• Title/Summary/Keyword: multisensory

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A Study on the Phenomenal Expression Methods and the Characteristics of Spatial Experience In the Steven Holl's Museum Architecture (스티븐 홀의 뮤지엄 건축에 나타나는 공간체험의 현상적 표현 방법 및 특성에 관한 연구)

  • Jang, Hyun-Ju;Park, Chan-Il
    • Korean Institute of Interior Design Journal
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    • v.25 no.2
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    • pp.151-162
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    • 2016
  • The purpose of this study is to approach to the phenomenological point of view to explore a design method for providing a variety of spatial experience of the viewer according to the functional changes of the modern museum architecture. For that, this study intends to analysis and consider the Steven Holl's Museum applied to the phenomenological perception for architectural design. The method of this study is summarized as follows: 1) Consider the spatial role and function of the Museum Architecture in the phenomenological approach 2) Study on the phenomenological architectural concepts and expressional method of Steven Holl 3) Finally, propose the utilization for the experiential space that is required to implement the contemporary museum architecture. The results of this study are as follows: 1) Steven Holl's phenomenological architectural concept is the basis of the perception and awareness and has connotations of temporality and it is figured out by the approach to the environment, sense and motion. 2) Steven Holl implement the architecture as a place of experience by connecting between the place and the environment through the development of a variety of scenes and situations and planning the phenomenon of multisensory space. 3) The spatial experience appeared in Steven Holl's museum architecture is implemented through the diversity of the scene, the persistence of the situation, the autonomy of light and color, transparency of the haptic and the potential of the material and geometry.

Effect of Biophilic-Horticultural Education on Children's Multisensory Enhancement

  • Kwack, Hyeran;Chae, Meeyeoun
    • Journal of People, Plants, and Environment
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    • v.21 no.6
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    • pp.501-514
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    • 2018
  • This study aimed to develop a program that can be linked to gardening education activities in elementary students' curriculums and creative experience learning courses, and to apply the developed program to 6th graders in an elementary school located in Seoul. Research was conducted in a large category called biophilia, which named the instinct of human nature and nature throughout the research. The curriculum revised in 2015 was selected for the purpose of the garden education program based on the objectives and contents of the unit, and for the purpose of the class. In the process of developing and implementing the program, experience properties and elements were divided into direct and indirect experience of nature, including shapes and forms found in nature, air, water, plants, weather, animals, and natural materials. The results showed that the biophilic horticultural education program was effective in promoting students' multi senses. In the case of the experimental group, all the multi-sensory areas showed statistically significant differences, especially in the area of environmental literacy, environmental effect and emotional balance including plant cultivation knowledge. There was a relatively smaller difference in the dietary effect area than other areas because of no directional dietary program was included in the developed program. As a result, first, it is expected that the data can be utilized on site as a program or place of activity for students in upper grades. Second, it will be necessary to develop a more diverse program using other biophilic elements that were not covered in this study in order to maximize the effects of biophilic education.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Effect of Inconsistency Between Visually Perceived Walking Speed and Physically Perceived Walking Speed on VR Sickness in VR-Treadmill Walking (가상현실-트레드밀 보행에서 시각적 속도감과 보행 속도감의 불일치가 가상현실 멀미에 미치는 영향)

  • Choi, InBeom;Park, Jong-Jin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.79-90
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    • 2020
  • The inconsistency in different sensory information causes virtual reality (VR) sickness. This research verifies whether the consistent sensory information reduces VR sickness within treadmill-based virtual reality. Furthermore, we examined the inconsistency between the visually perceived walking speed by optical flow in VR and the physically perceived walking speed in treadmill walking on VR sickness. In Experiment 1, participants reported VR sickness levels while experiencing an increase in the virtual reality. We compared the VR sickness level reported on the standing still condition with that on the treadmill-walking condition. Based on our results, less VR sickness and more sense of presence and immersion were reported on the treadmill-walking condition than on the standing still condition. In Experiment 2 and Experiment 3, the effect of inconsistency between perceived visual speed and perceived walking speed on VR sickness was examined. Interestingly, participants reported less sickness when the perceived visual speed was faster than the perceived walking speed, compared to when the sense of speed was consistent. These results imply that allowing participants to walk on a treadmill while experiencing virtual reality reduces VR sickness. Hence, the perceived visual-walking speed consistency is not necessarily required to reduce VR sickness.

Interval-Based Singing Program for Improving the Accuracy of Pitch Production in Children With Cochlear Implants: A Case Study (음정 모방 중심 노래부르기를 통한 인공와우이식아동의 음고 산출 정확도 향상 사례)

  • Kim, Hyo Jin;Chong, Hyun Ju
    • Journal of Music and Human Behavior
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    • v.14 no.1
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    • pp.1-16
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    • 2017
  • The purpose of this study was to examine changes in the accuracy and range of produced pitch in children with cochlear implants (CI) after an interval-based singing program. A total of three children with CIs aged 5 received twelve 35-minute individual sessions two to three times per week. The interval-based singing program was composed with third, fifth, and eighth intervals and implemented pitch discrimination, pitch imitation, and singing songs with target intervals in a sequence. At pretest and posttest, the changes in accuracy of pitch production during pitch imitation and singing were measured. The results demonstrated that all participants showed improvement in pitch accuracy and produced the target notes with great similarity to the expected pitches in the original song. The range of produced pitch also increased after the program. The results indicate that sequential trials to imitate pitches in a multisensory environment to facilitate the processing of pitch information may reflect how this population perceives pitch information and assist children with CIs to improve their pitch accuracy.

James Corner's Theory and Practice of Representation - Characteristics and Functions of Landscape Architectural Drawing - (제임스 코너의 재현 이론과 실천 - 조경 드로잉의 특성과 역할 -)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.4
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    • pp.118-130
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    • 2017
  • During the landscape design process, landscape architects produce various forms of drawings to visualize the future designed landscape. This work thoroughly examines the process of the utilization of James Corner's theory and practice of representation. Since the early 1990s, Corner has explored the characteristics and functions of landscape architectural drawing theoretically. Specifically, Corner argued that the use of visual representation makes it difficult to achieve the full embodiment of all of the multisensory characteristics of a landscape. Thus, he explored new drawing techniques that alternatively visualize the landscape and generate creative ideas(i.e., imagination of drawing), rather than a realistic illustration of not-yet-actualized landscapes(i.e., instrumentality of drawing). Corner's theory has evolved throughout the mid and late-1990s as applied to landscape practice. Corner embraced ecology and implemented the theory and practice of Landscape Urbanism, thereby once again emphasizing the instrumentality of drawing. Whereas the early theory mainly explored a perspective view using collage and montage, Corner later began to stress the importance of the instrumentality again. For example, Corner employed a mapping technique based on the instrumental map and that simultaneously creatively transforms it. Corner's theory and practice of representation fully explored the identity of landscape architectural drawings and reflected the interaction between theory and practice. Thus, his design and theoretical works continue to have significant influence on present landscape practice and theory.

Functions and Roles of Digital Landscape Architectural Drawing (조경 설계에서 디지털 드로잉의 기능과 역할)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.1-13
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    • 2018
  • This work discusses the major roles of digital technologies in the history of landscape architectural drawing, and offers a critique of the dominant trend towards realism in recent digital landscape representations. During the period of transition from conventional drawing tools, computer technologies generally functioned as mechanical tools to imitate prior manual techniques. Specifically, the GIS was served as a mechanical tool to efficiently process the manual layer cake; CAD software generally functioned to translate physical models to two-dimensional construction documents while graphic software generally functioned as a tool to perform processes similar to those of manual collage and montage techniques. Recent digital landscape drawings tend to adopt a realistic depiction like the painting of landscape appearance. In the representations, discernible traces of cutting and assembling are removed via graphic software; thus, the complete representations are perceived as if they were a copy of an actual landscape. The realistic images are an easy way to communicate with the public. However, it is difficult to achieve a full embodiment of all of the multisensory characteristics of a landscape through these visuals. They often deceive viewers by visualizing idealized conditions of not-yet-actualized landscapes and production of the final images takes up a large portion of the overall design process. Alternatively, 3D digital modeling of landscape performance and creative uses of digital technologies during the overall design process, as well as hybridized techniques with different drawing techniques and technologies, provide the opportunity to explore various aspects of a landscape.

The Philosophical Perspective on Discussion of Human Body in Digital Media Era - focused on new media art cases (디지털 미디어 시대의 신체담론에 관한 철학적 고찰 - 뉴미디어 아트에 나타난 신체담론을 중심으로)

  • Kah, Eun-Young;Kim, Jong-Deok
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.109-114
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    • 2008
  • We have long kept our Cartesian tradition in which Mind privileges over Body; the invention of printing technology has accelerated the tradition in which the intelligence and legibility of media were considered as a higher human value. However, the development of media and technology are supporting the multisensory mechanisms of the body as it was in preliterate era when we communicated with our whole bodily experiences. The development and spread of mass-media and new technologies have broaden the boundary of human sensory that are largely dominated by visual information and expanded it to auditory, olfactory and even gustatory sensation. Since 1960's, some philosophers and artists have recognized the human body as a subjective matter, starting the movement in which the body plays a role as an essential factor in study of human perception and cognition, aesthetics in art, and sociology, and the changed perspectives are practiced vigorously in the field of new media art; the theory of Maurice Merleau-Ponty who clarified the body as a general means for the body's possession of world, so that recognize the importance of cognition of one's body and approved the embodiment could be applied and practiced here. Therefore, we discuss how Merleau-Ponty's philosophical theory can be practiced and how McLuhan's perspective could be applied on the notion of body's extension in media by analysing some new media art cases.

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The Study about Improvement of Neuro Energy Decreased by Energy Saving (에너지절감에 의해 감소되는 뉴로에너지의 증강에 관한 연구)

  • Kim, Myung-Ho;Kang, Dong-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.6
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    • pp.715-721
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    • 2018
  • This study examined energy saving and elevating the worker's neuro energy (comfort, concentration, physical, and psychological stability) by compensating for the unpleasant tactile sensation to stimulate auditory and olfactory senses and reduce energy consumption. The experiment was conducted in an environment test room under the test conditions of temperature $25[^{\circ}C]$, relative humidity 50[RH%], illumination 1,000[lux] and air current speed 0.02[m/sec] by stimulating the auditory senses with a 1/f change in rhythm and the olfactory senses with an aroma scent. The experiment utilized the method of EEG, which evaluates human body's psychological status via tactile means, and the method of the vibra image, which evaluates the learning abilities, HRV and human body's psychological status via non-tactile means. The subjects were selected as eight university students (four males and four females) in their 20s, the type that have high relative ${\alpha}$(8~13[Hz]) activation in occipital lobe, which brings the highest level of mind stability and concentration, who had no difficulty in physical activities. The subjects' posture and physical activity was fixed to 1met - when the subjects are seated and relaxing in a comfortable environment - and their clothes condition was standardized as 0.7clo. As a result, the sentimental and psychological stability and concentration were the highest in the multisensory stimulation of jasmine scent and change rhythm of an a=1.106 sound source. In addition, under this condition, the relative $M{\alpha}$ and relative $M{\beta}$ increased by 70.49[%] and 89.72[%], respectively; the HRT decreased by 39.09[%]; and the fatigue and tension/anxiety decreased by 36.85[%] and 15.54[%], respectively.

Availability Evaluation of Object Detection Based on Deep Learning Method by Using Multitemporal and Multisensor Data for Nuclear Activity Analysis (핵 활동 분석을 위한 다시기·다종 위성영상의 딥러닝 모델 기반 객체탐지의 활용성 평가)

  • Seong, Seon-kyeong;Choi, Ho-seong;Mo, Jun-sang;Choi, Jae-wan
    • Korean Journal of Remote Sensing
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    • v.37 no.5_1
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    • pp.1083-1094
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    • 2021
  • In order to monitor nuclear activity in inaccessible areas, it is necessary to establish a methodology to analyze changesin nuclear activity-related objects using high-resolution satellite images. However, traditional object detection and change detection techniques using satellite images have difficulties in applying detection results to various fields because effects of seasons and weather at the time of image acquisition. Therefore, in this paper, an object of interest was detected in a satellite image using a deep learning model, and object changes in the satellite image were analyzed based on object detection results. An initial training of the deep learning model was performed using an open dataset for object detection, and additional training dataset for the region of interest were generated and applied to transfer learning. After detecting objects by multitemporal and multisensory satellite images, we tried to detect changes in objects in the images by using them. In the experiments, it was confirmed that the object detection results of various satellite images can be directly used for change detection for nuclear activity-related monitoring in inaccessible areas.