• Title/Summary/Keyword: Multi-sensory Environment

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Formation of a Person's Value Attitude to the Worldview Using Information Technologies

  • Yakymenko, Svitlana;Drobin, Andrii;Fatych, Mariia;Dira, Nadiia;Terenko, Olena;Zakharevych, Mykola;Chychuk, Antonina
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.183-190
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    • 2022
  • The article analyzes the features of the formation of a person's value attitude to the worldview by means of information technologies. The present considers it necessary to form a person's value attitude to the perception of the world by means of information technologies. The explosive development of information and telecommunications technologies has become a determining factor in the development of modern society, which is called the information or Global Information Society. It is not yet fully formed, and we are all participants in the development of the Global Information Society. The article considers the basics of a harmonious worldview of a person, which is the basis for the formation of outlook ideas, views, knowledge, beliefs about the surrounding world, which determine the place and role and motivate actions in relation to the surrounding reality through the prism of value orientations. Worldview is considered as an integrity of relatively stable schemes, behaviors, feelings, thinking, vision of the surrounding world, inherent in an individual child, ethno-cultural and socio-cultural groups. The concept of "worldview" as a component of the multi-level structure of the individual's outlook is defined. The features that characterize a person's perception of the world are revealed. The main educational value of information technologies in the formation of a person's value attitude to the perception of the world is highlighted, which consists in the fact that they allow you to create an immeasurable brighter multi-sensory interactive learning environment with almost unlimited potential opportunities that fall at the disposal of both the teacher and the student. The trend of forming a person's value attitude to the perception of the world is clearly developing in the direction of mixed learning as a process that creates a comfortable information educational environment, communication systems that provide all the necessary educational information. The approach to student development by means of the educational environment and the formation, while in the person of a value attitude to the perception of the world by means of Information Technologies, has many pedagogical advantages, which is considered in the article.

An Interpretation of Deleuze's Other Geometry in Terms of Liquid Space - Focused on Works Published since 2000 - (리퀴드 스페이스에 대한 들뢰즈의 타자의 기하학적 해석 - 2000년도 이후 발표된 작품을 중심으로 -)

  • Kim Sun-Hee;Lee Hanna
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.98-105
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    • 2005
  • Through advanced computer technology, our physical environment became a flexible and liquid space that is a multi-functional space structure, hetero-alliance, formless, interactivity. We attempt to interpretate Deleuze's Other geometry as a space designer. Hence first, the aim of this study is to define the meaning of the Other and Other geometry. Second, to extract keywords out of the Other geometry to analyze the work. Third, to analyze the work using the space formative languages(blob, blurring, distortion, folding, layering, lightness, nesting, repetition, shear, transparency, twisting, unfolding, warping, waving, and weaving). The 13 works were selected which have been issued after year 2000 with the focus on liquid space studies. The methods of this study are literature research and contents analysis. The results of the analysis were as follows. First, the source is the Other who is a hidden potentials in the surrounding environment, and this source has the capability of making it part of reality anytime. Other geometry means it is a theory that is comprised of various lines that with the kind of experiences that one has in life. Second, the key words that were extracted from the theory of Deleuze's Other geometry were of (1)hetero-alliance(reflected in a sculptured shape or a fluid abstract form), (2)dis-form(by speculating the user's movements, and combining space elements with external forces), (3)interactivity (information was exchanged real time between the user and his environment where the space took on a sensory institution). Finally, after studying the works using the space formative languages, we found that blob, warping, waving were used externally, and repetition, warping and waving for mostly used internally.

A Study on the Characteristics of Application for Therapeutic Light and Color in Dementia Care Facilities - Focused on Qualitative and Quantitative Application Characteristics (치매요양시설에서의 치료를 위한 빛·색채의 시설적 적용 특성에 관한 고찰 - 정성적 및 정량적 적용 특성을 중심으로)

  • Jee, Soo In
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.24 no.4
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    • pp.69-87
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    • 2018
  • Purpose: This study has been started with the awareness that light and color are the main visual sensors of the multi-sensory stimulation environment to achieve the therapeutic environment for demented elderly. The purpose of this study therefore is for clarifying the application characteristics of therapeutic light and color for dementia care facilities. Methods: Internal and external literature reviews have been conducted for the investigation into a)disorders and visual system in demented elderly, b)therapeutic effects of light and color, c)heliotherapy, light therapy and color therapy to deduce the therapeutic characteristics of light and color for demented elderly, and finally into d)the application characteristics of it for dementia care facilities. Results: The application characteristics of the therapeutic light and color for dementia care facilities are classified into both qualitative and quantitative characteristics. Qualitative application characteristics of light represented using of daylight, using of lighting approximate to daylight, expansion of iluminance level, equality in iluminance Level, reduction of shadow, and as well as exclusion of blare. Quantitative application characteristics of it represented iluminance level, color temperature and color rendering index prescribed in international lighting standards. Qualitative application characteristics of color represented non-monochromatic color, color contrast, long wavelength of yellow-red colors, exclusion of short wavelength of blue colors and patterns, and as well as different colors for idenfication. Quantitative application characteristics of it represented kontrast(K) prescribed in DIN32975:2009 and light reflectance value(LRV) prescribed in BS8300:2009. Implications: To form dementia care facilities as therapeutic environment both qualitative and quantitative application characteristics of therapeutic light and color in dementia care facilities are needed.

Estimation of Heart Rate Variability with an Android Smart Phone Platform (안드로이드 기반 스마트폰 연동 심박변이도 추정)

  • Kim, Jeong-Hwan;Shin, Seung-Won;Kim, Hyun-Tae;Yoon, Tae-Ho;Kim, Kyeong-Seop;Lee, Jeong-Whan;Eom, Gwang-Moon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.61 no.6
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    • pp.865-871
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    • 2012
  • In this study, ambulatory electrocardiogram(ECG) signal and the rhythms of heart beats are visualized in terms of R-R intervals and Heart Rate Variability(HRV) in the environment of an android plaform. With this aim, Graphical User Interface(GUI) is implemented by executing multi-thread Java programming modules including ECG, heart-beats, tachogram and visualization unit. ECG signals are acquired in an android device by receiving the data from ambulatory ECG sensory system. Finite Impulse Response(FIR) filters are implemented to eliminate the baseline wandering noises contained in the ambulatory signals and DC-offset level in R-R interval data. With simulating the normal or stress emotional state of a subject, we can find the fact that HRV can be successfully estimated and visualized in an android smart phone platform.

Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.

A Joint Wakeup Scheduling and MAC Protocol for Energy Efficient Data Forwarding in Wireless Sensor Networks (무선 센서 네트워크에서 에너지 효율적인 데이터 전송을 위한 스케줄링/ MAC 통합 프로토콜)

  • Cho, Jae-Kyu;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.4B
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    • pp.207-214
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    • 2008
  • Under future internet environment, wireless sensor networks will be used in a wide range of applications. A major problem for designing sensor protocol is developing the most energy efficient technique to monitor an area of interest for a long time since sensors have some constraints such as small and a limited energy level. In addition, data latency is often a critical issue since sensory data is transmitted via multi hop fashion and need to be delivered timely for taking an appropriate action. Our motivation for designing a data forwarding protocol is to minimize energy consumption while keeping data latency bound in wireless sensor networks. In this paper, we propose a data forwarding protocol that consists of wakeup scheduling and MAC protocols, the latter of which is designed to achieve load balancing. Simulation results show that the proposed framework provides more energy-efficient delivery than other protocol.

The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

Nonverbal Expressions in New Media Art -Case Studies about Facial Expressions and Sound (뉴미디어 아트에 나타난 비언어적 표현 -표정과 소리의 사례연구를 중심으로)

  • Yoo, Mi;An, KyoungHee
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.146-156
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    • 2019
  • New media art moves out of place and time constraints, sublimates the benefits of technology into art, and presents a new way of communication with the audience. This paper analyses the tendency of nonverbal communication methods by analysing examples of facial expressions and sound used in new media art from early times. As a result, it can be seen that the digital paradigm in the new media art has a nonlinear thinking, which makes a perceptual reduction of immersion and dispersion. The facial expression in new media art made it possible not only to overcome the limit of space and time of various expressions through 'visual distortions, enlargement, and virtualisation', but also to enable new ways of communication to display facial parts combined or separated in the digital environment. The sound in new media art does not stay in auditory sense, but pursues multi-sensory and synesthesia by cooperating with visual and tactile, evolves by revealing characteristics of space expansion and sensibility and interaction of audience.

Virtual Object Weight Information with Multi-modal Sensory Feedback during Remote Manipulation (다중 감각 피드백을 통한 원격 가상객체 조작 시 무게 정보 전달)

  • Changhyeon Park;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.9-15
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    • 2024
  • As virtual reality technology became popular, a high demand emerged for natural and efficient interaction with the virtual environment. Mid-air manipulation is one of the solutions to such needs, letting a user manipulate a virtual object in a 3D virtual space. In this paper, we focus on manipulating a remote virtual object while visually displaying the object and providing tactile information on the object's weight. We developed two types of wearable interfaces that can provide cutaneous or vibrotactile feedback on the virtual object weight to the user's fingertips. Human perception of the remote virtual object weight during manipulation was evaluated by conducting a psychophysics experiment. The results indicate a significant effect of haptic feedback on the perceived weight of the virtual object during manipulation.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • 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.

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