• Title/Summary/Keyword: 시각적 경험

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A Study on Changing SNS Platform Using the Augmented Reality and Pairing (증강현실과 페어링을 이용한 SNS 플랫폼의 변화에 대한 연구)

  • Roh, Chang-Bae;Na, Wonshik
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.587-594
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    • 2014
  • Owing to supply of smart phones and the diffusion of SNS, the number of peoples who are living, linked with us, is incomparably more than in the past. The continuous communication is essential in maintaining good relationship, so peoples have no choice but to seek for most efficient communication method in order to maintain good relationship. This thesis intended to advise how to construct next generation immersive multi-media system, using augmented reality and MPEG-V that have come to the fore recently. In addition, the SNS platform service of new type was suggested in this thesis, in connection with the pairing service. Now, we can create a town in a specific space like the real world, if we utilize the augmented reality that became possible by SNS service and we can talk and exchange informations in that space. This system would provide various services peoples wish to have, interlocking experiences through five senses like sense of vision, sense of hearing, sense of touch and etc..

A Study on Space in the Moveis of Hirokazu Koreeda (고레에다 히로카즈 감독 영화의 공간 연구)

  • Hwang, Woo-Hyun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.343-363
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    • 2018
  • Classical film narrative fails to reflect the increasing complexity of modern society. In this era of film narrative crisis Hirokazu Koreeda presents a new solution. The director puts an emphasis on neutral valuation over subject matter rather than empathy of audiences which leads to a biased point of view. Thus Hirokazu Koreeda choose space over story as a critical narrative enabler. Two qualitatively opposite spaces are presented and the boundary space of the two are set as a main background where the valuation over the spaces waves up and down. Audiences who get accustomed to a one-sided value judgement led by storytelling can be neutralized by pendulum movement of valuation. The specific methods of using space as a main tool of value neutralization have changed through the director's filmography. Space had been thoroughly designed through the storyboard in early works. Later the director let audiences experience the spaces to evoke a sense of place.

Driving Behaviors of the Korean People: A Cultural Psychological Perspective (한국사회의 교통문화)

  • Sang-Chin Choi;Cheong-Yeul Park;Jeong-In Kim;Young-Mi Sohn
    • Korean Journal of Culture and Social Issue
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    • v.9 no.spc
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    • pp.15-34
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    • 2003
  • The present authors had conducted several researches(parking violation, traffic signal violation, speed violation, drunk-driving) on driving behaviors of the Korean people focused on cultural psychological perspective. This paper was designed to summarize these previous results. Although each research had dealt with different violation behaviors on driving, there were lots of similarities on the basis of violation. The results reveal the following rationale for incurring violation behaviors. First, most people reported that they violated the rule to pursuit short-term benefit. Second, the violators' psychological characteristics are described in terms of self-centered and self-justification. In addition, the respondents have justified their violated behaviors since the outcome is disadvantageous for the drivers. Furthermore, the violators' are found to possess a permissive attitude toward the other violators'. Finally, the implications of these studies were proposed. All of these findings were discussed in relation to the Korean culture.

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A Study on the Characteristics of Museum Projects by Richard Meier (리챠드 마이어의 미술관 특성에 관한 연구)

  • 김용립
    • Archives of design research
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    • v.12 no.4
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    • pp.231-241
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    • 1999
  • This study propose to analyze the design method and the form elements of museums, of works by Richard Meier, and through the analysis, spacial characteristics of museums will be understood. The museum works of Richard Meier, as an exhibition space, not only display the art works efficiently, but they also offer visitors the opportunity to experience the art of architecture, as a cultural space. Richard Meier, when working on the projects, has utilized the design methods and the architectural language, learned from Mies van der Rohe and Le Corbusier, resourcefully. Having the structural grid as basis, the rational rectangular forms were intended for exhibition space, while the circular and partial circular forms of geometry were utilized in formative space. This was able to maintain the balance between functional and formative space. In the museums of his works, the ramp and the glass wall separated from the structure become very important means of expression. The ramps, not only make people to enjoy the interior and exterior of museum, but also able them to see the works of art from different distances and angles repeatedly and the large glass wall reveals the various shapes of interior to exterior. In comparing with the design method and language of two masters mentioned, the design principles and elements, developed by Meier were applied to the site plans, exhibition space planning and elevations to manifest its originality. The design concept, derived from the urban fabric and historical buildings around, gave harmony to the museum with its surroundings, and employing the deformed axis brought variation and the effect of diversion to the site plan. The exhibition space is much vitalized by the well arrangement of various exhibition fixtures in the museum. The exhibion fixtures, which the partitions, shelves, miches, and stages were put together in flexibility, play multiple roles as partitions dividing spaces, as furniture displaying art works, and as elements creating forms. The systematically arranged fixtures, also produce several visual axes and centers, which have visitors appreciate the works of art in various perspectives, hence create a unique environment.

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A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

A New Approach to Mobile Device Design - focused on the Communication Tool & it's GUI for Office Workers in the Near Future - (모바일 기기 디자인의 새로운 접근 - 근 미래 작업환경에서의 커뮤니케이션 도구 디자인과 GUI 연구를 중심으로 -)

  • Yang, Sung-Ho
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.31-42
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    • 2006
  • This study originates from the following critical mind; what will the office of the future be like? and what technology will we rely upon most to communicate with colleagues or to access business information. In the office environment today, new technology has compelled new work paradigm and has greatly affected the capabilities of the individual to work in a more productive and efficient manner. However, even though new computer technology has changed the business world so rapidly, it is very difficult to see the changes that have been taken place. As an aim of the study, creating a mobile tool for office workers that successfully supports their work and communication was explored, and this study explored future work environment with a 5 years technological and social perspective. As a result of this study, the bON brings new visions to the mobile professionals via various interfaces. The bON, a mobile device, is both a system of work and of communication for office workers. The bON, as an integrated tool for working and communicating, forms the basis for a mobile information gateway that is equally capable of functioning as a mobile desk. The basic underlying idea is that all formal meeting places and hallways in the office are equipped with large wall-mounted screens. The bON collaborates with these media in various ways to enhance productivity and efficiency. The main challenge for the bON to enhance both mobility and quality of information is using new technology including bendable and flexible display and soft material display and sensors. To answer for the strong needs for mobility, the whole size of the device is fairly small while the screen is rolled inside the device. For Graphical User Interface, moreover, a new technique called Multi-layering Interface was adopted to stretch user's visual limits and suggests new direction in designing mobile device, equipped with small size display.

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A Study on User's Opinion for Designing of Multi-Functional Plant Applications (복합적 기능의 식물 애플리케이션 디자인을 위한 사용자 조사)

  • Lee, Ha Na;Park, Han Na;Paik, Jin Kyung
    • Korea Science and Art Forum
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    • v.37 no.4
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    • pp.297-308
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    • 2019
  • Air pollution due to the fine dust level updating every day, and the problem of indoor air pollution due to ventilation difficulties and indoor discharge pollutants is also serious. In order to improve the indoor air quality, the air purification effect using the plants is prominent. In this study was started to investigated the living environment of modern people, the risk of indoor air pollution and the improvement function of plants, and to activate plant application. The purpose of this study is to analyze the main functions and design status of domestic and overseas plant - related applications, and to understand the actual use of modern plant applications and to help them learn more convenient plant - related knowledge. Therefore, this paper attempted to establish a basis for suggesting a new plant application by conducting a survey on the health effects of indoor air pollution and user awareness of plant - related applications. The results and contents of the study are as follows. First, as a theoretical review, indoor air pollution is more dangerous to modern people who have a high proportion of indoor living time and adversely affects their health. In order to solve such a problem, it has been shown that air conditioning and stress reduction can be effectively achieved by placing plants in the indoor space. Second, the analysis of the previous study shows the risk of indoor air pollution and its adverse effects on health. In addition, I have been able to find some researches related to the improvement of the indoor air by using the air purifying plants, and I can see the improvement of the user's behavior through the development or improvement of the application. Third, as a result of the survey on the status of domestic and overseas plant application, the main function of the application having high installation number was watering notification, provision of basic information of plants, and most of the functions were plant discerment through cameras. Fourth, most of the survey respondents have either raised or raised plants. Those who have little experience with plant applications have also shown positive feedback in the future on the use of plant-related applications. In addition, due to social problems such as air pollution, air purification using plants and functional plants showed high interest. Based on these results, we propose the need for a multi-functional plant application that can improve the indoor air pollution and facilitate the provision of information related to it.

Integration of Space Syntax Theory and Logit Model for Walkability Evaluation in Urban Pedestrian Networks (도시 보행네트워크의 보행성 평가를 위한 공간구문론과 Logit 모형의 통합방안)

  • Kim, Jong Hyung;Lee, Mee Young
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.5
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    • pp.62-70
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    • 2016
  • Ensuring walkability in a city where pedestrians and vehicles coexist is an issue of critical importance. The relative relationship between vehicle transit and walkability improvements complicates the evaluation of walkability, which thus necessitates the formation of a quantitative standard by which a methodological measurement of walkability can be achieved inside the pedestrian network. Therefore, a model is determined whereby quantitative indices such as, but not limited to, experiences of accessibility, mobility, and convenience within the network are estimated. This research proposes the integration of space syntax theory and the logit path choice model in the evaluation of walkability. Space syntax theory assesses adequacy of the constructed pedestrian network through calculation of the link integration value, while the logit model estimates its safety, mobility, and accessibility using probability. The advantage of the integrated model hence lies in its ability to sufficiently reflect such evaluation measures as the integration value, mobility convenience, accessibility potential, and safety experienced by the demand in a quantitative manner through probability computation. In this research, the Dial Algorithm is used to arrive at a solution to the logit model. This process requires that the physical distance of the pedestrian network and the perceptive distance of space syntax theory be made equivalent. In this, the research makes use of network expansion to reflect wait times. The evaluation index calculated through the integrated model is reviewed and using the results of this sample network, the applicability of the model is assessed.

Current status of vivax malaria among civilians in Korea (한국에서의 민간인 삼일열말라리아 발생현황)

  • Jong-Soo LEE;Weon-Gyu KHO;Hyeong-Woo LEE;Min SEO;Won-Ja LEE
    • Parasites, Hosts and Diseases
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    • v.36 no.4
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    • pp.241-248
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    • 1998
  • A result of national malaria surveillance in Korean civilians was described. Since a case of indigenous vivax malaria was detected in 1993, a total of 2,198 cases was confirmed by blood smear up to 1997. Of them, 1,548 cases were soldiers serving in the demilitarized zone (DMZ), while 650 cases were civilians. Number of civilian cases was 3 in 1994, 19 in 1995, 71 in 1996, and 557 in 1997. Of them, 239 were ex-soldiers who discharged after military service in the prevalent areas such as Paju, Yonchon, Kimpo, Kangwha, Tongduchon in Kyonggi-do and Chorwon in Kangwon-do while 308 patients were civilian residents in the prevalent areas. Seventy-two patients, living nationwide, had a history of visiting the prevalent areas during transmission season. Only 32 civilian patients denied any relation with the prevalent areas. As a whole, a half of the civilian cases was diagnosed when living in non-prevalent areas. Male patients in their twenties was the highest in number. Annual parasite index is steadily elevated in residents living in the prevalent areas. Monthly incidence showed an unimodal distribution, forming a peak in August. Ex-soldiers exhibited a delayed incubation ranging from 153 to 452 days ($279{\pm}41$ days). The time required for diagnosis was shortened from 23.6 days in 1995 to 13.7 days in 1997. Although the current epidemic of vivax malaria started as a border malaria, it seems highly probable that vivax malaria is established in the local areas and responsible for at least a part of transmission.

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Development of U-Service Priority Model Based on Customer and Provider's View (수요·공급자를 통합한 u-서비스 우선순위 평가모형 개발)

  • Jang, Jae-Ho;Um, Jung-Sup
    • Journal of the Korean Association of Geographic Information Studies
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    • v.11 no.2
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    • pp.132-147
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    • 2008
  • So far ubiquitous service (u-service) priority has seldom been empirically examined based on the customer's view. It is usual to prioritize the relative importance of u-service variables by the supplier's intuition and a few specialist's experienced knowledge. Such approaches have the disadvantage that they provide only limited empirical information on the field practices in relation to u-service since customer demand of u-service is poorly defined despite abundant interest in this problem. Therefore, the aim of this research was to develop u-service priority model in the context of multi-criteria framework integrating customer and supplier's view, using high technology acceptance theory as major controlling factors. An important question was how to measure or represent criteria that is important to u-service and should be included in a priority model. The selection criteria for the model variables were derived from high technology acceptance theory and AHP approach through the analysis of frequency count, elimination of overlapping factors and brainstorming with specialists. Daegu showed top-rankings in transportation-aid service, guidance service for the eyesight disabled and u-telematics service. In contrast, disaster prevention service and industrial specialized town service ranked highly in the typical supplier's approach were not a dominant determining factor in the u-service priority. The model identified the fact that typical high priority service in terms of supplier's view did not necessarily accompany the important predictor for the u-service priority.

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