• 제목/요약/키워드: Visual cognition factors

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도시 대표경관의 인지요인에 관한 탐색적 연구 - 서울시를 중심으로 - (An Exploratory Research on Cognitive Factors of Urban Representative Landscape - Focused on Seoul -)

  • 이창연;김한배
    • 한국조경학회지
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    • 제37권6호
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    • pp.73-84
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    • 2010
  • 도시이미지 안에서 대표경관들은 그 도시를 상징하며 사람들에게 그 도시의 도시다움을 느끼게 해주는 도시정체성의 중요한 기간자원 역할을 하고 있다. 본 연구는 도시의 대표경관들이 어떠한 지각-인지의 조건들로 인해 대표성을 획득하게 되는지를 밝혀 보고자 하였다. 먼저 서울시를 중심으로 도시 대표경관과 관련된 기존 연구들을 종합하여 대표경관들을 도출하고, 그들 각각의 인지요인들을 설문을 통해 조사하여 유형별 요인별로 다각적 비교분석을 하였고, 그 결과를 향후 대표경관 계획 및 관리방안의 시사점으로 제시하였다. 연구의 기본방향은 특히 가시적 요인, 심미적 요인, 활동적 요인, 문화적 요인을 중심으로 진행되었다. 주목할 만한 사실은 다면적 요인의 분석에 의한 본 연구의 결과는 기존 연구에서의 대표경관의 인지 순위와는 큰 차이를 나타내고 있다는 것이고, 이에는 시민들의 문화적 요인에 대한 인식의 비중이 높아진 것이 원인으로 해석된다. 이러한 연구결과는 아직 기초적 연구결과이기는 하지만 후속 연구의 보완을 통해 향후 대표경관 계획과 관리의 새로운 관점을 제시할 수 있으리라 기대된다.

사운드스케이프 조성을 위한 능동형 음장조성시스템의 현장적용 평가 (Evaluation of the Field Application of "Spontaneous Acoustic Field Reproduction System(SAFRS)" to Propose Soundscape)

  • 국찬;장길수;전지현
    • 한국소음진동공학회논문집
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    • 제17권4호
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    • pp.289-297
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    • 2007
  • SAFRS is the system designed to reproduce the harmonic sound into the space according to the environmental factors. Here the harmonic sound means the sound which judged by the subjective tests, and the methods were suggested in the former studies. In this research, SAFRS was applied into the Square of D University to evaluate and verify the effectiveness of the system and a few evaluations were carried out as follows; 1) sound perception, frequency, volume and harmony with the space, 2) images of the square and acoustic environment and 3) acoustic environment with existing sounds, fountain sound, produced sound by SAFRS, and both of them respectively. The results can be summarized as follows; 1) According to the evaluation on acoustic environment, no relationships were shown between the cognition of sounds produced by SAFRS and the frequency or volume, but inverse proportion was shown between the volume and special harmony. 2) As the result of image evaluation. the relationship between space and sound image was shown proportional only except the evaluation on main road at night time, it means that the sound proposal with the visual contents matching with the sounds would be more effective than the proposal of sound only. 3) Results of evaluation on acoustic environment showed that the cognition effect at night time was shown higher than that of day time when only the acoustic element was given and the effect was increased when the visual elements matches with the acoustic elements if both of them were given. It confirmed the harmony between visual and acoustic elements was very important.

멀티 디바이스 환경에서 사용자 경험의 연속성에 관한 고찰 (A Study on Continuity of User Experience in Multi-device Environment)

  • 이영주
    • 디지털융복합연구
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    • 제16권11호
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    • pp.495-500
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    • 2018
  • 본 연구는 멀티 디바이스 환경에서 사용자 경험의 연속성을 높일 수 있는 요인들에 대해 알아보았다. 우선 구조적 차이와 태스크의 연속성에 관해서는 크로스 미디어의 특성에 따른 OS의 차이와 마우스의 사용과 터치 제스처라는 기능적인 차이가 연속성을 방해하는 요소로 나타났으며 연속성을 높이기 위해서는 메타포와 어포던스로 시각 단서를 제공해 상관성과 가시성을 높여주어야 한다. 시각 기억과 인지의 연속성 부분에서는 시지각적 요소의 동일성과 유사성으로 익숙함을 부여하여 친숙성의 요인이 연속성과 밀접한 관련이 있음을 알 수 있었다. 마지막으로 사용자 경험의 연속성을 위해서는 시지각적 요소는 물론 정보의 의미와 배치의 일관성이 사용자 경험의 연속성을 위한 요인이 되는 것을 알 수 있었다. 이를 바탕으로 사용자 경험의 연속성 차원의 친숙성, 일관성, 상관성, 가시성의 요인으로 회귀 분석을 실시한 결과 친숙성, 일관성, 상관성은 유의미한 영향 요인인 반면 가시성은 연속성에 큰 영향을 미치지 않음을 알 수 있었다.

농촌경관의 시각 정체성에 대한 연구 - 도시와 농촌 거주자 지각 비교를 중심으로 - (A study on the Visual identity of Rural Landscape - Focusing on the Comparison between Urban and Rural Residents -)

  • 김충희;김동찬
    • 농촌계획
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    • 제16권4호
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    • pp.23-32
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    • 2010
  • Recently, there are many people who live in rural keep getting away from their town. The reason why become aging and reducing society in Rural is weakness of agricultural competition, education, culture and welfare. Thereupon, we need counter plans to make boom in exhaustion rural landscape counter plan, losing consciousness of citizenship, over developing from city planners who are giving serious damage to rural landscape. However, there are many promotions going on to cover weakness of rural. In this research, to set up the right view of rural which considered the different cognitions, it is important to derive each preference or non-preference scenery, and countrified or non countrified scenery. From different cognition, finding preserved and improved factors is necessary to preserve, reform, and improve the countryside scenery. Based on this, to investigate natural characters of viewpoint is providing right direction for future rural landscape.

VMO 구성요소의 패션 브랜드 태도효과에 관한 연구 (The Effect of VMD Structural Elements on Fashion Brand Attitude)

  • 박현희;전중옥
    • 한국의류학회지
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    • 제28권2호
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    • pp.224-234
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    • 2004
  • This paper is an exploratory research to identify the structural model suitable for the fashion brand attitude effect process of VMD structural elements. Under the circumstances of severe competitiveness in price-conscious casual brand, we intended to find measurement model of VMD effect to establish plausible brand specific VMD strategy. Since VMD is regarded as one of marketing stimuli like advertising, we introduced Mackenzie, Lutz, and Belch(1986)'s advertising effect measurement model for the analysis. For the study, VMD structural elements were composed of controllable visual factors from store environment at the aspect of marketing strategy. As a result, the reciprocal mediation hypothesis model shows the best fit for the VMD stimuli. That is, under the cognition of interaction between VMD attitude and brand attitude, strategy must be considered to strengthen the attitude relation between VMD and brand. The second fit model was the dual mediation model which was adopted from Petty and Cacioppo's ELM. According to this, when you make use of VMD strategy, it is needed to consider both of affective and cognitive factors of VMD.

Analyzing Factors Affecting Cognitive Function in the Elderly using Computerized Neurocognitive Tests

  • Shim, Joohee;Kang, Seungwan
    • 지역사회간호학회지
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    • 제28권2호
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    • pp.107-117
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    • 2017
  • Purpose: The purpose of this study is to examine the cognitive function in the elderly and to identify the influencing factors. Methods: The design of this study was descriptive research design. A total of 139 elderly people (aged 65 years and over) visiting the electroencephalogram (EEG) center in Seoul, Korea were evaluated. Data were assessed by self-administered questionnaires and CNS Vital Signs (CNSVS). Data were analyzed using SPSS Statistics 23.0 for Windows. Results: There were significant differences in the Korean Mini-Mental State Examination (K-MMSE), executive functions and reasoning according to education level. K-MMSE, visual memory and executive functions were different depending on the jobs. Age was highly correlated with cognitive function. In addition, stepwise multiple regression analyses showed that the factor significantly associated with reaction time and visual memory was depression. Depression and Trait-Anxiety had significant impacts on executive functions and K-MMSE. Conclusion: CNSVS enabled the accurate and objective measurement of cognitive function. Therefore, this study provides useful data to improve cognitive function of the community-dwelling elderly. The results suggested that there is need for comprehensive interventional programs that manage cognitive impairment.

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.

차량 항법장치의 화면표시형태에 대한 인간공학적 비교 (Comparison of map display styles of vehicle navigation system on human factors)

  • 정범진;백승렬;김기범;박범
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1995년도 추계학술대회논문집
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    • pp.208-213
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and lastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other infor- mation service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating -must be considered. The display style must be designed simply and easily, not to be obstacle of human - machine interface. In this study, outside- in view display style and inside-out view display style are compared each other. Tow factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds -Cross, T-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically. The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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자동차 항법장치의 화면표시형태에 대한 인간공학적 비교 (Comparison of Map Display Styles of Vehicle Navigation System on Human Factors)

  • 정범진;백승렬;김기범;박범
    • 산업경영시스템학회지
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    • 제18권36호
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    • pp.49-59
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and fastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other information service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating - must be considered. The display style must be designed simply and easily, not to be obstacle of human -machine interface. In this study, outside-in view display style and inside-out view display style are compared each other. Two factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds - Cross, T-cross, Y-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. Vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically, The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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Exploring the Attractive Factors of App Icons

  • Ho, Chun-Heng;Hou, Kai-Chun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권6호
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    • pp.2251-2270
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    • 2015
  • More than 1 billion mobile apps (smartphone applications) have been released worldwide. Competition among developers of apps that are available in app stores has intensified because of increasing demand. App icons with an appealing design can instantly increase attention. Miryoku Engineering methods were used and combined with the Kansei interface model to examine the relationship between attractive icons and users. The evaluation grid method (EGM) is a qualitative method that was used to evaluate the icons, and Quantification Theory Type I is a quantitative method that was used to analyze the influence of design elements in icons. Eight attractive factors of app icons were determined using EGM, and six specific factors were identified using questionnaires. The quantitative results indicated that user cognition and emotion were influenced by the various design elements. The impact on the attractive factors of a single design element differed among users with diverse backgrounds. App icons were assessed on the basis of aesthetics to identify attractive factors and thereby assist designers in understanding and implementing design elements and improving the overall visual appeal of their apps. The result of this investigation is crucial to the presentation of app icons in online app stores.