• 제목/요약/키워드: the sense of touch

검색결과 147건 처리시간 0.025초

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
    • 인간식물환경학회지
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    • 제22권2호
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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.

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

  • 문동민;진성아
    • 문화기술의 융합
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    • 제6권3호
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    • pp.341-346
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    • 2020
  • 가상현실 콘텐츠에서 시각과 다른 감각의 불일치로 인한 멀미나 어지럼증이 큰 문제로 논란이 되고 있다. 해당 문제를 해결하기 위해 오감을 만족시키는 기기들이 연구가 활발히 진행 중이다. 그 중 촉감에 관한 연구가 가장 많은데 경도나 질감에 의한 연구는 많지만 온도의 관한 연구가 상대적으로 적다. 따라서 본 논문에서는 재질의 온도가 아닌 고온에서 저온으로 이동하는 열에너지의 양을 기반으로 온도를 느낄 수 있는 계산모델을 제시하고자 한다. 열에너지는 물질의 고유특성인 열전도도와 온도, 접촉면적 등에 의해 결정되기 때문에 재질의 종류, 재질과 손의 온도, 물체와 닿는 부위에 따라 사람이 느끼는 열의 정도가 달라진다. 열전도법칙과 비열공식을 이용해 재질의 단위시간당 열에너지 이동양을 계산하고 열전소자를 이용하여 재질의 단위시간당 변하는 열에너지 재현방법을 연구하였다.

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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    • 제어로봇시스템학회 1995년도 Proceedings of the Korea Automation Control Conference, 10th (KACC); Seoul, Korea; 23-25 Oct. 1995
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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
    • 한국컴퓨터정보학회논문지
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    • 제24권11호
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    • pp.61-69
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    • 2019
  • 본 연구에서는 문화유산 교육을 위한 다중 감각 (시각 청각 촉각) 지원 기반 증강현실 시스템을 제안한다. 제안된 시스템에서는 3D프린트 된 유사유물 모델을 AR 타깃으로 활용하고, 증강하는 가상객체에는 실제유물 기반으로 구현된 3D그래픽을 매핑한다. 사용자는 3D프린트 된 모델의 촉감을 느끼면서 AR유물학습을 진행할 수 있어 다중 감각을 통한 상호작용을 경험하게 된다. 기존 문화유산 교육 시스템과 비교했을 때 본 시스템은 시각 및 청각뿐만 아니라 촉각을 제공하는데 중점을 두고 설계되었다. 또한 이 시스템은 3D모델을 사용하여 직접적인 상호작용을 제공하여, 주로 휴대전화와 태블릿의 2D 디스플레이에 터치 또는 클릭 모션으로 상호작용하는 기존 시스템보다 훨씬 사실적인 경험을 주도록 구성되었다. 사용자 테스트 결과에 따르면 본 유물교육시스템은 사용자에게 우수한 현존감 및 학습 몰입감을 제공하였으며, 타깃의 사용성 평가에서는 본래 유물과 모양이 유사한 3D 프린트 된 타깃의 사용성이 가장 좋게 평가되었다.

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

  • 정형호;배수정
    • 복식
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    • 제60권6호
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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.

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

  • 조민영;박혜원
    • 한국의류학회지
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    • 제33권11호
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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.

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

  • 임명환;길연희;전광일
    • 한국콘텐츠학회논문지
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    • 제15권7호
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    • pp.664-673
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    • 2015
  • 장애인에 대한 정책과 지원, 장애인 접근성 향상을 위한 지침 제정, 기술혁신과 제품개발 등으로 장애인 보조기기 분야는 산업측면에서 크게 부각되고 있다. 최근에는 ICT 발전으로 시각 장애인용 스크린 리더, 점자 디스플레이, 화면 확대기, 문자음성 변환기 등이 출시되어 촉각과 청각으로 인터넷 접속이 용이해지고 스마트기기를 통해 편리하게 전자출판 콘텐츠를 활용하고 메일을 주고받을 수 있게 된 것이다. 그렇지만 급속하게 전환되고 있는 디지털 미디어기반의 스마트시대에 시각 장애인의 접근성은 아직도 열악하고 보조기기와 대체자료의 성능과 품질도 개선되어야 할 점이 많은 상황이다. 따라서 본 연구는 연구개발 혁신 측면에서 시각 장애인용 보조기기 및 대체자료의 현황과 구조를 분석하고 접근성 향상을 위한 구현 방향을 제시하고 있다. 연구결과, 향후에는 다양한 디지털 정보가 맞춤형 및 실감형 형태로 전환되고 장애인 전용 단말기 또는 스마트기기를 통해 유통될 것으로 예상된다.

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
    • 한국의류산업학회지
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    • 제16권1호
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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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    • 제17권3호
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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.

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

  • 곽영빈
    • 만화애니메이션 연구
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    • 통권37호
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    • pp.463-489
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    • 2014
  • 그에게 쏟아진 거의 만장일치에 가까운 찬사에도 불구하고, 연상호의 애니메이션 작품세계에 대한 본격적인 논의는 아직 제대로 된 형태를 갖추지 못하고 있다. 산발적인 몇몇 리뷰들을 제외하면 진지한 접근의 시도를 찾아보기 힘든 상황인 것이다. 이 깊은 골을 메우려는 시도로서 본 논문은 그의 작품들이 의미 있는 전체(oeuvre)로 간주되어야 한다고 주장한다. 그의 두 장편 애니메이션인 <돼지의 왕>과 <사이비>에 집중하되, 그들이 그의 단편 작품들과 맺는 미묘한 관계들에도 주목하면서, 나는 그의 작품이 현대 한국사회와의 관계 속에서 얼마나 '급진적'인지, 혹은- radical이라는 말의 어원 그대로 '뿌리'에 닿는다는 의미에서- '근원적'인 지를 보여줄 것이다. 두 작품 간의 연속성을 우회하거나 제대로 논의하지 않는 일반적인 독해들과 달리, 나는 그 둘이 주목할 만한 차이들에도 불구하고 공명하는 독특한 방식에 주목하려 한다. 단도직입적으로 말해 서사의 중심에서 그의 작품들은 '연대(solidarity)'의 문제, 보다 정확하게 말해 '비참한 이들(abjected people) 간의 연대의 결핍/과잉'이라는 문제를 중심으로 회전한다. 나아가, 어쩌면 더욱 중요하게도, 나는 어쩌면 그저 주제적 차원이라 할 수 있을 이러한 문제들이 그의 애니메이션 작품들 속에서, 내가 '바닥없는 표면/표면의 심연(abyssal surface)'이라 이름붙인 형식적 차원으로 표면화되고 있는 지를 드러낼 것이다. 서사는 훌륭하나 '애니메이션' 작품으로서의 정체성을 인정하기는 어렵다는 식의, 상찬을 가장한 비난- 혹은 오독-과 달리, 나는 연상호의 작품들이 '비참한 이들' 간에 드러나는 신뢰의 결핍/과잉을 애니메이션으로서, 즉 그 뒤에 서로에 대한 '바닥없는 불신/신뢰'가 숨어있는 불길하고 피상적인 표면을 육화한다고 주장할 것이다. 연상호의 애니메이션은 정확하게 이런 중의적인 의미에서, 즉 주제적인 차원에서의 사회의 뿌리와 표현 양식 차원에서의 애니메이션의 근본을 건드린다는 이중적인 의미에서 근본적(radical)이다.