• Title/Summary/Keyword: 감성 몰입

Search Result 97, Processing Time 0.029 seconds

Visual Tactility in Web-based Digital Contents (웹기반 디지털 콘텐츠에서의 시각적 촉각성 연구)

  • Kim, Hyo-Joong;Park, Soo-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.4
    • /
    • pp.121-131
    • /
    • 2011
  • Visual tactility implies feelings of touch through sight. To be exact, the eyes are doing the touch rather than the body and the subject concerned will experience the sensation of touch by looking at an object similar to that of physical touch. This is quasi tactility to put it simply and it can be defined as to touch with the eyes. This can not only provide opportunities to experience something close to reality but also another completely different form of modern experience. Experiencing visual tactility through the use of the web permits lavish communication between the user and the designer. This paper has reorganize the concept of visual tactility, characteristic and way to use in digital contents. Visual tactility stimulates the users' emotion as such. If it was to be utilized to develop edutainment contents or web sites will foster children's capability to develope problem solving skills and raise efficiency in creative learning, and prolong the period of concentration in order to encourage revisits to the place and extend the time of stay.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.434-445
    • /
    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

Preliminary Study on the Relationship between Self-Induced Mental Imagery and GSR - Comparison among Mental Imageries Inducing Pleasantness or Unpleasantness and Mental Arithmetic (심상자극과 GSR의 관계에 대한 예비연구 - 쾌.불쾌를 유발하는 심상자극과 암산과제에 대한 SCL 반응비교)

  • 이봉건;정인원;김재진;신철진
    • Science of Emotion and Sensibility
    • /
    • v.5 no.2
    • /
    • pp.11-22
    • /
    • 2002
  • This study investigated the effects of mild mental imagery inducing pleasantness or unpleasantness and cognitive mental arithmetic task on skin conductance level. Subjects were f undergraduates(male 5, female 4). They were given the list of the words and asked to write down the liked objects and the disliked ones freely associated with these words. Among these objects the most-liked one and the most disliked one were selected as the self-induced mental imageries. Data-collection procedures were as follows ; first baseline, pleasant imagery, 2nd baseline, unpleasant imagery, finally 3rd baseline, and mental arithmetic task subtracting continuously 7 from the number 500. During these trials, the SCLs were recorded every 10 seconds. The results indicated that there were nonsignificant differences between the 3 trial-baselines ot each condition. This suggested that unlike the procedures used in the previous studies, our procedures would give the stability of the baseline level necessary for the comparison of the effects of several stimuli. Also, the level of skin conductance in mental arithmetic condition was significantly higher than that of the emotional mental imagery. This suggested the possibility that mental arithmetic task would gave rise to the higher physiological arousal in comparison to mental imageries. Overall, it was suggested that the procedures and the stimulus presentation methods used in this preliminary study could be useful for the data-collection techniques for The future study. Implications for the future study were presented.

  • PDF

Color Transformation of Images based on Emotion Using Interactive Genetic Algorithm (대화형 유전자 알고리즘을 이용한 감정 기반 영상의 색변환)

  • Woo, Hye-Yoon;Kang, Hang-Bong
    • The KIPS Transactions:PartB
    • /
    • v.17B no.2
    • /
    • pp.169-176
    • /
    • 2010
  • This paper proposes color transformation of images based on user's preference. Traditional color transformation method transforms only hue based on existing templates that define range of harmonious hue. It does not change saturation and intensity. Users would appreciate the resulting images that adjusted unnatural hue of images. Since color is closely related to peoples' emotion, we can enhance interaction of emotion-based contents and technologies. Therefore, in this paper, we define the range of color of each emotion for the transformation of color and perform the transformation of hue, saturation and intensity. However, the relationship of color and emotion depends on the culture and environment. To reflect these characteristics in color transformation, we propose the transformation of color that is based on user's preference and as a result, people would be more satisfied. We adopt interactive genetic algorithm to learn about user's preference. We surveyed the subject to analyze user's satisfaction about transformed images that are based on preference, and we found that people prefer transformed images to original images. Therefore, we conclude that people are more satisfied with the transformation of the templates which reflected user's preference than the one that did not.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
    • /
    • v.5 no.2
    • /
    • pp.15-24
    • /
    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

  • PDF

A Study on the Creation of Digital Self-portrait with Intertextuality (상호텍스트성을 활용한 디지털 자화상 창작)

  • Lim, Sooyeon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.427-434
    • /
    • 2022
  • The purpose of this study is to create a self-portrait that provides an immersive experience that immerses the viewer into the problem of self-awareness. We propose a method to implement an interactive self-portrait by using audio and image information obtained from viewers. The viewer's voice information is converted into text and visualized. In this case, the viewer's face image is used as pixel information composing the text. Text is the result of a mixture of one's own emotions, imaginations, and intentions based on personal experiences and memories. People have different interpretations of certain texts in different ways.The proposed digital self-portrait not only reproduces the viewer's self-consciousness in the inner aspect by utilizing the intertextuality of the text, but also expands the meanings inherent in the text. Intertextuality in a broad sense refers to the totality of all knowledge that occurs between text and text, and between subject and subject. Therefore, the self-portrait expressed in text expands and derives various relationships between the viewer and the text, the viewer and the viewer, and the text and the text. In addition, this study shows that the proposed self-portrait can confirm the formativeness of text and re-create spatial and temporality in the external aspect. This dynamic self-portrait reflects the interests of viewers in real time, and has the characteristic of being updated and created.

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
    • /
    • v.15 no.3
    • /
    • pp.389-398
    • /
    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

  • PDF