• Title/Summary/Keyword: 역동감

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A Study on the Listener's Emotional Perception of Music According to Harmonic Progression Level (음악의 화음 전개 수준에 따른 감상자의 정서 지각 연구)

  • Ryu, Hae In;Choi, Jin Hee;Chong, Hyun Ju
    • Journal of Music and Human Behavior
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    • v.19 no.1
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    • pp.93-112
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    • 2022
  • The purpose of this study was to compare participants' perceived emotion following harmonic changes in music. In this study, 144 participants, aged 19 to 29 years, listened to music online that included low to high harmonic progression in tonal music (major-minor). After listening to each piece of music, participants were asked to rate 4 items using a 7-point Likert scale: emotional potency, arousal, degree to which the harmony impacted the listener's emotions, and listener's preference for the music. There were significant differences between each of the four items upon the level of harmonic progression. When the participants were divided into two groups (i.e., those with a background in music and those with no background in music), there was a significant difference between the groups in terms of emotional potency, but there was no significant interaction effect. This study confirmed that various emotional responses in listeners can be induced by controlling the exogenous variables in musical excerpts. Based on this, it is expected that the harmonic progression level can be provided to the client to be used as an effective therapeutic tool in music therapy intervention.

Sensibility Evaluation for Car Navigation System based on Vehicle-type Preference (선호 차종별 자동차 네비게이션 시스템의 감성평가)

  • Park Sung Joon;Kim Sung Hoon
    • Journal of Korea Society of Industrial Information Systems
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    • v.9 no.3
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    • pp.71-79
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    • 2004
  • Owing to the rapid increase of the number of automobiles, the traffic is being heavily crippled as time goes by. To provide drivers with better safety and convenience, a variety of CNSs(Car Navigation System) are being installed more and more specially for the vehicles which are produced in recent days. As the CNS has gained the public popularity, it has been playing a role as a component of the multimedia system in a vehicle in addition to providing the capability of route guidance service. It is, therefore, now recognized as an important unit of the vehicle interior system. As the situation has been changed as formerly described, it is necessary that not only the functions but also the usability and exterior features are to be designed to suit customers' tastes. This paper is an attempt to find out what the major sensibility factors which customers want as far as a CNS is concerned are. Because these factors can differ from a vehicle type to another that customers prefer, the analysis is based on the vehicle preference. It is proved that MDS(Multi Dimensional Scaling) is an effective method to analyze the sensibility factors for the different types of vehicles. The result shows that for the people who prefer the sedan-type vehicles, luxuriousness, harmoniousness, and texture are major factors. For people who like sports car, faminism, salience, and dynamics are major factors. For people who prefer SUV's(Sports Utility Vehicle) or MPV's(Multi Purpose Vehicle), solidity, dynamics, and convenience are important.

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A Study on the Application of Visual Depth In Aspects of the Spatial Organization of Architecture (건축공간(建築空間) 구성(構成)에 있어서 시각적(視覺的) 깊이의 활용(活用)에 관(關)한 연구(硏究))

  • Baek, Min-Seok
    • Journal of The Korean Digital Architecture Interior Association
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    • v.3 no.1
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    • pp.1-8
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    • 2003
  • Perceiving the depth of space in the spatial organization of architecture is perceiving spaces as well three dimensions as the fourth dimensions -perceive the time-. Physical depth in architectural space differs from perceptional depth in aspects of not only dimension but also perceptional effects. In this study, the perceptional depth is defined as visual depth and physical depth is depth of space. These purposes of this study are classifying the perceptional effects of visual depth -visual access, sense of variety, dynamic and cubic effect... - and the methods of spatial composition which causes visual depth in architectural space.

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Sensibility Factors of Colored Light (색광에 대한 감성 요인들)

  • 박창호
    • Korean Journal of Cognitive Science
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    • v.13 no.3
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    • pp.23-31
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    • 2002
  • Previous studies on color sensibility employed mostly general emotional and/or sensational words, and could not have a focus on the matter of 'color'. This study tried to collect sensibility words of color widely, and select representative words in a systematic way, with a result of 90 sensibility word list. 25 participants were asked to indicate how they feel on each item of the list when each of 22 colored light was projected on the screen. Factor analysis of data extracted 5 sensibility factors, such as mildness, neatness, splendour, dynamic, and weightiness. They were thought to represent color sensibilities more specifically, while having some similarities to, than those factors proposed previously. Issues on interpretation of factors and application of this result were discussed.

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A Study on the Causal Relationship Between Attributes of VR Ad and Advertising Effectiveness: Mediating Effect of the Consumer's Innovation (VR 광고 특성과 광고효과 간의 인과관계에 관한 연구 : 소비자 혁신성의 매개효과)

  • Choi, Yun-Seul;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.37-45
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    • 2019
  • This study investigated whether the model attributes of VR Ads (3D effect, presence, Dynamics, Amusement) affect the attitude of the advertising. We also examined the mediating role of consumer's innovation in the model attributes and advertising attitude of VR advertisements. To do this, VR equipment was used to induce real advertisers to experience advertisements. The causal relationship between variables was examined through covariance structure analysis. The results are as follows. First, all independent variables of the VR advertising model have a positive effect on the consumer's innovation. Second, the 3D effect, Amusement of the VR advertising model have a positive effect on the attitude of the advertising. Third, the effects of the VR advertising model on all variables are mediated by the consumer's innovation of the VR advertisement. The results of this study provide implications for understanding the characteristics of VR Ads.

Fun Factors of New Media Content for Kids (유아용 뉴미디어 콘텐츠의 재미 요소)

  • Chung, Jee Yong
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.40-52
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    • 2018
  • Media can be considered as a type of play for kids in this new media era. Researches on media content for kids have mainly focused on educational effect or specific features such as design, but a great deal of kids content is created for fun and enjoyment. This study analyzes fun factors of the most popular kids content on Youtube: Kongsuni and Friends, Carrie and Toys, and Pinkfong. The result shows that seven fun factors can be grouped into three categories; 1) Self-determination and independence are related to the media environment; 2) Sensuous vividness, empathy, and physical dynamic are related to the content; 3) Self-expression and social interaction are related to associated activities. This study extends our perspective on kids content by analyzing fun factors in the comprehensive process of media consumption.

The Sutability of VR Artwork as an Immersive Learning Tool (몰입적 학습 도구로서의 VR 예술작품의 적합성)

  • Rhee, Boa;Kim, Jusub
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.223-226
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    • 2016
  • 본 논문은 최근 출시된 반 고흐 VR 예술작품의 2D 및 3D 콘텐츠에 대한 경험을 분석했다. 두 가지의 콘텐츠에서 쾌락적 특성이 강하게 나타났으며, 원작의 재생산된 작품으로서가 아니라 새로운 창작물로 인지되었다. 콘텐츠의 일반적 특성과 마찬가지로, 몰입감의 경우에도 2D 보다는 3D 콘텐츠에 대한 평가가 더욱 긍정적으로 이루어졌으며, 두 가지의 콘텐츠에서 가장 높게 평가된 몰입감 요인은 주의집중력으로 제시되었다. 특히 3D 콘텐츠의 경우, 다감각적 촉진은 가상공간에서의 현존감(presence)과 관련된 육체적 움직임에 대한 역동성에 영향을 미쳤으며, 원작에 대한 현존감은 가상공간에서의 현존감과 몰입감으로 대체되었다. 3D 기반의 콘텐츠는 학습에 대한 내재적 동기부여를 비롯, 그룹 토의의 활성화, 예술작품 및 작가에 대한 관심 증가 등의 몰입형 학습 도구로서의 효용성이 유의미하게 나타났다. 비록 2D 및 3D 콘텐츠의 몰입학습을 위한 도구로서의 적합성이 예술작품에 대한 감상 및 해석도구로서의 적합성보다 높게 제시되기는 했지만, 예술작품의 진정성과 아우라라는 관점에서 보면 '회화적 동일성'은 존재했지만 콘텐츠의 재창조적 특성으로 인해 '미학적 동일성'은 보장되지 못했다. 이러한 현상은 VR 예술작품의 콘텐츠 제작 목적의 상이함 뿐만 아니라 기술적 정교함 및 예술적 전문성 결여에 기인한다.

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Considerations on Digital Autobiography of the Elderly in the Digital Age (디지털 자서전 연구를 위한 고려사항 - 디지털 기기에 익숙한 노년을 대상으로)

  • Joo, Seoni;Kim, Hanil
    • Smart Media Journal
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    • v.8 no.3
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    • pp.80-87
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    • 2019
  • Older generations may want a life review, a dynamic process of recall, evaluation, and aggregation, to fulfill their developmental task of "ego-integrity." Writing an autobiography is a tool for a life review based on narrative as "mode of consciousness." This study intends to find out what should be considered so that digital autobiography can fulfill its original role as a tool to achieve ego-integrity for the New Silver Generation. For this purpose, we will first examine theories about the process of ego-integrity through a life review. Then we will analyze different aspects of writing an autobiography including three characteristics of being narrative and the compositional qualities of autobiographical writing. Next, we will review the characteristics of digital narratives autobiography, and highlight some ideas to consider in the study of digital autobiographies for the New Silver Generation.

Dolly Zoom Rendering for Computer Graphics (그래픽스 기반 달리줌 렌더링)

  • Kim, Kangtae;Jeong, Yuna;Lee, Sungkil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.464-465
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    • 2012
  • 장면에는 초점을 두는 중요한 영역이 있다. 초점에 의한 영상 효과는 사실감 뿐 아니라 작가들의 매시지를 효과적으로 전달하는데 현저히 도움이 된다. 본 논문에서는 영화 영상 기법 중 달리줌을 컴퓨터 그래픽스에 적용/렌더링하여 초점 효과를 극적으로 향상시키는 방법에 대하여 제안한다. 달리줌과 더불어, thin-lens 카메라 모델 기반 디포커스 블러를 추가하여, 보다 극적인 효과를 실시간에 얻을 수 있다. 이러한 효과는 역동적인 원근감을 제공하여 물체를 강조하는 다양한 특수효과에 쓰일 수 있다.

The effects of body appearance satisfaction and self-esteem on the perceived obesity stress in adolescence in Seoul area: A latent model test (서울지역 청소년의 외모만족과 자아존중감이 비만스트레스에 미치는 영향: 잠재변인을 사용한 모델 검증)

  • Lee, Ji Eun;Auh, Seongyeon;Jung, In-Kyung;Kim, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.24 no.4
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    • pp.105-116
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    • 2012
  • The purpose of this study was to investigate the effects of body appearance satisfaction(BAS) and the self-esteem on the obesity stress(OS). A survey sample drawn from the total of 664 middle school students(324 of females and 340 of males) were analyzed with the suggested conceptual model by employing the latent variables such as BAS and OS. By using the AMOS statistical program, we found that the conceptual model fitted well with the data set and paths in the model significantly predicted the OS. The middle schoolers' BAS had significant direct effects on the OS and self-esteem as well as a indirect effect via self-esteem on the OS. Self-esteem had a significant direct effect on the OS which was larger than the total effects from BAS on OS. Therefore, self-esteem could be buffered the negative influences from the BAS on the OS.

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