• Title/Summary/Keyword: 실재성

Search Result 359, Processing Time 0.02 seconds

Usability test about immersion in the Augmented Reality based Product Design (증강현실 기반 제품 디자인에서의 몰입감에 대한 사용성 평가)

  • Ha, Tae-Jin;Chang, Yoon-Je;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.118-123
    • /
    • 2007
  • 본 논문에서는 증강현실 기반 제품 디자인 시, 논문 [1]에서 제안된 몰입감 향상 기법들에 대한 사용성 평가를 통해, 사용자에게 다차원 피드백(multimodal feedback)을 제공하는 것이 몰입감 향상에 어떠한 영향을 미치는가에 대해 알아본다. 우선 기존의 데스크톱 기반의 디자인 환경과 다차원 피드백을 가능하게 하는 증강현실 기반 디자인 환경과의 비교 후, 시각 피드백에 대한 사용성 평가로써 증강된 가상객체에 의해 가려진 손을 다시 보이게 함으로 얻게 되는 실재감 향상 정도와 사용자의 입력에 따른 컨텐츠의 시각적 맵핑의 적절성을 평가한다. 또한 청각 피드백에 대한 평가 기준으로써 시나리오 상의 상황에 따른 배경음/효과음 맵핑의 몰입감과 적절성을 평가한다. 마지막으로 촉각 피드백에 대한 평가로써, 물리적인 감각형 객체에 가상객체를 정합함으로써 얻게 되는 촉감과 시나리오 상의 이벤트에 따라 제시되는 진동-촉각 피드백에 의한 몰입감 향상 정도를 평가한다. 제시된 사용성 평가의 결과는 기존의 증강현실 기반 디자인 시스템의 몰입감을 향상 시키기 위한 구현에 있어, 고려될 수 있는 사항으로써 의미가 있다.

  • PDF

Images of Decomposition of Hydrogen Peroxide Demonstration Represented in New Media Contents: Focusing on Simulacra and Simulation (뉴미디어 콘텐츠에서 재현되는 과산화수소 분해 실험의 이미지 -시뮬라크르와 시뮬라시옹을 중심으로-)

  • Shin, Sein;Ha, Minsu;Lee, Jun-Ki
    • Journal of The Korean Association For Science Education
    • /
    • v.40 no.1
    • /
    • pp.13-28
    • /
    • 2020
  • This study attempted to understand the characteristics of images of scientific experiments represented and consumed on YouTube, a representative of today's new media. In particular, this paper analyzes the case studies of YouTube's hydrogen peroxide decomposition experiment based on Baudrillard's theory of Simulation and Simulacra, which discusses the strong status of images and the ambiguity of the boundary between virtual and reality. A total of 14 YouTube videos related to hydrogen peroxide decomposition experiments were analyzed. In those videos, hydrogen peroxide decomposition experiments were typically conducted with several signs representing scientific experiments, but the most important sign in the videos were bubbles produced through experiments. For more public consumption of the content, the bubbles resulted from hydrogen peroxide decomposition reproduced in YouTube have been transformed into a more spectacular image as 'super-huge' and 'explosive' bubble. Considering the influence of new media that can be accessed by students anytime and anywhere, it is positive that science experiments in new media enhance students' intimacy and access to science. At the same time, however, it is also important to note the danger that the purpose of scientific experiments will be limited to only 'showing specular images', due to the nature of new media, which mainly deals with immediate and superficial images. Furthermore, this study argues that improving students' science media literacy is required to critically examine the science-related images represented in the new media based on understanding the characteristics and limitations of new media that deeply affect daily life.

A Mechanism how Obesity to Attain A Status of Disease (비만의 질병지위 획득 메커니즘)

  • Park, Hye Kyung
    • Journal of Science and Technology Studies
    • /
    • v.14 no.2
    • /
    • pp.165-198
    • /
    • 2014
  • This study investigated a mechanism of naming a disease, as examining how obesity attain a status of disease. WHO(World Health Organization) warned 'The obesity is definitely a disease to need medical treatment' in 1996 and 1997. However, before then, obesity was classified as unusual or nonstandard body status but it was not categorized as a disease. In order to examine a mechanism how obesity attain the status of disease, this study examined the historical process of construction to obesity in discourse of disease and ontological reality of pathological epidemiological to obesity. As a result of this research, it was found that the medical community manipulated BMI(Body Mass Index) and deliberately narrowed the range of person's normal weight, and institutionalized sizism. Especially, it was found that as the medical community associated the body state of obesity with high blood pressure, diabetes, and etc that causes burden of medical expenses to patients, that was fatphobia. And it tried to from a medical control mechanism to assign obesity to an independent status of a disease. Based on this examination, this study found an entailment: the noninfectious disease such as obesity attains the status of disease not because of the pathologic reason but because of cultural or socio-economical reason which han nothing to do with any medical source.

  • PDF

When Fashion Brand Reveals a Secrete -A Fashion Brand's CSR Information Transparency and Consumer Evaluation- (패션 브랜드가 비밀을 밝힐 때 -패션 브랜드의 CSR 정보 투명성과 소비자 평가-)

  • Kim, Songmee;Park, Sunyang;Kim, Hayoun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.44 no.3
    • /
    • pp.385-399
    • /
    • 2020
  • Corporate social responsibility is a consistently discussed theme in many industries. Most corporations engage in CSR activities and now inform consumers in detail on what they have been doing for society. It has become a critical tool of consumer communication; however, little is known regarding the role of information transparency in the context of the fashion industry. This study discusses information transparency of fashion corporations which means revealing information regarding cost and garment making processes. The research proved that the higher consumers perceive a fashion brand's CSR performance (CSP), the more they think the provided CSR information is substantial; consequently, there is a favorable evaluation of the brand. The result provides insight regarding the relationship between CSP perception, perceived information substantiality, and brand evaluation. There was a significant partial mediation effect of perceived information substantiality. Moreover, the moderated mediation effect of information transparency appeared significant on the impact of CSP perception for brand evaluation via CSR information substantiality. The process model 7 was used as an analytical tool. The results of this study implies the importance of information transparency in the fashion industry context in the digital era.

A Critical Examination of Undefined Mathematical Terms Used in Elementary School Mathematics Textbooks of Korea (초등학교 수학 교과서에서 사용되는 무정의 용어 연구)

  • Park Kyosik;Yim Jaehoon
    • Journal of Educational Research in Mathematics
    • /
    • v.15 no.2
    • /
    • pp.197-213
    • /
    • 2005
  • There are not a few mathematical terms used as the undefined terms in school mathematics. The purpose of this study is to investigate critically the undefined mathematical terms in elementary school mathematics textbooks of Korea. As the result, the following suggestions are proposed. Firstly, It is not proper to use the terms which mathematics curriculum does not allow to use in elementary school math as the undefined terms in elementary school mathematics textbooks. Secondly, everyday-based undefined terms must be defined in elementary school mathematics textbook if their mathematical meanings are different from their everyday-based meanings. Thirdly, we need to consider the consistency when we use the undefined terms in elementary school mathematics. Fourthly, undefined terms should be define newly when the contexts in which they are used are changed or expanded. Finally, in elementary school mathematics textbooks, it is needed to define some purely mathematical undefined terms that there is no evidence which shows students grasp well their meaning.

  • PDF

A Study on the Tendency of Realism in Modern Fashion -Focusing on Realism Formativeness expressed in the World of Honore Daumier리s Art- (현대패션에 표현된 리얼리즘 경향에 관한 연구 - 도미에(Honore Daumier리s)의 회화에 나타난 조형성을 중심으로 -)

  • Row Young;Im Nam-Young
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.6 no.3
    • /
    • pp.185-199
    • /
    • 2004
  • This study is intended to examine Honore Daurnier's realism formativeness, review it in connection with socio-cultural conditions, analyze costume designs by a style of realism formativeness, in order to find the value. For the study, the procedure included the review of Daurnier's works and world, together with realism formativeness. Then, Daurnier's realism formativeness applied to costume designs were categorized and found the features of each style. Finally, it sought the implication of realism formativeness in costume designs. Honore Daumier, a realist of France in the 19th century, has been reputed that he pursues plain reality with a satire, uses all the conditions of humans as his object, and observes the vanity, desire, and foolishness of humans to represent his own expression techniques as cold as a stone. Realism formativeness is characterized by adherence to observing reality and engagement in reality, an effort to represent the world as it is as what we sense it without diluting or omitting it, nor any deception. The following terms can be used to describe the three styles of intentional recreation, satire on reality, and real existence; For intentional recreation in costume may be featured by the avant-garde, the pursuit of autonomy, reconstruction, rediscovery, recombination, reinterpretation, neutralized representation (reality + the abstract), transformation, distortion, shock, and unexpectedness, etc. For satire on reality in costume, satirical criticism and mockery in a coexistence of time and space, dualism due to the combination of the exterior and the interior, reality reflecting the actual reality, and irony are those words. Real existence in costume may be described with objectivity, ordinariness, correctness of representing a theme, impersonality excluding subjectivity, clearness, certainness, and preciseness, etc.

  • PDF

Experiencing the 3D Color Environment: Understanding User Interaction with a Virtual Reality Interface (3차원 가상 색채 환경 상에서 사용자의 감성적 인터랙션에 관한 연구)

  • Oprean, Danielle;Yoon, So-Yeon
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.789-796
    • /
    • 2010
  • The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}6'$ rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.

  • PDF

The Fantastic Realism (Magic Realism) representation on film Visualization research: The boundaries of Fantasy and reproducibility of Images (영화에 표현된 환상적 사실주의 (Magic Realism) 시각화 연구: 이미지의 재현성과 환상성의 경계)

  • Nah, So-Mi
    • Journal of Digital Convergence
    • /
    • v.14 no.12
    • /
    • pp.495-501
    • /
    • 2016
  • The film has always reflected the culture of the era based on reality and imagination. The visual effect in the film has mainly played a role of expressing the reality more realistically or recognizing the virtual as reality. This study examines the meaning and the effect of fantasy realism through Oasis of Lee Chang-dong. Fantastic realism has separated the reality from the imaginary space by using a dual meaning tool that affects the time and space in the film and reflects the human desire and desire to see. It was also reproduced in the real world through the medium of pigeons. In addition, it separates visualized space from non-visualized space in film narrative structure, separation of real and unreal space, segregation of consciousness and unconscious space, and separation of reality and reality space into power structure. With the development of technology, the image of the yellow image comes closer to us like reality, which will express the space of unconsciousness that we could not think of.

Effect of Interactivity, Telepresence, and Flow toward Future Behavior Intention on Internet Shopping Malls (인터넷 의류 쇼핑몰의 상호작용성, 원격실재감, 플로우가 미래행동의도에 미치는 영향)

  • Jang, Se-Yoon;Yang, Hee-Soon;Lee, Yu-Ri
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.9
    • /
    • pp.1409-1418
    • /
    • 2009
  • This study investigates the relationship among interactivity, telepresence, flow, and future behavior intention in internet shopping. Respondents were female consumers age 20 to 30. These consumers are regarded to have experience in internet shopping. 500 samples were used in this research. For data analysis, descriptive statistics, factor analysis, ANOVA, and multiple regression analysis were used for this study. As the result, interactivity, telepresence, and flow affect future behavior intention. Flow is the most influential variable affecting the future behavior intention. It implies that hedonic shopping experience (aroused by flow) can increase the future behavior intention of consumers. Consumers can operate and change the product image with convenience by encouraging interactivity between the internet fashion shopping mall and consumers. Through the technology, the experience 'flow' of consumers can provide a sense of telepresence as if they were shopping in a real store. Consumers may feel unconscious of the passage of time and feel fun, free, and original. Therefore, the internet shopping mall should pay attention to what customers demand and reflect it through e-mail, real time chatting, and text messages. In addition, rich product information such as detailed images should be supplied to help customers visualize looks.

Intention to Work as a YouTube Creator: Focusing on Generation Z's Occupational Values (유튜브 크리에이터 직업 선택 의향: Z세대 직업 가치관을 중심으로)

  • Cho, Ju-Yeon;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.3
    • /
    • pp.752-760
    • /
    • 2021
  • The present study aimed to identify predictors of Youtube creator's Willingness to work as a profession. This work is notable, given its prevalence in preference as an occupation due to the development of information and communication technology. In the present work, a survey study was utilized and respondents' perception of job values, interest, self-esteem as well as willingness to work were measured. The results from a multiple regression analysis indicate that, realistic type (-), artistic type (+), corporate type (+) job value and job interest were significantly predictive of willingness to work. This study discussed implications including the need to establish career support services for YouTube creators as a profession and further for differentiated approaches based on job values or individual tendencies. The result from the current work is important, in that this study identified the willingness and influential factors of YouTube creators from a professional perspective, reflecting the recent growing interest in YouTube creators.