• Title/Summary/Keyword: 감성요소

Search Result 813, Processing Time 0.023 seconds

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
    • /
    • v.26 no.4
    • /
    • pp.103-114
    • /
    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Predicting Relationship Between Instagram Use and Psychological Variables During COVID-19 Quarantine Using Multivariate Techniques (다변량 분석 방법을 이용한 인스타그램 이용과 심리적 변인 간의 관계 예측: COVID-19로 인한 자가격리자를 중심으로)

  • Chaery Park;Jongwan Kim
    • Science of Emotion and Sensibility
    • /
    • v.26 no.4
    • /
    • pp.3-14
    • /
    • 2023
  • Recently, the effect of using social media on psychological well-being has been highlighted. However, studies exploring factors that may predict the quality of social media relationships are relatively rare. The present study investigated whether social media activity and psychological states, such as loneliness and depression, can predict the quality of social media relationships during the COVID-19 quarantine period using a machine learning technique. Ninety-five participants completed a self-report survey on loneliness, Instagram activity, quality of social media relationships, and depression at different time points (during the self-isolation and after the release of self-isolation). Similarity analyses, including multidimensional scaling (MDS), representational similarity analysis (RSA), and classification analyses, were conducted separately at each point in time. The results of MDS revealed that time spent on social media and depression were distinguished from others in the first dimension, and loneliness and passive use were distinguished from others in the second dimension. We divided the data into two groups based on the quality of social media relationships (high and low), and we conducted RSA on each group. Findings indicated an interaction between the quality of the social media relationships and the situation. Specifically, the effect of self-isolation on the high-quality social media relationship group is more pronounced than that on the low-quality group. The classification results also revealed that the predictors of social media relationships depend on whether or not they are isolated. Overall, the results of this study imply that social media relationship could be well predicted when people are not in isolated situations.

A Study on Companion People Experiencing Companion Culture During Their Pet's Life (반려동물 생애 동안 반려문화를 경험하는 반려인에 관한 연구)

  • ji-Eon Park;Jeong-Min Ko
    • Science of Emotion and Sensibility
    • /
    • v.27 no.2
    • /
    • pp.37-48
    • /
    • 2024
  • The purpose of this study was to investigate how companion people who raise companion animals experience companion culture from this adoption throughout their lives. So far, studies have focused on viewing pets as pets or for their utility or looking at the positive emotions that companion animals provide to humans. Accordingly, this study attempted to investigate the overall culture that companion animals and their family consistently experience together throughout the animal's life. Using Giorgi's phenomenological research method, in-depth interviews were conducted with 10 people with experience of raising companion animals. Six categories and 23 subcategories were found. The results are as follows. First, companion people who adopted pets for various reasons tried to improve their pets' social skills, took an interest in their nutrition, and experienced visits to pet culture spaces. Second, at the same time, they had a communal experience of raising a pet by using the SNS function, and they were able to study in depth by sharing the pet's diet. Third, with attention to social phenomena, they carried out large-scale protest activities aimed at relevant organizations when animals were placed in poor environments, and when the animals were transferred to shelters, etc., they did not give up their attention and continued to provide help such as follow-up donations and showed a sense of responsibility. Through this study, we were able to understand structurally the experiences of companion people who experience companion culture throughout their pet's life. It was concluded that it is necessary to improve related systems and laws, cultivate personal order and consciousness, and increase elements of companion culture in life overall.

Study of the Image Design Components of Urban Landscape Media Facade (도시경관 미디어파사드의 영상디자인 구성요소 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.11
    • /
    • pp.6478-6483
    • /
    • 2014
  • Media facades project images on the external walls of a building as a screen. Such facades can recover the cultural emotions of users tired of a high level of market competition in urban spaces and develop into urban aesthetics and be reinterpreted as an image design as the city becomes a topic as well as the target projected. From a cultural perspective, the artistic possibility and strengthening of publicness of media facades are discussed. One of the considerations is that it should be the medium communicating with the building or surrounding of the projected target. Urban landscape media facades, such as 2014 Gwanghwamun media facade, 2014 Sejong Center for the Performing Arts media facade and 2013 Namsan media facade were compared and analyzed. As a result, four types of image design components could be derived such as motifs, concepts, stories and projection types. Media facade, which is establishing itself as a new technological genre beyond canvas and theater screens, should contain messages, themes and technological advances as a higher level of the urban symbolic art form in the future. This paper derived the components of image design through the comparative analysis of symbolic urban landscape media facade.

Effect Analysis of Media Pole on Pedestrian Satisfaction for Walking -Focused on Media Pole in Gang Nam U-street- (가로변 미디어폴이 보행만족도에 미치는 영향분석 - 서울시 강남 U-street를 중심으로 -)

  • Cho, Jeong-Phil;Park, Tae-Won
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.7
    • /
    • pp.518-528
    • /
    • 2014
  • The purpose of this study is to observe the effects of road facilities that have adopted digital media such as total road facility called L.E.D media pole installed on U-street, Gangnam-gu on the pedestrians' satisfaction. Through the study, we would like to improve the brand competitiveness, increase the revisiting decision factors and suggest the fundamental development direction for the digital media road facilities on the typical pedestrian road, Gangnam street. The three factors from the studies came out to be spatial component, design component, and functional component. In order to analyze the factors, the pedestrians' behaviors were observed through a direct survey which provided 35 reserved factors. Also, the preliminary factors derived through survey questionnaires were revised by experts which compressed the result into 20 factors. The result of the regression analisis states that the 'Factor of the spatial component' is the statistically significant factor among the five elicited factors of the effect of the media pole on the pedestrian satisfaction. U-street's media pole provides the comfortable and various contents and application methods and will provide the new perspective on the purpose of pedestrians by new experience that is based on digital technology.

The Evaluation Structure of Auditory Images on the Streetscapes - The Semantic Issues of Soundscape based on the Students' Fieldwork - (거리경관에 대한 청각적 이미지의 평가구조 - 대학생들의 음풍경 체험을 통한 의미론적 고찰 -)

  • Han Myung-Ho
    • The Journal of the Acoustical Society of Korea
    • /
    • v.24 no.8
    • /
    • pp.481-491
    • /
    • 2005
  • The purpose of this study is to interpret the evaluation structure of auditory images about streetscapes in urban area on the basis of the semantic view of soundscapes. Using the caption evaluation method. which is a new method, from 2001 to 2005, a total of 45 college students participated in a fieldwork to find out the images of sounds while walking on the main streets of Namwon city. It was able get various data which include elements, features, impressions, and preferences about auditory scene. In Namwon city, the elements of the formation of auditory images are classified into natural sound and artificial sound which include machinery sounds, community sounds. and signal sounds. Also, the features of the auditory scene are classified by kind of sound, behavior, condition, character, relationship of circumference and image. Finally, the impression of auditory scene is classified into three categories, which are the emotions of humans, atmosphere of the streets, and the characteristics of the sound itself. From the relationship between auditory scene and estimation, the elements, features and impressions of auditory scene consist of the items which are positive, neutral, and negative images. Also, it was able to grasp the characteristics of auditory image of place or space through the evaluation model of streetscapes in Namwon city.

A Study on the Visual Attention of Popular Animation Characters Utilizing Eye Tracking (아이트래킹을 활용한 인기 애니메이션 캐릭터의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee;Yin, Shuo-Han
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.6
    • /
    • pp.214-221
    • /
    • 2019
  • Visual perception information acquired through human eyes contains much information on how to view visual stimuli using eye tracking technology, it is possible to acquire and analyze consumer visual information as quantitative data. These measurements can be used to measure emotions that customers feel unconsciously, and they can be directly collected by numerically quantifying the character's search response through eye tracking. In this study, we traced the character's area of interest (AOI) and found that the average of fixation duration, count, average of visit duration, count, and finally the time to first fixation was analyzed. As a result of analysis, it was found that there were many cognitive processing processes on the face than the character's body, and the visual attention was high. The visual attention of attraction factor has also been able to verify that attraction is being presented as an important factor in determining preferences for characters. Based on the results of this study, further studies of more characters will be conducted and quantitative interpretation methods can be used as basic data for character development and factors to be considered in determining character design.

A study on detective story authors' style differentiation and style structure based on Text Mining (텍스트 마이닝 기법을 활용한 고전 추리 소설 작가 간 문체적 차이와 문체 구조에 대한 연구)

  • Moon, Seok Hyung;Kang, Juyoung
    • Journal of Intelligence and Information Systems
    • /
    • v.25 no.3
    • /
    • pp.89-115
    • /
    • 2019
  • This study was conducted to present the stylistic differences between Arthur Conan Doyle and Agatha Christie, famous as writers of classical mystery novels, through data analysis, and further to present the analytical methodology of the study of style based on text mining. The reason why we chose mystery novels for our research is because the unique devices that exist in classical mystery novels have strong stylistic characteristics, and furthermore, by choosing Arthur Conan Doyle and Agatha Christie, who are also famous to the general reader, as subjects of analysis, so that people who are unfamiliar with the research can be familiar with them. The primary objective of this study is to identify how the differences exist within the text and to interpret the effects of these differences on the reader. Accordingly, in addition to events and characters, which are key elements of mystery novels, the writer's grammatical style of writing was defined in style and attempted to analyze it. Two series and four books were selected by each writer, and the text was divided into sentences to secure data. After measuring and granting the emotional score according to each sentence, the emotions of the page progress were visualized as a graph, and the trend of the event progress in the novel was identified under eight themes by applying Topic modeling according to the page. By organizing co-occurrence matrices and performing network analysis, we were able to visually see changes in relationships between people as events progressed. In addition, the entire sentence was divided into a grammatical system based on a total of six types of writing style to identify differences between writers and between works. This enabled us to identify not only the general grammatical writing style of the author, but also the inherent stylistic characteristics in their unconsciousness, and to interpret the effects of these characteristics on the reader. This series of research processes can help to understand the context of the entire text based on a defined understanding of the style, and furthermore, by integrating previously individually conducted stylistic studies. This prior understanding can also contribute to discovering and clarifying the existence of text in unstructured data, including online text. This could help enable more accurate recognition of emotions and delivery of commands on an interactive artificial intelligence platform that currently converts voice into natural language. In the face of increasing attempts to analyze online texts, including New Media, in many ways and discover social phenomena and managerial values, it is expected to contribute to more meaningful online text analysis and semantic interpretation through the links to these studies. However, the fact that the analysis data used in this study are two or four books by author can be considered as a limitation in that the data analysis was not attempted in sufficient quantities. The application of the writing characteristics applied to the Korean text even though it was an English text also could be limitation. The more diverse stylistic characteristics were limited to six, and the less likely interpretation was also considered as a limitation. In addition, it is also regrettable that the research was conducted by analyzing classical mystery novels rather than text that is commonly used today, and that various classical mystery novel writers were not compared. Subsequent research will attempt to increase the diversity of interpretations by taking into account a wider variety of grammatical systems and stylistic structures and will also be applied to the current frequently used online text analysis to assess the potential for interpretation. It is expected that this will enable the interpretation and definition of the specific structure of the style and that various usability can be considered.

The Effect of Experiential Marketing on Relationship Orientation in Local Festival -Focus on the Cheongju International Craft Binennale- (지역축제 체험마케팅이 관계지향성에 미치는 영향 -청주국제공예비엔날레를 중심으로-)

  • Lee, Yk-Su
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.2
    • /
    • pp.536-542
    • /
    • 2012
  • This research the impacts of the experiential marketing elements to the relationashin orientation and the results are as follow. It showed items of emotional experience, cognitive experiences, ative experience, relationshin experience positively affect to the festival brand loyalty. Through these results, first, we could suggest a new data for the development of the festival experience marketing for the enhancement of the festival brands in the future. Second, as the new research applying the festival and experiential marketing, we could found the experiential marketing through the intangible goods as like the festival could affect to the reinforcing of the relationship orientation. This is scientifically could suggest the basis to enlarge the scope of application. Also it could suggest industrially a lot of implications to establish the marketing strategy of the festival and reinforcing strategy of the relationship orientation.

Development of Evaluation Criteria and Analysis For Game-type Learning Program Based on HCI (HCI 이론에 기반한 게임형 학습 프로그램 평가 준거 개발 및 적용)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
    • /
    • v.11 no.1
    • /
    • pp.1-9
    • /
    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-type learning programs by the application of HCI(Human Computer Interaction) theory. And to analyze game-type learning programs for elementary students on the criterion developed in this study. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-type learning program evaluation on the basis of the HCI theory. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. And analyzes the game-type learning programs from these three points of view. The evaluation criteria developed in this study can be applied to a basis for evaluation on game-type learning programs, and the analysis will be able to be a useful guide to game programers as well as its users.

  • PDF