• Title/Summary/Keyword: 감성 공간

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Research on the Applicability of Experientially Emotional Measurement Method in Product Design - Centred on Self-report Taking Seaside Seat Users- (경험적 감성 측정 방법의 제품 디자인 적용성에 관한 연구 -해변 벤치 이용자 대상의 자기-보고법을 중심으로-)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.658-665
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    • 2019
  • In the era of the rapid development of a tremendous number of new technologies and products, the emotional communication between products and users has become an important research topic. However, the user's emotional measurement methods have not been widely used in the field of product design. Besides, as an important space that can improve people's life quality and urban entertainment at the emotional level, seaside space also creates an atmosphere of frequent emotional communication among tourists, landscape and environmental facilities. To deduce the applicability and advantages and disadvantages of the experiential emotional measurement method in product design, this paper took the seaside seat users of Haeundae as the object and carried out the Self-report of the experiential emotional measurement method. Specifically, the experiment of Self-report was divided into two stages: prior survey and subsequent main investigation. Then the hypothesis was verified by using Bivariate Regression and Multiple Regression through SPSS. Furthermore, through the experiment of the Self-report, the applicability and advantages and disadvantages of experiential emotional measurement method in product design were derived. In the future, based on the applicability, advantages and disadvantages of the experiential emotional measurement method derived in this study, it is expected to become the fundamental and reliable data for the development of emotional measurement methods that can be suitable for product design.

The Emotional Agent Model for Virtual Tutoring Environements (가상교육을 위한 감성 에이전트 모델)

  • 주문원;최영미
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.04a
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    • pp.390-395
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    • 2000
  • 가상공간에서 이루어지고 있는 교육용 컨텐츠에 감성적 에이전트를 적용하고자 하는 연구가 활발히 진행되고 있다. 이는 감성에 대한 인지과학적 분석이 기술적인 구현 잠재력을 갖고 있다는 사실과 가상교육 환경에 대한 사회적 요구가 증대하고 있기 때문일 것이다. 이 글에서는 감성적 에이전트가 가상 교육 환경에 위치할 경우 고려해야 할 기술적 문제를 개관하고 그 모델을 제시하고자한다.

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Analysis of affective words on photographic images and the effects of color on the images (사진 이미지와 관련된 감성 어휘 분석 및 색 유무에 따른 감성 반응 비교)

  • 박수진;정우현;한재현;신수진
    • Science of Emotion and Sensibility
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    • v.7 no.1
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    • pp.41-49
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    • 2004
  • The affective words on photographic images were analyzed and a model was structured. Based on this model, the effects of color on the affections were studied. In study 1, the photographic images with various materials and techniques were presented and the affective responses are collected. The factor analysis using principal axing method showed that the variance of the affective words could be explained about 42% by the three factors. These are named positive-negative, dynamic-static, light-heavy, respectively. In study 2, the effects of color on the affections were evaluated on three basic dimensions. Ninety representative color images were converged black-and-white images, and each of 180 images was rated on the three affective scales. The t-test showed that the effects of color are statistically significant on the three affective scales, respectively. The achromatic images were felt more negative, more static, and heavier than chromatic images.

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Sensibility Vocabulary for 3D Stereoscopic Image Ride Film (3D입체영상 라이드 필름의 감성어휘)

  • Song, Seung-Keun;Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.120-129
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    • 2011
  • This research aims to investigate the representative affective words and the structure among them to scrutinize user's affect revealed in the ride film based on three dimension stereoscopic image. Previous studies related to the affect were reviewed and the affect words well-suited for three dimension stereoscopic image were collected. Suitability test for two hundred six basic affect words gathered as the result was done from sixty two typical users and four experts. Seventy seven candidate affect words have been selected and by the exclusion of similarity among them, finally twenty six words were extracted from the reduction process. Consequently fifteen representative words and the structure as the network between each word were revealed by using free association test based on twenty six affect words. We propose the affect research including sensors, emotions, and affects related to moving image rather than still mage during doing research affects in most of the previous studies. The future work includes the affect space and the affect effect for ride film based on three dimension stereoscopic image. This study can be adopted practically in the production of ride films and provided with a basic design guideline.

3D sound Authoring Tool (입체음향 생성저작도구)

  • 김풍민;김용완;김현빈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.187-191
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    • 1999
  • 종래의 입체음향 재생은 3개 이상의 여러대의 스피커를 이용하는 멀티 채널방식의 입체음향이 주류를 이루고 있다. 간혹, 2개의 스피커나 헤드폰을 이용하는 2채널방식으로 재생된 음향을 구현하는 시스템들이 개발되고 있으나 이는 주로 하드웨어를 기반으로 개발되고 있으며, 최근에 소프트웨어만으로 2채널방식의 입체음향을 구현하는 프로그램들이 외국에서 소개되고 있으나, 이들 제품들은 통합된 의미(방향감, 거리감, 공간감)의 입체음향을 구현하는 것이 아니라 잔향을 이용하는 공간감 생성에 국한되거나, 음상정위에 의한 방향감 생성에 국한되어 입체음향의 일부분 만을 생성하는 경우가 대부분이다. 따라서 순수한 소프트웨어만으로 구현된 하나의 프레임워크 내에서 통합된 의미의 2채널 방식의 입체음향을 생성하는 소프트웨어는 전무한 상태이다. 이에 본 논문에서는 GUI를 통해 3차원 공간상의 가상음원의 위치 및 이동 궤적과 가상공간(공간감)을 사용자가 지정하도록 사였으며, 위치 및 이동 정보의 입력은 시스템 정의 방식과 사용자 정의 방식으로 구분하여 각각 음상정위를 수행하도록 하였다. 또한 공간감을 위한 가상공간의 크기도 사용자가 임의로 정의할 수 있다. 입체음향으로 생성할 수 있는 GUI 환경을 제공하며, 저비용으로 효과적인 입체음향 컨텐트를 제작할 수 있도록 함으로써, 게임 및 멀티미디어 컨텐트 제작의 고부가가치화와 입체음향 기술의 산업화에 기여할 것으로 기대된다.

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The development of intelligent agent system on color planning using fuzzy theory (퍼지이론을 이용한 색채계획 지능형 에이전트 시스템 개발)

  • Lee, Joon-Whoan;Eum, Kyoung-Bae;Hyoung, A-Young
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.1-10
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    • 2008
  • We developed the decision support system by using the fuzzy theory. This system designs harmonious color space according to the linguistic input. This input represents the atmosphere which the user want. If the linguistic input of adjective image scale is given in the developed system, the relation between the adjective and color is supposed as fuzzy relation. The color which match with the whole atmosphere of color space is selected. The search region of harmonious color decision is controlled by the knowledge on color harmony of Moon-Spencer. Harmonious color is selected by it.

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Emotion Communication through MotionTypography Based on Movement Analysis (모션타이포그래피의 움직임을 통한 감성전달)

  • Son, Min-Jeong;Lee, Hyun-Ju
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.541-550
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    • 2011
  • MotionTypography is crucial to effective emotional communication in digital society. In this paper, I study movements to represent emotion using motiontypography and approach two goals: First to define an emotional measure by means of emotion assesses by the public, Second to research image characteristics corresponding to movements. In this dissertation, we collect emotional words by literature and experimental surveys and extract representative emotional words using KJ method and clustering analysis. The results of research, the emotional axes selected for motiontypography represent 'calm to active' and 'soft to stiff', the viewers feel a specific emotional state from some movements of motiontypography. If, we investigate the relationship of motiontypographic visual elements with emotional words are achieved together, I think it will serve as a motiontypographic guideline that enables helping the public to easily produce motiontypography.

Movement 동인(動因)과 감성변이 연구를 위한 애니메이션 분석모형

  • Lee, Sang-Won
    • Cartoon and Animation Studies
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    • s.5
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    • pp.485-489
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    • 2001
  • 본 작품은 사실적 표현, 즉 실사에 근거한 분위기의 애니메이션에 관한 관점에서 시작한다. 물론 애니메이션에서는 생략과 과장이 자유로우며 풍자적이고 은유적인 분위기를 연출하는 것이 특징이다. 즉 사실성보다는 허구적이며 과장된 표현으로 왜곡을 가함으로써 관객들에게 극적 효과를 유발한다. 하지만 관객은 사실적이지 않은 허구인 것을 알면서도 자유로운 상상력의 오락적 분위기에 흥미를 갖는다. 아울러 본 작품은 애니메이션의 동인(動因)과 감성과의 관계를 전제로 한 애니메이션의 분석모형 작품이다. 이러한 모델 설계를 통해 대상물의 본질적인 면, 즉 사실성에 근거한 표현정도에 따라 인간의 감성이 달라질 수 있다는 가정 하에 애니메이션에 있어서 프레임 수와 대상물의 단순화 정도에 따라 감성이 어떻게 반응하고 변화하는가를 웹사이트 상에서 조사할 수 있도록 분석모형을 제작하였다. 연구작품을 위해 애니메이션의 동인이라고 할 수 있는 시간, 운동, 공간 중에서 움직임 지각에 영향을 줄 수 있는 타이밍, 즉 속도문제에 대해 프레임 수와 단순화 단계를 애니메이션의 Movement 동인에 대한 조작적 정의에 독립변수로 보았다. 분석모형의 설계는 객관적인 시각에서 대상물의 움직임을 파악할 수 있는 Duration이 짧은 유형의 대상물(말)과 중간정도의 대상물(사람), 그리고 긴 유형의 대상물(거북이)을 표본으로 선정하여 각 대상물마다 4단계의 프레임으로 나누어 좌표상의 Y축에 제작 배열하였다. 한편 단순화 단계는 대상물의 사실성에 선 드로잉에 이르기까지 4단계로 구분${\cdot}$제작하여 X축에 배열하여 각 클립별 감성언어 조사를 인터넷상에서 할 수 있도록 디자인하였다. 한편 각 클립에서 보여지는 표현향식에 대해 느끼는 감성조사는 디자인 관련 감성 형용사 중에서 본 연구에 적합한 감성언어들을 골라 조사 실시하고자 한다.

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Sensibility Factors of Colored Light (색광에 대한 감성 요인들)

  • 박창호
    • Korean Journal of Cognitive Science
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    • v.13 no.3
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    • pp.23-31
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    • 2002
  • Previous studies on color sensibility employed mostly general emotional and/or sensational words, and could not have a focus on the matter of 'color'. This study tried to collect sensibility words of color widely, and select representative words in a systematic way, with a result of 90 sensibility word list. 25 participants were asked to indicate how they feel on each item of the list when each of 22 colored light was projected on the screen. Factor analysis of data extracted 5 sensibility factors, such as mildness, neatness, splendour, dynamic, and weightiness. They were thought to represent color sensibilities more specifically, while having some similarities to, than those factors proposed previously. Issues on interpretation of factors and application of this result were discussed.

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A Study on Interior Wall Color based on Measurement of Emotional Responses (감성 측정에 따른 실내 벽면 색채에 관한 연구)

  • Kim, Ju-Yeon;Lee, Hyun-Soo
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.205-214
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    • 2009
  • This paper addresses analyzing affective color data for emotional interior design. Both the physical and psychological patterns for spatial colors were tested on thirty subjects, of which fifteen were male. All subjects participated in both the physiological and psychological experiments. The data on the reflecting subjects' affective moods is gathered through EEG physical experiments and SD (Semantic Differential Scale) method surveys. This research has suggested the relation of both experiments through affective color response. The methods of SPSS 10.0 and TeleScan Version 2 are used for analyzing response data to coordinate the colour palette with changeable moods. From the analysis of statistical data, all of the visual stimuli related emotional keywords and physiological responses. Finally, the initial goal of this research is to construct an affective colour database that is tested through human color perception by physical and psychological experiments.

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