• Title/Summary/Keyword: Human senses

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The Change Characteristic of the Stimulation and Satisfaction of the Brain Wave Reaction to the Visual Stimulation in the Space - Focus on the Influence of the Halogen and Wall - (시각적 공간자극에 나타난 뇌파반응의 자극 정도와 만족도 변화특성 - 할로겐 조명과 벽의 영향을 중심으로 -)

  • Seo, Ji-Eun
    • Korean Institute of Interior Design Journal
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    • v.24 no.5
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    • pp.99-107
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    • 2015
  • The purpose of this study is to analyze the change of visual stimulus of users to the space through the experiment of EEG and the satisfaction of users depends on the lighting. To do that, the results measured with EEG experiment focusing on Beta ${\beta}$ were compared to each other to figure out difference in the changes of the activation of human brain on lighting's situation as the lighting off and on in the same space. The difference in the results was verified according to the characteristic of users which classified with 4 types of the spatial sensitivities. The results of this study are as following. Firstly, the spacial sensitivity of user is to communicate well with the different senses with stimulus through interaction among the elements. At this time, the brain plays a major role in build the spacial sensitivity of users as the place to make form. Secondly, there are the differences in the activation of brain depends on lighting situation even in the same space. The stimulus into the brain became generally stronger in images with lighting on than off. Especially, the response in the occipital lobe which connected with the visual center turn out strongly in the image of 'modern natural'. Because the visual stimulus interact well with the bright color, the reflectional texture and the rough texture painted the dark color. Thirdly, the satisfaction of users changed with lighting in the space. But we could know that the satisfaction of users isn't be related to the visual stimulus through the results of this study. Finally, there isn't the difference in the activation degree of brain according to the characteristic which are preference of users into 4 types of the spatial sensitivity through the results came from ANCOVA(analysis of covariance) with SPSS Program 22.

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

A Study on Expressional Characteristics of Objets Appeared in Hotel Interior Space of Marcel Wanders (마르셀 반더스의 호텔 실내공간에 나타난 오브제의 표현특성에 관한 연구)

  • Jeon, Min-Ji;Kim, Jeong-Ah
    • Korean Institute of Interior Design Journal
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    • v.25 no.2
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    • pp.131-142
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    • 2016
  • Rapid economic development has played a big role in the formation of the values of pluralism. On that account, the importance of leisure life has grown substantially, Such phenomenon has allowed people to travel more frequently. Hence, there has been a growing demand for accommodation. In particular, the number of design hotels with a stylish design has grown exponentially as compared with the conventional standardized chain hotels. As a result, a variety of objets have been utilized in hotel spaces for establishing a differentiated formativeness and offering a visual stimulus to users. An objet refers to an object of symbolic function. That is to say, it serves to increase cultural values by approaching arts in an ordinary environment. Distinctive objets are mainly expressed as new ideas by the emerging designers in Europe. In particular, Marcel Wanders designs hotel spaces on the basis of the emotional meaning and story of objets, thereby showing interesting elements. He brings human stories into a design by leveraging the expressional characteristics of an objet, such as the place, fantasy and story-telling, in hotel interior spaces. This allows users, who reject the stereotypes of modern functionalism, to have exotic memories by stimulating their instinctive senses. Furthermore, this can complete users as a part of an artwork by creating a huge artwork on the basis of hotel interior spaces. In this regard, I hope that the expressional characteristics appeared in the hotel interior spaces of Marcel Wanders can be utilized as preliminary data for planning design hotels in the future.

Effect of Flow Factors on the Continuing Use of VR video Contents and HMD (플로우(flow)의 요인이 VR 영상콘텐츠와 HMD의 지속이용에 미치는 영향 연구)

  • Lee, Junsang;Park, Jun-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.7
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    • pp.793-800
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    • 2019
  • Recently, VR technology has been able to enjoy VR content using HMD due to changes in hardware and displays. VR video contents and HMD are becoming interactive through human senses and computer interfaces. Based on flow based on VR user's perspective, VR video contents and HMD were approached as subjects for continuous use. The components of the independent variable Flow were set up in real life, immersion, and interaction. Data from 400 male and female users of 450 users commissioned by the survey agency were used in the study. Research shows that first flow influences VR video contents and continuous use. Second, flow has been shown to affect HMD and its continued use. Among the flow factors that enhance the persistence of VR video content and HMD, which act as the greatest influence was studied. Through this research, the company aims to help establish direction of the next-generation VR industry

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

Direction of Introduction of Natural Light when Designing Space for Infant and Toddler Daycare Centers (영유아 어린이집 공간설계 시 자연광 도입의 방향성)

  • Jang, Jinha;Lim, Kyungran
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.179-192
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    • 2021
  • Human beings going through a series of identification and adaptation steps from the external environment is deeply related to survival, and the physical and mental development process has the task of each growth period. In particular, infants and children are the most active time to take various information from the surrounding environment and develop balanced actions and thinking. Therefore, the space that supports the development of infants and children should be created into a meaningful environment beyond aesthetic and functional roles as a space that provides various senses and experiences. First, this study understood the concept of infant development and 'light environment' and analyzed the need. Second, the relationship between natural light and infants was identified. Third, the characteristics of the inflow of natural light applied to the space were derived by analyzing how the identified functions could be utilized, and based on this, the current status of daycare centers was analyzed to discuss the necessity and direction of 'introduction of natural light'. We hope that this study will be used as a meaningful basis for the active introduction of natural light in the future space design of daycare centers.

Analysis of Digital Fashion Design Elements Focusing on Overseas Digital Fashion Brands (해외 디지털 패션브랜드에 나타난 패션디자인 요소의 특징에 관한 연구)

  • Yun Jung Hong
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.77-109
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    • 2023
  • This study attempted to understand current status of overseas virtual fashion brands and analyze attributes of common digital fashion brands. Based on brand analysis criteria of previous studies, digital fashion brands were analyzed for brand concept, price range, characteristic elements, and attributes. Digital fashion design elements of items, colors, materials, patterns, and effects were analyzed by collecting images of brands' digital fashion design products. Digital fashion brands could be divided into experimental and creative digital fashion brands and digital fashion brands aiming for popular brands. This study introduces a creative fashion collection that experiments sustainability and future value. It shares a new way of self-expression and a playful culture centered on the younger generation. In terms of fashion design elements, fashion items were similar to the existing fashion category, but included other accessories that reflected the lifestyle of Generation Z. Silhouette expressed a minimalistic futuristic image centered on straight silhouettes. Color showed a bold and modern color image through black and color contrast. Unique patterns reflecting the concept of the brand appeared, centering on abstract and geometric patterns. Regarding materials and effects, new elements differentiated from existing fashion design area, showing meaningful characteristics. Digital materials are developed and proposed for sustainability. Materials (such as metal, glass, plastic) and effects (such as weightlessness, flames) expand impossible senses in reality and enable new fashion experiences. This is a case study of digital fashion brands. It is meaningful in that it identifies characteristics and discusses their values and meanings.

Development of the Psychology-based Curriculum for Enhancing Naturalistic Competency in the Forest Education-related Experts (산림교육전문가를 위한 심리학 기반 자연탐구역량 교육과정 개발)

  • Kim, Keun-Hyang
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.417-424
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    • 2022
  • The purpose of this study was to develop the psychology-based naturalistic competency curriculum so that forest-related experts could fully play the role of a mediator between nature(forest) and human(visitors). The curriculum was designed in three parts: a pleasant life, a wise life, and a meaningful life. Contents were focused on recognizing and naming one's senses and emotions in nature, discovering nature-related memories and Naturalistic Intelligence, experiencing the flow in nature and activating the Default Mode Network. The curriculum supplemented by expert's advice was implemented as job training for forest-related experts, and the curriculum was finally revised by examining the understanding and utilization of the participants. As a result, the curriculum in three areas of emotion, cognition, and practice was completed. It is expected that this curriculum will be upgraded through evaluation in the future so that forest-related experts can provide more qualitative service by strengthening their naturalistic competency.

A Study on Interactive Talking Companion Doll Robot System Using Big Data for the Elderly Living Alone (빅데이터를 이용한 독거노인 돌봄 AI 대화형 말동무 아가야(AGAYA) 로봇 시스템에 관한 연구)

  • Song, Moon-Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.305-318
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    • 2022
  • We focused on the care effectiveness of the interactive AI robots. developed an AI toy robot called 'Agaya' to contribute to personalization with more human-centered care. First, by applying P-TTS technology, you can maximize intimacy by autonomously selecting the voice of the person you want to hear. Second, it is possible to heal in your own way with good memory storage and bring back memory function. Third, by having five senses of the role of eyes, nose, mouth, ears, and hands, seeking better personalised services. Fourth, it attempted to develop technologies such as warm temperature maintenance, aroma, sterilization and fine dust removal, convenient charging method. These skills will expand the effective use of interactive robots by elderly people and contribute to building a positive image of the elderly who can plan the remaining old age productively and independently

Study on the Failure Diagnosis of Robot Joints Using Machine Learning (기계학습을 이용한 로봇 관절부 고장진단에 대한 연구)

  • Mi Jin Kim;Kyo Mun Ku;Jae Hong Shim;Hyo Young Kim;Kihyun Kim
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.113-118
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    • 2023
  • Maintenance of semiconductor equipment processes is crucial for the continuous growth of the semiconductor market. The process must always be upheld in optimal condition to ensure a smooth supply of numerous parts. Additionally, it is imperative to monitor the status of the robots that play a central role in the process. Just as many senses of organs judge a person's body condition, robots also have numerous sensors that play a role, and like human joints, they can detect the condition first in the joints, which are the driving parts of the robot. Therefore, a normal state test bed and an abnormal state test bed using an aging reducer were constructed by simulating the joint, which is the driving part of the robot. Various sensors such as vibration, torque, encoder, and temperature were attached to accurately diagnose the robot's failure, and the test bed was built with an integrated system to collect and control data simultaneously in real-time. After configuring the user screen and building a database based on the collected data, the characteristic values of normal and abnormal data were analyzed, and machine learning was performed using the KNN (K-Nearest Neighbors) machine learning algorithm. This approach yielded an impressive 94% accuracy in failure diagnosis, underscoring the reliability of both the test bed and the data it produced.

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