• Title/Summary/Keyword: 다감각환경

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The Trend of Overseas Studies on the Intervention of Multisensory Environment: Systemic Review (다감각환경중재에 관한 국외 연구의 경향: 체계적 고찰)

  • Cho, Eun-Hee;Song, Hyun-Eun;Yoo, Doo-Han
    • The Journal of Korean Academy of Sensory Integration
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    • v.17 no.1
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    • pp.54-64
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    • 2019
  • Objective : The purpose of this study is to study the effects of multisensory environment interventions, to provide information about clinical applications, and to aid South Korean research on the multisensory environment. Methods : PubMed, Cochrane, and Google Scholar were used to search for papers published from 2008 to 2018. The main search terms were "multisensory environment" and "snoezelen", a total of 10 foreign research articles were selected. And they were summarized according to Patient, Intervention, Comparison, Outcome (PICO). Results : Among the 10 papers, 6 included participants with dementia. The other studies examined patients with intellectual disabilities, patients with schizophrenia, and pregnant women. The study periods ranged from 3 weeks to 10 months. Most of the interventions included 2 or 3 sessions per week. The duration of each intervention session was 30 to 60 minutes. The dependent variables were psychological factors (such as anxiety and depression), social factors (such as quality of life), and cognitive and physical domains. The multisensory environment used for the interventions in the studies consisted of visual, auditory, and tactile senses, as well as additional olfactory and taste sensations, and vestibular sensations. Conclusion : In the future, the research should be applied to various target groups, especially children, who are interested in multisensory environmental intervention in South Korea.

Analysis of Effectiveness of Multiple Sensory Modalities in Virtual Environments (가상 환경 하에서 다감각 변수들의 영향도 평가)

  • Hong, Jeong-Hun;Jeong, Dong-Hyeon;Sim, Song-Yong;Song, Chang-Geun
    • Journal of KIISE:Software and Applications
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    • v.27 no.9
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    • pp.931-941
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    • 2000
  • 본 논문은 가상환경 속에서 사용되는 다감각(시각, 청각, 후각, 촉각)요소가 현실감에 끼치는 영향력을 평가한다. 이번 실험에 80명의 피실험자가 참여하였으며, 여러 감각 요소들을 조합한 가상환경을 경험하게 하여 얻은 실험 데이터를 분석함으로써 각 요소들의 영향도를 평가한다. 주된 평가 요소는 가상 현실 환경 속에서 피실험자가 주관적으로 느끼는 현심감과, 감각 요소들이 피실험자들의 기억력에 미치는 영향도를 객관적으로 측정한 결과를 가지고 분산분석법을 사용하여 검증하여 본다. 이번 실험을 통하여 우리는 이러한 다중 감감 요소들이 단일한 감각요소가 있을 때에 비하여 가상 환경 속에서의 사물에 대한 기억력과 현실감을 증가시킬 수 있다는 결과를 얻는다. 또한 피실험자가 느꼈던 가상환경 속의 현실감과 사물에 대한 기억력에 대하여, 시각적인 요소를 증가시키는 것보다 그 외의 다른 요소(청각, 후각, 촉각)들을 첨가시키는 것이 현실감과 기억력을 배가시키는 요소로써 더 효과적이고 민감하게 반응한다.

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A Multi-Sensory System for the Improvement of Concentration and the Comfort of the Child Care Environment of Infant (유아보육환경 내 편안함 및 집중도 향상을 위한 다감각 시스템)

  • Moon, Seung-Mi;Kwon, Sook-Youn;Lim, Jae-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.535-537
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    • 2013
  • 최근 현대사회의 가족체제 변화로 인해 유아 보육의 수요와 보육 시설이 급증함으로써 양질의 보육 환경에 대한 요구가 점차 증가하고 있다. 유아기는 성인과 비교할 때 정서가 불안정하고 급변하는 시기이며 특히 시각 및 청각을 통한 자극에 더욱 민감하므로 유아 시기의 보육 환경은 성장 이후 지적 사회적 발달에 큰 영향을 미치는 중요한 요소이다. 또한 유아의 보육 활동 유형에 따라 이러한 두 가지 이상의 감각을 동시에 자극하게 되면 감각의 통합과 상호작용으로 편안함과 집중력을 향상하는 효과를 가져온다. 본 논문에서는 만 3~5 세의 유아를 대상으로 양질의 보육 환경 제공을 위해 '수면', '학습', '놀이', '식사 및 휴식'을 포함한 네 가지 보육 활동 유형을 상황 정보로 정의하고 각 상황에 적합한 시각 및 청각 환경을 복합적으로 서비스하기 위한 다감각 시스템을 제안한다.

Layout Based Multimodal Contents Aughoring Tool for Digilog Book (디지로그 북을 위한 레이아웃 기반 다감각 콘텐츠 저작 도구)

  • Park, Jong-Hee;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.512-515
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    • 2009
  • In this paper, we propose layout based multimodal contents authoring tool for Digilog Book. In authoring step, users create a virtual area using mouse or pen-type device and select property of the area repetitively. After finishing authoring step, system recognizes printed page number and generate page layout including areas and property information. Page layout is represented as a scene graph and stored as XML format. Digilog Book viewer loads stored page layout and analyze properties then augment virtual contents or execute functions based on area. Users can author visual and auditory contents easily by using hybrid interface. In AR environment, system provides area templates in order to help creating area. In addition, proposed authoring tool separates page recognition module from page tracking module. So, it is possible to author many pages using only single marker. As a result of experiment, we showed proposed authoring tool has reasonable performance time in AR environment. We expect that proposed authoring tool would be applicable to many fields such as education and publication.

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The Effect of The Index of Indoor Environment on The Productivity (실내환경지수가 생산성에 미치는 영향)

  • Kim, Myung-Ho;Lee, Ye-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.615-621
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    • 2018
  • To enhance the energy saving and comfort of indoors, this study performed a stimulation of sound fluctuation, color temperature, and aroma. The experiment with EEG, HRV, and Vibra images was conducted in an environmental test room with a temperature of $25[^{\circ}C]$, relative humidity of 50[RH%], air current speed of 0.002[m/s], and illuminance of 1000[lux]. The stimulation experiment set up different sensory stimulation conditions, such as before exposure, single-sensory stimulation of fluctuation a=1.106 jazz music, single-sensory stimulation of RED color lighting, single-sensory stimulation of scent aroma, and multi-sensory stimulation of fluctuation a=1.106 jazz music, RED color lighting, and scent aroma. After the multi-sensory stimulation of fluctuation a=1.106 jazz music, RED color lighting and scent aroma, the capacity for work and attention were increased, and the stress index and fatigue degree were decreased. In addition, multi-sensory stimulation of fluctuation a=1.106 jazz music, RED color lighting, and scent aroma were effective in maintaining a stable heart and health. In addition, the Vibra image appeared to decrease tension/anxiety and stress. The multi-sensory stimulation of fluctuation a=1.106 jazz music, RED color lighting, and scent aroma help increase the Neuro-energy more than that by no exposure and single-sensory stimulation.

Personalized Virtual Storytelling with Responsive Multimedia System (반응형 멀티미디어 시스템을 이용한 개인화된 스토리텔링 기법)

  • Lee, Young-Ho;Oh, Se-Jin;Park, Young-Min;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.118-123
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    • 2006
  • 본 논문에서는 반몰입형 가상현실 시스템인 반응형 멀티미디어 시스템(RMS: Responsive Multimedia System)을 이용한 개인화된 스토리텔링 기법을 제안한다. 인간은 글, 그림, 영상 기술 등을 이용한 다양한 스토리텔링 기법을 개발해 왔으며, 가상 현실 기술을 통하여 기존의 멀티미디어보다 한차원 높은 수준의 스토리텔링을 가능하게 하였다. 제안된 스토리텔링 기법은 테이블 형태의 다감각 사용자 인터페이스, 사용자 정보 처리와 위치기반 이벤트를 결정하는 컨텍스트 인식 응용 모델 (vr-UCAM), 그리고 가상환경 네비게이션과 변화, 캐릭터의 애니메이션을 가능케 하는 가상공간 관리기로 구성된다. 제안된 스토리텔링 기법은 다감각 사용자 인터페이스를 통하여 직관적인 상호작용을 가능하게 한다. 그리고 컨텍스트 인식 응용 모델을 활용하여 사용자 개인정보를 스토리에 적용하여 개인화된 스토리가 전개될 수 있도록 한다. 그리고 가상 환경의 네비게이션, 가상 캐릭터, 날씨 및 환경의 변화 등을 조절하여 실감있게 스토리가 전개되도록 한다. 제안된 스토리텔링 환경을 검증하기 위해 운주사에 얽힌 설화를 기반으로 가상 운주사 체험 시스템을 구현하였다. 이를 통해, 반응형 멀티미디어 시스템을 이용한 스토리텔링의 가능성을 검증하였으며, 컨텍스트 인식 응용 모형을 활용한 개인화된 스토리텔링을 선보였다. 제안된 스토리텔링 기법은 문화교육, 에듀테인먼트, 예술 분야에 활용될 것으로 기대된다.

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Development and Assessment of Multi-sensory Effector System to Improve the Realistic of Virtual Underwater Simulation (가상 해저 시뮬레이션의 현실감 향상을 위한 다감각 효과 재현 시스템 개발 및 평가)

  • Kim, Cheol-Min;Youn, Jae-Hong;Kang, Im-Chul;Kim, Byung-Ki
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.104-112
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    • 2014
  • With recent development of virtual reality technology, coupled with the growth of the marine industry, virtual underwater simulation systems are under development in various studies, for educational purposes and to simulate virtual reality experiences. Current literature indicates many underwater simulation systems to date have focused on the quality of visual stimulus delivered through three-dimensional graphics user interface, limiting the reality of the experience. In order to improve the quality of the reality delivered by such virtual simulations, it is crucial to develop multi-sensory technology rather than focus on the conventional audio-visual interaction, which limits experiencer from the sense of underwater immersion and existence within the simulation. This work proposes the immersive multi-sensory effector system, delivering the users with a more realistic underwater experience. The sense of reality perceived was evaluated, as the main factor of the virtual reality system.

A Study on Characteristics of Sensory Richness Towards Healing Environments at the Lobby of Geriatric Hospital Using Biophilic Design Approach (바이오필릭 디자인에 기반한 노인요양병원 로비공간의 다감각적 치유환경에 관한 연구)

  • Lee, Dami;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.21-30
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    • 2016
  • For the elderly with declining sensory due to aging, various sense stimulation factors provided in indoor environment is desirable healing environment. This study aims to propose the direction of sensory healing environment by adapting the richness of natural environment in indoor place based on the biophilic design theory with implementation method of sensory richness environment. The healing environment was limited to the ward in the beginning, but it has widened its range to the whole place, and the lobby is considered quiet important to healing. Therefore, this study selected lobby space of geriatric hospital as study subject. As for the study method, we deducted the analytic matrix focusing on the property and elements of the direct and indirect experience of nature appearing in the biophilic design theory, and analyzed the field investigation of subject space. Also, this study paid attention to point where the hotel lobby leads the change of emotional environment, and conducted analysis and comparison by deciding this is what the hotel and geriatric hospital should direct to. As the result, the biophilic design factor of hotel is actively expressed by complex direction of various factors, but as for the geriatric hospital, it was rather passive and simple in expression. The adaptation ratio between hotel and geriatric hospital was almost more than twice times difference in average.

Effects of Multisensory Stimulation Using Familiarity: Persons with Dementia in Long-term Care Facility in Korea (익숙함을 이용한 다감각적 자극 프로그램의 효과: 시설 입소 치매 노인)

  • HongSon, Gwi-Ryung
    • Journal of Korean Academy of Nursing
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    • v.41 no.4
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    • pp.528-538
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    • 2011
  • Purpose: The purpose of the study was to examine the effects of multisensory stimulation (MSS) using familiarity on persons with dementia (PWDs) residing in nursing homes in Korea. Methods: A nonequivalent control group with pre and posttests was used. Fifty one PWDs were included if they: 1) were over 65 yr old, 2) were diagnosed with dementia, 3) had no visual or speech impairments, 4) were able to communicate, and 5) had spent more than one month in a nursing home. The experimental group (n=25) received a 55 min MSS program twice a week for 10 weeks. The outcome variables included were cognition, activities of daily living, grip strength, depression, wandering, and aggressive behaviors. Repeated ANOVA was used for data analysis. Results: There were no significant differences in demographics or the main variables at pretest. Cognition, depression, wandering, and aggressive behaviors were significant over time between the two groups. Grip strength was only significant when accounting for interaction between group and time. Conclusion: An intervention of MSS using familiarity was marginally effective in improving cognition, depression, wandering, and aggression. Future study is suggested with a larger sample and longer treatment to retest the effects of MSS.

Authoring Tool for Augmented Reality based Product Design (증강현실 기반 제품 디자인을 위한 저작도구)

  • Ha, Tae-Jin;Billinghurst, Mark;Woo, Woon-Tack
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.23-29
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    • 2007
  • We are suggesting an authoring tool can be used for prototyping in the augmented reality based product design environment. This tool is for authors without an engineering background to use. Our authoring tool can adjust the properties of visual, sound, and haptic feedback at the same time for more practical prototyping. Also the proposed modulated architecture can be applied flexibly to changes of platforms or hardware. Also user interfaces can be dynamically updated by changing just description files. finally, the suggested authoring methods exploit the advantages of both graphical and tangible user interfaces. Authors can intuitively make adjustments to many parameters using the TUI, and then they can do the same thing precisely using the GVI. The proposed authoring methods can be used for exhibition and entertainment contents using multi-sensory feedback in AR environment. As a future work, qualitative and quantitative usability test will be conducted.

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