• Title/Summary/Keyword: 시각적 체험

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Yoga of Consilience through Immersive Sound Experience (실감음향 체험을 통한 통섭의 요가)

  • Hyon, Jinoh
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.643-651
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    • 2021
  • Most people acquire information visually. Screens of computers, smart phones, etc. constantly stimulate people's eyes, increasing fatigue. In this social phenomenon, the realistic and rich sound of the 21st century's state-of-art sound system can affect people's bodies and minds in various ways. Through sound, human beings are given space to calm and observe themselves. The purpose of this paper is to introduce immersive yoga training based on 3D sound conducted together by ALgruppe & Rory's PranaLab and to promote the understanding of immersive audio system. As a result, people, experienced immersive yoga, not only enjoy the effect of sound, but also receive a powerful energy that gives them a sense of inner self-awareness. This is a response to multidisciplinary exchange required by the knowledge of modern society, and at the same time, informs the possibility of new cultural contents.

The Design Research on Facade in Corporate Commercial Space Identity (Space Identity를 위한 기업 상업공간 파사드 디자인 연구)

  • HwangBo, Hyun-Wook
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.39-48
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    • 2006
  • In recent marketing circumstances we passed the days just dealt with products sales and faced Sensitivity Marketing era concluded by merchandise, corporate and brand image. Especially although corporate commercial space is the important strategy factor performing immediate satisfaction, experience,sensitive stimulation and social relationship among customers, most of the domestic firms don't recognize its importance when looking into adopted graphic factors at spaces without consideration for a variety of space function, concept,merchandise and customer satisfaction. In addition the facade, which performs as visual information conveyance, boundaries of architecture and concluding space concept, merchandise image and incoming customer based on linkage between interior and exterior, is the important point. This research specializing the examples of facade design of corporate and brand commercial space including service, purchasing and advertising looks into reflected space identity through facade and theoretical factors for commercial space function, concept, merchandise and customers related facade design and makes alternative plans in order to make a better commercial space identity program.

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Vital Signal Monitoring Simulation System by Various Visual Stimulus (다양한 시각자극에 따른 생체신호 모니터링 시뮬레이션 시스템)

  • Chung, Kyung-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.1-8
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    • 2011
  • With the development of next IT convergence technology and the construction of infrastructure for personalized services, the importance of services based on user's sensibility status and vital signal is being spotlighted. It is the most crucial factor for the strategy of sensibility engineering to investigate student's vital signal according to the sensibility. In this paper, we proposed the vital signal monitoring simulation system by the various visual stimulus. The proposed method obtained the student's vital signal by the various visual stimulus. And the power spectrum analysis using the fast fourier transform is evaluated the activity level between the sympathetic and the parasympathetic. The analyzed result is monitoring the sensibility by displaying the heath signal light. To evaluate the sensibility between the high school's students and the university's students, we conducted SD profile and paired T-tests so as to verify usefulness. This evaluation found that the difference of sensibility activity by positive and negative stimulus was statistically meaningful. Ultimately, this paper suggests empirical application to verify the adequacy and the validity.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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The Development of Evaluation Indicator for Eco-experience in Rural Village (농촌마을 생태체험 공간으로 활용하기 위한 연못형습지 평가지표 개발)

  • Lee, Sang-Young;Kim, Mi-Heui;Kang, Banghun;Son, Jin-Kwan
    • Journal of Agricultural Extension & Community Development
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    • v.21 no.4
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    • pp.1125-1147
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    • 2014
  • This study was conducted to develop the health evaluation indicator of pond wetland in order to enhance the quality of eco-experience in rural area. The methods for development of evaluation indicator were consisted of 3 stages; 1st, the precedent assessment protocol was applied to 10 pond wetlands in farm villages, and eco-experience expert survey was conducted to selection the evaluation item and criteria at 2nd and 3rd stages. In the results of applying the precedent assessment protocol, we found out two problems; 1) the evaluation result of value determination and conservation value were too simple, and 2) the score by evaluation items were nearly the same, because evaluation criteria in not precisely for application in rural area. These results were reflected to expert survey. According to the 1st survey results, they suggested that 4 items should be maintained, and 3 items should be deleted, and 2 items should be modified among a total of 9 times. Therefore, it was modified into the evaluation protocol having a total of 8 items. According to the 2nd survey results, the selected evaluation items were generally proper. With regard to items for assessing the health condition of pond wetland, we selected a total of 8 items; (1) Connectivity to forest, (2) Connectivity between water body and wetland connection, (3) Number of Vegetation, (4) Surround land use, (5) Interspersion of Vegetation, (6) Crossing Structure, (7) Wetland size, and (8) Outlet structure. In addition, it was suggested that accessibility, visibility, and trash were need for utilization of pond wetland as a place for eco-experience. It is expected that the selected evaluation indicator can help to utilize the pond wetland as an eco-experience space in rural area, and maintain the pond wetland as a space for conservation of biodiversity.

Geographical Structure of View Point in the Landscape Experience on Mountain in Yangsan City (경관체함이 발생하는 조망점의 지리구조에 관한 연구;양산시 소재 산지를 대상으로)

  • Kang, Young-Jo;Cha, Young-Chae;Cha, Myeong-Sook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.3
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    • pp.75-84
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    • 2008
  • The purpose of this research is to find the visual characteristics and geographic structure in a landscape of mountains in Yangsan City. In order to carry out this study, 40 view points of 6 mountains in Yangsan City were selected to experience the mountainscape. The results are as follows. The mountainscape of Yangsan City was confirmed from the view point to the object of view as ranging in middle distance reverse, the angle of elevation 11${\sim}13^{\circ}$ which give the impression of confronted to the mountain, and the horizontal angle 50${\sim}90^{\circ}$ which gives the impression of vastness. This shows that mountainscapes are perceived impressively when seeing the mountain with the meaning to feel the texture of the mountain as a confrontational relationship rather than a pictorial relationship. The geographic structure of the view point which occurs in scenes of impressive experience is classified into eight types and its characteristics are investigated. The first type is corridor, and it emerges in a long narrow linear structure made from the surrounding environment with buildings or street trees. The second is tunnel in which a vision and light hidden while passing underneath a bridge, high-level road, or inside a tunnel can be seen. Third, the maze is formed by the mountain shape. The hill spur emerges when the direction of traffic changes after turning the coner of a building or mountain edge. The hill ground emerges at the top of a hill slope. Next, parallel emerges when the observer and the mountain are in the same direction of process. Confrontation occurs when confronting an isolated mountain. Finally, the view point emerges when passing through major points such as a bridge or square and the boundary of a village or city. This research arranged visual conditions that create impressive mountainscapes. Geographic characteristics in terms of Types that make possible to experience mountainscapes were described. The results of this research will be basic data collected for the management and preservation of mountainscapes and for landscape effect evaluation. Furthermore, this research suggests theoretical evidence to preserve and manage geographic structures that create view experiences as well as to preserve the landscape in terms of view points.

The Influence of Watching Military Life Experience TV Program ('Real Man') on University Students' Military Image and Security Awareness (군생활체험 TV프로그램 '진짜사나이' 시청이 대학생의 군 이미지와 안보의식에 미치는 영향)

  • Cho, Sang-Hyeok
    • Convergence Security Journal
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    • v.16 no.7
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    • pp.147-158
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    • 2016
  • The purpose of this study was to investigate the influence of watching 'Real Man' program on university student s' military image and security awareness. For the purpose of the study, 392 university students in Seoul, Chungcheong and Jeolla were selected. With the collected data, factorial analysis, t-test, frequency analysis, one-way analysis of variance, and multiple regression analysis were performed through SPSS 21.0. First, according to personal characteristic and watching degree, there were differences in military image and security awareness. There were significant differences in rationality, coherence, familiarity, violence, authority among sub factors of military image and in perspective about policy towards North Korea, persepectives about North Korea, military threats of North Korea, security will among sub factors of security awareness. Second, military image of university students who watched 'Real Man' had an influence on security awareness. Military image had an meaningful influence on perspective about North Korea, military threats of North Korea, security will among sub factors of security awareness.

Evaluation of Streetscape by Street Planting Types using Dynamic Simulation - In the case of Ginkgo planted on the Dongdaegu-ro in Daegu - (동적 시뮬레이션을 활용한 가로수 식재유형별 가로경관 평가 - 대구광역시 동대구로 은행나무를 대상으로 -)

  • Shin, Jae-Yun;Jung, Sung-Gwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.1
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    • pp.89-103
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    • 2014
  • This study analyzed the preference depending on street planting types and visual characteristics on Dongdaegu-ro located in Suseong-gu, Daegu Metropolitan City. The Single Row Roadside, Central Sidewalk Plantings, Double Row Parallel and Alternate Plantings were selected as the planting types. The plantings were divided at intervals of 4, 7 and 10 meters. A survey was conducted by dynamic simulation produced from pedestrian perspective. As a result, in single planting, the single central sidewalk planting with 4 meter-interval showed a high landscape preference 4.64. In addition, in double planting, the double alternate planting with 7 meter-interval showed the highest landscape preference 5.01. The factors that had the greatest effect on the landscape preference were 'comfortable' and 'beautiful'. It was considered that they should be preferentially taken into account in producing landscapes by planting. It was considered that they should be preferentially taken into account. It is also considered that this study will be used for objective data and planting plan for establishing the comfortable and high quality streetscape by quantitative evaluation of the visual characteristics and preference according to the street planting types.

A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.