• Title/Summary/Keyword: 사운드 요소

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A Study on the Practical Human Robot Interface Design for the Development of Shopping Service Support Robot (쇼핑 서비스 지원 로봇 개발을 위한 실체적인 Human Robot Interface 디자인 개발에 관한 연구)

  • Hong Seong-Soo;Heo Seong-Cheol;Kim Eok;Chang Young-Ju
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.81-90
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    • 2006
  • Robot design serves as the crucial link between a human and a robot, the cutting edge technology. The importance of the robot design certainly will be more emphasized when the consumer robot market matures. For coexistence of a human and a robot, human friendly interface design and robot design with consideration of human interaction need to be developed. This research extracts series of functions in need which are consisted of series of case studies for planning and designing of 'A Shopping Support Robot'. The plan for the robot is carried out according to HRI aspects of Design and the designing process fellows. Definite results are derived by the application of series of HRI aspects such as gestures, expressions and sound. In order to verify the effectiveness of application of HRI aspects, this research suggests unified interaction that is consisted of motion-capture, animation, brain waves and sound between a human and a robot.

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Integrated Analysis of Visual Story Telling and Original Sound Track of 'Alladin' Animation ('알라딘' 애니메이션에서 비주얼 스토리텔링과 오리지널 사운드 트랙 융합 분석)

  • Jang, So Eun;Lou, Liang;Kim, Jae Ho
    • Korea Science and Art Forum
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    • v.24
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    • pp.375-388
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    • 2016
  • Integrated analysis of OST and VST of animation Alladin is carried out in this study. The OST is classified into 4 stages (Introduction, Bridge Passage, Climax, and Ending) and their OST and VST characteristics are found for each step. Especially, high dynamic characteristics of OST elements (sound, tonality, tempo, major range, intensity, and instrumentation) and VST elements (image structure, camera shot, camera movement) are found in the Climax stage. Full Shot is highly used up to 47.9% and this helps to show that the two characters become one in the completion stage of love. This is common factor shown in the previous analysis of OST "Beauty and the Beast". It is also found that specific musical instruments are matched to specific characters in "Beauty and the Beast" and high/low position or up/down movement of the object in the screen are matched to specific musical instruments in 'Alladin'.

A Study on Internet Advertising Methods for Increased Brand Recognition -Focused on the relationships between design factors of rich media- (브랜드 인지도 향상을 위한 인터넷 광고디자인 기법 연구 - 리치미디어 광고 요소간의 상관성을 중심으로 -)

  • 양필은;이혜선
    • Archives of design research
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    • v.16 no.4
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    • pp.47-58
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    • 2003
  • Introduction of rich media is influencing strategy, planning, and design field of internet advertising. Although past studios had suggested that using rich media in internet advertising is effective in building higher brand recognition, there has been little research on specific design factors of rich media advertising. Therefore, the purpose of this study is to analyze the effectiveness of design factors for brand recognition. The result of this study suggests that illustrated image was more effective than photo images for higher brand recognition. Also, sound with narration resulted in higher brand recognition than in the case of only sound.

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Audio Information Authoring Technology for 3D Contents of COSMOS (COSMOS의 3D 콘텐츠 음향정보 자동등록 기술)

  • Ji, Su-Mi;Kwon, Soon-Il;Baik, Sung-Wook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.451-454
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    • 2011
  • COSMOS (COntentS Making Omnipotent System)는 컴퓨터 게임이나 3차원 애니메이션 제작이 가능하도록 그래픽 랜더링, 특수효과, 물리엔진, 인공지능 엔진 등의 기능을 갖춘 범용성 3차원 콘텐츠 저작 시스템이며, 무엇보다도 직관적인 인터페이스 기능을 통해 사용자의 편리성을 제공해 준다. 본 논문은 COSMOS에서 음향 정보를 자동으로 3D 콘텐츠 구성 요소에 배합될 수 있도록 하는 기술에 대한 내용이다. 본 기술의 도입을 통해 COSMOS에서는 사용자의 의성어 소리를 인식하여, 그 의미에 적합한 디지털 사운드를 검색한 후에 사용자의 의도에 맞추어 변환하여 이와 관련된 콘텐츠 구성 요소와 일치 시켜줌으로써 보다 직관적으로 콘텐츠 저작 기능을 제공할 수 있다.

Sound Visualization based on Emotional Analysis of Musical Parameters (음악 구성요소의 감정 구조 분석에 기반 한 시각화 연구)

  • Kim, Hey-Ran;Song, Eun-Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.104-112
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    • 2021
  • In this study, emotional analysis was conducted based on the basic attribute data of music and the emotional model in psychology, and the result was applied to the visualization rules in the formative arts. In the existing studies using musical parameter, there were many cases with more practical purposes to classify, search, and recommend music for people. In this study, the focus was on enabling sound data to be used as a material for creating artworks and used for aesthetic expression. In order to study the music visualization as an art form, a method that can include human emotions should be designed, which is the characteristics of the arts itself. Therefore, a well-structured basic classification of musical attributes and a classification system on emotions were provided. Also, through the shape, color, and animation of the visual elements, the visualization of the musical elements was performed by reflecting the subdivided input parameters based on emotions. This study can be used as basic data for artists who explore a field of music visualization, and the analysis method and work results for matching emotion-based music components and visualizations will be the basis for automated visualization by artificial intelligence in the future.

Factor Analysis for Fun of Animation Using Delphi Technique (델파이 기법을 이용한 애니메이션의 재미요소 도출)

  • Sung, Re-A
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.96-105
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    • 2013
  • The value that is emerging in the 21st century is fun. To be involved in the fun of the show and animation, especially plays an important role in the development of the animation industry. However, the discussion of research in the fun of the animation is very low. Therefore, in this study, what is the fun of animation, animation of any element how to experience the fun for the audience will see. First, I looked for fun animation to help you understand the theory of fun. It prepared a draft of a fun factor associated with the unique characteristics of the animation. Conducted a factor analysis and reliability analysis of the final draft through the Delphi survey across a total of three times, and then derive an element of fun to it scientifically proven derive the animation of an element of fun. Through this process, the fun factor of the animation was drawn to the fun factor of 5(story, image, sound, movement, psychology) and the details of 18.

A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.

A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

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
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    • v.24 no.8
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    • pp.481-491
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    • 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.