• 제목/요약/키워드: Sensory Space

검색결과 174건 처리시간 0.026초

Digital Library를 위한 텍스타일 프린트 디자인의 이미지 유사성 평가 (Similarity Evaluation on Images of Textile Print Design for Digital Library)

  • 이채정;김주용
    • 감성과학
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    • 제10권4호
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    • pp.631-637
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    • 2007
  • 이미지의 유사성을 결정하는 요인을 톤(tone), 즉 명도와 채도로 결정하여 정보 엔트로피를 계산하여 상관 계수를 계산하였다. 이미지의 톤을 알아보기 위해 영상정보의 색 공간을 RGB color space에서 HSI color space로 전환하였다. 이후 유사성을 판단하기 위해 이미지의 전체 픽셀수가 아닌 엔트로피 값의 범위에 따라 전체 70%의 픽셀 또는 이미지를 가장 많이 구성하는 세 가지 톤의 픽셀 수에 의해 결정되었다. 'Romantic'이라는 인간의 감성으로 판단된 18개의 영상정보를 선정하여 위의 모델을 적용, 이미지 유사성을 판단하였다.

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투명성 효과를 위한 재료의 특성 및 적용 방법 (An Analysis of Application of Transparent Materials in Interior Space)

  • 정필영
    • 한국디지털건축인테리어학회논문집
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    • 제7권2호
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    • pp.19-24
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    • 2007
  • This study attempts to examine and to analyze the characteristics of transparent materials and its methods to apply in space. the ability to see through a physical element, whether it is clear glass, sandblasted acrylic, or a delicate fabric, can have a dramatic and sensory effect on the overall perception of a space. The various range of Transparent materials and product in glass, plastic, fabric, and grid now gives us the potential to maximize the flow of light in our enclosed space. This research will explore how transparent, translucent, and semi-opaque elements can be used within the interior with full range of see-through materials. The transparent materials can be divided in two level - as structural elements and as stylish accessories. A glass partition or floor, metal mesh stairs can create divisions or link one space to another while maintaining effective levels of natural light. there is also various level of products from glass chair to basin. With the enthusiasm for using transparent materials, transparent materials will be more decorative and powerful application while still maximize the highest possible flow of light.

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국내 감각통합치료 실태조사 (A Survey on a Status of Sensory Integration Therapy in Korea)

  • 김인선
    • 대한감각통합치료학회지
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    • 제13권2호
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    • pp.1-19
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    • 2015
  • 목적 : 본 연구는 국내에서 시행되는 감각통합치료의 근무특성, 치료실 환경, 치료사의 지식수준을 파악하기 위하여 실시하였다. 연구방법 : 2014년 6월1일부터 2014년 8월 31일까지 감각통합치료 세팅에서 감각통합치료를 시행하는 치료사를 대상으로 설문지를 배포하여 수거한 232부를 분석하였다. 결과 : 국내에서 감각통합치료를 시행하는 전공자는 작업치료사의 비중이 크며, 사설기관, 복지관, 병원 순으로 많이 근무하고 있다. 주 치료대상은 영유아부터 학령기 아동이 대부분이지만 청소년과 성인까지 폭넓게 적용되고 있으며, 발달장애아동이 많았다. 대부분의 기관이 치료를 위한 공간과 도구를 구비하고 있고, 평가와 기록을 충실히 하고 있다. 감각통합 교육 및 연수를 열심히 참여하는 것으로 나타났지만, 평가 없이 치료를 진행하는 경우도 있었고 교육 이수 없이 전문적 중재프로그램을 실시하는 경우도 있어서 감각통합치료 이론에 대한 전문적 인식 및 이해가 부족함을 알 수 있었다. 결론 : 감각통합치료는 장애아동 재활치료에 중요한 치료이다. 전문적 치료사 양성을 위해서는 Ayres Sensory Integration(ASI) 이론을 정확히 교육하고 실습할 수 있는 전문교육과정이 필요하며, 수도권 외 지역에서 교육이 더 개최되어 지방에 근무하는 치료사들에게 교육의 기회를 확산하고 질적 수준을 높일 필요가 있겠다.

영화에서의 공간에 관한 연구 - 히치콕의 영화를 중심으로 - (A Study on the Space of Film - Focused on Hitchcock's Film -)

  • 장수;최원호
    • 한국멀티미디어학회논문지
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    • 제23권2호
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    • pp.376-382
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    • 2020
  • In the 1970s and 1980s, space installations in films became a new approach to film research. Many film directors and theoretical scholars believe that the space setting in films, other than textual stories, is an important core of film narrative research. Early film scholars have proposed that the film space with sensory narrative mode as the core motive force can promote people's in-depth understanding of the film content. Therefore, many researchers have tried to emphasize the importance of space in films through Hitchcock's films, but have not analyzed the elements and techniques of film space performance in detail. Reviewing the Hitchcock's classic crime film, through the space set in the traditional film, we can discover the movie techniques and concepts related to space. Therefore, this study takes Hitchcock's classic crime film as an example, and through analysis of film space expression techniques, attempts to propose factors for film space creation and bring new spatial perception effects to the audience.

심리적 공간구조의 연장적 결합원리 연구 - 화이트헤드의 연장이론을 중심으로 - (A Study on the Principles of Extensive Connection in Psychological and Spatial Structure - Focused on the Extension Theory of Alfred North Whitehead -)

  • 박경아
    • 한국실내디자인학회논문집
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    • 제20권6호
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    • pp.79-87
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    • 2011
  • Spatial perception and spatial structure that focus on psychological effects produce a real force through the medium of space that can control human actions, even their psychology. The job of understanding the characteristics and effects of architectural spaces that recognize the relationship between architecture and human beings, including the psychological dimension, is an alternative search for quality spaces that can increase the mutual relationship between space and human beings. This paper introduces two propositions called "space" and "psychology" in order to discover a meta-pattern connecting space and the human mind with the aim of systematizing that internal network and establishing a new architectural system concerning space and human beings. This paper also proposes a method of accessing physical spaces that can affect psychological states through a conceptual substitution called "extension," with the aim of discovering the implications inherent in such extensive relationships and proposing a methodology of organizing psychological spaces based on the characteristics of that extensive connection. The means of extensively connecting psychological spaces were classified into the three categories of memory system, sensory system, and motor system, and their corresponding extensive connection characteristics called "simultaneous relativity," "non-mediated immediacy," and "purification process" were also derived. These characteristics accelerate the changes in psychological intensity and function as principles that organize psychological space.

시청각 자극 및 인체 반응 계측 시스템 개발 (Development of System of the Visuo-Auditory Stimulation and Human Responses Measurement)

  • 유미;정선용;박용군;이상민;권대규;홍철운;김남균
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 추계학술대회 논문집
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    • pp.535-538
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    • 2005
  • The purpose of this work is to study a process organization on space cognition by visio-auditory stimulation. We develop the system of visuo-auditory stimulation and Humans responses measurement to observe the relationship between the sensory and the motor system fur the localization of visual and auditory target direction in the space. The experiments is performed in a soundproof chamber, 2163 red, green and yellow LED(Luminescent Diode, Brightness: $20cd/m^2$ 1 degree apart each other)arrayed in front of half-circle panel were used and 57 Speaker(5 degree apart each other) arrayed in the hidden of half-circle panel. Physiological parameters such as EOG (Electro-Oculography), head movement and their synergic control are measured by BIOPAC system and Optotrak Certus. This result shows that the response latency time of the perception motion in the center is laster than the periphery of panel. These results can be used in the study of characterizing the spatial cognition.

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메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향 (The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention)

  • 박신영;신수연
    • 한국의류학회지
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    • 제48권1호
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

Sensory Evaluation of Friction and Viscosity Rendering with a Wearable 4 Degrees of Freedom Force Feedback Device Composed of Pneumatic Artificial Muscles and Magnetorheological Fluid Clutches

  • Okui, Manabu;Tanaka, Toshinari;Onozuka, Yuki;Nakamura, Taro
    • 드라이브 ㆍ 컨트롤
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    • 제18권4호
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    • pp.77-83
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    • 2021
  • With the progress in virtual reality technology, various virtual objects can be displayed using head-mounted displays (HMD). However, force feedback sensations such as pushing against a virtual object are not possible with an HMD only. Focusing on force feedback, desktop-type devices are generally used, but the user cannot move in a virtual space because such devices are fixed on a desk. With a wearable force feedback device, users can move around while experiencing force feedback. Therefore, the authors have developed a wearable force feedback device using a magnetorheological fluid clutch and pneumatic rubber artificial muscle, aiming at presenting the elasticity, friction, and viscosity of an object. To date, we have developed a wearable four-degree-of-freedom (4-DOF) force feedback device and have quantitatively evaluated that it can present commanded elastic, frictional, and viscous forces to the end effector. However, sensory evaluation with a human has not been performed. In this paper, therefore, we conduct a sensory evaluation of the proposed method. In the experiment, frictional and viscous forces are rendered in a virtual space using a 4-DOF force feedback device. Subjects are asked to answer questions on a 1- to 7-point scale, from 1 (not at all) to 4 (neither) to 7 (strongly). The Wilcoxon signed rank test was used for all data, and answer 4 (neither) was used as compared standard data. The experimental results confirmed that the user could feel the presence or absence of viscous and frictional forces. However, the magnitude of those forces was not sensed correctly.

텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 - (The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts)

  • 장선희;이경원
    • 디자인학연구
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    • 제17권2호
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    • pp.413-424
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    • 2004
  • 텔레프레즌스는 '현상체가 현실세계를 떠나 가상세계로 이동함에 따라 가상세계의 사물과 인물에 대해 마치 현실세계의 사물과 인물에 대해 반응하는 것과 유사한 심리적, 행동적 반응을 보이는 현상'이며 '커뮤니케이션 매체를 통해 제공된 환경에 존재한다고 지각하는 경험'이다. 텔레프레즌스는 매체를 수단으로 경험하게 되는 것으로, 매체의 특성은 매개된(mediated) 환경에 직접적인 영향을 끼친다. 하나의 매개된 환경이 사용자에게 텔레프레즌스의 경험을 불러일으킬 것인지 아닐지는 환경에 사용된 감각자극들의 조합, 사용자가 환경과 상호 작용할 수 있는 방법들 그리고 그 환경을 경험하는 사용자 개인들의 특성들에 의해 결정된다. 텔레프레즌스 아트는 네트워크로 연결된 사이버 공간(cyber space)에서 서로 다른 지역에 있는 사람들을 텔레커뮤니케이션 시스템(telecommunication system)을 이용해 연결하고 그들로 하여금 가상현실(virtual reality)의 감각적 정보를 기반으로 상호작용하게 함으로써 텔레프레즌스(telepresence)를 경험하도록 하는 예술 활동을 말한다. 텔레프레즌스 아트의 특징은 원거리 통제(remote control), 원거리 영상(remote vision), 원거리 운동(telekinesis), 실시간 시청각 정보의 교환(real-time exchange of audiovisual information)이라 할 수 있다. 본 연구는 텔레프레즌스의 결정요인을 감각적 몰입도(sensory immersion), 감각적 충실도(sensory fidelity), 인지적 충실도(cognitive fidelity), 사용자의 개인적 특성들(personal factors)로 분류하고 이 네 가지 결정요인이 적용된 텔레프레즌스 아트의 사례분석을 통해 뉴미디어 아트를 위한 미학적 접근과 디자인 방법론을 모색하고 있다.

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