• 제목/요약/키워드: Auditory Elements

검색결과 59건 처리시간 0.027초

미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로 (A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys)

  • 후천위안;안병진;이병국
    • 한국멀티미디어학회논문지
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    • 제24권5호
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구 (A Study on Realistic Interface Elements for Improving the Flow in Screen Golf)

  • 두경일
    • 산업융합연구
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    • 제19권1호
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    • pp.71-77
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    • 2021
  • 스크린골프는 단순히 실내에서 골프를 즐기는 수준을 넘어 실제 골프코스와 같은 환경을 체감할 수 있도록 정교한 센서와 3D 그래픽으로 구현하여 사용자에게 보다 현장감 있는 인터페이스를 제공한다. 이러한 인터페이스 환경을 경험한 사용자들은 골프에 대한 재미를 더 크게 느끼고 몰입하게 되는 행동성향을 보임에 따라 효과적인 실감 인터페이스의 제공은 무엇보다 중요하다 하겠다. 본 연구에서는 체감형 스포츠로서 스크린골프가 가지는 의미와 스크린골프에 구현된 다양한 인터페이스 요소를 정리하여 사용자가 필드골프와 같은 실재감과 재미를 느끼며, 스크린골프에 보다 몰입할 수 있는 요인들을 규명하였다. 감각 요소를 근거로 한 인터페이스 요소들을 시각·청각·촉각 측면에서 정리하였고, 골프존과 카카노VX 사례를 대상으로 주기적으로 스크린골프를 즐기는 사용자 FGI와 골프 프로 전문가 심층 인터뷰 등을 통해 스크린골프의 효과적인 실감 인터페이스 제공을 위한 개선 방안 및 방향성을 제시하였다. 분석결과 시각 측면에서는 야디지를 포함한 코스정보와 플레이 연출 그래픽이 몰입하게 만드는 요소임을 확인하였고, 촉각 측면에서는 실제 장비를 사용한다는 점과 함께 다양한 코스 환경과 플레이 상황을 구현한 물리적 인터페이스 실재감이 중요하게 나타났다. 특히 청각 측면에서는 보다 진보된 기술로 정교하게 구현한 필드골프 캐디와 같은 AI 캐디를 통해 사용자별 맞춤형 서비스를 제공한다면 보다 큰 재미와 실재감으로 스크린골프에 몰입하게 만드는 가장 효과적인 방안임을 확인하였다.

오피스 휴게공간에서 자연요소의 심리적 효과에 관한 연구 (A Study on Psychological Effect of Natural Element in Rest Space of Office)

  • 강민경;류호창
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 추계학술발표대회 논문집
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    • pp.84-87
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    • 2004
  • The stress from the office environment comes from the most psychological things. Therefore, the purpose of this study is to research the psychological effect of natural element for office worker's psychological stability. This study is focused on the light, sound, air, temperature, plant, and water. Perception of these natural elements through the senses of sight, auditory, smell, and touch is effect on human body and mind directly. The application of natural elements provide a health of office workers. The result will show that, with application of the natural element, the rest space will be more powerful for health of workers. And also combination of natural element and geometric pattern will be very useful to prepare healing environment on the rest space

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주거단지의 시청각 조경요소 변화에 따른 감성평가 (Emotional Evaluation According to the Changes of Visual and Auditory Landscape Elements in Residential Areas)

  • 신용규;전지현;장길수;김선우;국찬
    • 한국소음진동공학회논문집
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    • 제17권7호
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    • pp.611-616
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    • 2007
  • This study aims to clarify differences among the responses of users depending on variations in audio-visual landscape elements used to create amenities in residential areas. For the purpose, a laboratory experiment was performed to evaluate the emotions of subjects. As a result of subjective evaluation, it was found that the emotions of subjects were more significantly promoted in providing both sounds and images at the same time, than in providing images alone. In addition, as a result of comparing the variables of relativistic energy alpha waves have by measuring their brain waves, it was seen that alpha waves increased when providing harmonious sound sources with images, except for specific sound sources. Thus, it is considered that provision of sound sources capable of promoting human emotions can contribute greatly to improving the value of space for the sake of comfortable housing environment.

The types and expressions of new media fashion film

  • Kim, Sejin
    • 복식문화연구
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    • 제28권1호
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    • pp.96-113
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    • 2020
  • A new form of media is changing the expression and content of fashion. In this paper, fashion films that have appeared since 2010 - when digital fashion communication was increasing - will be discussed and explored to consider how technological transitions in fashion media are changing the appearance and role of fashion. A literature review was conducted to derive characteristics, types, and expressive elements of new media fashion films, which were defined for this study as fashion films produced and distributed since 2010 using digital media. Films were categorized into three types: promotional, editorial, and independent fashion films. Furthermore, elements of the films were identified as fashion mise-en-scene, auditory structure, and content structure. Types and expressions of digital fashion images in 40 fashion films were analyzed according to these elements. The results showed that promotional fashion films maximize various narrative and sensory effects on fashion products, whilst editorial fashion films strengthen the role of entertainment. Independent fashion films expand the area of fashion and promote the diversification of fashion systems. Moreover, the results show that fashion films are not a secondary form of media that just expresses fashion; they provide a tool for the creation of new fashion content. New media fashion films promote the expansion of expressive spectra and boundaries, offering various multisensory experiences of fashion, and enhancing creativity and the aesthetic values of fashion.

강원지역 계곡의 물리적 특성 및 고요함 분석 (Analysis of the Physical Characteristics and Tranquility of the Valley in Gangwon Province)

  • 김경남;한갑수
    • Journal of Forest and Environmental Science
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    • 제30권1호
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    • pp.152-160
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    • 2014
  • The purpose of this study is to investigate and analyze the physical characteristics and tranquility of the valleys located in Gangwon region. For this study we analyzed the field survey data 135 valleys using GIS. The elements for measurement of tranquility were divided into visual elements including terrain, objects, forest, water and auditory elements including noise. These elements were divided further into positive and negative factors. The weight of each element and item was calculated by applying the AHP method. The results of this study are as follows. The length of the valley ranged from 126 m to 17 km, and the elevation ranged from 40 m to 1,800 m. Type of mixed forest was common in the valleys. The depth of the water was over 20 cm in 83% of the total area and most of the water was in good condition in visual quality. Regarding the positive factors of tranquility, the weighted scores of the objects, waterfall sounds and visual transparence of the water were of relatively high value. Relatively high values were also shown in closed and curved topography in the landform, forest type and natural forests. In the negative factors, the weights of the objects and forest elements had high values. Within the facility groups, facility of the river produced a considerable negative. After applying the index of tranquility, the natural physical attributes affected the tranquility value, more than the manmade structures to a much greater degree.

아이웨어 플래그십 스토어의 만족도 및 브랜드 경험 공간 표현방법 - 아이웨어 브랜드 '젠틀몬스터'를 중심으로 - (Satisfaction with an Eyewear Flagship Store and the Expression Methods of the Brand Experience Space - Based on Eyewear Brand 'Gentle Monster' -)

  • 홍설아;한혜련
    • 한국실내디자인학회논문집
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    • 제26권5호
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    • pp.152-160
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    • 2017
  • The purpose of this study is to propose a space design plan for brand experience that can enhance consumer satisfaction and brand awareness by conducting a survey on the consumer satisfaction with space expression methods in an eyewear flagship store. Through theoretical review, brand experience was defined as the 'process and outcome of experiences caused by stimulations associated with the brand in a series of processes. After reviewing previous studies, 5 elements of brand experience such as the sensory, emotional, behavioral, cognitive and relational experiences were extracted. Upon deriving a checklist through these elements, a survey was conducted. The analysis of the survey showed that the process composed of cognitive experiences that promoted to remember the brand was intensively expressed in spaces. Thus, the results of this study are as follows. First, the process composed of cognitive experience should be applied with a higher priority to increase brand awareness, and such a process accompanied by the behavioral and sensory experiences. Second, beyond a simple visual experience, various senses such as olfactory and auditory senses should be stimulated, and behavioral experience provided as an experience factor. Third, brand image and sales spaces should be composed under a single theme with a connectivity. Fourth, in external spaces, the curiosity of consumers should be stimulated with a theme matching the brand image. Fifth, it was found that the visitor satisfaction was higher when formative elements consisted of not only static but also dynamic features. Sixth, among the elements of brand experience, emotional experience should be improved to complete the 'process and outcome of experiences'. It is considered that further studies are needed, which expand the cases of eyewear flagship stores not only in Korea but also overseas, and propose more specific plans and design strategies through in-depth interview methods in the future.

웨어러블 디바이스 기반 근감각-색·음 변환 시스템의 구현 (Implementation of Muscular Sense into both Color and Sound Conversion System based on Wearable Device)

  • 배명진;김성일
    • 한국멀티미디어학회논문지
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    • 제19권3호
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    • pp.642-649
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    • 2016
  • This paper presents a method for conversion of muscular sense into both visual and auditory senses based on synesthetic perception. Muscular sense can be defined by rotation angles, direction changes and motion degrees of human body. Synesthetic interconversion can be made by learning, so that it can be possible to create intentional synesthetic phenomena. In this paper, the muscular sense was converted into both color and sound signals which comprise the great majority of synesthetic phenomena. The measurement of muscular sense was performed by using the AHRS(attitude heading reference system). Roll, yaw and pitch signals of the AHRS were converted into three basic elements of color as well as sound, respectively. The proposed method was finally applied to a wearable device, Samsung gear S, successfully.

Considering Dynamic Non-Segmental Phonetics

  • Fujino, Yoshinari
    • 대한음성학회:학술대회논문집
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    • 대한음성학회 2000년도 7월 학술대회지
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    • pp.312-320
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    • 2000
  • This presentation aims to explore some possibility of non-segmental phonetics usually ignored in phonetics education. In pedagogical phonetics, especially ESL/EFL oriented phonetics speech sounds tend to be classified in two criteria 1) 'pronunciation' which deals with segments and 2) 'prosody' or 'suprasegmentals', a criterion that deals with non-segmental elements such as stress and intonation. However, speech involves more dynamic processing. It is non-linear and multi-dimensional in spite of the linear sequence of symbols in phonetic/phonological transcriptions. No word is without pitch or voice quality apart from segmental characteristics whether it is spoken in isolation or cut out from continuous speech. This simply tells the dichotomy of pronunciation and prosody is merely a useful convention. There exists some room to consider dynamic non-segmental phonetics. Examples of non-segmental phonetic investigation, some of the analyses conducted within the frame of Firthian Prosodic Analysis, especially of the relation between vowel variants and foot types, are examined and we see what kind of auditory phonetic training is required to understand impressionistic transcriptions which lie behind the non-segmental phonetics.

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공동주택에서의 화재 경보음 전달특성에 관한 연구 (An Study on the Sound Attenuation of Audible Fire Alarm Device in Apartment Buildings)

  • 이민주;김명준;윤명오
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2005년도 추계학술대회논문집
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    • pp.658-661
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    • 2005
  • In many fire emergencies, the auditory fire alarm signals are very important to save the occupant's life. But as the sound insulation of building elements has been improved, it is more difficult for occupant to recognize the fire alarm signals when the audible fire alarm worked. This is the first study to show the sound attenuation of audible fire alarm device in apartments. We measured and analyzed the sound attenuation level in seven units. The result showed that it was not sufficient to detect the sound from the fire alarm device in bedrooms. Whether the fire alarm device worked or not, the differences of sound level in bedrooms were below 1$\sim$10dBA. To give the minimum sound level 60dBA in bedrooms, the proper sound levels from alarm device installed in livingrooms were suggested using computer simulation.

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