• Title/Summary/Keyword: Sensory Experience

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A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

Study on the Expression of Sensory Visualization through AR Display Connection - Focusing on Eye Tracking (AR 디스플레이 연결을 통한 감각시각화에 대한 표현 검토)

  • Ma Xiaoyu
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.357-363
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    • 2024
  • As AR display virtual technology enters public learning life extensively, the way in which reality and virtual connection are connected is also changing. The purpose of this paper is to study the expression between the 3D connection sensory information visualization experience and virtual reality enhancement through the visual direction sensory information visualization experience of the plane. It is analyzed by examining the basic setting method compared to the current application of AR display and flat visualization cases. The scope of this paper is to enable users to have a better experience through the relationship with sensory visualization, centering on eye tracking technology in the four categories of AR display connection design: gesture connection, eye tracking, voice connection, and sensor. Focusing on eye tracking technology through AR display interaction and current application and comparative analysis of flat visualization cases, the geometric consistency of visual figures, light and color consistency, combination of multi-sensory interaction methods, rational content display, and smart push presented sensory visualization in virtual reality more realistically and conveniently, providing a simple and convenient sensory visualization experience to the audience.

The Physics of Toegye's Sensational Experience and Mental Response: The Study on the 4th Song of (퇴계선생의 감각경험과 심적반응의 의학생리학: <도산십이곡>중 제4곡을 중심으로)

  • kim, mung hee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.283-290
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    • 2022
  • Sijo therapy is to overcome depression and establish the authenticity of existence. This study aims to investigate whether the image of Toegye's Sijo fuses the medical and scientific sensory experience with mental reaction. Toegye's Sijo is operated by the principle of activating vitality. The teacher's sijo is to help the principle of creating the authenticity of existence to overcome depression through the sensory experience and mental response of the human body and to change the life of existence now - here. Therefore, this study aims to prove the healing power of the fourth song of Toegye's Sijo . In the future, it is meaningful that the study of Sijo therapy on sensory experience and mental response is provided as a data for the development of programs to help medical student understanding.

Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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User's Emotional Experience Through the Retro Content Trend: A Case Study on the Answer me 1994 (Retro(복고) 콘텐츠 트렌드(Trend)를 통해 살펴본 사용자의 감성적 경험연구: <응답하라 1994>를 중심으로)

  • Shin, Dong-Hee;Kim, Tae-Yang
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.123-134
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    • 2014
  • Recently, the retro content emerges one of the highest topics in the cultural content area. This retro content has been exponentially expanded through the series of and the success of the series highlights the importance of content that can cause user's emotional experience. Along the line, this research tries to know how the retro contents draw user's emotional experience beyond the role of just user's recall for the past through the Answer me 1994 syndrome. As the result of factorial analysis for the user's emotional experience, five factories were classified: the emotional experiences by music, item, sensory, story and actors exposed in the drama. Also, the five emotional experience factories influence the relations between the viewers and retro content. Specifically, the factories for the emotional experiences are statistically significant to the viewer's satisfaction. They significantly influence the viewer's trust and attachment for the retro content as well. The influence for the emotional experience factors which affect to viewer's satisfaction are music, item, sensory, story, and actors in order. The influence on the trust about the retro content are music, sensory, story, item in order. On the other hand, the emotional experience by actors are not significantly affect to the trust for the retro content. Lastly, The influence for the attachment about the retro content are music, item, actors, sensory, and story in order.

Understanding the Experience of Visual Change Detection Based on the Experience of a Sensory Conflict Evoked by a Binocular Rivalry (양안경합의 감각적 상충 경험에 기초한 시각적 변화탐지 경험에 대한 이해)

  • Shin, Youngseon;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.341-350
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    • 2013
  • The present study aimed to understand the sensory characteristic of change detection by comparing the experience of detecting a salient visual change against the experience of detecting a sensory conflict evoked by a binocular mismatch. In Experiment 1, we used the change detection task where 2, 4, or 6 items were short-term remembered in visual working memory and were compared with following test items. The half of change-present trials were manipulated to elicit a binocular rivalry on the test item with the change by way of monocular inputs across the eyes. The results showed that change detection accuracy without the rivalry manipulation declined evidently as the display setsize increased whereas no such setsize effect was observed with the rivalry manipulation. Experiment 2 tested search efficiency for the search array where the target was designated as an item with the rivalry manipulation, and found the search was very efficient regardless of the rivalry manipulation. The results of Experiment 1 and 2 showed that when the given memory load varies, the experience of detecting a salient visual change become similar to the experience of detecting a sensory conflict by a binocular rivalry.

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Sensory Integration Clinical Adaptation of Novice Occupational Therapists Working at a Child Private Clinic Center (아동 발달센터에서 근무하는 신입 작업치료사의 감각통합 임상 적응과정)

  • Hong, Hyeon-Taek;Lee, Hye-Rim
    • The Journal of Korean Academy of Sensory Integration
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    • v.20 no.1
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    • pp.39-54
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    • 2022
  • Objective : The purpose of this study was to identify the experiences of novice occupational therapists working at a child private clinic center in the clinical experience process of sensory integration therapy and to understand the adaptation process in child private clinic center. Methods : The participants were four occupational therapists with less than 1 year of clinical experience. Data collection was conducted through in-depth interviews, and the recorded interview responses were transcribed and analyzed. The analysis of the data was made by phenomenological analytic method suggested by Giorgi. Results : As a result of analyzing the adaptation process of novice occupational therapists working at the child private clinic center, 3 categories, 6 themes, and 16 main meanings were derived. Novice occupational therapists experienced difficulties arising from clinical, obstacles from the working environment, positive factors inside the center, support from outside the center, self-effort, and changes through adaptation experience. Conclusion : Along with changes to the social system and pediatric rehabilitation institution, one's own effort are also required so that novice child occupational therapists working at child private clinic centers can adapt and perform at their roles.

Sensory Integration Therapy Camp(Treatment Course) Report (대한감각통합치료학회 주최 제2회 감각통합치료캠프(치료과정) 보고)

  • Kim, Kyeong-Mi;Choi, Jeong-Sil;Lee, Mi-Hee
    • The Journal of Korean Academy of Sensory Integration
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    • v.2 no.1
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    • pp.65-71
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    • 2004
  • Objective : Korean Academy of Sensory Integration(KASI) planned and executed sensory integration Therapy Camp to serve intensive sensory integration program for children with the sensory integrative dysfunction, to support their family with parent' education and home programs, and to suggest practical guideline for therapists through individual supervision and demonstrations. Methods : The camp was held during 5days in the children's center for developmental support that set up sensory integration tools. The camp executed the individual and group interventions that consisted of 7 children with sensory integrative dysfunction, especially dyspraxia and 7 therapists who manage them and 6 supervisors. Results : Children which served the intensive intervention showed the improved adaptive responses during the camp and their parents reported the satisfaction degree of the camp program was 83%. Their therapists also had a chance to understand the broader sensory integrative interventions through the supervision. Conclusion : To provide the clients for qualitative sensory integration service, the camp must be programmed that children with the sensory integrative dysfunction can service the intensive sensory integration program and their therapists can actually experience reeducation individually through supervision and demonstrations.

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Satisfaction with an Eyewear Flagship Store and the Expression Methods of the Brand Experience Space - Based on Eyewear Brand 'Gentle Monster' - (아이웨어 플래그십 스토어의 만족도 및 브랜드 경험 공간 표현방법 - 아이웨어 브랜드 '젠틀몬스터'를 중심으로 -)

  • Hong, Seoul-A;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.152-160
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    • 2017
  • The purpose of this study is to propose a space design plan for brand experience that can enhance consumer satisfaction and brand awareness by conducting a survey on the consumer satisfaction with space expression methods in an eyewear flagship store. Through theoretical review, brand experience was defined as the 'process and outcome of experiences caused by stimulations associated with the brand in a series of processes. After reviewing previous studies, 5 elements of brand experience such as the sensory, emotional, behavioral, cognitive and relational experiences were extracted. Upon deriving a checklist through these elements, a survey was conducted. The analysis of the survey showed that the process composed of cognitive experiences that promoted to remember the brand was intensively expressed in spaces. Thus, the results of this study are as follows. First, the process composed of cognitive experience should be applied with a higher priority to increase brand awareness, and such a process accompanied by the behavioral and sensory experiences. Second, beyond a simple visual experience, various senses such as olfactory and auditory senses should be stimulated, and behavioral experience provided as an experience factor. Third, brand image and sales spaces should be composed under a single theme with a connectivity. Fourth, in external spaces, the curiosity of consumers should be stimulated with a theme matching the brand image. Fifth, it was found that the visitor satisfaction was higher when formative elements consisted of not only static but also dynamic features. Sixth, among the elements of brand experience, emotional experience should be improved to complete the 'process and outcome of experiences'. It is considered that further studies are needed, which expand the cases of eyewear flagship stores not only in Korea but also overseas, and propose more specific plans and design strategies through in-depth interview methods in the future.

The Meaning of Spatial Atmosphere as an Emotional Space Experience Phenomenon and Spatial Design Implementation Methods - Focused on The O.F. Bollnow's Space Theory and The Spatial Design of Peter Zumthor - (정서적 공간체험의 현상으로서 공간적 분위기의 의미와 공간 디자인 구현 방법 - O. F. Bollnow의 공간론과 Peter Zumthor의 공간디자인을 중심으로 -)

  • Kim, Yun-Jung;Park, Chan-Il
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.88-99
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    • 2015
  • As architecture is designed for humans to live in based on practicality, what one experiences within such spaces is important. Such experiences are not felt only by appreciating the structure's appearance, but involve physical presence inside the space and the deepening of the individuals relationship with the space through the body's sensory perception. However, in modern times there is a much greater tendency to rely on superficial experiences by way of images or tastes rather than more meaningful human participation, while the standardization of the object universe is gradually erasing the uniqueness of experience. In light of this, the restoration of emotional and sensory spatial experiences through the design of sensory spaces can be regarded as an important task in modern spatial design. This study contemplated the meaning of emotional spatial experiences through a phenomenological understanding of such experiences, and analyzed the meaning and main factors in the creation of spatial atmosphere as a phenomenon of spatial experience. In addition, we highlighted the fact that spatial atmosphere can be applied as space design methodology by devising methods of expression through an analysis of actual examples. O.F. Bollnow's space theory and the spatial design of Peter Zumthor were the subjects of this analysis. The spatial atmosphere analyzed using Bullnow's theory is a phenomenon in which both the human and space are connected and the ensuing spatial experience embodies the emotions of both. This spatial atmosphere can be understood as a condition in which the human and space are fused together. Furthermore, coincidental/accidental meeting, mediums using potential objects, reorganization of the center due to autonomous boundaries, as well as the three temporalities were identified as the main factors in the creation of spatial atmosphere. Based on this analysis, through the identification of methods of expression for spatial atmosphere in Zumthor's spaces.