• 제목/요약/키워드: Spatial metaphor

검색결과 28건 처리시간 0.018초

공간메타포 개념을 이용한 웹 사이트 네비게이션의 사용성 평가 (Usability Test of Website Navigation by Using Spatial Metaphor Concept)

  • 이건창;정남호;홍노경
    • 지능정보연구
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    • 제10권1호
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    • pp.93-107
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    • 2004
  • 급속한 인터넷의 확산으로 이제 웹은 단지 커뮤니케이션이나 홍보, 쇼핑의 수단뿐이 아닌 정보의 보급 및 창고로서의 역할이 더욱 커지고 있다. 또한, 과거의 웹 기반 기술인 하이퍼텍스트에 멀티미디어 기술이 접목되면서 하이퍼미디어 개념이 도입되어 텍스트 외의 이미지, 동영상, 사운드 등 다양한 형식의 미디어를 통해 정보를 접할 수 있게 되었다. 그러나, 이러한 정보공간에서 정보의 양이 기하급수적으로 증가함에 따라 웹 이용자들은 인지과부하(Cognitive overload)로 인하여 웹 상에서 방향감 상실, 정보공간에서 길 잃음 둥의 다양한 어려움을 겪고 있다. 이러한 문제를 해결하기 위해 많은 연구자들이 지속적으로 연구하고 있으며 그 중의 하나가 공간 개념(Spatial concept)을 적용한 공간 메타포(Spatial metaphor) 연구이다. 본 연구에서는 이러한 공간 메타포 개념을 이용하여 새로운 개념의 네비게이션 방식의 웹사이트를 개발하고 이를 Atomic-Map이라고 하였다. Davis 교수가 제안한 기술수용모형 (TAM) 모형을 이용하여 Atomic-Map의 사용성을 분석한 결과 Atomic-Map을 이용하여 정보공간에서 복잡한 네비게이션 하에서 발생할 수 있는 여러 가지 문제를 해결할 수 있음을 실증적으로 검증하였다.

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METAPHORIC NAVIGATION AIDS FOR CYBER SHOPPING MALLS: AN EMPIRICAL STUDY TOWARD THE CONSTRUCTION OF CUSTOMER INTERFACE

  • Kim, Jin-Woo
    • Management Science and Financial Engineering
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    • 제3권2호
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    • pp.1-27
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    • 1997
  • Designing effective navigation aids for customer interfaces is critical for the success of cyber shopping malls. Navigation aids can be classified into either basic ones which are based on the structure of the malls or add-ons which are not. Add-on navigation aids provide various short-cuts to promote efficient traversal in the cyber shopping malls, but too many of them would increase the complexity of the customer interface. Metaphors have been used widely for the design of add-on navigation aids, but little research evaluates their impact on the processes and outcomes of customers behavior in cyber shopping malls. This paper presents an empirical study that investigates the navigation process of customers and the subjective evaluation of their shopping experience. This research implemented two versions of a test-bed cyber shopping mall according to different metaphors used; one based on a spatial metaphor, and the other based on a non spatial metaphor. The results of the experiment indicate that navigation aids based on the spatial metaphor were used more frequently, which resulted in better understanding about the entire structure of the cyber shopping malls, which in turn led to an increased ease of finding target items and also a more pleasant shopping experience. The benefits of navigation aids based on the spatial metaphor became more evident when customers were looking for ad-hoc category items rather than common items. This paper presents plausible explanations for the results and implications to the design of navigation aids for cyber shopping malls.

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소우 후지모토의 공간에 나타난 '숲'의 은유와 디자인 방법 (Metaphor and Design Methods of 'Forest' in Sou Fujimoto's Design)

  • 기혁승;심은주
    • 한국실내디자인학회논문집
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    • 제24권6호
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    • pp.119-127
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    • 2015
  • Sou Fujimoto is well known as the 3rd Japanese architect to participate in the Serpentine Pavilion project, especially youngest of all architects. His projects seem very experimental yet inviting, modern yet comforting and these feeling may be resulted in his metaphor of 'Forest' that is very often mentioned in his writings which originally comes from his personal experience of the city and nature. The purpose of this paper is to understand the Fujimoto's metaphor of 'Forest' and design language he uses to express this very idea. The researchers have analyzed Fujimoto's writings and interviews in order to understand his general design ideas and process, then extracted wordings describing 'Forest' in his works. Four main concepts were found and categorized as follows: blurring territorial boundaries, proliferation of parts, manipulating spatial relationships, and ambiguity in function. Then two or three projects were selected and analyzed in each category to understand design methods used. The results show that Fujimoto enjoys using gradation of density to blur territorial boundaries in order to express ambiguous outline of forest, and fractal reproductions in proliferation of parts to uses express wavering whole and modifying angles in manipulating spatial relationships to show hidden order.

공간 시각화 과제에 체화된 거북 스킴 적용에 관한 연구 (The application of embodied turtle schemes for the task of the spatial visualization)

  • 이지윤;조한혁;송민호
    • 한국수학교육학회지시리즈A:수학교육
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    • 제52권2호
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    • pp.191-201
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    • 2013
  • The theory of embodied cognition assumes that behaviors, senses and cognitions are closely connected, and there is a growing interest in investigating the significance of embodied cognition in the field of mathematics education. This study aims to applicate the embodied turtle metaphor and expressions when students visualize three-dimensional objects. We used MRT(Verdenberg & Kuse, 1978) & SVT for this research and both tests turned out that turtle schemes are useful to the students in a low level group. In addition, students found turtle schemes more useful in SVT which requires constructing three-dimensional objects, than in MRT which requires just rotating the image of three-dimensional objects in their mind. These results suggest that providing students who are less capable of spatial visualizing with the embodied schemes like turtle metaphor and expressions can be an alternative to improve their spatial visualization ability.

공간적 은유를 적용한 3D 격자구조의 TV 콘텐츠 정보공간 제안 : TV 인터페이스 사용성 관점에서 (3D lattice information space for TV contents based on spatial metaphor : TV interface perspective)

  • 이재길;신동희
    • 디지털콘텐츠학회 논문지
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    • 제15권5호
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    • pp.651-661
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    • 2014
  • TV 플랫폼에서 원하는 콘텐츠를 찾기 위한 복잡성은 나날이 증가하고 있다. 컴퓨터 영역에서 이루어진 콘텐츠 관리를 위한 연구들을 참고해 TV에 적용할 수 있는 시사점을 도출하고, 이를 토대로 콘텐츠 검색과 선택을 도울 수 있는 방안을 제안한다. 컴퓨터 상의 정보는 대부분 현실 공간을 모사하는 공간적 은유(Spatial Metaphor)를 적용해 표현되고, 이는 사용자의 정보 확인 및 재인에 긍정적인 영향을 미친다. 제안된 정보 공간은 채널, 콘텐츠의 종류에 따른 분류와 시간 속성에 따른 분류를 포함한다. 시청자는 정보 공간 내에서 공간적 단서에 따라 콘텐츠 간의 관련성을 추론하여 선택할 수 있고, 시간적 순서에 따라 콘텐츠를 탐색할 수 있다. 내재된 능력을 활용하여 추가적인 인지적 부담을 최소화하는 방안을 제안하였고, 본 연구의 결과는 영상콘텐츠 기반의 다양한 서비스에 적용될 수 있을 것으로 기대된다.

The TIME AS SPACE Metaphor in English and in French: A Cognitive Analysis

  • Hamdi, Sondes
    • 비교문화연구
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    • 제28권
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    • pp.67-86
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    • 2012
  • Metaphors were conceived of as a figure of speech whose role consisted in merely ornamenting the language. However, with their seminal book Metaphors we live by (1980), Lakoff and Johnson have revolutionized the conception of metaphors by placing them as central to human language, thought and action. Cognitive linguists argue that humans tend to conceptualize abstract concepts, such as time, through more experiential and tangible concepts. For instance, it has been observed that the abstract concept of time is conceptualized as space in several unrelated languages. According to the Conceptual Metaphor Theory (CMT), TIME AS SPACE metaphor covers two more specific metaphors: (1) The MOVING TIME metaphor wherein the observer is conceived as a stationary entity, as in The end of the academic year is getting closer; and (2) The TIME AS A LOCATION metaphor wherein times are conceived as stationary points and the observer is conceived as moving relative to these locations, as in We are first approaching the end of the year. This paper aims at probing the validity of the CMT representations of time on the basis of an analysis of time metaphors in two languages: English and French. This analysis is conducted within the framework of CMT. The results corroborate the CMT representations of time, suggesting that in both languages the abstract concept of time is expressed in spatial terms. In English, as in French, time is conceptualized as a moving entity and as having extension in space. In both languages, time can be seen as bounded; therefore, one can perform actions within defined limits of time.

Metaphor and Typeface Based on Children's Sensibilities for e-Learning

  • Jo, Mi-Heon;Han, Jeong-Hye
    • Journal of Information Processing Systems
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    • 제2권3호
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    • pp.178-182
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    • 2006
  • Children exhibit different behaviors, skills, and motivations. The main aim of this research was to investigate children's sensibility factors for icons, and to look for the best typeface for application to Web-Based Instruction (WBI) for e-Learning. Three types of icons were used to assess children's sensibilities toward metaphors: text-image, representational, and spatial mapping. Through the factor analysis, we found that children exhibited more diverse reactions to the text-image and representational types of icons than to the spatial mapping type of icons. Children commonly showedn higher sensibilities to the aesthetic-factor than to the familiarity-factor or the brevity-factor. In addition, we propose a collaborative-typeface system, which recommends the best typeface for children regarding the readability and aesthetic factor in WBI. Based on these results, we venture some suggestions on icon design and typeface selection for e-Learning.

시-공간 도표정보의 3차원 지도 기반 가시화기법 (Visual Mapping from Spatiotemporal Table Information to 3-Dimensional Map)

  • 이석준;정순기
    • 한국HCI학회논문지
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    • 제1권2호
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    • pp.51-58
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    • 2006
  • 다양한 과학 분야와 공학 분야에서는 그들이 다루고 있는 특정한 주제의 정보를 좀 더 신속하고, 명확하게 사용자에게 전달하기 위해서 여러 가지 정보가시화(information visualization) 기법을 사용한다. 정보를 가시화 할 때는 기본적으로 세 가지 과정을 거치는데, 원 데이터(raw data)로부터 데이터 모델(data model)로 변환하고, 변환된 데이터 모델을 가시화 구조상(visual structure)에 매핑(mapping)시킨 후 정보화 모델(information model)로 변환하게 된다. 본 논문에서는 특정 행사가 진행되고 있는 건물내부에서 발생하는 시간, 공간적인 정보를 정리한 도표메타포(table metaphor)를 토대로, 해당 데이터 모델로부터 추출한 다양한 정보를 3차원 지도로 구성된 정보화 모델상에 반영하기 위한 방법을 제안하였다. 또한, 정보를 단순히 공간상에 반영하기 보다는 사용자의 관심영역(interest area)에 따른 정보의 공간적 의미에 중점을 두어 3차원 공간상에 표현하였다.

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EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크 (EcoBlog: 4d Spatial Framework for Ecological Virtual Community)

  • 임줌폰;배누리;최진원;전정윤
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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