• Title/Summary/Keyword: 시각적 경험

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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.

Spatio-Temporal Visualization of Cultural Heritage Collections (문화유산 데이터의 시공간상 시각화 연구)

  • Park, Narae;Jeon, Moongu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.55-57
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    • 2020
  • 본 연구는 문화유산 데이터의 효과적 정보 시각화 방안을 탐색한다. 문화유산 데이터는 역사적 사회적 맥락 속에서 충실히 이해될 수 있기에, 지리적 평면과 시간 축으로 이루어지는 3차원 시공간 큐브상에 문화유산 데이터들을 배치하는 것은 문화유산의 특성을 반영하면서도 통시적·공시적 조망을 동시에 제공하는 유익한 시각화 방안이 될 수 있다. 이를 확인하기 위해 문화유산 컬렉션 데이터를 지도 평면과 시간 축으로 구성된 시공간 큐브 상에서 탐색·체험할 수 있는 웹 어플리케이션과 AR 어플리케이션을 구현하고, 이에 대한 사용자 평가를 실시했다. 평가 분석 결과 문화유산 데이터의 3차원 시각화는 데이터에 대한 총체적 시야를 제공하고 새로운 체험에 대한 관심과 호기심을 유발하는 한편, 낯선 형식으로 인한 인지적 피로가 뒤따를 수 있어 대상 데이터의 특성, 매체 형식의 특성, 사용자의 경험적 이해, 인간의 지각방식을 고려한 다각적 정보 체험 설계가 필요할 것으로 파악되었다.

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Developing Logo Icon Design Based on Brand Concept: An Exploratory Study with Conjoint Analysis (브랜드 컨셉에 기초한 로고아이콘 디자인의 개발 - 컨조인트 분석을 통한 탐색적 연구)

  • Kim, Hae-Ryong;Lee, Ki-Dong;Hwang, Yeon-Hee;Lee, Moon-Kyu
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.173-188
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    • 2005
  • Design has become a buzzword in the marketing community these days and has been considered as an important success factor for business. Unfortunately, however, little research to date has been conducted on consumer responses to brand logo designs, which visualize brand identities. This article reports the findings from an experimental study which examined consumer evaluations of logo designs through conjoint analysis. The study explored potential factors which would give rise to the differences of consumer preferences. The results indicate that in the case of cognitive brand concepts, search goods show high elaborateness and low symmetry, experience goods show high associativeness, and credence goods show low elaborateness and high symmetry in the logo design characteristics. Affective brand concepts reveal different results in the logo design characteristics: search goods indicate high elaborateness and low associativeness, experience goods show low naturalness, and credence goods show low elaborateness and high associativeness. Implications of the results are discussed from a theoretical and practical standpoint.

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A Classroom Activities of the Problem Solving Using Visualized Materials In Pre-service Mathematics Teacher's Education (예비 수학 교사 교육에서 시각적 자료를 이용한 문제 해결 지도 사례)

  • Kim, Nam-Hee
    • School Mathematics
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    • v.12 no.4
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    • pp.493-506
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    • 2010
  • In this study, we conducted classroom activities that are exploring and explaining visualized materials for problem solving of school mathematics with pre-service teachers in 2007~2009. After finishing these classroom activities, pre-service teachers recorded an afternote that includes changes of their thinking about mathematics and mathematics education through these activities in this study. We collected various opinions of pre-service mathematics teachers. From the analysis these data, we searched educational effects of our classroom activities. Through conducting the practice like these classroom activities of our study, pre-service mathematics teachers will have an opportunity of a practical training that supports the teaching of mathematical problem-solving. Moreover their PCK will be enhanced. Also, They will learn a good way to realize the aim of school mathematics curriculum.

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Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Implementation of Web-based Visual Cognition Experiment System (웹기반 시각인지실험환경 구현)

  • Seo, Su-Ung;Park, Gyu-Won
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.91-94
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    • 2009
  • 기업의 경쟁력 제고를 위한 브랜드 커뮤니케이션의 중요성이 높아지고 있는 가운데, 판매-소비 인터페이스의 최전선에 있는 패키지 디자인의 역할과 비중이 커지면서 패키지가 곧 브랜드라는 인식이 생기고 있다. 소비자가 패키지를 통해 느끼는 감성은 시각적 경험이 발생하는 시점과 환경에 따라 달라질 수 있다. 특히, FMCG의 경우, 광고를 통해 축적된 제품에 대한 긍정적 이미지는 실제 매장에서 여러 제품과 동시에 노출되었을 때 제품에 대한 느낌이 상쇄될 수 있다. 본 연구에서는 감성경험조건의 차이 즉, 패키지의 노출조건에 따라 감성의 차이가 발생한다는 가설을 세우고, 이를 검증하기 위한 온라인 실험환경을 구축하였다. 실험시나리오를 바탕으로 플래시 툴을 활용하여 인터랙티브한 실험컨텐츠를 제작하고, 평가값은 PHP 를 통해 DB 에 저장하였다. 저장된 데이터는 SPSS로 통계분석을 시도하였다. 본 실험을 통해 독립 노출과 군집노출에 따라 감성의 차이가 발생하며, 감성차이에 영향을 주는 요인으로서 컬러와 타이포그래피가 주된 요인이 된다는 점을 알 수 있었다.

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Analysis on Geometric Problem Solving without Diagrams of Middle School Students (중학교 학생들의 시각적 예가 없는 기하문제해결과정 분석)

  • Cho, Yun Hee;Cho, Chung Ki;Ko, Eun-Sung
    • School Mathematics
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    • v.15 no.2
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    • pp.389-404
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    • 2013
  • Researchers have suggested that students should be experienced in progress of geometric thinking set out in naive and intuitive level and deduced throughout gradual formalization rather than completed mathematics are conveyed to students for students' understanding. This study examined naive and intuitive thinking of students by investigating students' geometric problem solving without diagrams. The students showed these naive thinking: lack of recognition of relation between problem and conditions, use of intuitive judgement depending on diagrams, lacking in understanding of role of specific case, and use of unjustified assumption. This study suggests implication for instruction in geometry.

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A Study on the Trend and Prospect of Visual Art Archives (시각예술 아카이브의 동향과 전망)

  • Shim, Bo-Mee
    • Proceedings of the Korean Society for Information Management Conference
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    • 2013.08a
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    • pp.185-188
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    • 2013
  • 전시 중심의 단기적 활용을 벗어나 일종의 문화유산으로 시각예술 아카이브를 관리하려는 움직임이 국가단위 또는 주요 기관간 컨소시엄의 형태로 활발히 진행 중인 해외 문화선진국의 사례와는 달리 국내 시각예술계는 아카이브 기반 전시나 프로젝트의 인기를 넘어서지 못하는 단편적 접근방식으로 아직 국가차원의 종합적인 비전이나 장기적인 전략을 창출해내지 못하고 있는 것이 우리의 현실이다. 국내 디지털 인프라의 선진성에 의지한 공공기관 주도 디지털 아카이브 사업에 대한 낙관적 전망도 몇몇 기관의 디지털 아카이브 구축 및 운영 경험을 통해 그 불투명성 및 위험성이 노출된 바 있다. 새 정부 출범 이후 국가정책을 지배하고 있는 창조경제 화두를 관통하는 핵심 키워드 중의 하나로서 시각예술 콘텐츠 자산의 근간인 국내 시각예술 아카이브의 경쟁력은 전면적으로 검토될 필요가 있다.

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A Study on Big Data Visualization Strategy Based on Social Communication:Focusing on User Experience (UX) based on Big Data Visualization Types (소셜 커뮤니케이션에 기반한 빅데이터의 시각화(Big Data Visualization) 전략에 관한 연구:빅데이터 시각화 유형에 따른 사용자 경험(UX)을 중심으로)

  • Choo, Jin-Ki
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.142-151
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    • 2020
  • The reason why today's public actively uses social communication is that the necessary information is collected and classified under the name of social big data through the web space to create the big data era, an ecosystem of information. In order for big data information to be used by the public, it is necessary to visualize it easily. This study categorized the types of visualization according to the information of social big data, and targeted the experienced students including the related majors and the general public who need to directly utilize and study the actual big data visualization as an experience evaluation target. As a result of analyzing the experiences of the experienced people, important implications for the visualization method for managing, analyzing, and utilizing the data were derived. The big data visualization strategy is to be expressed in a way that fits the data environment and user's eye level on SNS. In the future, if big data visualization is applied to product service or social trend, it will be an important data in terms of broadening its role, scope of application, and application.

A Study on the Cognition Effect as to the illustration Layout in Children's Picture Books (어린이그림책일러스트레이션의 화면구도에 따른 인지효과 연구)

  • Yoo, Dong-Kwan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.263-272
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    • 2005
  • The layout in picture book is a visual statement that arouses children's psychological reaction upon pictorial positions and those disposition, and that indicates a correlation between theme and background and characters' movements. This study firstly confirmed that children's perception and experience are variously formed according to age, past experience, psychological action, physiological impulse, mentality, growth environment, etc., in order to analyze how the pictorial layout in children's picture book has influence on children visually and psychologically. Likewise, visual and psychological perception was carried out targeting on the children between 4 and 7 years old, based on the perceptive specific and process that have been studied by previous researchers. In addition, the children's picture books published overseas or domestically were presented as the related cases, in order that the facts analyzed may be drawn to harmonious and effective pictorial layout. Lastly, it is expected that the conclusion suggested by this study may be of help to illustrators to design picture books individually and creatively, as well as be applied to studying effective expression in the educant who learn about illustration.

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