• Title/Summary/Keyword: 시각적 환경

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Visual Agenda-Setting Effect of Television News -Mainly on Environmental News- (텔레비전 뉴스의 영상의제설정 효과 -환경뉴스를 중심으로-)

  • Park, Dug-Chun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.72-82
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    • 2011
  • This is an experimental research with the theoretical background of agenda setting effect and elaboration likelihood model studying 'whether visual cues such as imagery and subtitle of TV environmental news have effect on the viewers' perception?', 'whether visual cues such as imagery and subtitle of TV environmental news have differential effect on the viewers' perception, depending on the viewers' involvement in the environmental issue?'. This experimental research found that the more highly exposed subjects considers environment issue more important than the less exposed, during the process, visual cues such as imagery and subtitle in TV news have an effect on agenda setting. Futhermore visual cues such as imagery and subtitle have stronger effect on the perception of the less involved than that of the more highly involved as a unified peripheral cue. However the effect of environmental involvement as independent peripheral cue couldn't have meaningful statistical support. Despite the fact that many previous researchers have shown that verbal cues of TV news have effect on the perception of viewers, little attempt has been made to investigate effect of visual cues on the TV viewers' perception. Therefore, this research has an important implication as an early proof in a new stream of visual agenda setting and elaboration research.

Analysis of Visual Preference Factor for Youngsan River Scenery considering the Variation of River Stage (영산강 하천경관의 수위변화에 따른 시각적 선호요인 분석)

  • Yoo, Sang-Wan
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.141-150
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    • 2007
  • This study began with the question: "what influence would the width of river surface have on visual preference, provided that the environment surrounding the river does not change?" to evaluate the visual preference factors of the river scenery which could vary according to the change of water level. To estimate the minimum flow needed for river sceneries, field survey of Youngsan river was carried out to collect the field data and evaluated the visual preference factors to obtain a most preferred W/B ratio. At Youngsan bridge location, the feeling of open space factors, physical characteristic factors and complexity factors appeared to have significant relations to visual preferences. At Imgok bridge location, complexity factors, aesthetic factors and physical characteristic factors have significance to visual preferences. As a result of multi regression modeling, it was found that physical factors affected visual preferences the most at urban river locations and complexity factors affected the most visual preferences at rural river locations. As a results of this study, the most preferred W/B ratio was estimated as which vary from 0.5 to 0.7 and this results can contribute to the field of river landscape design to maximize the users' satisfaction level.

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Usability test about immersion in the Augmented Reality based Product Design (증강현실 기반 제품 디자인에서의 몰입감에 대한 사용성 평가)

  • Ha, Tae-Jin;Chang, Yoon-Je;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.118-123
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    • 2007
  • 본 논문에서는 증강현실 기반 제품 디자인 시, 논문 [1]에서 제안된 몰입감 향상 기법들에 대한 사용성 평가를 통해, 사용자에게 다차원 피드백(multimodal feedback)을 제공하는 것이 몰입감 향상에 어떠한 영향을 미치는가에 대해 알아본다. 우선 기존의 데스크톱 기반의 디자인 환경과 다차원 피드백을 가능하게 하는 증강현실 기반 디자인 환경과의 비교 후, 시각 피드백에 대한 사용성 평가로써 증강된 가상객체에 의해 가려진 손을 다시 보이게 함으로 얻게 되는 실재감 향상 정도와 사용자의 입력에 따른 컨텐츠의 시각적 맵핑의 적절성을 평가한다. 또한 청각 피드백에 대한 평가 기준으로써 시나리오 상의 상황에 따른 배경음/효과음 맵핑의 몰입감과 적절성을 평가한다. 마지막으로 촉각 피드백에 대한 평가로써, 물리적인 감각형 객체에 가상객체를 정합함으로써 얻게 되는 촉감과 시나리오 상의 이벤트에 따라 제시되는 진동-촉각 피드백에 의한 몰입감 향상 정도를 평가한다. 제시된 사용성 평가의 결과는 기존의 증강현실 기반 디자인 시스템의 몰입감을 향상 시키기 위한 구현에 있어, 고려될 수 있는 사항으로써 의미가 있다.

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Design of Immersive Walking Interaction Using Deep Learning for Virtual Reality Experience Environment of Visually Impaired People (시각 장애인 가상현실 체험 환경을 위한 딥러닝을 활용한 몰입형 보행 상호작용 설계)

  • Oh, Jiseok;Bong, Changyun;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.11-20
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    • 2019
  • In this study, a novel virtual reality (VR) experience environment is proposed for enabling walking adaptation of visually impaired people. The core of proposed VR environment is based on immersive walking interactions and deep learning based braille blocks recognition. To provide a realistic walking experience from the perspective of visually impaired people, a tracker-based walking process is designed for determining the walking state by detecting marching in place, and a controller-based VR white cane is developed that serves as the walking assistance tool for visually impaired people. Additionally, a learning model is developed for conducting comprehensive decision-making by recognizing and responding to braille blocks situated on roads that are followed during the course of directions provided by the VR white cane. Based on the same, a VR application comprising an outdoor urban environment is designed for analyzing the VR walking environment experience. An experimental survey and performance analysis were also conducted for the participants. Obtained results corroborate that the proposed VR walking environment provides a presence of high-level walking experience from the perspective of visually impaired people. Furthermore, the results verify that the proposed learning algorithm and process can recognize braille blocks situated on sidewalks and roadways with high accuracy.

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.

A Study on Water Management of Integrated Watershed Management Using Data Analysis (데이터 분석을 통한 통합물관리 유역관리방안 연구)

  • Jo, Bu Geon;Jung, Woo Suk;Kim, Young Do
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.80-80
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    • 2020
  • 최근 국내·외에서 빅 데이터에 관한 관심이 높아지고 있으며 수자원 분야에서도 빅데이터 활용의 중요성이 강조되어 왔다. 물관리를 위해서는 기본적으로 물관련 기초데이터가 충분해야 하며, 최근 선진국에서 효과적인 통합물관리를 위해서 빅데이터를 활용한 유역관리 방안이 시도되고 있는 실정이다. 일본의 경우 물환경 데이터와 사회과학 데이터를 활용한 유역특성 파악한다. 다양한 방법의 유역특성을 분석하여 유역관리계획을 마련한다. 국내에서의 물환경 관리계획은 부하량을 기반으로한 수립으로 데이터의 다양상이 부족한 부분이 있다. 하천은 각기 다른 특성을 가지고 있다. 낙동강 유역은 22개의 중권역으로 이루어져 있으며 각 중권역은 다양한 문제점과 특성을 가지고 있다. 따라서 유역의 특성에 따른 유역관리방안이 필요하다고 판단된다. 본 연구에서는 데이터 분석을 활용하여 유역의 종합적 분석을 통해 유역을 진단하고자 한다. 또한 물관련 지표들을 활용하여 유역을 평가하고 시각화 그래프를 통해 유역의 기초자료들의 특성을 나타내고 결과를 통해 데이터 분석을 기반으로 한 유역특성을 분석하여 맞춤형 유역관리방안을 모색하고자 한다.

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A Study on 3D Printed Tactile mathematics textbook for Visually Impaired Students (시각장애청소년을 위한 3D 프린팅 촉각수학교재 모델 개발 연구 - 함수 지도와 관련하여 -)

  • Lee, Sang-Gu;Park, Kyung-Eun;Ham, Yoon-Mee
    • Communications of Mathematical Education
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    • v.30 no.4
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    • pp.515-530
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    • 2016
  • Recently an extensive study of the mathematicians who have overcome the visually impaired and contribute to the academic in math was published. In the case of Korea, we can find there are mathematicians who have overcome physical disabilities such as cerebral palsy and polio. However there is no example of blind person who majored mathematics to become a mathematic's teacher or professor and have entered any mathematics related professions. This let us to study the reasons that caused difficulties to visually impaired students majoring in mathematics. We also suggest ways that may help blind students to have access to mathematics intuitively. In this study, we propose a tactile mathematics textbooks and teaching manuals utilizing 3D printing which the visually impaired students can touch and feel. We can supply such materials to visually impaired youth, special education teachers and parents in Korea. As a result, visually impaired students will be able to access mathematics easily and can build their confidence in mathematics. We hope that some blind students with mathematical talent do not hesitate to major mathematics and choose career in mathematical professions.

Typography Media(Emoticon) for the Public Service and Communication (타이포그래피 미디어(이모티콘)의 소통과 공공성)

  • Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.197-204
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    • 2011
  • In line with the development of Media, the use of character has been developed in various ways. Specially, it has been emerged the functions of written language of visualization and delivery of emotion in the digitalized environment due to speedy growth of internet and Mobile. The emoticons emerged as a tool for the convenience of communication proved to have taken effective role in the part of communication culture. Particularly, Hangul emoticons which contains the meaning of communication and sharing in tandem with the principle of Hangul invention, provides convenience in combination & use due to its structural and design characteristic for which it plays a significant role of visual element. Hangul emoticon is definitely a part of Hangul culture and in view of globalization of visual language in connection with media development, there is a huge potential being to be used as a international communication tool. In this study, it will be reviewed on the increased utilization of Hangul emoticons and related public issues as being a part of typography media, in view of the generalization of private media as well as change of subjective user.

A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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Design of Emotional Vocabulary Analysis Model for Interview Environment Enhancement Based on Mobile Web (모바일 웹 기반의 면접 환경 개선을 위한 감성어휘 분석 모형 설계)

  • Kim, Yong-Woo;Park, Seok-Cheon;Hong, Suk-Woo;Kim, Tae-Youb
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1038-1041
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    • 2013
  • 모바일의 발전과 확산으로 인해 모바일 웹의 필요성이 높아지고 있으며 사용성과 접근성이 용이한 웹 기반에서 인적자원 시스템이 구축되고 있는 사례가 많아지고 있다. 인적자원과 관련된 모바일 애플리케이션 개발과 활용성에 대한 연구가 여러 기업에서 진행 중이며 국내외 인적 자원 시스템을 개발하고 있는 기업들은 모바일을 활용하여 인적자원 시스템에 다양한 각도에서 접근하기 위해 노력하고 있다. 본 논문은 모바일 웹 기반의 인사 시스템에서 감성 어휘를 구축하여 면접자가 면접을 통해 받은 감성이나 인상에 대한 정보를 면접자의 모바일을 통해 설문지 형태로 모바일 웹 기반으로 한 채용 시스템에 입력하게 한다. 입력된 정보는 감성 어휘의 특정 형용사를 기준으로 구축된 감성 사전을 통해 면접 환경 개선에 필요한 정보들을 시각적으로 제공하는 모바일 웹 기반의 감성 어휘 분석 모형을 설계하여 면접 환경 개선을 할 수 있는 시각화 모델을 제안한다.