• Title/Summary/Keyword: 시각적 경험

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Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout- (효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로-)

  • Chung, Seung-Jae;Lee, Younjoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.395-401
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    • 2021
  • In the digital era, Korean universities are using real-time remote lecture platforms as a tool for learning. However, it is confusing due to low usage experience problems, and usability studies are needed. The purpose of this study is to measure, analyze, and propose gaze tracking and learning experiences according to the UI design layout of ZOOM. A total of 30 subjects were selected to conduct eye tracking and survey when learning. The experiment showed that grid layouts have a higher emotional realism and learning satisfaction than other layouts. Furthermore, it turns out that participants focused the most attention on grid layouts. Therefore, for high learning experience, grid layouts and layouts that visually highlight participants and induce communication are needed.

The Lived Experiences of Clinical Nurses Who working at the Women's Hospital Caring for Foreign Wives in Korea: A Narrative Study Approach (여성전문병원 간호사들의 다문화 환자 돌봄 경험)

  • Yih, Bongsook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.188-198
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    • 2016
  • This study explored the experience of clinical nurses caring for foreign wives in Korea. A narrative study approach within the qualitative research paradigm was applied in this study. The data were collected using individual in-depth interviews with 10 clinical nurses who had at least 5 years working experiences caring for foreign wives and their children in the Women and Children's clinical setting. The narrative stories of the clinical nurses were analyzed in the frame of culture-bounded nursing care. In the culture-bounded nursing care, ethnocentric viewpoints, acceptable viewpoints, and culture-based viewpoints were identified within the time frame. Significantly, the narrator identified herself as a therapeutic caregiver in the culture-based viewpoints providing tailored caregiving for foreign wives. This study requires cultural sensitivity of nurses who care for the people with different cultural backgrounds. Self-awareness would be the starting point to reach culturally competent nursing care.

Cooking with a smart speaker: User experience of cooking with a voice-only recipe service (스마트 스피커와 요리하기: 음성기반 레시피 제공 서비스의 사용자 경험)

  • Jung, Gumin;Jeong, Heisawn
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.13-23
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    • 2021
  • This study examined how users use smart speakers in cooking situations. Skilled and unskilled participants cooked a new recipe while following voice instructions delivered by a smart speaker. The results from video recordings of their cooking, think-aloud protocols, and interviews showed that the smart speakers freed users' hands, allowing them to cook while checking recipes. The lack of visual information did not pose a serious challenge to the cooking task, but impacted cooking quality. The implications for VUI-based recipe service designs are discussed.

A Study of Expression Visual Image in 2D Animation (2D애니메이션에서의 시각이미지표현에 관한 연구 -그레이브스의 명암이론을 중심으로-)

  • Kim, Kwang-Hwan
    • Cartoon and Animation Studies
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    • s.9
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    • pp.94-111
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    • 2005
  • Sight is one of the Important physical function of understand and express everyday life or artistic worts. 80% of the whole cognitive information on things and spaces comes from sight among man's five sense. This proves that the function of sight has much influence upon senses and perceptions, and such influence evokes a varier of emotional response. Emotion is an important element in framing an animation work, and need various equipment to evoke audience's impressions. Such elements as event, circumstance, time, and space are equipments for the emotional experience of audience.

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Panorama, Diorama and E-Book Interface (파노라마, 디오라마 그리고 전자책 인터페이스)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.405-406
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    • 2011
  • 현재 일부 전자책은 전통적 책의 인터페이스를 매개하여 사용자 경험을 복제하고 있다. 그러나 새로운 개발환경에서 근대의 시각경험이었던 파노라마, 디오라마와 같은 재현의 수용은 앞으로의 새로운 전자책이 새로운 사용자 경험을 만들어 나갈 것으로 예측하게 한다.

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지능형 음향환경파라미터추정기술

  • Lee, Myeong-In;Jang, Jun-Hyeok
    • Information and Communications Magazine
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    • v.33 no.9
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    • pp.30-34
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    • 2016
  • 인간은 소리를 통해 많은 정보를 얻을 수 있다. 누가 어떤 말을 하는지 뿐만 아니라, 상황에 따라서는 소리가 발화된 환경 또한 시각적인 정보 없이 유추할 수 있다. 이러한 판단을 내리기까지, 인간은 경험을 통해 스스로 학습하는 과정을 거친다. 이와 같은 학습 과정에 생물의 사고과정을 모방하여 복잡한 상관관계를 추론하는 인공지능형 알고리즘을 적용하면, 인간의 두뇌가 경험을 통해 학습하고 판단하던 역할을 기계적으로도 모방할 수 있게 된다. 본고에서는 음향이 발화된 환경의 정보를 나타낼 수 있는 파라미터들에 대해 알아보고, 그 파라미터들을 지능형 알고리즘을 이용해 도출해내는 과정과 기법들을 소개한다.

Compare View Styles in the Smartphone AR Car Driving Game (스마트폰 AR 차 운전 게임에서 사용자 시점 비교)

  • Shin, Ji-Hye;Kim, Seungwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1009-1011
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    • 2021
  • 게임에서 플레이어에게 시각적으로 제공되는 환경을 View라고 하는데, View의 전환만으로도 전혀 다른 게임의 경험이 가능하다. 본 논문에서는 car racing game에서 View의 전환에 따른 게임의 경험 차이를 비교하였다. 우리는 ARcore 라이브러리를 사용하여 AR car racing game을 구현하였고 virtual joystick을 사용한 Interaction 방법을 구현하였다. Top down view와 first person view의 차이점이 플레이어의 실감에 어떠한 영향을 미치는지 연구하기 위해 두 view을 구현하여 pilot study를 수행하였다.

State Visualization Design of AI Speakers using Color Field Painting (색면추상 기법을 통한 AI 스피커의 상태 시각화 디자인 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.572-580
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    • 2020
  • Recently released AI speakers show a pattern of interacting with the user by mainly with voice and simultaneously displaying simple and formal visual feedback through status LED light. This is due to the limitations of the product characteristics of the speaker, which makes it difficult to interact variously, and even such visual feedback is not standardized for each product, and thus does not give a consistent user experience. By maximizing the visual elements that can be expressed through color and abstract movement to assist voice feedback, the product can provide the user with an extended experience that includes not only functional satisfaction but also emotional satisfaction. In this study, after analyzing the interaction methods of the existing AI speakers, we examined the theory of color communication in order to expand the visual feedback effect, and examined the meaning and expression technique of Color Field Painting, an art genre that maximizes the emotional experience by using only color. Through this, the AI speaker's visual communication function was expanded by designing a way to feedback communication status using LED light.

A Qualitative Study on the Experience of Visually Impaired Researchers in the Acquisition and Use of Scholarly Contents (시각장애 연구자의 학술정보 획득 및 활용 경험에 관한 질적 연구)

  • Bak, Seongeui;Shim, Wonsik
    • Journal of Korean Library and Information Science Society
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    • v.48 no.1
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    • pp.161-189
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    • 2017
  • The purpose of this study is to describe the experience of visually impaired academic researchers' use of scholarly contents and to explore intrinsic nature of the experience. In-depth interview was conducted with a total number of twelve visually impaired academic researchers and the data were analyzed using Colaizzi's phenomenological research method. A total of 107 significant statements were extracted, divided into 44 themes and 12 theme clusters. The statements were then classified into four categories. The 'scholarly contents acquisition and use' category has to do with difficulties that these experience when negotiating with internet sites with poor web accessibility and full-text availability. The 'changes in perception and emotions' category deals with transitions in perception and mood experienced by visually impaired academic researchers' over time. The 'relationships with support personnel' category includes issues related with the difficulty of securing support person, support person's inadequate level of competence, and establishing/sustaining personal relationships. Finally, the 'improvement requirements' category includes issues that these researchers want resolved with regard to contents acquisition and use.