This study examined differences in the preference of the fest therapy program regarding stress level. Using convenience sampling method, the surveys on the preferred type of forest healing program and social and psychological stress scales was carried out for adult male and female. As a basis of Psycho social Stress Scale (PWI-SF: Psychosocial Well-being Index Short Form), the adult 620 people were classified such as healthy group, potential stress group, high-risk stress group. The data were analyzed by use of SPSS 21.0 program. To see the difference in preferences for forest therapy program between the three groups according to stress levels, it was analyzed using one-way ANOVA. Depending on the stress levels, there were differences in the preferences of forest healing program such as breathing, breathing exercises, walking in the forest, listening to the sound of water flowing, viewing the forest, counseling, consultation and expert coaching, stress-related lectures, communication-related lectures, forest bathing wind bathing sun bathing. High-risk stress group preferred cognitive based program such as counseling, consultation and expert coaching, stress-related lectures, communication-related lectures. Healthy group appeared to prefer highly emotional approach of the program to take advantage of the five senses such as breathing, breathing exercises, walking in the forest, listening to the sound of water flowing, viewing the forest, forest bathing, wind bathing, sun bathing. Noticeable preference difference was not observed in the potential stress group. It is hoped this study will serve as a basis for the development of forest healing program regarding stress level.
Corporations continue to make a lot of efforts to provide more competitive services as the focus of industry is migrating from products to services. This study aims to shed new light on the potential values of the sense for service innovation through design and propose the workshop methodology for deriving sense-based product and service concepts. To this end, this study investigated the literatures related to the product and service innovation cases based on the conventional idea workshop and sense and also the value of sense. Moreover, it systematized the methodology that established the perspective of sense to the conventional idea workshop methodology. To verify the established methodology, this study extracted the elements to be modified and supplemented from the workshop methodology through the previous case studies. As a result of the study, it was possible to verify the validity as to the sense-based idea workshop methodology and reflect the opinions as to the improvement direction. Consequently, this study is regarded meaningful for proposing the approach of a new perspective as to the sense. Also, this study is deemed meaningful for proposing and verifying the specific idea workshop methodology for the approach hereof.
Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.
As public attention on Well-being culture increases, it is now considered to be a new trend of modern society. The purpose of this study is to publicize the necessity of design products which are advanced in quality and encourage the use of it. The researcher judged that study on design of lighting product to adopt well-being trend is in preliminary level and aims to research on the tendency of well-bing trend and lighting design which the consumer of this age is demanding. As the result of changes in modern consumption trend, design is considered to be a factor of capricious cultural phenomenon. In addition to this, as high technology such as ubiquitous develops with the degitalisation and informatization, the consumer are paying attention to dynamic products rather than static products or products which respond to external stimulus. Products which adopt well-being trend pursuing nature friendly life are particularly preferred It means that not only the basic function of products but also design which satisfy the five sense is required. Modern consumers use products in various way. However, the pro-environmental and human-centered tendency is tried only in very limited area and general study on this matter is extremely rare. This study analyzes the factors which intercepts the adoption of well-being trend to lighting products and seeks for an alternative to solve the problem. Interaction design with well-being trend was adopted to lighting design and the result presented that there is a possibility to differentiate existing lighting design by adding interaction design to the existing lighting design. Therefore, the need for further study on this matter is presented.
Korean traditional alcohol's growth gets declined after Makgeolli's boom and it's time to enter the takeoff stage using cup based on the characteristics of each alcohols in order to their globalization and quality improvement. For now, there are 3 features of Korean traditional alcohol's cup design development; subdivision, quality improvement, systematization. However, there's no product design case that reflect the characteristics of the alcohol from the planning phase. Therefore, it needs to establish process technology for storytelling and emotion based cup design. This research aims to extract the specification for cup design and to find out the visualization element of cup's shape and material by studying 5 senses and traditional alcohol's objective informations. Through the study, the elements that can maximize the specific traditional alcohol's marketability: cup's label, pattern, decorative element based on the storytelling like history and tale were found. As a result, those result can give a new export strategy by developing competitive design that has emotional element and storytelling from the traditional alcohol's characteristics in a situation of stagnant export of the small sized home-brewed liquor business.
Jeon, Myoung-Hoon;Lee, Ju-Hwan;Yang, Jung-Min;Heo, U-Beom;Lim, Tae-Hoon;Ahn, Jung-Hee;Kim, Jin
한국HCI학회:학술대회논문집
/
2008.02b
/
pp.451-455
/
2008
Emotional design gets more and more important. However, the systematical approaches to integration of user experience elements in product design have been rarely tried. This study consists of three parts. We extracted affective words fitting to design direction based on trend analysis. Then, user experience elements were matched with affective words. Finally, a prototype system was made to guide designing affective factors in electronic products. In the present study, user experience elements were defined as color, material & finishing, and sound. Through various documents analysis and trend analysis, trend analysis experts and user experience designers extracted 31 affective keywords which could fully reflect current trend. After paired-comparison of selected keywords, 2 sensibility dimensions were obtained by multidimensional scaling. Trend affective keywords could be explained by 2 dimensions of human-centered' vs. 'techno-centered' and 'warm vs. cool'. Next, user experience elements stimuli were matched with each keyword by user direct positioning on the 2 dimensions affective map. Based on the result of the experiment, the prototype system was developed for the product designers. The results of the current study could guide designers to design emotionally satisfactory products.
A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.
The concept of food coordination was introduced at the end of the 1990s and has generated a great deal of interest until now. However, no standard for the classification of such studies has been established yet. This study was conducted to examine the trends in food coordination studies published from 2000 to 2008. To accomplish this, approximately 335 food coordination articles were reviewed. Classification based on content analysis and the document review were conducted based on study themes(subjects), study forms, study designs, places of application, survey area and sample types. The most important type of study identified in this review was study themes. The themes of the study were divided into the following 10 subjects: 1) studies on the definition and recognition of food coordination, 2) studies on the environment, 3) studies on colors and package designs, 4) studies on table setting, table manner and etiquette, 5) studies on photography, editorial design, identity design and menu, 6) studies on components of dining atmosphere display and table/glass ware, 7) studies on emotions and sensibility, the five senses and food coordination, 8) studies on human resources, 9) studies on reviews, food & culture and education, 10) studies on purchasing, consumer behavior and marketing. The most common subjects were the components of dining atmosphere display and table/glass ware(23.6%). In addition, 17% of the articles reviewed were conducted to study colors and package designs, 14.6% to evaluate purchasing and consumer behavior and marketing, 13.4% to evaluate the environment, and 9.6% to study food & culture and education. Overall, these five subjects accounted for more than 75% of the articles reviewed.
This study investigated many factors which had to be considered importantly in space planning for the cultural contents exhibition hall on the basis of establishment cases at this time that cultural contents were considered very importantly in the national economy. It must be a priority to set up the concept of the exhibition space which can encompass exhibition spaces, exhibits, the approach to experience exhibitions and others for the effective planning for exhibition spaces showing cultural contents. Visitors' moving lines should be planned based on that concept setting. It is necessary to reflect human attributes that people detect environmental information and perceive the environment through their sensory organs and plan moving lines considering visitors' cognitive, emotional and psychological factors which they can feel according to the temporal order. In addition, this study led visitors to respond exhibits through their five senses and increased the effects that visitors appreciated exhibition spaces, actively getting out of the way that visitors experienced exhibitions, which might be limited to sight. This study will be able to provide specific space planning methods related to the establishment of cultural industry-based professional exhibition halls which have been increased day by day at this time that culture-based industries are considered to be important. Moreover, it will be helpful in reducing the trial and effort factor in the exhibition hall establishment project.
Journal of the Korean Institute of Landscape Architecture
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v.38
no.5
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pp.122-133
/
2010
Humans desire the achievement a of sense of unity between themselves and place to create an identity of place as a realization of his or her sense of belonging. Humans develop ideas from their culture and environment to be expressed physically within the landscape through symbols. Symbols are formed within a place through the structure of the space and, more visually, through the details. The purpose of this paper is to examine the structure of space and the details of 'the Courtyard of the lions' in the Alhambra and to study how the details influence the formation of the identity of place. This paper also compares the structure and details in terms of the meaning of symbols, design languages, cultural, social and historical background and the experience of the place. The structure of the space in 'the Courtyard of the Lions' represents Paradise in the Islamic religion a common theme in the composition of traditional Islamic gardens. The design languages expressed within the structure are order, balance, accent and enclosure; the inherit meanings of the structure are religion, the natural environment and way of life. The details tell of the ideology of Paradise, royalty, nature, and praise of God, while their design languages include physical and visual continuity, accent, variation, the feeling of movement, rhythm, and depth perception. The details also express the historical background of the Dynasty of Nasrid and the style of Mudejar. The name 'the Courtyard of the Lions' was taken from the detail of the lim figures, details within the landscape which are important in building an identity of place. This study demonstrates that the details at 'the Courtyard of the lions' achieved a sense of unity between man and place. In conclusion, details have immense influence in building of the identity of place.
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