• 제목/요약/키워드: affordance perception

검색결과 18건 처리시간 0.023초

건축공간의 경험구조로서 지원성 적용 연구 (Application of the Affordance as User Experience Behavior Setting for Architectural Design)

  • 김수진
    • 한국실내디자인학회논문집
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    • 제13권6호
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    • pp.48-56
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    • 2004
  • The Affordance, discussed in the theory of ecological perception of environmental psychology, is the concept of perception that deals with inter-relationship between environment and human. It is a theory seeking for gradual evolution, with the change of user experience behavior and the space, by getting feed-backs from the analysis of perception of characteristics of 3-dimensional space and the user as moving entity. Although there has been many attempts to define the Affordance and apply its concept to the architecture, now there's a need to identify the Affordance in the real architectural space, represent Affordance of space and the user inter-relationship in the architecture and apply its design specifically, Thus, the purpose of this study is to present the methodology of applying Affordance in architectural space design by identifying the Affordance of space concept of human experience behavior in the architectural space and analyze its recognition process.

Perception-based analytical technique of evacuation behavior under radiological emergency: An illustration of the Kori area

  • Kim, Jeongsik;Kim, Byoung-Jik;Kim, Namhun
    • Nuclear Engineering and Technology
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    • 제53권3호
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    • pp.825-832
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    • 2021
  • A simulation-based approach is proposed to study the protective actions taken by residents during nuclear emergencies using cognitive findings. Human perception-based behaviors are not heavily incorporated in the evacuation study for nuclear emergencies despite their known importance. This study proposes a generic framework of perception-based behavior simulation, in accordance with the ecological concept of affordance theory and a formal representation of affordance-based finite state automata. Based on the generic framework, a simulation model is developed to allow an evacuee to perceive available actions and execute one of them according to Newton's laws of motion. The case of a shadow evacuation under nuclear emergency is utilized to demonstrate the applicability of the proposed framework. The illustrated planning algorithm enables residents to compute not only prior knowledge of the environmental map, but also the perception of dynamic surroundings, using widely observed heuristics. The simulation results show that the temporal and spatial dynamics of the evacuation behaviors can be analyzed based on individual perception of circumstances, while utilizing the findings in cognitive science under unavoidable data restriction of nuclear emergencies. The perception-based analysis of the proposed framework is expected to enhance nuclear safety technology by complementing macroscopic analyses for advanced protective measures.

감성체험을 위한 공간의 어포던스 특성 분석 - 박물관 사례를 중심으로 - (A Analysis of Affordance Character in Space for Sensibility Experience - Focus on the Museum cases -)

  • 김미영;문정민
    • 한국실내디자인학회논문집
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    • 제20권4호
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    • pp.92-100
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    • 2011
  • Under social changes focusing diversification, human-oriented ecological values and emotional and pscyhological satisfaction have been considered more important in space. Such trend has developed into interest in the effect of architectural space and shape on human perception and consciousness, and space has been considered as interactive in ecological, psychological and behavioral, and aesthetic terms rather than physical environment. In particular, exhibition space where interactive sympathy between environment and users through emotional experiences is more important, can have appropriate interaction through intended relationships between environment and humans in space. Therefore, this study aims to understand affordance, an internal mechanism of space recognition and human behaviors. Then it analysed representative types of exhibition space for emotional experiences as a characteristic of affordance Based on the results analysed, it is expected that introduction of affordance as real information in space will be helpful for effective connection of space with human emotional experiences.

국내 5성급 호텔 입면디자인의 시지각적 지원성에 관한 연구 (A Study on the Affordance of Façade design in Domestic Five-star Hotels)

  • 김수희;김봉애
    • 한국실내디자인학회논문집
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    • 제25권1호
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    • pp.181-191
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    • 2016
  • The purpose of this study is to analyze affordance of façade design by extracting analysis elements of affordance in façade design domestic five-star hotels. The subjects of this study were 88 domestic five-star hotels; we selected literature review and case study as methodology. The analysis elements included mass forms, exterior colors, window frame patterns, exterior characteristics, and door types based on the visual perception factors of façade design from the concept of affordance. The results of the study were as follows. First, the mass forms were divided into stackable, integral, and connection types, and stackable type was most frequent. Second, exterior colors were divided into achromatic, red, yellow, and opaque color parts, and the achromatic parts were most frequent. Third, the window frame patterns were divided into grid, irregular, full, horizontal, and vertical windows, and grid windows were most frequent. Fourth, the exterior characteristics were divided into formative mass, horizontal partition, design contrast, tiled roof, and facility connection, and the formative mass was most frequent. Fifth, the door types were divided into porch, piloti, and wall type, and porch was most frequent. The results of this study showed that the façade design elements such as mass forms, exterior colors, window frame patterns, exterior characteristics, and door types intentionally contained affordance.

로봇의 어포던스 지각 과정 및 계층 분석법을 이용한 우선 순위 동작 결정 (Affordance Perception And Behavior Planning Based on Analytic Hierarchy Process)

  • 이근호;권철민;이케다 아키히로;정낙영
    • 로봇학회논문지
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    • 제7권3호
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    • pp.182-193
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    • 2012
  • This paper presents a new behavior planning scheme for autonomous robots, allowing them to handle various objects used in our daily lives. The key idea underlying the proposed scheme is to use affordance concepts that provide a robot with action possibilities triggered by a relation between the robot and objects around it. Specifically, the robot attempts to find the affordances and to determine the most adequate action among them. Through a series of the perception processes, robot motions can be planned and performed to complete assigned tasks. What is of particular importance from the practical point of view is a decision making capability to determine the best choice by comparing the human's body characteristics and behavioral patterns as criteria with action possibilities as alternatives. For this, the analytic hierarchy process (AHP) technique is employed to systematically evaluate the correlation between the criteria and the alternatives. Moreover, the alternatives arranged in order of priority through the decision making process enable the robot to have redundant solutions for the assigned task, resulting in flexible motion generation. The effectiveness and validity of the proposed scheme are verified by performing extensive simulations using objects of our daily use.

체험전시공간 시지각적요소의 체류지원성향상을 위한 연구 - 경기도 어린이박물관을 중심으로 - (A Study on the Stay affordance for Visual Perception factors in Experience Exhibition Space - With Focus on Gyeonggi Children Museum -)

  • 송정화
    • 한국실내디자인학회논문집
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    • 제22권3호
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    • pp.195-204
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    • 2013
  • Today, the children's museum evolved from place of exhibition for seeing and feeling, to that of exhibition for searching and touching, or so-called the hands-on exhibition. This will allow for grabbing the interest from children and provide an opportunity for learning by an actual experience at this intellectual and benign environment. But in this modern society that constantly undergoes evolution even as we speak, it is not an easy task to bring our children to museums, because they are vastly exposed to various media. Moreover, if the children who visited museums carelessly bypass the specific areas intended for exhibition, the educational purpose of "enhanced learning effect with hands-on experience" is easily underachieved. According to children's visual stimuli, their behavioral charactoristics are appeared to freewill curiosity but they show shorter elapsed time(impermanence), intensity(stubbornness), frequent occurrence(frequentness) and changeable (translatability). So, We need Improvement of visual image affordance through the measurement of stay time. Firstly, five factors are extracted by factor analysis on twenty questions based on visual image factors; Color accessability and Satistaction(factor1), brightness and color harmony(factor2), feeling on harmonization of color and stay time(factor3), simplex & complex of space(factor4), feeling on scale(factor5) Secondly, the following result are derived through a distribution chart on an exhibition room of K-museum. As shown above, this study based on various analyzed aspects proposes the directions of a color image plan to improve stay time in exhibition space of children museums with a hope to support educational goals of experience education-focused children museums.

스마트미디어 초단편 영상의 '시각 유도성' 사례 연구 (A Case Study on 'Visual Affordance' of Short Form Video in Smart Media)

  • 김현숙;문재철
    • 한국콘텐츠학회논문지
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    • 제19권7호
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    • pp.130-137
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    • 2019
  • 스마트 미디어의 등장으로 짧고 빠르게 진행되는 영상 콘텐츠가 등장했고 관람의 조건도 산만한 환경과 짧은 시간에 복잡한 외부 상황으로 지각이 분산된 환경에서의 관람으로 변화했다. 이에 따라 스마트 미디어 영상은 인내심이 부족한 시청자의 시선을 잡아두면서 빠르게 의미전달을 어떻게 할 것인가를 고려하는 것이 중요하게 되었다. 작은 화면이라는 제약 과 빠르게 변화하는 이미지 정보는 장편 극영화의 경우와는 다른 지각적 수용과정을 염두에 두어야 하는 것이다. 우리의 시 지각은 받아들일 수 있는 시각적 정보가 한계가 있고 특히 움직이는 영상에서의 인지력은 더 부족하므로 스마트미디어 영상의 연출은 지각적 이해를 높일 수 있는 방식이 관건이 될 수 있다. 시각적 부담을 줄이면서도 이야기하고자 하는 바를 효과적으로 전달할 수 있게 하려면 UI Design에서 말하는 직관성과 행동 유도성을 영상에 적용하여 직관적인 영상 이해를 끌어내는 것도 하나의 방안이다. 클로즈업, 정면성과 3분할의 안정된 구도, 색채 등은 직관적 시각을 유도하는 '시각유도성'의 수단으로 적절하게 활용될 수 있다.

조직 메모리 제공과 개인-직무, 개인-조직 적합성이 조직성과에 미치는 영향 : 흡수역량을 매개로 (The Effect of Organizational Memory Affordance and Person-Job, Person-Organization Fit on Organizational Performances : Mediating Absorption Capacity)

  • 권재현;서영욱
    • 한국콘텐츠학회논문지
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    • 제20권8호
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    • pp.274-284
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    • 2020
  • 4차 산업 혁명 시대에는 데이터의 효율적인 활용 수준이 그 기업의 성과에 큰 영향을 미친다. 본 연구는 조직 메모리 제공이 개인-직무 적합성과 개인-조직 적합성의 수준에 따라 조직성과에 미치는 영향을 흡수역량이 매개로 했을 때의 효과를 실증 분석하였다. 대기업, 중견기업, 중소기업 재직자 317명을 대상으로 설문데이터를 분석한 결과, 조직 메모리 제공이 충분한 조직은 개인-직무 및 개인-조직 적합성 모두 긍정적인 영향을 미쳤으며, 흡수역량도 긍정적인 영향을 미쳤다. 그리고 조직 메모리 제공은 개인-조직 적합성을 매개할 '때 흡수역량에 긍정적인 영향을 주는 것으로 확인되었다. 개인-직무 적합성과 개인-조직 적합성은 조직성과에 긍정적 영향을 미치나, 흡수역량을 매개할 경우는 개인-조직 적합만이 긍정적인 영향 관계가 나타났다. 본 연구는 흡수역량의 선행 요인으로 조직 IT 구축환경과 구성원들의 조직과 직무에 대한 인식을 종합적으로 분석하고, 조직성과에 미치는 영향을 동시에 실증함으로써 연구의 의의가 있다.

가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석 (Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR))

  • 박지혜;김민철
    • 유통과학연구
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    • 제17권2호
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.