• 제목/요약/키워드: Human movement behavior

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몸 움직임이 공간구축에 미친 영향에 관한 연구 - 감성공간디자인(GSD)를 중심으로 - (Research for the influence of body movement on the space occupation - Focusing on the GSD -)

  • 김연종;오영근
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.124-132
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    • 2009
  • Recently, 'Emotion' has attracted public attention socially and continuously in the fields such as construction, environment, design and products. Also, phenomenological concept of space through the physique in the viewpoint of the human-oriented aspect, namely, body, has been managed as a planned measure suitable for a new era and space. In this study, the author examined and analyzed the verbs and emotional vocabulary about the human body's behavior. The phenomenological space conception through body, i.e, flesh in this human centered point of view is being treated as the suitable planning measure on the new era and space. Though the epochal issue for Emotion is being attempted in many ways in various field such as product and marketing, the approach through the relationship between human and space. Therefore, we would like to see how the Emotion related to the movement that occurs in the space by analyzing the human body movement which is the subject of experiencing the space experimentally and research the characteristic of Emotion and space movement. SPSS 12.0 was used for the analysis to perform the analysis of basic statistics and Factor Analysis, and then to analyze the characteristic and emotional attribute for the experimental analysis. Comparing the activity for the 2 groups' behavior through the analyzed result with the test, active behavior was found to be higher than inactive behavior in the emotional value, and their bodies' motion showed averagely positive value in the emotional aspect; their bodies' motion was presented differently according to the attributes and amount of the people who would experience a specific space. However, the author found that affirmative and active behavior showed emotional aspect more than inactive behavior.

지역화폐운동의 소비문화적 의미 연구: "한밭레츠" 참여자의 소비행동을 중심으로 (A Study on the Meaning of Consumption Culture of Community Currency Movement: Focusing on "Hanbat-LETS" Participants' Consumer Behavior)

  • 천경희;이기춘
    • 한국생활과학회지
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    • 제14권4호
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    • pp.593-611
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    • 2005
  • The purpose of this study is to explore the consumption cultural meaning of Community Currency Movement - a substitute currency institution - through an analysis of consumption behaviors and attitudes of Hanbat-LETS participants, who are recognized as the most active among Korea Community Currency Movements. The analytical method adopted in this study is the participation and observation method, along with the Focus Group Interview. Major findings are as follows: Hanbat-LETS participants experienced the following consumption behaviors and attitudes: economical consumption behavior creating the currency value, sustainable consumption behavior, consumption behavior shared with community, consumption behavior free from the need of competition and ownership, satisfaction from offering one's property, equal status and relationship among members, merry and happy attitude toward life. Community Currency Movement implies the consumption cultural meaning as followings: emergence of alienation through the realization of community society, practice of environment-friendly value, activation of region economy, development of one's ability and means of redemption of unemployment, construction of trustworthy society via trust.

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공간의 키네티시즘에 관한 연구 (A study on the space kineticism)

  • 임혜선;김주연
    • 한국실내디자인학회논문집
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    • 제30호
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    • pp.28-34
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    • 2002
  • We need to think that space is not static but dynamic because it becomes wide and narrow, newly appears and disappears by human's behavior. Generally such movement in a space is a thing of feeling and dynamic about movement. But it is extending the experience of the subject by scientific technique's development and anticipation about the feature. The practical movement is actively introduced into architecture and interior design scope and occurs a trial about this movement. By using four elements -a form, hue, movement, light- kineticism becomes visual arts united with art and science. It recovers the art's sociality and arises participation of spectators. In the environment and art field kineticism is not simple ostentation but a current trial for human's mind and sensitivility. Kineticism is four-dimensional space considered by human's experience and is related to an observer, or experiential subject of space. Now the space except human's mind feature re-illuminates kineticism, that is, the field of the formative arts in the early part of the 20th century and gets to be 'the consensus space'.

인간 이동 행태에 영향을 미치는 건조 환경의 시각적 속성 - 생태학적 지각이론에 기반한 실험 연구 - (The Visual Properties of Built-Environment Affecting the Pattern of Human Movement - An Experimental Study Based on the Ecological Perception Theory -)

  • 김민석
    • 대한건축학회논문집:계획계
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    • 제35권12호
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    • pp.13-20
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    • 2019
  • The purpose of this study was to investigate the effects of visual properties on the human movement behavior experimentally and empirically using spatial analysis technique based on ecological perception theory. For the survey of choosing behaviors of heading direction in built environments, the experiment was conducted in which the subjects were made to choose moving directions in some spaces using the virtual environment simulation tool, and then comparative analysis was conducted on the interrelation between the experiment results and various visual properties in existing spatial analysis techniques based on ecological perception theory. As a result, the occlusivity of the isovist theory was found to be the most significant index in the human choice of heading direction, and the longest radial also showed somewhat significant effect on it.

제한적 인지 데이터에 기초한 에이전트 움직임-데이터 궤적의 인간다움 (Human-likeness of an Agent's Movement-Data Loci based on Realistically Limited Perception Data)

  • 한창희;김원일
    • 전자공학회논문지CI
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    • 제47권4호
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    • pp.1-10
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    • 2010
  • 본 논문의 목적은 제한적 인지에 기초한 가상인간 에이전트의 움직임-데이터 궤적이 인간과 유사하다는 것을 보이는 것이다. 이 움직임-데이터 궤적의 인간 유사성을 결정하기 위해서, 우리는 두 파라미터들 -사실적으로 제한된 인지(RLP: Realistically Limited Perception) 데이터와 점증적 움직임 경로 데이터의 생성 (IMPG: Incremental Movement-Path Generation)- 사이의 상호작용을 활용한다. 즉, 어떻게 전자인 인간사고 혹은 그 구성요소의 모의 파라미터(즉 RLP 데이터)가 후자인 인간 움직임-데이터 궤적의 모의 파라미터(즉 IMPG 데이터)를 지배하는지를 에이전트 움직임-데이터 궤적에서 고찰하는 것이다. 지도 제작 DB는 인지와 움직임 경로-데이터 생성 사이의 인터페이스이므로, 에이전트에게 항해를 위해 필요한 선결 요소이다. Hill과 동료들에 의해 RLP에 의한 지도 DB 제작은 연구되었지만, 이러한 기존의 연구들은 단지 렌더링 카메라의 시점 데이터의 변화에 의해서만 수행되었다. 이에 비해 본 논문에서는 Hill의 지도 DB 제작 모듈을 에이전트 시스템에 통합하여 예기치 않은 적 출현을 수반한 정찰 임무 상에서 두 파라미터 데이터간의 상호작용을 고찰하였다. 인간 피실험자와 에이전트에 의해 생성된 움직임 데이터의 궤적들이 서로 비교되었다. 비록 에이전트 움직임-데이터 궤적의 인간유사성이 두개의 파라미터 데이터들(즉 RLP와 IMPG)과 단지 30명의 피실험자들로 얻어진 파일럿실험(pilot-test)의 결과이지만, 본 연구의 에이전트 시스템은 인간과 유사한 움직임-데이터를 생성하기 위한 최소한의 기능적인 테스트베드(functional testbed)가 될 수 있음을 입증하였다.

Fitts' Law for Angular Foot Movement in the Foot Tapping Task

  • Park, Jae-Eun;Myung, Ro-Hae
    • 대한인간공학회지
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    • 제31권5호
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    • pp.647-655
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    • 2012
  • Objective: The purpose of this study was to confirm difference between angular foot movement time and existing foot Fitts' law predicting times, and to develop the angular foot Fitts' law in the foot tapping task. Background: Existing studies of foot Fitts' law focused on horizontal movement to predict the movement time. However, when driving a car, humans move their foot from the accelerator to the brake with a fixed heel. Therefore, we examined the experiment to measure angular foot movement time in reciprocal foot tapping task and compared to conventional foot Fitts' law predicting time. And, we developed the angular foot Fitts' law. Method: In this study, we compared the angular foot movement time in foot tapping task and the predicted time of four conventional linear foot Fitts' law models - Drury's foot Fitts' law, Drury's ballistic, Hoffmann's ballistic, Hoffmann's visually-controlled. 11 subjects participated in this experiment to get a movement time and three target degrees of 20, 40, and 60 were used. And, conventional models were calculated for the prediction time. To analyze the movement time, linear and arc distance between targets were used for variables of model. Finally, the angular foot Fitts' law was developed from experimental data. Results: The average movement times for each experiment were 412.2ms, 474.9ms, and 526.6ms for the 89mm, 172mm, and 253mm linear distance conditions. The results also showed significant differences in performance time between different angle level. However, all of conventional linear foot Fitts' laws ranged 135.6ms to 401.2ms. On the other hand, the angular foot Fitts' law predicted the angular movement time well. Conclusion: Conventional linear foot Fitts' laws were underestimated and have a limitation to predict the foot movement time in the real task related angular foot movement. Application: This study is useful when considering the human behavior of angular foot movement such as driving or foot input device.

호텔 실내공간 색채이미지에 대한 이용자의 감정과 행동의 관계 (A Study on the Relationship Between Emotion and Behavior of User's with the Color Images of Indoor Space in Hotels)

  • 김수희;김봉애
    • 대한건축학회논문집:계획계
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    • 제34권2호
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    • pp.67-74
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    • 2018
  • The purpose of this study was to analyze relationship between emotion and behavior with the color images of indoor space in hotels. The study methods evaluation experiments of emotion and behavior with computer graphic images. Study results are as follows: First, The color image according to the indoor space had a significant influence on the user's emotions. Lobby and restaurant had difference in pleasure arousal emotion by color image, and also guest room had difference in pleasure dominance emotion by color image. Second, The color image according to the indoor space had a significant influence on the user's behavior. Also lobby and restaurant had difference in movement hobby eating resting behavior by color image, and guest room had difference in hobby eating resting behavior by color image. Third, As a result of analyzing the effect of user's emotions on the behavior according to the indoor space: In the lobby, the more un-arousal increasing of users, the more hobby resting behavior increasing. And the more dominance increasing of users, the more movement hobby eating resting behavior increasing. In the restaurant, the more dominance increasing of users, the more movement eating hobby behavior increasing. The more arousal increasing of users, the more movement resting behavior increasing. The more un-arousal increasing of users, the more hobby eating behavior increasing. In the guest room, the more un-arousal dominance increasing of users, the more hobby eating resting behavior increasing. And also the more arousal increasing of users, the more movement behavior increasing.

Chemical 공장 안전사고의 Human-Error 방지에 대한 연구 (A Study for Human-Error Prevention of Chemical Plant Safety Accident)

  • 윤용구;홍성만;박범
    • 대한안전경영과학회지
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    • 제6권2호
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    • pp.1-9
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    • 2004
  • The chemical factory deals with dangerous element and more advance, human-error analyzes and becomes effective research for the country and region. This paper analysis the form of work-miss on human-error according to a safety accident for domestic chemical factory from 1999-2002. It include the present contents and raise issues human knowledge, behavior, judgment, sensibility as an important counter plan that makes the safety solution of work miss. For the point of view of human knowledge, it takes color standard for works to be effective in work place. For behavior, the test has been for risk Point of work place and infra worker movement, also the workers performed professional work as classify according to work. For judgement, the valuation sheet is reflected to minimize the human-error and the 3rd supervisor does a cross-check audit beforehand. For sensibility, it is applicable for human relations, information, communication by program to the consciousness and an attitude of worker-supervisor.

Chemical 공장 안전사고에 Human-Error 방지에 대한 연구 (A Study for Human-Error Prevention of Chemical Plant Safety Accident)

  • 윤용구;홍성만;박범
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2004년도 춘계학술대회
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    • pp.33-39
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    • 2004
  • The chemical factory deals with dangerous element and more advance, human-error analyzes and becomes effective research for the country and region, this paper analyes the form of work-miss on human-error according to a safety accident for domestic chemical factory from 1999-2002. It include the present contents and raise issues human knowledge, behavior, judgment, sensibility as an important counterplan that makes the safety solution of work miss. For the point of view of human knowledge, it takes color standard for works to be effective in work place. for behavior, the test has been for risk point of work place and infra worker movement, also the workers performed professional work as classify according to work. for judgement, the valuation sheet is reflected to minimize the human -error and the 3rd supervisor does a cross-check audit beforehand. For sensibility, it is applicable for human relations, information, communication by program to the consciousness and an attitude of worker-supervisor.

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Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • 제8권2호
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.