• Title/Summary/Keyword: 게슈탈트 시지각

Search Result 13, Processing Time 0.025 seconds

Design of a WBI system based on the Theory of Gestalt for Programming Language Education (프로그래밍 언어 교육을 위한 게슈탈트 시지각 이론 기반 WBI 시스템 설계)

  • Kim, Boon-Hee
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2007.05a
    • /
    • pp.1408-1409
    • /
    • 2007
  • 인터넷 기반 분야가 다양화 되고 있는 가운데 교육 분야 또한 웹 활용 교육(WBI, Web Based Instruction)이 시대 흐름을 타고 그 활용도가 높아지고 있다. 인터넷을 통한 교실 중심의 획일적인 교육 분위기에서 벗어나 교육 컨텐츠 수요자 개개인의 자율성을 반영하는 것이 가능한 매체는 드물다. 교육 분야 가운데 특히 공학 교육은 해당 분야에 관한 특수성과 전문성이 요구되어 수요자 중심의 효과적인 교육 컨텐츠 개발에 어려운 요소로 작동한다. 이렇듯 유연한 매체를 이용함에 있어서 게슈탈트 시지각 이론을 적용함으로써 좀더 효과적인 WBI 활용을 유도하는 것은 자원 이용율 측면 및 학업성취도를 높이는데 기여할 수 있겠다. 이에 본 논문에서는 공학 교육을 위한 게슈탈트 시지각 이론 기반 WBI 시스템을 설계하고자 한다.

A study on the natural history projection mapping contents using Gestalt Visual Perception Theory (게슈탈트 시지각 이론을 활용한 자연사 프로젝션 맵핑연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.18 no.5
    • /
    • pp.465-471
    • /
    • 2020
  • This paper aims to maximize the exhibition effect and to emphasize the efficiency of sample information transfer by using the surrealism dephase network technique and beam projection mapping by aesthetically approaching the arrangement of the existing exhibition specimens in the science museum using natural history contents. It presents the limitations of the existing analog natural history sample information transmission in digital form to give viewers interesting and fun and suggests the direction of using digital diorama for sample exhibition.

A Study on the Japanese-style Character Design combined with Ghosts and Gods Culture and the Development of Contents according to Proposal - Focused on Chinese mobile game 'Onmyoji' (귀신문화에 기반한 일본풍의 캐릭터 디자인 분석 및 캐릭터 제작 연구 - 중국 모바일 게임 <음양사>사례를 중심으로)

  • Wang, Hui-Ling;Lee, Dong-Yeop
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.119-128
    • /
    • 2022
  • According to Gestalt theories of perception, this paper studies Japanese-style character design combined with ghost culture. This article sorts out the character design elements of the Japanese mobile game "Onmyoji" in China, and then analyzes the design from the perspective of psychology through Gestalt theories. The form is felt through the systematization of the whole rather than the parts, confirming whether the small design elements of the character can be perceived as the whole story.

A Study on the Correlation of Factors in 3-D Stereoscopic Visual-perception (3차원 입체영상에서 시지각(時知覺) 요인의 상관관계)

  • Cho, Yong-Keun
    • Cartoon and Animation Studies
    • /
    • s.19
    • /
    • pp.161-181
    • /
    • 2010
  • Human beings experience the outside world through senses and have developed various ways of representation to preserve what they've experienced. The rapid progress of digital technology has opened a new era of representation technology, and furthermore, is functioning as a technology which offers new experiences. The sensory experiences through the sense of sight, which humans depend on more than 70% to perceive the outside world, have been becoming the center of representing the reality as the 3-D graphics technology has been growing, and developing by being grafted onto different areas of study. Various technologies to express the sense of reality, such as the technology to reinforce the virtual reality and to represent it in the reality, computer graphic, TUI technology, and five sensory technologies which apply humans' senses, are making advancement based on humans' visual features and sensory elements. In particular, the 3-D technology to display solidness provides not only representation but also new sensory experiences, and is emerging as the key technology to image contents. However, compared to the development of technology of 3-D graphics, there have been few basic studies on the principles of the sense of vision. Therefore, in this study, the principles and elements to sense videos will be examined. The sensory features of 3-D images to represent the sense of reality will be researched into, especially focusing on the experiential and physiological elements to sense 3-D structures, and the physical and psychological elements to sense shapes, which might be hopefully the basic study for producing 3-D contents.

  • PDF

Formative Properties of 3D Animation based on the Theory of Gestalt -Centering of Korean film - (게슈탈트 시지각 이론에 의한 3D 애니메이션의 조형성 -한국 영화 <웰컴투 동막골>을 중심으로-)

  • Kim, Kyung-Eun;Yun, Young-Du
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.279-284
    • /
    • 2006
  • The field of film art to be wised expression as development of Media has grown. Recently, the concern and effort has built up in digital film by Computer Graphics(CG) one of SFX. In this paper, I certified the formative properties based on Gestalt theory and centering best show in 2005. As a result, I confirmed that to insert 3D animation in film can lead fantasy or virtual world unable to be felt in real world, with the intention of producer, and that it was applied to free space not to be restricted making a film of scenes. And I confirmed that the partial modeling animation as the Gestalt theory that gives totality to objects of perception and needs closure can play role of understanding the meaning of film.

  • PDF

A study on the Digital diorama AR using Natural history Contents (자연사 콘텐츠를 활용한 디지털디오라마 AR연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.19 no.6
    • /
    • pp.293-297
    • /
    • 2021
  • This paper applies the natural history contents of the Science Museum and combines the Gestalt theory to develop the butterfly arrangement structure of the butterfly sample box and the butterfly sample information necessary for the sample box as AR (Augmented Reality). Existing analog sample information is expressed as digital information by combining place, butterfly information, and graph to maximize the effect of digital diorama exhibition. Digital natural history information is increased or decreased, and an environment optimized for real samples and suitability is constructed, and natural history contents are arranged in the principles of collectiveness, closure, simplicity, and continuity using the Gestalt visual perception principle to increase attention and increase the attention of butterfly collection information. Was applied as an application plan of AR.

Texture mapping of 3D game graphics - characteristics of hand painted texture (3D게임그래픽의 텍스쳐 매핑-손맵의 특징)

  • Sohn, Jong-Nam;Han, Tae-Woo
    • Journal of Digital Convergence
    • /
    • v.13 no.11
    • /
    • pp.331-336
    • /
    • 2015
  • The texture mapping used for the low-polygon models is one of the important workflows in the graphical representation of the 3D game. Only one hand painted texture is mapped on the surface of the 3D model and represents the color of the material and visual sense of touching by itself in that process. In the 3D game graphics, it is very important to visualize the textile sensation such as protruding and denting. It can be interpreted by the Gestalt Law to recognize a plane as a 3D sense of volume. Moreover, the concept of Affordance is necessary to recognize and perceive the textile sensation. It means visual recognizing of that relationship in the learning process. In this paper, The questionnaire survey targeting 3D game graphic designers is carried out. By analyzing the survey results, we suggest the important characteristic in the process of making hand painted texture.

A Study of Visual Perception of the Decorations in Terms of the Principles of Forms and Backgrounds - Regarding Womens' Collections Since 2006 - (형상과 배경의 법칙에 근거한 장식의 시각적 인식에 관한 연구 - 2006년 이후 여성복 컬렉션을 중심으로 -)

  • Cha, Hye-In;Chun, Jae-Hoon
    • Journal of the Korean Society of Costume
    • /
    • v.61 no.9
    • /
    • pp.39-49
    • /
    • 2011
  • The presented study was designed to investigate the attribution of the visual perception of decorating techniques that have often been witnessed in the realm of modern fashion since 2006. The form is more impressive, more suitable to convey a message and, most of all, more memorable. In this study, attempts were made to categorize and create an order of prioritization among components such as surrounding, pattern (closure), space arrangement, area, overlapping, and community (proximity) surrounding that comprise the place and arrangement of decorating techniques in modern fashion. The results were as follow: First, centered decorating technique surrounded by other techniques is prioritized. Second, the more standardized the clothing with patterns, the more it was noticed. Third, the space arrangement also had an impact on prioritization in the following order: center of the sight, horizon, vertical, and diagonal in relation to the central axis. Fourth, concentrated area attracted more attention. Fifth, when overlapped, what is placed in the front became the center of recognition. Sixth, the technique that formed a community was more recognized. Therefore, the study suggests that as the decorating technique is gaining more significance, these findings would help to find the most effective method to utilize an acute visual stimulus to apply for a technique and maximize its aesthetic effects.

An Analysis of Science Magazine in the View of Infographic (인포그래픽 관점을 이용한 과학 잡지 분석)

  • Jeon, Seongsoo;Jung, Jinkyu;Park, Jong-Ho
    • Journal of The Korean Association For Science Education
    • /
    • v.34 no.6
    • /
    • pp.601-611
    • /
    • 2014
  • The purpose of this study is to analyze the Korean science magazine, Science Donga providing scientific facts, phenomenons, and issues with infographic for the readers by time series analysis and to search for the application of infographic on the science education. The criteria for the infographic analysis of Science Donga consisted of three categories such as storytelling type, visual perception, and framework level because infographic presents complex information quickly and clearly by integrating various images, words, and graphics. We found that the articles emphasized by including image about science issue have been published from 1986 to 2014. Particularly, after 2008, the articles including infographic sharply rose. So we set up 2008 as $T_c$(Critical time point). The articles including infographic after 2008 have been more variously distributed and frequently used in storytelling types category such as location, time, number, connection, function, and process based infographic, in visual perception of Gestalt Theory such as proximity, similarity, continuation, and closure than before 2008. Lastly, in framework level category, location, time, number, and process based infographic mainly had total range level but function and connection based infographic changed in the framework level. The three features about storytelling type, visual perception, framework level are important changes to influence $T_c$ in the infographic analysis about Science Donga. Through the results of this study, we analyzed the feature of change on infographic from 1986 to 2014. Thus, we hope that the results suggest a basic criteria for making materials including infographic in science education.

Classification of Restaurant Table Settings with Gestalt's Law of Visual Perception (외식 상차림의 게슈탈트 시지각 법칙에 따른 분류)

  • Joo, Seon Hee;Han, Kyung Soo
    • Journal of the Korean Society of Food Culture
    • /
    • v.28 no.2
    • /
    • pp.177-185
    • /
    • 2013
  • This study analyzed restaurant table settings with Gestalt's law of visual perception to obtain basic data for future marketing strategies. The research uses methods that involve applying images of restaurant table settings to Gestalt's law of visual perception, doing content analysis, and conducting a frequency analysis as well as a Chi-square test for classification analysis by visual perception. Results show a significant difference in the laws of visual perception, especially in the laws of nearness and closure, between table settings of different countries and backgrounds, such as Korean, Japanese, Chinese, Western cultures. In terms of the law of nearness, Chinese dishes were low, while other countries' dishes and Korean dishes showed high figures. In terms of the law of closure, Japanese dishes and western dishes had low values, while other countries' dishes and Korean dishes were high in their closure. Further studies on consumer awareness by visual perception classification need to be conducted.