• 제목/요약/키워드: Visual Perception Theory

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실내환경의 Sign System에 의한 인지적 접근성 변화에 관한 연구 (A Study on the Transformation of the Cognitive Approachability by Sign System of Interior Environment)

  • 오인욱;이창윤
    • 한국실내디자인학회논문집
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    • 제28호
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    • pp.133-139
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    • 2001
  • There are many types of linguistical system generally being used in modern society and it is essential to understand the primary components comprising the linguistical system when communication by the language system. In the linguistics point of view, the sign system has been developed from the simple linguistic symbols used by our ancestors in the ancient period, those visual linguistic sign can be so symbolize and express simply the significant meaning of it that people can understand and communicate with it so fast and easily. Therefore, the purpose of this report is how the sign system can be convenient, handy, safe, comfortable, and confusion-proof to the occupants as the public media; easily understandable to the individual by the development and constitution of effectual signage system concerning guidance, direction and safeguards in thee visual linguistics point of view. Consequently, the sign system have been studied based upon the theory of visual perception considering the cognitive and sociopsychological affects of user.

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시각적 연속성을 통한 가로공간에서의 감성 연구 - 전통가로와 근대가로의 비교를 중심으로 - (A Study on Emotions in the Street Space through Visual Sequence - Focusing on Comparision of Traditional Streets and Modern Streets -)

  • 이정문;오영근
    • 한국실내디자인학회논문집
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    • 제21권5호
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    • pp.181-188
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    • 2012
  • Body movements of humans have emotions and these movements have meanings of 'Living Spirits' and 'Emotions'. Also emotions of humans indicate all body movements which are made within the environment. This study aims at providing new potentials to emotional design research methods not only by understanding the characteristics of visual perception according to body movements and but by investigating correlations between sequence which arise by the visual perception and emotions through experiments. As for the scope and method of this study, the emotional space designs were analyzed through the emotional theory study, SD method was used to evaluate emotions and the movements in the modern village and traditional village with similar elements were compared and analyzed for the empirical study. As a result, first it was confirmed waling hours in the traditional village took more than the modern village and it is thought movements of humans are affected by the visual environments. Second, it was confirmed values of the emotional evaluation were higher in the traditional village than the modern village. Third, according to a result of the correlation analysis between space sequence and emotions, it was closed with negative emotions such as 'Closed', and 'Complicated' from positive emotional words such as 'Natural'. 'Open', 'Curious', etc. as spaces are experienced more through movements in the modern village. On the contrary, the emotional intensity of the positive words such as 'In Harmony', 'Beautiful' and 'Warn' through movements in the traditional village increased as spaces were experienced more. As a result of this study, it was confirmed the time, space and emotions have correlations each other.

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시각(視覺)과 감응(感應) : 동서양건축에서의 경험의 문제 (Vision and Responsiveness : The Problem of Experience in the Architectures of the East and the West)

  • 김성우
    • 건축역사연구
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    • 제13권4호
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    • pp.35-54
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    • 2004
  • Perception of architectural experience is different in different culture. This paper aims to identify how the experience of architecture is understood to be different in Eastern and Western culture. The discussion is based on the idea that the Western architecture placed more emphasis on visual perception, while the Eastern, on mutual responsiveness between man and built environment. The fact that the Western culture is more visually oriented than other culture, and therefore visual aspect of architecture, too, is considered to be very important, is already widely agreed among scholars. But, then, what had been considered to be important in the architectural experience in the East? It is the degree and quality of mutual responsiveness between man and architectural environment. This fact influenced much on the making of architecture of course, and the same fact played the key role in making the Eastern architecture different from that of the West. We are so used to the way of architecture of the West, that the quality of responsiveness is unknown if not forgotten. However, it is not the quality that was useful only in traditional society of the East, but necessary in our modem period as well. The quality for responsiveness, therefore, should be rediscovered and restored as the prime value and quality of architecture in the future architecture.

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보편적 주시특성을 반영한 시야각 보정 공간구조 분석 (Spatial Structure Analysis of View Angle Correction reflecting Characteristics of Universal Observation)

  • 김석태
    • 한국산학기술학회논문지
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    • 제16권10호
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    • pp.6917-6924
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    • 2015
  • 인간의 시각구조는 시야각과 가시거리에 의해 형성된다. 그러나 시지각에 기반한 대다수의 공간구조분석이론은 시야각을 반영하고 있지 않거나 평면적인 시야각만을 고려하고 있다. 일부 반영하는 이론들도 시야각에 포함된 부분과 제외된 부분을 이분법적으로 분리시킨 이론으로서 인간의 보편적 주시특성이 배제되어 있다. 본 연구는 아이트래킹 실험을 통하여 시야각의 한계를 실증적으로 파악하고 시야각별 주시확률을 도출하여, 이를 3차원 가시성 분석이론에 적용하였다. 그리고 시야각체 제한이 가능한 공간 시지각 분석어플리케이션을 제작하고 여기에 시야각별 Multiple frustum culling의 개념을 적용하여 그 가능성을 파악하였다. 주시특성 파악은 33명을 대상으로 이동형 아이트래커를 이용하여 임의의 공간에 대한 3분간의 보행과정을 측정한 데이터를 수집하였으며, 각도별로 주시고정 빈도 확률을 분석하여 데이터를 마련하였다.

환경미학의 이해와 경험적 접근방법에 관한 연구 (A Study on the Understanding of Environmental Aesthetics and the Method of Empirical Approach)

  • 김주미
    • 한국실내디자인학회논문집
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    • 제5호
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    • pp.59-65
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    • 1995
  • This thesis focuses on a study of design science, which is of a disciplinary character. And the purpose of such a study is to suggest a new direction to develop aesthetics through an empirical research into environmental psychol-ogy, human behavior, design thought, and the visual qual-ity of environment. The author of this study, since recognizing the necessi-ty of understanding environmental aesthetics as well as the necessity of aesthetics, has done an elementary study of empirical aesthetes, and then obtained some facts as follows: First, it is possible to analyse the visual characteristics immanent in the interrelations between human and envi-ronment by means of applying both the information the-ory of formal perception and expressional value and the perceptual theory of ecology to environmental aesthetics. Second, formal aesthetics is a science about the form and structure and in the meantime, symbolic aesthetics is a science about the environmental patterns giving pleas-ure to mankind and its associative meanings. Accordingly it is same as providing some aesthetic value to the ob-ject of environment design to apply some empirical data of visual quality to environmental design. Through such a process, users are provided or delivered with diverse, visual effect. In conclusion, environmental aesthetics is worthwhile to study, and its purpose is that it, as a framework of use-ful knowledge to the creation of the environment superi-or in quality, be applied to design.

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Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

경로이용행태를 가중한 공간의 3차원 시지각 특성 분석기술 (A Study on the 3-Dimensional Spatial Visibility Features Reflecting the Path use Behaviour)

  • 김석태
    • 한국실내디자인학회논문집
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    • 제24권2호
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    • pp.108-116
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    • 2015
  • The probability of visual perception occurrence varies in case the expectation of using each unit space of which the whole space consists because the size of space subject to analysis is very large or the organization is complicated in the analysis of spatial visual configuration. Therefore, it is necessary to compensate space analysis and index measurement by applying weight to the point of view for the probability of experiencing space. This study proposed a method of analyzing visibility ratio by applying the integration of space syntax theory as weight, and grasped the effect in comparison with the visibility ratio when weight was not applied.

역광 사진의 빠른 보정을 위한 K-Retinex 알고리즘 (K-Retinex algorithm for fast backlight compensation)

  • 강봉협;고한석
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2006년도 하계종합학술대회
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    • pp.309-310
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    • 2006
  • This paper presents an enhanced algorithm for compensating the visual quality in backlight image. Current cameras do not represent all details of scene into human's eye. Saturation and underexposure are common problems in backlight image. Retinex algorithm, derived from Land's theory on human visual perception is known to be effective in enhancing the contrast. However, its weaknesses are long processing time and low contrast of bright area in backlight scene because of compensating the details of dark area. In this paper, K-Retinex algorithm is proposed to reduce the processing time and enhance the contrast in both dark and bright area. To show the superiority of proposed algorithm, we compare the processing time and local variance of each area above.

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로만 폴란스키의 <테스>: 육체와 자본의 미학 (Roman Polansky's Tess: Aesthetics of Human Body and Capital)

  • 김봉은
    • 영미문화
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    • 제9권1호
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    • pp.71-90
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    • 2009
  • David Harris argues that mass media suppress counter-hegemonic factors in order to reach audience. According to Harris's theory, the success of the film "Tess" depends on its effective adaptation from Thomas Hardy's novel Tess of the D'Urbervilles (1891). Tess (1979), directed by Roman Polansky, casting Nastassia Kinski for Tess, was acclaimed as a professional and commercial success, awarded with various prizes. Hardy's aim at criticizing Victorian English social and moral standard through Tess appears obscure in Polansky's film which focuses on the aesthetics of human body and capital. Polanski's Tess with urban white beauty does not emerge victimized by poverty, which the late twentieth century audience under the capitalist umbrella may abhor. To examine his use of music, sound effect, visual images by means of camera operation—angles, distances, close-ups and frequent movements—light and color, and mythic elements in the film, show Polansky's sharp perception of his contemporary audience's desire and conscientious work upon it.

인포그래픽 관점을 이용한 과학 잡지 분석 (An Analysis of Science Magazine in the View of Infographic)

  • 전성수;정진규;박종호
    • 한국과학교육학회지
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    • 제34권6호
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    • pp.601-611
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    • 2014
  • 본 연구는 과학적 사실, 현상, 첨단 과학 소식, 과학적 이슈 등을 독자들에게 알기 쉽게 제공하기 위한 표현수단으로 인포그래픽을 활용하고 있는 과학동아를 대상으로 인포그래픽의 시계열적 특성을 분석하여 과학 교육에 인포그래픽의 활용 가능성을 짐작하는데 그 목적이 있다. 과학동아의 인포그래픽을 분석하기 위해 스토리텔링 유형, 시지각 특성, 프레임워크의 수준을 차원으로 하는 3차원 구성틀을 개발하였다. 이 구성틀에 의해 분석한 결과 과학동아는 1986년부터 2014년까지 이미지를 강조한 과학 기사를 발행하였으며 특히 2008년 이후부터는 인포그래픽이 포함된 기사가 유의미하게 증가하는 것으로 나타나 2008년을 인포그래픽 특성 변화의 중요 기준이 되는 $T_c$(Critical time Point)로 설정하였다. 2008년 이후의 과학 기사의 인포그래픽은 위치, 시간, 수치, 관계, 기능, 과정 기반형의 6가지 스토리텔링 유형이 2008년 이전 보다 다양하게 분포하였고, 게슈탈트 시지각 이론의 시지각 특성(근접성, 유사성, 연속성, 폐쇄성)도 2008년 이후에 더욱 많이 적용한 것을 알 수 있었다. 마지막으로 프레임워크의 수준은 위치, 시간, 수치, 과정 기반 인포그래픽은 전체 범위 수준이 주를 이루며 시간의 흐름에 변화가 없는 반면, 기능과 관계 기반 인포그래픽에서는 프레임워크의 수준이 2008년을 기준으로 변화가 나타났다. 인포그래픽 관점에서 과학동아를 분석한 결과를 통해 인포그래픽의 특성이 어떻게 변화되어 왔는지 분석하여 과학교육에서 인포그래픽을 적용할 때 기초적인 기준을 제공할 수 있을 것으로 사료된다.