• Title/Summary/Keyword: 시각적 촉각성

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Diagnosis and Evaluation of Humanities Therapy: The Phonetic Analysis of Speech Rates and Fundamental Frequency According to Preferred Sensation Type (인문치료의 진단 및 평가: 감각유형에 따른 말속도와 기본주파수의 실험음성학적 분석)

  • Lee, Chan-Jong;Heo, Yun-Ju
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.231-237
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    • 2011
  • The purpose of this study is to examine the correlation between the preferred sensation type and speech sounds, especially on $F_0$ and the speech rates. Data for the sensation types and speech sounds were collected from 36 undergraduate and graduate students (17 male, 19 female). Subjects were asked to read a given text (400 syllables), describe a drawing, and give answers to some questions. We measured speakers' $F_0$ and speech rates. The results show that type V (Visual) has the correlation with the speech rates when type D (Digital) was ruled out, and type A (Auditory) has the correlation with the speech rates when type D was included. Furthermore, the analysis of the mean values of V, A, K (Visual, Auditory, Kinethetic) indicates that type V is characterized with faster speech rates and higher $F_0$ in all parts except for interview and the same is true for that of V, A, K, D (Visual, Auditory, Kinethetic, Digital) in all parts. In conclusion, this study proved that the preferred sensation type has the correlation with $F_0$ and speech rates. Based on the results of this study, $F_0$ and speech rates can be used to analyze the sensation types for individualized education as well as consultation. In addition, this study has great significance in that it lays a foundation for the study on the correlation between a preferred sensation type and speech sounds.

Research on Types of Visual Rhythmic Sense in Typography (타이포그래피의 시각적 리듬감 유형 연구)

  • Jung, Yu-Kyung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.143-154
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    • 2005
  • Typography in visual communication design is 'potential form' hidden within a space. Showing rhythm in typography is making 'aesthetic sense' in a graphic which has formative characteristics, the way of expression is very important. When the rhythm is recognized through visual stream, Rhythmic Sense is formed. The research will present a new form of the Visual Rhythmic Sense by analyzing typography works out positively. First of all, I researched works done by Fillippo Marinetti, Robert Massin, Wolfgang Weingart, and David Carson for their vigorous experimentalism in typography in forming visual rhythm. I used S.D. Scale method to analyze characteristics of visual image and VARIMAX for factor analysis reaching types of visual rhythm, which could be classified as following. (1) Synesthesia Rhythmic Sense (R-synesthesia) means that the senses are conveyed through 'visualization of auditory sense' and 'visualization of touch' (2) Simultaneous Rhythmic Sense (R-simultaneity) means that the time and space co-exist in one plane. (3) Connective Rhythmic Sense(R-connection) means that different factors (Within one plane) co-exist interacting with one another and creating a unified impression through such a process. (4) Artist Oriented Rhythmic Sense ($-artist) means that the artist interprets the content subjectively and expresses his/her impression, thereby, attracting a gaze of audience systematically and arbitrarily. (5) Reader Oriented Rhythmic Sense(R-reader) avoids the existing legibility formed through aggressive engagement of the reader.

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Design and Evaluation of Multisensory Interactions to Improve Artwork Appreciation Accessibility for the Visually Impaired People (시각장애인의 미술 작품 감상 접근성을 높이는 다중감각 인터랙션의 설계 및 평가)

  • Park, Gyeongbin;Jo, Sunggi;Jung, Chanho;Choi, Hyojin;Hong, Taelim;Jung, Jaeho;Yang, Changjun;Wang, Chao;Cho, Jundong;Lee, Sangwon
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.41-56
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    • 2020
  • This study suggests multisensory interaction techniques to help visually impaired people appreciate and understand artworks through non-visual senses such as tactile, auditory, and olfactory senses. A user study was conducted on the basis of a qualitative interview about the experience of appreciating artwork through the multisensory interaction system to visually impaired people so as to verify the development of the interaction techniques. The user test shows that the multisensory interactions in artwork generally not only help them appreciate and understand it but also give them satisfaction through artwork appreciation. However, it also indicates that some multisensory interactions caused the visually impaired people confusion and could not be perceived during the appreciation. On the basis of these outcomes, implications in this study are as follows. This study has contributed to providing specific development guidelines and indicators of non-visual multisensory interactions as a technical alternative to improve accessibility to cultural and artistic activities for the visually impaired. Furthermore, this study is expected to contribute to building a technical background, which can provide comprehensive sensory experiences with not only blind people but also non-blind people such as children and the elderly through universal interaction techniques beyond existing visual-oriented fragmentary experience.

신경회로의 로보트 및 자동화 응용

  • 오세영
    • The Magazine of the IEIE
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    • v.18 no.10
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    • pp.29-38
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    • 1991
  • 제6세대 컴퓨터로 불리는 신경컴퓨터는 학습과 병렬처리에 의해 인간의 두뇌 기능을 모방한다. 인간의 두뇌는 시각 인식, 음성인식, 촉각 감지등 패턴 인식뿐 아니라 인간의 복잡한 신체구조를 시각, 촉각 같은 감각기관의 도움을 얻어 움직이는 중요한 역할도 한다. 바로 이 모터제어(motor control)역시 신경회로가 담당하기 때문에 이를 기계적 신체에 해당하는 로봇 또는 광범위하게 기계, 비행기, 산업공정에 응용하는 것은 매우 자연스럽게 보인다. 이처럼 신경회로가 제어에 응용되는 것을 신경제어(neurocontrol)라 하고 이를 이용한 기계를 지능기계(intelligent machinery)라 한다. 지능기계는 기본적으로 인간처럼 경험축적, 학습, 불확실한 환경에서의 적응, 자기진단 등의 장점을 가지고 있다. 신경회로의 지극히 광범위한 응용분야중 신경제어는 가장 먼저 실현될 가능성이 높다. 실제로 로봇나 공정제어(process control)처럼 복잡한 비선형 시스템의 제어는 다량의 센서 정보에 기초한 실시한 제어를 필수로 하며 이는 신경회로를 사용함으로써 가장 효율적, 경제적으로 구현할 수 있다. 실제로 신경제어는 전세계적으로 이미 시스템 제어에 응용되어 좋은 결과를 내고 있다. 신경회로의 로봇나 자동화 응용은 학술적인 측면에서는 복잡한 비선형 시스템의 지능제어(intelligent control)문제에 대한 신선한 해결책을 마련해줄 뿐 아니라 산업자동화라는 막대한 시장을 뒤로 하고 있어 이론에서 실제에 걸쳐 가장 광범위한 파급효과를 가지는 최첨단 기술로 보여진다. 고부가가치 상품을 통한 국제경쟁력 제고의 차원에서도 정부, 기업 등의 과감한 연구 개발투자가 선행되어야 한다. 특히 이 분야의 연구는 선진국도 최근에 시작한 점으로 보아 정부, 기업이 이에 대한 연구개발 투자를 현명하게 할 경우에 세계적 기술 경쟁력도 확보할 수 있을 것이다. 본 해설에서는 로봇 및 시스템 제어에 관한 기초 이론과 신경회로 적용기술을 소개하고 기존방법과 비교했을 때의 우월성, 전세계적인 응용연구, 국내외 연구개발 현황, 상업화 가능성, 산업계 응용례, 기술상의 문제점, 향후 전망 등을 다루기로 한다.

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신경컴퓨터(Neural Network)을 이용한 로보트 제어

  • 오세영
    • Information and Communications Magazine
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    • v.9 no.11
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    • pp.70-79
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    • 1992
  • 제6세대 컴퓨터로 불리는 신경컴퓨터는 학습과 병렬처리에 의해 인간의 두뇌 기능을 모방한다. 인간의 두뇌는 시각인식, 음성인식, 촉각감지 등 패턴인식뿐 아니라 인간의 복잡한 신체구조를 시각, 촉각 같은 감각기관의 도움을 얻어 움직이는 중요한 역할도 한다. 바로 이 모터제어(motor control) 역시 신경회로가 담당하기 때문에 이를 기계적 신체에 해당하는 로보트 또는 광범위하게 기계, 비행기, 산업공정에 응용하는 것은 매우 자연스럽게 보인다. 이처럼 신경회로가 제어에 응용되는 것을 신경제어 (neurocontrol)라 하고 이를 이용한 기계를 지능기계(intelligent machinery)라 한다. 지능기계는 기본적으로 인간처럼 경험축적 학습 불확실한 환경에서의 적응 자기진단 등의 장점을 가지고 있다. 신경회로의 지극히 광범위한 응용분야중 신경제어는 가장 먼저 실현될 가능성이 높다. 실제로 로보트나 공정제어(process control)처럼 복잡한 비선형 시스템의 제어는 다량의 센서 정보에 기초한 실시간 제어를 필수로 하며 이는 신경회로를 사용함으로써 가장 효율적, 경제적으로 구현할 수 있다. 실제로 신경제어는 전세계적으로 이미 시스템 제어에 응용되어 좋은 결과를 내고 있다. 신경회로의 로보트나 자동화 응용은 학술적인 측면에서는 복잡한 비선형 시스템의 지능제어 (intelligent control)문제에 대한 신선한 해결책을 마련해줄 뿐 아니라 산업자동화라는 막대한 시장을 뒤로 하고 있어 이론에서 실제에 걸쳐 가장 광범위한 파급효과를 가지는 최첨단 기술로 보여진다. 고부가가치 상품을 통한 국제 경쟁력 제고의 차원에서도 정부, 기업 등의 과감한 연구 개발투자가 선행되어야 한다. 특히 이 분야의 연구는 선진국도 최근에 시작한 점으로 보아 정부, 기업이 이에 대한 연구 개발투자를 현명하게 할 경우에 세계적 기술 경쟁력도 확보할 수 있을 것이다. 본 해설에서는 로보트 및 시스템 제어에 관한 기초 이론을 설명하고 신경회로 적용기술을 소개하고 기존 방법과 비교 했을 때의 우월성, 전세계적인 응용연구, 국내외 연구개발 현황, 상업화 가능성, 산업계 응용례, 기술상의 문제점, 향후 전망 등을 다루기로 한다.

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A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

Designing a Framework of Multimodal Contents Creation and Playback System for Immersive Textbook (실감형 교과서를 위한 멀티모달 콘텐츠 저작 및 재생 프레임워크 설계)

  • Kim, Seok-Yeol;Park, Jin-Ah
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.1-10
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    • 2010
  • For virtual education, the multimodal learning environment with haptic feedback, termed 'immersive textbook', is necessary to enhance the learning effectiveness. However, the learning contents for immersive textbook are not widely available due to the constraints in creation and playback environments. To address this problem, we propose a framework for producing and displaying the multimodal contents for immersive textbook. Our framework provides an XML-based meta-language to produce the multimodal learning contents in the form of intuitive script. Thus it can help the user, without any prior knowledge of multimodal interactions, produce his or her own learning contents. The contents are then interpreted by script engine and delivered to the user by visual and haptic rendering loops. Also we implemented a prototype based on the aforementioned proposals and performed user evaluation to verify the validity of our framework.

The Haptic Perception Aspect shown in Landscape Architecture before Modernism - Focused on Historical Development Process - (모더니즘 이전 조경에 나타난 촉지적 지각 양상 - 역사적 전개 과정을 중심으로 -)

  • Kim, Jin-Seob;Kim, Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.4
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    • pp.1-14
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    • 2015
  • In the West, of the body's five senses sight is considered the most important but Ocular-centralistic thinking contains many issues. Privileging the subject and inhibiting interaction with the other senses, Ocular-centrism limits the experience of the world to the visual area. However, experiences can be understood as 'touching' various forms and are related to touch. With the heightened interest in the multi-sensuous side of the body contrary to Ocular-centrism, the intervention of the body in the external space has become an important issue in modern landscape architecture. This study explores the possibility of the haptic perception system that causes the active experience of a subject. Haptic perception plays a catalytic role leading an active experience of the subject and the subject experiences a sense of place through such haptic perception. By revealing what was known through the sense of touch through the concurrency and interaction of the various senses, haptic perception draws active participation The haptic perception system has been studied in various fields but has not been studied in the field of landscape architecture. Thus, this study discusses the aspect of haptic perception limited to landscape architecture shown before modernism. In a discussion on haptic perception, the concept of haptic perception is clarified through previous study reviews and literature and the characteristics of haptic perception are derived. Then, the problems of the Ocular-centrism system and the need for haptic perception are discussed. In the historical development process of haptic perception, the change process of the scopic regime is examined chronologically and the ways in which Ocular-centralistic thinking and anti-Ocular-centralistic thinking have been projected on the architecture and landscape architecture of each age are studied via literature and cases studies. The impact of the scopic regime on the landscape architecture field in the historical change process is examined.

Research on immersive elements to improve the reality of AR / VR content (AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구)

  • Heo, Junwon;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.17-34
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    • 2022
  • This paper summarizes the differences and characteristics between virtual worlds and virtual reality, and advances research on immersive elements for improving the reality of virtual worlds. The immersive elements are broadly studied by separating the sensory immersive elements and the technical immersive elements, focusing on the sensory organs of sight, perception, touch, and hearing, and investigating the correlation between these elements to improve the immersive feeling in content design. Set standards.

Design and Implementation of Smart Cane for Visually Impaired People (시각 장애인을 위한 스마트케인 설계)

  • Ahn, Jeonghwan;Lee, Young-Doo;Koo, Insoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.167-175
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    • 2018
  • Despite the rapid development of IT technology, people with visual impairments still use simple forms of walking sticks and need more advanced walking aids. Smart Cane, which is developed based on Internet service and sensor, can provide high safety and convenience compared to existing sticks for visually impaired people by conveying peripheral information and walking situation to these visually impaired people through voice and vibration. In this paper, we propose and implement SmartKane to overcome lack of miniaturization, user friendly form, and sensing sensitivity, which have been pointed out as a problem of existing SmartKane.