This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.
A design methodology for sustainable on the earth requires a synthetic, and holistic perspective to understand natural processes and urban environments. The apperceptive, holistic landscape design methodology includes one united environment combining analysis, planning and design. In addition, the individual process needs to provide enough spatial information and demands evaluation and understanding on the impact of a design result. The perspective and vision of Ian Mcharg, as asserted in his book, Design with Nature (1969), that the earth is one superorganism is being realized with Geodesign technologies. This paper made the following research efforts which can overcome the limit of the present GIS technologies for the sustainable landscape design: Review of the previous researches, analysis of foreign Geodesign cases and applied theories, suggestion of a Geodesign methodology for landscape design, selection of Geodesign tools and technologies for the implementation of the methodology, and finally the demonstration of effectiveness and potentiality by the application of the methodology.
Transactions of the Korean Society of Automotive Engineers
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v.20
no.6
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pp.1-8
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2012
Multidisciplinary design optimization (MDO) for a suspension component of the vehicle front suspension was performed in this research. Shapes and thicknesses of the subframe were optimized to satisfy multi-disciplinary design requirements; weight, fatigue, crash, noise, vibration, and harshness (NVH), and kinematic and compliance (K&C). Analyses procedures of the performance disciplines were integrated and automated by using the process integration and design optimization (PIDO) technique, and the integrated and automated analyses environments enabled various types of analytic design methodologies for solving the MDO problem. We applied an approximate optimization technique which involves sequential sampling and metamodeling. Since the design variables for thicknesses should be dealt as discrete variables. the evolutionary algorithm is selected as optimization technique. The MDO problem was formulated three types of problems according to the order of priorities among the performance disciplines, and the results of MDO provided design alternatives for various design situations.
Traditional acceptance sampling plans have focused on the proportion of nonconforming items as an attribute criterion for quality. In today's modern quality management under high quality production environments, the reduction of the deviation from a target value in a quality characteristic has become the most important purpose. In consequence, various inspection plans for the purpose of reducing the deviation from the target value in the quality characteristic have been investigated. In this case, a concept of the quality loss evaluated by the deviation from the target value has been accepted as the variable evaluation criterion of quality. Further, some quality measures based on the quality loss have been devised; e.g. the process loss and the process capability index. Then, as one of inspection plans based on the quality loss, the rigorous design procedure for the variable sampling plan having desired operating characteristics (VS-OC plan) indexed by the quality loss has been proposed by Yen and Chang in 2009. By the way, since the estimator of the quality loss obeys the non-central chi-square distribution, the rigorous design procedure for the VS-OC plan indexed by the quality loss is complicated. In particular, the rigorous design procedure for the VS-OC plan requires a large number of the repetitive and complicated numerical calculation about the non-central chi-square distribution. On the other hand, an approximate design procedure for the VS-OC plan has been proposed before the proposal of the above rigorous design procedure. The approximate design procedure for the VS-OC plan has been constructed by combining Patnaik approximation relating the non-central chi-square distribution to the central chi-square distribution and Wilson-Hilferty approximation relating the central chi-square distribution to the standard normal distribution. Then, the approximate design procedure has been devised as a convenient procedure without complicated and repetitive numerical calculations. In this study, through some comparisons between the rigorous and approximate design procedures, the applicability of the approximate design procedure has been confirmed.
This paper is to explore examples of complementary use of digital and physical models. The reason for this is to suggest a method for commercializing architectural design considering high technology. These cases are the practical and educational environment in which design processes based on digital computation technology are performed. Also, in this environment, analog design media (eg, physical models) still being used in the design process using digital computing. Indeed, in this environment, designers are exploiting digital and physical models to address the types of risks that can be discovered when designs are implemented and these risks. By analyzing these cases, we define the roles of digital and physical models to visualize and resolve risks. This paper focuses on one of method as "prototyping", which is used in the field of machinery and is a difficult method to carry out in the conventional design process. In particular, designers look for benefits that encourage designers in utilizing current digital computation technologies (eg, parametric design, simulation, building information models, and digital fabrication). Among the roles of the physical model, roles that can not be replaced by the digital model are explored. It is clear that this case-based study has difficulty in generalizing the design method. However, it helps the designers of today's practical and educational environment to verify and design the actual details of construction and operation when applying and developing unfamiliar materials and methods in the field of architecture.
The purpose of this study is to analyze the correlation between spatial space structure and visitors' behavior and interpret visitors' behavior concretely from the aspect of exhibition environments. So, this study intends to qualify spatial space structure with integration, connectivity and control value by utilizing space syntax, limit to tracking score among the analysis index and reinterpret with exhibition density and extend of eyesight among the exhibition environments. The results of this study are as follows; First, in case of museums, tracking score shows plus correlation with connectivity and control value among the space syntax variables and very low correlation with integration. In case of art museums, tracking score shows plus correlation with integration and wide variable is judged to more useful to analyze visitor's behavior than minor variable. Second, museums doesn't make a great effect on visitors' behavior from the aspect of extent of eyesight, but from the aspect of exhibition density, visitors relatively watched evenly without short cut at the early stage of exhibition in spite of high exhibition density. And, they conducted short cut as they went to the middle stage of exhibition on the course of watching although the numerical value of exhibition density is low. Third, in case of art museums, visitors' behavior was relatively influenced by exhibition density, not extent of eyesight. But, as they went to the high level on the course of watching, watching speed became rapid and watching length became short in the place the value of extent of eyesight was high. Its reason is judged to be easy to grasp position or space structure of the next exhibition room visually. Therefore, when the concentration of watching is necessary from the aspect of exhibition, to control exhibition density properly before the space is useful to draw visiting to exhibition space afterward.
Objective: The aim of this study is to determine legible Korean font sizes within in-vehicle information systems(IVISs) in diving conditions. Background: Font legibility within IVISs is one of important causes on its' safe operations during driving. Several researches proposed some guidelines on the legible English font sizes within IVISs. On the contrary, appropriate Korean font sizes have been hardly known in spite of the typological differences between English and Korean. Therefore, more systematic researches for improving the legibility on Korean font size within IVISs have been required. Method: In this study, an experiment was performed with the following experimental factors: the existence of vibration, the color contrasts(white on black, black on white), the font types(HDR, CubeR, Gothic), and the font sizes(6, 8, 10, 12, 14, 16, 18, 20, 22, 24pt). To fit the experimental conditions into real driving environments, the illuminance was controlled to 15lx by using LED lamp and the distance between IVIS and participants was kept to 70cm. Moreover, all participants took the shutter glasses for employing well-known occlusion techniques. Results: The experimental results showed that 'HDR' and 'Non-vibration + Black on white' group took the shortest response time, and decreasing slopes of the response time with increasing font sizes were slowing down at 14pt then flattened out at 22pt regardless of the existence of vibration and color contrasts. Conclusion: The minimum size for legible Korean font would be about 14pt(5.47mm) and the optimum size would be about 22pt(8.59mm). Application: The guideline on the Korean font sizes from this study will be applied to design an IVIS in the future.
Korean Journal of Computational Design and Engineering
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v.21
no.1
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pp.20-30
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2016
Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.
There is a growing interest on and expansion of rights of people with disabilities. Among them, people with visual impairment show high adaptation to environments in comparison to people with other types of disabilities, thus a large percentage of them live in their own houses rather than residing in a care facility. According to the housing status of people with visual impairment, the ratio of their residence in rural areas is high. In rural areas people who have disabilities often live in poor residential environments, requiring much improvement. However, such improvement is too costly for them to pay, and home modification that does not fully consider the user, may cause less efficiency and another dangerous situation to people with disabilities. The purpose of this study is to delineate empirical lessons for direction of customized home modification for people with disabilities through analysis of process of home modification including the execution as a intervention. This study used qualitative method to examine and analyzed the entire customized home modification process. The conclusion of this study is as follows. First, home modification measures should be derived considering the suitability of the target building for the specific condition of residents. Second, discussions with various stakeholders from the early stage during which proper home modification measure is searched are essential for realizing appropriate customized home modification. This study has significance in that it provides the direction for customized home modification for people with disabilities as well as empirical data that could reduce trials and errors in the future.
People have experienced physical problems including vision problems with aging; some are normal and some are abnormal. When they have abnormal and impaired vision, they have a lower level of life satisfaction than their sighted peers. For the elderly with sight loss, well-designed housing could be an important indicator for their quality of life. Housing adjustment and modification could help the elderly cope with sight loss, do daily activities more independently, and lead to better quality of life. The purpose of this study is to investigate housing conditions for the elderly with vision impaired, state of housing adjustment or modifications, and the effects of housing conditions on the wellness of the elderly in Korea. For this study, 18 housing cases were investigated and a total number of 65 visually impaired people aged over 55 participated. Housing condition of those participated was poor. Most observed home hazards are level differences in living areas, obstacles in the hallway, confined space that is not allowed structural modification, swing doors from wardrobe or cabinets, color contrast, poor lightings, and etc. Majority of households participated in this study did not make modification or refurbishments, rather many of them tend to adapt themselves to their residential environments. Older adults living in better housing condition and under less difficult environments are likely to have higher life satisfaction. The effects of housing condition on wellness could be more influential when individual capabilities (e.g. health condition) are weaker. The findings underline that with intervention of individual characteristics, the effects of housing and physical environment on negative outcomes of vision loss would get ameliorated or reduced.
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