• Title/Summary/Keyword: 감성 경험

Search Result 467, Processing Time 0.026 seconds

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
    • /
    • v.8 no.4
    • /
    • pp.423-433
    • /
    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

  • PDF

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
    • /
    • v.13 no.4
    • /
    • pp.160-172
    • /
    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

A Study on the Model of Safety Guideline based on Affordance Design (어포던스 디자인 관점의 안전가이드라인 개발 모형 연구)

  • Kim, Hwoikwang;Kimm, Hyoil
    • Journal of Digital Convergence
    • /
    • v.15 no.11
    • /
    • pp.447-454
    • /
    • 2017
  • Human desires start from the factors that make up the basic living environment. The development model of the safety guidelines will start from a sense of departure from collective psychology and systemic environment, at the time of inducing threats to threats. The design and methodology of the safety guidelines should be drawn up repeatedly by the sequence of iterative models, and the design methodology should be designed in the chronological order of the public services through the methodology of service design methodology. Various and complex threats attempt to derive insights from the user's perspective and to derive insight into the development of the safety guidelines and the sophistication of the user experience, and to extract insights from the perspective of a user's perspective and supervision model. This derived insight can be implemented as a multi-dimensional service model derived from the same problem consciousness methodology.

A Study on LED Light Art Reacts to Sound (Sound 에 반응하는 LED 라이트아트에 관한 연구)

  • Han, Jung-Hwa;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1145-1149
    • /
    • 2009
  • In the 1960s, light art using neon or fluorescent lamp, etc and 'light and space art' appeared with kinetic art. Light art that is an extension of kinetic art tends to be digitalized art and focus on movement, while light and space art emphasizes psychological side and focuses more on phenomenal experience than movement itself. Light art generally tends to offer visual play, but light and space art offers not only visual play but also deep impression on audience's mind. In this paper, LED control method using sound and how color change influences people's mind are studied based on my works try to supplement shortcoming of light art. The main goal of my work is to make more effective and empathic interaction between audience and light in order to avoid cold and mechanical impressions that light art has. Based on its contents, this study seeks method to stimulate people's emotion, and suggests applying mentality on the color and sound interaction together to media art. In conclusion, it is believed that new model of media art is suggested through this study.

  • PDF

User Experience Design of Interior Driving Sound for Electric Vehicle : Focusing on the Contextual Information and Quietness (전기자동차 실내 주행 사운드의 사용자 경험 디자인 : 맥락정보성과 정숙성을 중심으로)

  • Lee, Dahye;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.2
    • /
    • pp.14-24
    • /
    • 2016
  • Recently, the sound design of the electric vehicle has emerged as one of the new research objects. This study was conducted to explore and examine major values of interior driving sound of the electric vehicle from the perspective of user experience. An exploratory study based on the ground theory extracted contextual information and quietness as independent variables, and then we analyzed the main and interaction effects of those two variables on the usefulness, emotion, and satisfaction through a $2{\times}2$ factorial experimental design. The experimental study demonstrated that the effect on the user experience of electric vehicle can be conditioned by the combination of contextual information sound and quietness. Based on the results of this study, we suggested future research agendas for the optimization of user needs which reflect individual preference of interior driving sound values.

State Visualization Design of AI Speakers using Color Field Painting (색면추상 기법을 통한 AI 스피커의 상태 시각화 디자인 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.2
    • /
    • pp.572-580
    • /
    • 2020
  • Recently released AI speakers show a pattern of interacting with the user by mainly with voice and simultaneously displaying simple and formal visual feedback through status LED light. This is due to the limitations of the product characteristics of the speaker, which makes it difficult to interact variously, and even such visual feedback is not standardized for each product, and thus does not give a consistent user experience. By maximizing the visual elements that can be expressed through color and abstract movement to assist voice feedback, the product can provide the user with an extended experience that includes not only functional satisfaction but also emotional satisfaction. In this study, after analyzing the interaction methods of the existing AI speakers, we examined the theory of color communication in order to expand the visual feedback effect, and examined the meaning and expression technique of Color Field Painting, an art genre that maximizes the emotional experience by using only color. Through this, the AI speaker's visual communication function was expanded by designing a way to feedback communication status using LED light.

A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.3
    • /
    • pp.333-339
    • /
    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.

The Case Study of Reflective Practice of the Liberal Dance Class in University (대학 교양무용 수업의 반성적 실천 사례)

  • Park, Ji-Won;Kim, Je-Young;Kim, Ji-Young
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.626-635
    • /
    • 2013
  • The purpose of this study is to research the practical cases of the reflective curriculum design and the improvement of the dance courses as a general education at University. This study deals with the recreation dance program with 40 students participating for 15 weeks. This study is qualitative research to explore the practical meaning and value the process on the basis of the interviews and reports of the students and the class evaluation of the instructors. The results were as follows: First is the experience of 'thinking dance'. Not just a functional movement, but moreover, they could experience the attraction, sensitivity and culture of the dance altogether. Second is the experience of 'communicating dance'. They experienced the sociability from the relationship with new partners, the overcome of the passivity (shyness) and the manner of consideration. The third is the experience of 'creating dance together'. As a member of a group, they could learn the integrity, responsibility and satisfaction in the middle of cooperative task performance. The view from the teacher regarding the class reflective assessment is as followed: The importance of dance instruction is to improve the expressive personality and potentiality of the students. Forcing the students to follow the basic choreography could be exhaustive.

Concept of Information Architecture on Digital TV based on User Thought (사고 유형에 기초한 디지털 TV 채널 정보구조의 구상)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.9
    • /
    • pp.77-85
    • /
    • 2010
  • As various convergency products have been actively developed, the study on user interface has been conducted a lot, and for more specific direction, users' experience-oriented user interface from user-oriented studies is recently developed. Such a tendency aiming to focus on product development to express users' emotion, the next step in the user-oriented development had difficulties in an objective approach, so the data based on previous users' experiences were presented as the basic data to establish user interface design process with grounds and design direction, and therefore it is available to show more specific and objective grounds. From this perspective, such psychological variables showing users' experiences like age and job are studied through surveys of users at the development of products, and products according to the variables are released. On the other hand, the products considering psychological difference distinguishing users' experiences as the cultural cap are not progressed yet. Despite the understanding of cultural difference, its decisive grounds are hard to distinguish like age, and job. Therefore, the cognitive concept about how to design menu information structure according to accident types that can be considered regarding user interface design among theoretical backgrounds about cultural difference. As the category according to the range of things among accident types, it is divided into analytical type and relational type to conduct a test on similarity and relations about the representative digital TV's menu information of the convergency product. As the result, analytical type and relational type showed difference and this study aims to use menu information concept considering this difference as explanatory variables of the users' experience-oriented development.

A Study on Reputation Analysis System for Customer Feedback (고객피드백을 위한 평판분석 관리시스템에 관한 연구)

  • Kang, Min-Sik;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.10a
    • /
    • pp.715-717
    • /
    • 2012
  • 최근 SNS나 소셜미디어등 온라인을 통해 고객들의 서비스에 대한 정성적인 평가 및 요구사항이 실시간으로 표현되고 있으므로 병원, 은행,회사 등 각 기업에서는 서비스에 대한 부정적인 여론이 확산되기 전에 능동적으로 대응할 수 있는 시스템의 필요성이 요구되고 있다. 기존의 정형화된 설문을 통한 고객 니즈 분석으로는 다양한 온라인 플렛품 상의 소비자 경험, 의견 및 감성을 분석하기가 어렵다. 따라서, 다양한 온라인 플렛폼의 등장 소비자 Life-Style의 변화 등으로 기업이 시장과 고객들의 행동패턴을 파악 및 예측하여 분석, 관리하고 대응할 수 있는 시스템이 필요하다. 본 연구에서는 기업의 마케팅, 홍보, 기획 등 B2C 서비스 기업 활동에 효율적으로 활용할 수 있는 고객 평판분석 관리 시스템을 제안한다. 특히, 제안한 시스템의 효율성 검증을 위해 실제 테스트베드 프로토타입을 개발한다.

  • PDF