• Title/Summary/Keyword: Affordance design

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Effect of the Affordance Characteristics of VR Game UI on the User Experience (VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.252-258
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    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.

Interactive Navigation Design in 3-Dimensional Virtual Space PartII Affordance Models in Navigation Design (3차원 가상공간에서의 상호작용적 네비게이션 디자인 2부: 네비게이션 설계의 지원요소)

  • 김진희
    • Archives of design research
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    • v.16 no.4
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    • pp.25-36
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    • 2003
  • The navigation in 3D virtual space is a procedure which must be carefully established in advance with understanding of a complicate perception process. Although current various desktop softwares are suppling developers with easier production circumstances in accordance with popularization era of interactive 3D media it is true that previous systematic conceptual study has been performed exclusively at specific institutions. Therefore, based upon the examples of virtual reality research reported by universities and companies core concepts giving the background for navigation realization and direct/indirect factors supporting substantial realization were analyzed and discussed in this paper.

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User Benefits Analysis of Customized House Design Guidelines for Physically Disabled People (지체장애인 맞춤형주택 디자인가이드라인의 사용자혜택 분석)

  • Lee, Yeun-Sook;Jang, Mi-Seon;Park, Ji-Young
    • Journal of the Korean housing association
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    • v.26 no.6
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    • pp.93-102
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    • 2015
  • Most existing residential environment of disabled people has made them exposed to the risk of safety accidents, and therefore hinders their independent living. In this regard, the importance of desirable residential environment has emerged. Some preceding studies have addressed the characteristics of disabled people's residential environment plan; however, the information on what environmental benefits are offered through such characteristics is insufficient. This study aims to analyze the housing design guidelines for disabled people in respect of the benefit of disabled people who are actual users. In this study, essential design guidelines for disabled people verified through expert workshop panel was analyzed based on user benefit theory. According to the study results, the total guidelines have the most characteristics supporting behavioral facilitation, and mainly consist of physiological maintenance characteristics related to disabled people's health and safety. Also, it is founded that environmental affordance essentially required depending on each spatial function was different. The ratio of physiological maintenance item is high in access route, unlike living room, kitchen and bed room where behavioral facilitation is especially emphasized. These findings can be utilized as basic data for customized residential environment plan to realize residential welfare for disabled people.

A Study on the Visual Effect of the Viewing -Window based on Psychology -focused on residential environment- (전망창의 시각효과에 대한 심리학적 고찰- 주거공간을 중심으로)

  • 함정도
    • Korean Institute of Interior Design Journal
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    • no.8
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    • pp.58-64
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    • 1996
  • People live in an environment which affects the human b by way of ‘Affordance’ .. And the interaction between h human and the surrounding environment arises ‘the sense of place' through adoptation. Considering the human emo¬t tional and psychological needs, besides the functionalones, for the design of environment gives ‘the place’ the h humanized atmosphere. Then the viewing-window, re¬f fleeting the dweller’s sensibility and aesthetic aspect, be¬c comes an important design element for the human interi¬o or atmosphere. G Generally, the view has the character of the Panorama a and sometimes of the Picture. And the viewing - window t transfigures the visual effects by ways of ‘Framing’, at t taching the ’Screen’ and ‘Successive development' of the views through openings on the wall. Hence this study w was developed from the aesthethic view-points of archi t tecture, cinema, picture and photography etc., and the c conclusions are as follows. T The ‘Frame’ limits the boundary of the view into a p particular area, while the ‘Screen’ changes the clear view t to an obscure one. And the wall-openings located with i intervals show the fragments of the outer view in a suc¬c cessive way. And these techniques applied to the viewing window make the viewer have the associated meanings d derived from the ‘Guided Projection'. So, the associative p psychology of the viewer complements the partiality, ob¬s scurity and brokenness of the view into a complete one, a and finally the view comes to be an aesthetic one to the v vIewer.

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A Study on the Spatial Planning and the Characteristics of User's Need in the Children's Library (어린이도서관에 있어서 이용자요구특성과 공간구성에 관한 연구)

  • Lee, Jeong-Mi;Kwack, Dong-Wha;Lim, Che-Zinn
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.213-223
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    • 2007
  • This study investigates the mutual effects of the physical environment and the characteristics of user's need in the children's libraries of open plan type. The children's library as a flexible space should accept user's diverse needs. Especially, Children express more positive and diverse behaviors than adults in physical environment. As the design information obtained from observation of children's behaviors are put to architectural design, the more affluent environment in which children can do positive behaviors can be made. We used two research methods of the behavior observation and interview for the children's library, and could formulate various using actions through the behavior setting observation for using library. A relational description for reading environment in this study, based on the affordance and the behavior setting theories, provided us with rich accounts for the psychological and sociocultural resources in the children's library. Consequently, the following results can be summarized. First, children need territories for family use and for place and are using library effectively through taking the two territories. Second, the zoning according to age category should be done, as behavior patterns were observed differently according to age. Third, the space composition with openness should be designed, as children need social relation and learning through imitation and observation.

Differences between Pre-service Elementary Teachers' Perceptions and Designs on Smart Tools in Developing Smart-based Lesson Materials (스마트 지원 수업 설계에서 초등 예비교사들이 보이는 스마트 도구에 대한 인식과 활용의 차이)

  • Kang, Eunhee
    • Journal of Korean Elementary Science Education
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    • v.37 no.1
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    • pp.66-79
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    • 2018
  • The purpose of this study is to explore how pre-service elementary teachers perceive and use smart learning environments. For this purpose, 23 pre-service elementary teachers who took theory and practice in a science education course were asked to develop lesson materials using smart tools and make a self-report questionnaire. These data were categorized in an instructional, exploratory, and interactive approach, depending on how they guided students to access knowledge and information. As a result of the study, pre-service teachers perceived the smart tools as the exploratory and interactive learning tools to be used for students to actively search for and interact with data and knowledge. But in developing lesson materials, they usually used the smart tools for resource sharing and communication in the instructional manner. In conclusion, the gap between their perception of smart tools and lesson materials, and the educational implications will be discussed.

The Cognitive Ecological Characteristics in Folded Space and Their Effects (폴드공간의 인지생태론적 특성과 그 효과)

  • Kim Joomi
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.181-190
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    • 2005
  • In accordance with the rapid growth of digital media in 1990s, the state of indetermination that is found in digital process has been emphasized in the field of natural science and philosophy. Digitalized space design has been dramatically developed and it raised heated debate and comment on 'folded space' The purpose of this thesis is to explore how the cognitive-ecological factors constitute fold structures in space design of the late 20th century. Syntax of space structure and geometric composition were analyzed to define what types of cognitive-ecological factors are contrived in the process of visual information. In particular, I put higher theoretical emphasis on what characteristics are ensued in the process of structuring spaces than any other subjects. Through theses analyses and discussions, I raised questions on what principles are operating to create new space design that counts on non-linear structure and its formational process. And I also observed what influences these structural principles of design could fundamentally bring to human beings. First, I proposed that we could overcome reductionist space design through cognitive-ecological approach. Some key concepts such as affordance, parallel processing, and redundancy were adopted as defining elements of non-linear structures. As a result of analyses, I found that the cognitive-ecological approach could substitute the reductionist space design of the past. What is also found is that the three variables are the ultimate ecological elements. In addition, as a methodological concept of fold structures, the form of 'topology' was highlighted because it could be a supporting idea to the cognitive-ecological factors. Second, I claimed that non-linear design is more experiential than rational linear design, and it is more efficiently correspondent to human being than any other forms. What is intended and implied in non-linear structure is also indicated.

A Study on the Evaluation of Outdoor Spaces of Nursing Homes in Seoul (서울양로시설의 옥외공간 평가에 관한 연구)

  • Lee, Joo-Young;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.221-229
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    • 2014
  • In elderly housing facilities where are elderly living facilities, the importance of outdoor space for psychological healing and stability, health improvement and environmental improvement is increasing, since elderly people suffer from depression and are hostile to these facilities. This study aims to identify if outdoor spaces in elderly housing facilities in Seoul have environments appropriate for the elderly and to suggest problems and improvements. For achieving this purpose, nine elderly housing facilities in Seoul were chosen and a field survey was conducted targeting five facilities with outdoor spaces. Based on the previous studies, the concepts of elderly housing facility and outdoor space were organized. Then, a checklist was drawn up as a framework of analysis for evaluating the present state of outdoor spaces of elderly housing facilities and space planning, and improvements were explored. It was found that elderly housing facilities in Seoul had good connectivity and accessibility to the surrounding areas, but there were few supporting facilities, except for resting places. Also, the result of analysis of the present state showed that most elderly housing facilities were located in high lands and the safety of elderly people was being threatened while moving, due to the absence of handrails. In conclusion, it is considered that outdoor space of elderly housing facility should be planned in consideration of safety, affordance and cognition out of the standards of researcher's evaluation tool.

A Study on Usage of Integrated Digital-Physical Structure on Physical Homeostasis Space for Stress Reduction (디지털-피지컬 구조를 이용한 신체 항상성 유지 공간 연구)

  • Kang, Min Soo
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.574-580
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    • 2020
  • Stress induces change to the body functions and causes chronic problems such as worsening a disease. Thus, humans want to evade anxiety and would try any means to reduce stressful situations. Generally, a person would handle their stress by either regulating their emotions or merely coping with the situation, for which the former is most widely used. Our research aims to effectively reduce stress by using the emotional response structure developed by Plutichik and the vitalization method. We extracted the relevant components of the stress-reduction method that would be applicable in any space using digital technologies such as sensors, IoT, and augmented reality. An architect or designer may incorporate these structural components into any structure to effectively reduce people's stress. The research aims to provide a new perspective of architectural space and to show applications of the stress-reducing architectural spaces, which should also fulfill the people's needs. Further research is needed to develop an automatic system to utilize spatial components more effectively.

A Study on the Development of the User Behavior Simulation Technology Using a Perceived Action Possibilities (내제된 행위 유발 가능성을 활용하는 사용자 행동 시뮬레이션 기술의 개발에 관한 연구)

  • Lee, Yun-Gil;Park, Chang-Hoon;Im, Dong-Hyuk
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1335-1344
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    • 2014
  • In architectural design, the user is one of the most important factors for the design task as well as the standard for evaluating the value of the built environment after its construction. Recently, accidents, such as fires and breakdowns, in huge and complicated buildings have increased the importance of user behavior simulation. The Korean government has tried to establish a regulation for the prevention of accidents in the built environment. This is regarded as a significant step forward for providing a safer and more appropriate environment for users. However, the existing technologies related to analyzing user behavior only simulate simplified situations. Such simulations are not enough to evaluate accurately the designed alternatives because buildings and spaces contain more complicated information than what we have conventionally considered. Thus, we propose that the advanced agent can interact with the architectural context. It can understand not only the physical situation but also how the users affect this situation. In order to realize this, we adopted the concept of affordances as the perceived action possibilities for the simulation environment.