• Title/Summary/Keyword: 공간 지각 능력

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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The Effects of a Way-finding Exercise using a Map on the Cognitive Function and Performance of Activities of Daily Living in Patients with a Stroke (지도를 이용한 길 찾기 훈련이 성인 뇌졸중환자의 인지기능과 일상생활동작에 미치는 영향)

  • Jung, Sung-Wook;Kim, Heung-Yeol;Kim, Tack-Hoon
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.434-443
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    • 2013
  • The purpose of this study is to investigate the effectiveness of the way-finding exercise using a map in rehabilitation of cognitive function and activities of daily living in patients with a stroke. For the seven patients diagnosed with hemiplegia from a stroke, we executed the way-finding exercise using a map in the hospital, three times a week for two weeks. Loewenstein Occupational Therapy Cognitive Assessment(LOTCA) and Functional Independence Measure(FIM) were used to measure the cognitive function and performance of activities of daily living before and after intervention. For the visual perception area and the spatial relations of the spatial perception area of LOTCA, scores were significantly higher than before intervention(p<.05). For the walk/wheelchair of locomotion area and the problem solving of the social cognition area of FIM, scores were significantly higher than before intervention(p<.05). The results of this study show that a way-finding exercise for patients with a stroke is a useful therapeutic approach by enhancing cognitive function and performance of activities of daily living.

Study on Influence of VR Visual Cognitive Factors on VR Contents cognition and Presence (VR콘텐츠의 인지에 미치는 시지각 요인이 실재감에 미치는 영향에 관한 연구)

  • Park, Jung-ho;Choi, Eun-young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.985-992
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    • 2018
  • As a result of the recent development and dissemination of HMD equipment, there has been an increase in the development of virtual reality contents. However most of these developments do not take differences of users' cognitive abilities and users' ability to immerse in and connect to these contents into consideration. In this study, we investigated the effects of visual factors of contents by conducting literature reviews, and conducted research on the correlation between visual factors and Virtual reality presence. While color and spatial factors had significant positive effects on content recognition and sense of reality, motion perception factors caused cognitive dissonance, which negatively effects the accurate recognition of contents. We were able to find that accurate recognition of virtual reality contents have a great impact on users' sense of reality.

The Development and Application Effect of Coding Game for the Childhood Cognitive Development (유아인지발달을 위한 코딩게임의 개발과 적용 효과)

  • HONG, Dae Sun;YU, Mi;LEE, Hyoung Gu
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.103-112
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    • 2018
  • "Ito2", an early childhood educational coding game that allows students to learn sequential, loop, and conditional statement concepts through games is introduced. The developed game is a two-stage process of mock and practical classes for children in actual nursing cares, and coding education is conducted for actual children to determine its effectiveness. The degree of change is observed by observing trends in childhood cognitive development performance in all six areas, including parts and the overall, space, observation, shape and measurement, classification, comparison, and listing, as the coding training is conducted. In this paper, the improvement of cognitive development and spatial perceptual abilities were achieved by children playing games with infant functional coding with fun elements plus learning factors.

A Study on the Characteristics of Children's Environmental Behavior (아동기 환경 행태 특성 연구)

  • Lee, Hee-Won;Lee, Jung-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.2
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    • pp.354-361
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    • 2007
  • The purpose of this paper is to provide design information about children facilities, in which children's demands as main users are subject to be missed because of the shortage of children's communication ability in making design decisions. For this purpose various studies on childhood environment-behavior characteristics supporting children's demands are examined. The main part of this paper is divided into two categories, personal characteristics and social characteristics, and each category has several sub-categories. In personal characteristics, issues related to environmental perception and cognition are examined focused on development and change in childhood. Subjects about social characteristics include privacy, personal space, territoriality and density. Each part deals with definition and function of each items, and issues related to environmental design of children's facilities.

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Concepts on Motion of Earth and Moon to Spatial Ability, Visual-Perception-Recall Ability, Learning Styles (공간능력, 시지각 회상 능력, 학습양식에 따른 지구와 달의 운동 개념)

  • 김봉섭;정진우;양일호;정지숙
    • Journal of Korean Elementary Science Education
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    • v.17 no.2
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    • pp.103-111
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    • 1998
  • The purpose of this study was to investigate the relationship among spatial ability, learning styles, visual-perception- recall abiltiy, and the conceptual construction of the earth and moon's motion. Four paper-and-pencil tests were used to measure students' cognitive variables. Spatial ability was measured by Spatial Visualization Test, visual-perception-recall ability was measured by Rey's Figure which also have used to test visual- perception-recall ability of right-temporal lobes, and VVT were used to investigate students' learning styles. further, the test of concept construction was consisted of 15 items about the earth and moon's motion developed by researcher One hundred and twenty-seven 6th-, one hundred and sixteen 7th-, eighty-seven 9th-grade, ninety-three college students were participated in the investigation of the effects of age and learning style on conceptual construction. In the analysis of students' performances, spatial ability, visual-perception-recall ability, and conceptual achievement showed an increasing pattern with grading. In addition, visual learner's conceptual achievement showed a significantly higher score on conceptual test than verbal learner's(p<0.05). The results of the present study supported tile hypothesis that learning styles would differently influence to learning atmospheric concepts by students'learning styles. This study also indicated to be considered the students' spatial ability in learning atmospheric concepts.

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초등수학 기하문제해결에서의 시각화 과정 분석

  • Yun, Yea-Joo;Kim, Sung-Joon
    • East Asian mathematical journal
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    • v.26 no.4
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    • pp.553-579
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    • 2010
  • Geometric education emphasize reasoning ability and spatial sense through development of logical thinking and intuitions in space. Researches about space understanding go along with investigations of space perception ability which is composed of space relationship, space visualization, space direction etc. Especially space visualization is one of the factors which try conclusion with geometric problem solving. But studies about space visualization are limited to middle school geometric education, studies in elementary level haven't been done until now. Namely, discussions about elementary students' space visualization process and ability in plane or space figures is deficient in relation to geometric problem solving. This paper examines these aspects, especially in relation to plane and space problem solving in elementary levels. Firstly we propose the analysis frame to investigate a visualization process for plane problem solving and a visualization ability for space problem solving. Nextly we select 13 elementary students, and observe closely how a visualization process is progress and how a visualization ability is played role in geometric problem solving. Together with these analyses, we propose concrete examples of visualization ability which make a road to geometric problem solving. Through these analysis, this paper aims at deriving various discussions about visualization in geometric problem solving of the elementary mathematics.

A Study on the Recreation Carrying Capacity of Lawn Areas in Parks(III) -Estimation of Psychological Carrying Capacity- (공원잔디공간의 "레크레이션"수용능력에 관한 연구(III) -혼잡도 지각과 만족도에 근거한 심리적 수용능력의 추정-)

  • 엄붕훈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.3
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    • pp.93-102
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    • 1992
  • This study was carried out to estimate the recreation carrying capacity of lawn areas in parks. Recreation carrying capacity in this study is composed of two parts, ecological carrying capacity. This part deals with the psychological carrying capacity, based on the perception of crowding level and recreation satisfaction of users. The survey was conducted at the lawn areas of Doturag World and Seorabul Plaza in Bomun Resort Complex in Kyungju. The major results are as follows: 1. As the result of regression of regression analysis between use density of lawn area and level of perceived crowding, the capacity was estimated as 60.0㎡ man. 2. As the result of regression analysis between use density of lawn areas and total recreation satisfaction, the capacity was estimated as 48.5㎡/man. 3. As the result of regression analysis between use density of lawn areas and satisfaction to use density, the capacity was estimated as 63.2㎡/man. 4. As a conclusion, the psychological carrying capacity was estimated as 60.0㎡/man. And this value is based on user's perception of crowding and recreation satisfaction level for each use densities.

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Relocation of Youngduk Offshore Micro-earthquakes (영덕 앞바다 미소지진 발생위치 재결정)

  • Kim, Kwang-Hee;Ryoo, Yong-Gyu;Yu, Chan-Ho;Kang, Su-Young;Kim, Han-Joon
    • Geophysics and Geophysical Exploration
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    • v.14 no.4
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    • pp.267-273
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    • 2011
  • A cluster of micro-earthquakes in the transition zone between the continental and oceanic crust in the East Sea was relocated using the Joint Hypocenter Determination (JHD) method. In order to increase the number of available earthquakes and to take advantage of the high detection capability of the Korea National Seismic Network (KNSN), continuously recorded seismic data were reviewed to identify 56 micro-earthquakes occurring in a 20 km ${\times}$ 20 km region. The initial earthquake hypocenters were determined using a routine single event location method. Single event locations do not reveal any significant structures in the study area. After relocating the earthquake hypocenters using the JHD technique, the earthquakes were clustered and four potential faults responsible for earthquake generation in the subsurface were delineated. They are defined by two sub-vertical and two steeply south-dipping seismicities located next to each other.

A Study on Social Carrying Capacity in Outdoor Recreation Setting: An Exploratory Analysis on the Perceived Crowding Path Model in National Park (옥외휴양공간에서의 사회적 수용능력연구: 국립공원에서의 혼잡지각의 경로모형 분석)

  • Park, Chung In
    • KIEAE Journal
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    • v.5 no.1
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    • pp.35-42
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    • 2005
  • The primary concerns of recreation plan are to provide visitors with quality of recreational experience and to protect of recreation resources. The quality of recreational experience is often defined in terms of social carrying capacity. The carrying capacity is revealed as perceived crowding. In this respects, measuring perceived crowding is useful tool of social carrying capacity determination. This study is to test the structural equation model that includes variables affecting perceived crowding. Through an on-site questionnaire survey, 467 visitors on Naejangsan national park were collected. The results of the study are follows. The encounter level on facility area is higher evaluated as crowding factor than other area in the park. It can be concluded that visitor perceived crowding when facility area situates high density use level rather than other areas expose high density use level. In the path analysis, the input variables(attitude, experience, encounter level) on the structural equation model affect significantly on perceived crowding. Especially, the attitude on the park management polocy is the most affecting factor on perceived crowding.