of the Image Design Components of Urban Landscape Media Facade (도시경관 미디어파사드의 영상디자인 구성요소 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6478-6483
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    • 2014
  • Media facades project images on the external walls of a building as a screen. Such facades can recover the cultural emotions of users tired of a high level of market competition in urban spaces and develop into urban aesthetics and be reinterpreted as an image design as the city becomes a topic as well as the target projected. From a cultural perspective, the artistic possibility and strengthening of publicness of media facades are discussed. One of the considerations is that it should be the medium communicating with the building or surrounding of the projected target. Urban landscape media facades, such as 2014 Gwanghwamun media facade, 2014 Sejong Center for the Performing Arts media facade and 2013 Namsan media facade were compared and analyzed. As a result, four types of image design components could be derived such as motifs, concepts, stories and projection types. Media facade, which is establishing itself as a new technological genre beyond canvas and theater screens, should contain messages, themes and technological advances as a higher level of the urban symbolic art form in the future. This paper derived the components of image design through the comparative analysis of symbolic urban landscape media facade.

Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
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    • v.15 no.1
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    • pp.135-150
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    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
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    • s.51
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    • pp.361-390
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    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

An Experimental Study on Physiological and Psychological Effects of Pine Scent (소나무 향기의 생리 심리적 효과에 관한 실험적 연구)

  • Jo, Hyun-Ju;Fujii, Eijiro;Cho, Tae-Dong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.1-10
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    • 2010
  • The scientific verification of the physiological and psychological effects that result from interaction with green plants would not only provide objective knowledge on the psychological effect of green but would also establish useful grounds for the creation of green spaces that consider human emotions. The present study measured the cerebral activity(cerebral blood flow) and the autonomic nervous system activity (blood pressure, pulse rate, amylase) of fifteen Korean male subjects as they inhaled the natural scent diffused by pine needles. Impression and mood state evaluations of the reactions to the pine scent were carried out using the SD method and POMS. Cerebral activity was observed to be significantly activated in the feeling, judgment, and motor areas of the frontal lobe, as well as the memory area in the temporal lobe. Verbal evaluations by the SD method and POMS indicated a pine scent left natural but stimulated and active impressions, provided vigor, and also reduced confusion. The autonomic nervous system activities, however, showed no significant differences. These findings verified scientifically that a pine scent vitalizes humans both physiologically and psychologically. These results could be useful as fundamental data for the design of green spaces that consider human emotional aspects.

Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.651-655
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    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

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A Study on the Color Grouping System to Fashion (섬유컬러 그루핑 체계에 관한 연구)

  • 이재정;정재우
    • Archives of design research
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    • v.17 no.3
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    • pp.27-38
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    • 2004
  • It is important for designers to be supported with their decision-making on colours which is often based on personal distinction rather than logical dialogue that may lead to confusion within communicating with others. To help these problems and to gain productivity, we would like to propose a way to define colour grouping method. In other words, the purpose of this study is to help to improve the communication and productivity within the design and designers. The grouping was based and inspired by from the studies of Kobayashi, Hideaki Chijiawa, Allis Westgate and Martha Gill. The study of grouping is based on the "tones" of each group, as they seem to reflect a designer s sentimentalism of chosen colours the best. Each of these groups will be named Bright , Pastel ,Deep and Neutral The general concept of each groups are: - Bright: high quality of pixels of primary colour - Pastel: primary colour with white - - Deep: Primary colour with gray or black - Neutral: colours that does not include any of above Each of the colour group has been allocated into Si-Hwa Jung's colour charts and colour prism to visualize the relationships between the colour groups. These four groups and the colours included in them will be broken down to smaller groups in order to make colour palette. This would break the barrier and result in using colours in groups as well as crossover coordination. This study would result in new ways of using colurs for designers designers

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Origin of Organic Matter and Geochemical Variation of Upper Quaternary Sediments from the Ulleung Basin (울릉분지 상부 제4기 퇴적물의 유기물 기원 및 지화학적 분포)

  • Kim, Ji-Hoon;Park, Myong-Ho;Ryu, Byong-Jae;Lee, Young-Joo;Oh, Jae-Ho;Cheong, Tae-Jin;Chang, Ho-Wan
    • Economic and Environmental Geology
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    • v.40 no.5
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    • pp.605-622
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    • 2007
  • Elemental, Rock-Eval pyrolysis and isotopic analysis of the core sediments from the northwestern and eastern Ulleung Basin of the East were carried out to identify their geochemical characteristics, spatial and vertical variation and origin of organic matter in Upper Quaternary sediments from the northwestern and eastern Ulleung Basin of the East Sea. TOC, m and TS did not show spatial variation between the sampling locations whereas they showed systematic vertical variation associated with MIS stages related to the sea-level change of the East Sea. It is suggested that these past changes of sea-level influenced the sedimentary depositional environments and/or diagenesis which resulted the patterns observed in this study. Based on the results of TOC/N, TS/TOC, ${\delta}^{13}C_{org}\;and\;{\delta}^{15}N_{org}$ analysis, organic matters in the study area appears to be predominantly originated from the marine algae rather than land plant and deposited under normal marine oxic condition during MIS I and MIS III period, and under euxinic/anoxic condition during MIS II period. TOC/N, ${\delta}^{13}C_{org}\;and\;{\delta}^{15}N_{org}$ have a relatively constant value irrespective of MIS stages, implying that the organic matter source does not change by the sea-level fluctuations. However, the results of Rock-Eval pyrolysis indicates that the organic matter is in immature stage and originated from land-plant (Type III), locating in the immature stage land plant (Type III). Similar differences were reported from other areas such as the Atlantic Ocean, Iberia Abyssal Plain, Mediterranean Sea, suggesting that Rock-Eval method does not exactly reflect the characteristic of immature organic matters. Accordingly, the application of Rock-Eval pyrolysis for delineating the source of immature organic matters should be approached with caution and all other geochemical proxies should be considered altogether at the same time.