• Title/Summary/Keyword: The sense of touch

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Development of Sensibility Vocabulary Classification System for Sensibility Evaluation of Visitors According to Forest Environment

  • Lee, Jeong-Do;Joung, Dawou;Hong, Sung-Jun;Kim, Da-Young;Park, Bum-Jin
    • Journal of People, Plants, and Environment
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    • v.22 no.2
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    • pp.209-217
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    • 2019
  • Generally human sensibility is expressed in a certain language. To discover the sensibility of visitors in relation to the forest environment, it is first necessary to determine their exact meanings. Furthermore, it is necessary to sort these terms according to their meanings based on an appropriate classification system. This study attempted to develop a classification system for forest sensibility vocabulary by extracting Korean words used by forest visitors to express their sensibilities in relation to the forest environment, and established the structure of the system to classify the accumulated vocabulary. For this purpose, we extracted forest sensibility words based on literature review of experiences reported in the past as well as interviews of forest visitors, and categorized the words by meanings using the Standard Korean Language Dictionary maintained by the National Institute of the Korean Language. Next, the classification system for these words was established with reference to the classification system for vocabulary in the Korean language examined in previous studies of Korean language and literature. As a result, 137 forest sensibility words were collected using a documentary survey, and we categorized these words into four types: emotion, sense, evaluation, and existence. Categorizing the collected forest sensibility words based on this Korean language classification system resulted in the extraction of 40 representative sensibility words. This experiment enabled us to determine from where our sensibilities that find expressions in the forest are derived, that is, from sight, hearing, smell, taste, or touch, along with various other aspects of how our human sensibilities are expressed such as whether the subject of a word is person-centered or object-centered. We believe that the results of this study can serve as foundational data about forest sensibility.

Let's feel warmth with VR sensing modeling (온기를 느끼게 하는 VR 센싱 모델링)

  • Moon, Dongmin;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.341-346
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    • 2020
  • Motion sickness or dizziness caused by visual and other sensory inconsistencies In virtual reality content seems to be a major problem. To solve the problem, research has been actively underway to satisfy the five senses. Among them, the most researches on the touch are many studies on hardness and texture, but the studies on temperature seem relatively small. Therefore, in this paper, we present a calculation model that can sense the temperature derived from the principle of heat energy moving from high temperature to low temperature, not the temperature of the material. Because heat energy is determined by the heat conductivity, temperature, and area of contact, which are the inherent characteristics of a material, the degree of heat felt by a person depends on the type of material, the temperature of the material and the area of contact with the object. The thermal energy shift per unit time of the material was calculated using the thermal conductivity law and the specific heat formula, and the thermal energy reproduction method that changes per unit time of the material was studied using the thermoelectric element.

The influences of sex on the human emotions toward robots

  • Ben-Lamine, Mohamed-Sahbi;Shibata, Satoru;Kanya, Tanaka;Shimizu, Akira
    • 제어로봇시스템학회:학술대회논문집
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    • 1995.10a
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    • pp.191-194
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    • 1995
  • This paper evaluates the influences of sex on the human emotions while coexisting with robots. When we consider human vision, robot's motion is the most important parameter which influences human emotions and must be well controlled for males and females emotions. On the other hand, when we consider human touch of sense, which is effective for cooperation transmitting mutual forces, the softness of robot is an important parameter for human emotions and must be also well controlled for males and females emotions. From these points of view, at first, we evaluate robot's motion under four different shapes of velocity pattern while handing over a cup to humans. Second, we evaluate robot's softness realized by impedance control. From the first experiment, we concluded that the conditions of choosing an adequate maximum velocity value and locating the velocity peak at the center or the first half of the duration are necessary for male's emotions. In addition, the smooth velocity decrease in the last part of the velocity pattern's duration is desired for female's emotions. From the second experiment, we concluded that females prefer lighter values of virtual impedance characteristics than males and any small increase on the heaviness of virtual impedance values is followed by the negative exponential change on human emotions.

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Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Design Development of Golf Wear Textiles utilizing Geometric Patterns (지오매트릭(Geometric) 패턴을 응용한 골프웨어 텍스타일 디자인개발)

  • Jung, Hyung-Ho;Bae, Soo-Jeong
    • Journal of the Korean Society of Costume
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    • v.60 no.6
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    • pp.11-22
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    • 2010
  • Purpose: The purpose of this study is to develop golf wear textile design, produce simulation and samples, and create original designs using geometric patterns. Significance: If modern people's trend to pursue well-being is be associated with healthy and active lifestyle and the design which combines a sport sense into artistic image appears in golf wear, it is a very significant effort to settle the role of sport as a mega trend. Contents: This study examined the general concept of geometric patterns and the situation and characteristics of women's golf wear. Finally, the design and simulation of gold wear textile were proposed. Study Instruments: For theoretical research, articles, books, literatures, and Internet materials published at home and abroad were reviewed and collected. For empirical research, a dot, a stripe(a line), a square, and an oval were selected and simulation was tested visually after the development of textile designs. Finally it was directly produced and golf wear design was developed. Photoshop CS 3 and Wacom intuos 3 were used as a general-purpose program and hardware respectively. DTP printing was used for sample work. Based on research results, geometric patterns range broadly and diversely from prehistoric remains and relics to contemporary art, design, architecture, and fashion. It is a unique formative element with value and attraction as the infinite object of inquiry beyond an area and the times. The combination of geometric patterns with art touch could complement the rigidity of design. It contributed to the perception of important role of art in the design area, namely, the importance of design containing artistry.

LOHAS Fashion Design Development -Focus on Party Wear- (로하스 패션 디자인 개발 연구 -파티웨어를 중심으로-)

  • Cho, Min-Young;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.11
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    • pp.1733-1743
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    • 2009
  • The LOHAS trend is based on a present and future culture with a sustainable influence on the life of modem humans. This study examines the LOHAS trend to create a design that is practical and reflects a notion of LOHAS in quality. Design making is selected with three sub-themes under the concept 'With Us, Nature & High Touch' and the dress design that is suitable to the type and purpose of the parties following the concept. Theme A, "Neo-Classicism" is for a reception party. It made efficient use of 'Type of environmentally friendly material practical use + Type of multi-function design + Type of order production + Type of society morals design'. Theme B, "Between Virtual & Reality" is for a wedding reception. It made efficient use of 'Type of environmentally friendly material practical use + Type of multifunction design + Type of retrenchment design + Type of order production + Type of society morals design'. Theme C, "Arty Illusion" is for a cocktail party. It made efficient use of 'Type of Re-design + Type of nature motive practical use + Type of the higher sensitivity pursuit design + Type of order production + Type of society morals design'. This study explained that nature, environment, and a sense about society are put to practical use in fashion design through the creation of a fashion design to apply a LOHAS fashion design notion and a special quality.

The Implementation Directions and an Analysis of Assistive Devices and Alternative Formats to Improve Accessibility for Disabled People (장애인 접근성 향상을 위한 보조기기 및 대체자료 분석과 구현 방향)

  • Rim, Myunghwan;Gil, Younhee;Jeon, Gwangil
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.664-673
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    • 2015
  • The assistive devices for disabled people are being highlighted even in industrial aspects through the policy and support for disabled people, enactment of regulation for the improvement of accessibility of disabled, technological innovation and product development. Recently, internet access with the sense of touch and hearing and utilizing electronic publishing contents and e-mailing are being convenient through the product of ICT development such as screen reader for visually impaired people, braille display, screen enlarger, text converter and others. Even so, in rapidly changing digital media smart era, the accessibility of visually impaired people is still poor and assistive devices and alternative formats are in need of improvement. Therefore, in aspect of the research and development innovation, this study proposes the implementation directions for improvement of accessibility by analyzing the current situation and structure of alternative formats and assistive devices for visually impaired people. As a result, in the future, various types of digital information are expected to be converted into a customized and realistic forms and distributed through a dedicated disability products or smart devices.

Music Visualization Expression in Modern Fashion - Focus on the application of Mondrian's paintings to Alexander McQueen's 2014 Spring Ready-to-wear Collection -

  • Kim, Sung-Soo;Kim, Young-Sam
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.55-65
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    • 2014
  • This study analyzes music visualization characteristics in modern fashion based on Wassily Kandinsky's music visualization theory. Alexander McQueen's 2014 Spring Ready-to-wear Collection (as inspired by Mondrian's paintings) was selected as the research subject. First, an analysis of Mondrian's paintings based on Wassily Kandinsky's theory shows that music visualization characteristics can be categorized into spatiality, mobility, and duality. Second, McQueen applied Mondrian's paintings to the overall design, structured the model's shape in the painting, or created patterns using colors and lines that introduced them in clothes; symbolic forms were also introduced as part of or a decorative factor of the clothes. Third, spatiality refers to the creation of a feeling of space through emptiness or fill using lines, colors, and shape. Musical atmosphere such as dissonance were expressed in clothing through the application of color contrast, lines and silhouette dynamics, and symbolic format and patterns by Mondrian. Fourth, mobility generally refers to motion caused by a certain stimulus. Mondrian expressed vibration, internal resonance, sound level in music that emphasized color irregularity, primary color contrast, and rough brush touches as well as free and organic patterns. McQueen expressed this with primary color contrast using different materials, rough touch based on texture, and pattern repetition through transformation. Fifth, duality generally refers to the artistic effect caused by overlap. Mondrian created a resemblance of dissonance and music through line and color as expressed through the duality of clothing design components based on the artistic sense of the designer.

Variations in Neural Correlates of Human Decision Making - a Case of Book Recommender Systems

  • Naveen Z. Quazilbash;Zaheeruddin Asif;Saman Rizvi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.3
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    • pp.775-793
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    • 2023
  • Human decision-making is a complex behavior. A replication of human decision making offers a potential to enhance the capacity of intelligent systems by providing additional user assistance in decision making. By reducing the effort and task complexity on behalf of the user, such replication would improve the overall user experience, and affect the degree of intelligence exhibited by the system. This paper explores individuals' decision-making processes when using recommender systems, and its related outcomes. In this study, human decision-making (HDM) refers to the selection of an item from a given set of options that are shown as recommendations to a user. The goal of our study was to identify IS constructs that contribute towards such decision-making, thereby contributing towards creating a mental model of HDM. This was achieved through recording Electroencephalographic (EEG) readings of subjects while they performed a decision-making activity. Readings from 16 righthanded healthy avid readers reflect that reward, theory of mind, risk, calculation, task intention, emotion, sense of touch, ambiguity and decision making are the primary constructs that users employ while deciding from a given set of recommendations in an online bookstore. In all 10 distinct brain areas were identified. These brain areas that lead to their respective constructs were found to be cingulate gyrus, precentral gyrus, inferior parietal lobule, posterior cingulate, medial frontal gyrus, anterior cingulate, postcentral gyrus, superior frontal gyrus, inferior frontal gyrus, and middle frontal gyrus (also referred to as dorsolateral prefrontal gyrus (DLPFC)). The identified constructs would help in developing a design theory for enhancing user assistance, especially in the context of recommender systems.

'Solidarity is (Im)Possible!': Abyssal Surface in Yeon Sang-ho's Animated Works ("연대는 (불)가능하다!": 연상호 애니메이션의 '바닥없는 표면')

  • Kwak, Yung Bin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.463-489
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    • 2014
  • Virtually unanimous praise poured over him notwithstanding, critical discussions of Yeon Sang-ho's animation works largely remain amorphous. Except for scattered reviews, no serious work of engagement with his works has yet to exist. In seeking to fill this yawning void, this paper insists his works be treated as oeuvre. By analyzing the two animated features along with his shorts, I will show how radical Yeon's works remain vis-a-vis contemporary Korean society. At their narrative core, his works, I argue, revolve around the problem of solidarity, or lack thereof among the abjected people. In contradistinction to the critical common sense whereby the supposed continuity between the two works is casually bypassed, I insist on the peculiar ways in which both resonate with difference. Further, and perhaps more importantly, I will demonstrate how these otherwise merely thematic concerns are rendered formally in his animated works in terms of what I call "abyssal surface". Despite his allegedly "realistic" style, Yeon's works rather embody the utter lack/excess of trust among the abjected people as animation, i.e., ominously superficial surface beyond whose facade lurks abyssal lack/excess of mutual trust. Precisely in this double sense of the term, i.e., that thematically they touch on the roots of society, and, formally, those of animation as such, Yeon's animation works are radical.