• 제목/요약/키워드: Visual Interaction

검색결과 614건 처리시간 0.021초

캘리그래피가 광고의 주목성과 호감도에 미치는 영향 : 감성과 관여도의 조절효과를 중심으로 (The Use of Calligraphy for Attention and Liking : Focusing on Interaction Effects of Emotion and Involvement)

  • 안희란;신형덕;정태영
    • 한국콘텐츠학회논문지
    • /
    • 제16권4호
    • /
    • pp.1-11
    • /
    • 2016
  • 최근 들어 포스터 디자인, 드라마 타이틀, 책표지 디자인, 패키지 디자인 분야에서 캘리그래피가 많이 사용되고 있다. 이와 같이 캘리그래피가 인기를 끌고 있는 것은 소비자들의 감성을 자극하여 인쇄체 글자로는 전달하기 어려운 친근하고 부드러운 이미지를 효과적으로 전달할 수 있기 때문인 것으로 생각된다. 이에 본 연구에서는 캘리그래피가 소비자들의 광고 디자인 반응에 미치는 효과에 관해 회귀분석을 실시하였다. 분석 결과 캘리그래피는 소비자들의 광고 디자인에 대한 주목성과 호감도를 높여주는 것으로 나타났으며, 특히 감성적인 제품 또는 서비스에서 주목성과 호감도가 더욱 높아지는 것으로 나타났다. 하지만 예상과 달리 저관여 제품 또는 서비스에서 캘리그래피를 사용할 경우 소비자들의 주목성과 호감도가 낮아지는 것으로 나타났다. 이러한 결과는 캘리그래피를 무분별하게 사용할 것이 아니라 소비자들의 주목성과 호감도를 높여줄 수 있는 분야에 따라 선택적으로 활용해야 한다는 것을 시사하고 있다.

텍스타일 디자인에 있어서 옵 . 아트의 착시표현 연구 (A Study on the Expression of Optical lIIusion in Textile Design)

  • 이혜주;채지영
    • 한국의류학회지
    • /
    • 제19권2호
    • /
    • pp.190-202
    • /
    • 1995
  • The Optical Art is based on the principle of visual perception of the illusionary effects which induce psychological responses. It has influenced greatly on the Texile Design in that unique iJlusionary creativity of pattern simulates the visual sense of special movement; the dynamic psylosophy of vitalism. The Optical pattern has become a highly valued item due to its innovative effect in aesthetic direction. According to Vitor Vasarely the pioneer in this area, the integration and the inseparability of form and color which he calls 'Plastic Unity' provides the basis for the composition of infinite variety. The composition of infinite variety. The composition reveals the complex interaction between the space and form relating to order, repetition, combination and permutation. It is not simple to create optical patterns due to the extreme complexity composed by the multi-dimension and the infusion of form and color giving immensely varied movement. The purposes of this study are as follows; 1) to classify the complex processes of optical pattern on the basis of formative method. 2) to develop creative ideas for progressive contemporary textile design In this study, the analysis of applied methods is concentrated, which is based 1) on the gradual modification and on the transformation of the basic plastic elements which depend on thle direction of visual points involVing contradictory perspectives 2) on the composition varied special situations by repeating, overlapping and converging a series of idetUical units or by means of irrdiation, radiation and etc.

  • PDF

차량 주행 감각 재현을 위한 운전 시뮬레이터 개발에 관한 연구 (I) (A study on the Development of a Driving Simulator for Reappearance of Vehicle Motion (I))

  • 박민규;이민철;손권;유완석;한명철;이장명
    • 한국정밀공학회지
    • /
    • 제16권6호
    • /
    • pp.90-99
    • /
    • 1999
  • A vehicle driving simulator is a virtual reality device which a human being feels as if the one drives a vehicle actually. The driving simulator is used effectively for studying interaction of a driver-vehicle and developing vehicle system of a new concept. The driving simulator consists of a vehicle motion bed system, motion controller, visual and audio system, vehicle dynamic analysis system, cockpit system, and etc. In it is paper, the main procedures to develop the driving simulator are classified by five parts. First, a motion bed system and a motion controller, which can track a reference trajectory, are developed. Secondly, a performance evaluation of the motion bed system for the driving simulator is carried out using LVDTs and accelerometers. Thirdly, a washout algorithm to realize a motion of an actual vehicle in the driving simulator is developed. The algorithm changes the motion space of a vehicle into the workspace of the driving simulator. Fourthly, a visual and audio system for feeling higher realization is developed. Finally, an integration system to communicate and monitor between sub systems is developed.

  • PDF

의복자재물(衣服刺載物)과 제시방법(提示方法)에 따른 시각적(視覺的) 평가(評價) (A Study on the Visual Evaluation according to Clothing Stimuli and the Method of Presentation)

  • 김희정;이경희
    • 한국의류학회지
    • /
    • 제17권3호
    • /
    • pp.428-435
    • /
    • 1993
  • The purpose of this study was to investigate the difference of the visual evaluation about clothing texture, the state of wearing and the method of presentation. The data from observation were analyzed by factor analysis, t-test, ANOVA, Scheffe test and MCA. The results of this study were as follows ; 1. 17 pairs of discriptors used for the visual evaluation of clothing stimuli were found to include four factor dimensions(total variance 65.6%) ; Attention, Appearance, Texture, Maturity. 2. For the image of clothing texture, there were significant differences in the attention and texture. 3. For the image of the state of wearing, there were significant differences in the attention and appearance. 4. For the image of the method of presentation, there were significant differences in the clothing texture and the state of wearing. 5. According to clothing texture, the state of wearing and the method of presentation, the interaction effect was significant in the attention and appearance.

  • PDF

Robust Face Detection Based on Knowledge-Directed Specification of Bottom-Up Saliency

  • Lee, Yu-Bu;Lee, Suk-Han
    • ETRI Journal
    • /
    • 제33권4호
    • /
    • pp.600-610
    • /
    • 2011
  • This paper presents a novel approach to face detection by localizing faces as the goal-specific saliencies in a scene, using the framework of selective visual attention of a human with a particular goal in mind. The proposed approach aims at achieving human-like robustness as well as efficiency in face detection under large scene variations. The key is to establish how the specific knowledge relevant to the goal interacts with the bottom-up process of external visual stimuli for saliency detection. We propose a direct incorporation of the goal-related knowledge into the specification and/or modification of the internal process of a general bottom-up saliency detection framework. More specifically, prior knowledge of the human face, such as its size, skin color, and shape, is directly set to the window size and color signature for computing the center of difference, as well as to modify the importance weight, as a means of transforming into a goal-specific saliency detection. The experimental evaluation shows that the proposed method reaches a detection rate of 93.4% with a false positive rate of 7.1%, indicating the robustness against a wide variation of scale and rotation.

한국어 시각단어재인에서 나타나는 이웃효과 (The Neighborhood Effect in Korean Visual Word Recognition)

  • 권유안;조혜숙;김충명;남기춘
    • 대한음성학회지:말소리
    • /
    • 제60호
    • /
    • pp.29-45
    • /
    • 2006
  • We investigated whether the first syllable plays an important role in lexical access in Korean visual word recognition. To do so, one lexical decision task (LDT) and two form primed LDT experiments examined the nature of the syllabic neighborhood effect. In Experiment 1, the syllabic neighborhood density and the syllabic neighborhood frequency was manipulated. The results showed that lexical decision latencies were only influenced by the syllabic neighborhood frequency. The purpose of experiment 2 was to confirm the results of experiment 1 with form-primed LDT task. The lexical decision latency was slower in form-related condition compared to form-unrelated condition. The effect of syllabic neighborhood density was significant only in form-related condition. This means that the first syllable plays an important role in the sub-lexical process. In Experiment 3, we conducted another form-primed LDT task manipulating the number of syllabic neighbors in words with higher frequency neighborhood. The interaction of syllabic neighborhood density and form relation was significant. This result confirmed that the words with higher frequency neighborhood are more inhibited by neighbors sharing the first syllable than words with no higher frequency neighborhood in the lexical level. These findings suggest that the first syllable is the unit of neighborhood and the unit of representation in sub-lexical representation is syllable in Korea.

  • PDF

Impact of Artificial Intelligence on the Development of Art Projects: Opportunities and Limitations

  • Zheng, Xiang;Xiong, Jinghao;Cao, Xiaoming;Nazarov, Y.V.
    • International Journal of Computer Science & Network Security
    • /
    • 제22권9호
    • /
    • pp.343-347
    • /
    • 2022
  • To date, the use of artificial intelligence has already brought certain results in such areas of art as poetry, painting, and music. The development of AI and its application in the creative process opens up new perspectives, expanding the capabilities of authors and attracting a new audience. The purpose of the article is to analyze the essential, artistic, and technological limitations of AI art. The article discusses the methods of attracting AI to artistic practices, carried out a comparative analysis of the methods of using AI in visual art and in the process of writing music, identified typical features in the creative interaction of the author of a work of art with AI. The basic principles of working with AI have been determined based on the analysis of ways of using AI in visual art and music. The importance of neurobiology mechanisms in the course of working with AI has been determined. The authors conclude that art remains an area in which AI still cannot replace humans, but AI contributes to the further formation of methods for modifying and rethinking the data obtained into innovative art projects.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
    • /
    • 제11권3호
    • /
    • pp.93-101
    • /
    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

시각과 청각에 의한 공간적 지각에 관한 연구 (A Study of the spatial perception by audio-visual information)

  • 이채봉;강대기
    • 융합신호처리학회논문지
    • /
    • 제11권2호
    • /
    • pp.132-136
    • /
    • 2010
  • 본 연구에서는 시청각 자극의 공간적 차이가 지각 공간에 있어서 사물과 영상의 배치에 주는 영향을 조사하기 위해 심리적 실험을 하였다. 실험에서는 시각자극과 청각자극을 동시에 제시하고 두 개의 자극이 공간적으로 어느 정도 차이를 느끼는가를 판단하였다. 시각자극은 정면에 있는 스피커를 중심으로 $-70^{\circ}$, $-40^{\circ}$, $-20^{\circ}$, $0^{\circ}$, $20^{\circ}$, $40^{\circ}$, $70^{\circ}$의 7방향, 청각자극은 시각자극을 중심으로 하여 $-20^{\circ}{\sim}20^{\circ}$까지 $5^{\circ}$ 간격으로 9방향을 제시하였다. 실험 참가자는 시각자극과 청각자극이 어느 정도 차이가 있다라고 느낀 것을 1에서 5까지 5단계 평가 척도를 이용하여 회답하였다. 그 결과 시각자극의 제시 각도가 $0^{\circ}$의 경우는 청각자극의 제시 각도가 시각자극의 제시 각도에서 멀어짐에 따라 점차적으로 크게 나타났으며 제시 각도를 중심으로 좌우 대칭으로 나타났다. 정면에서 우측에 시각자극이 제시된 경우는 청각자극의 제시 각도가 시각자극의 제시 각도에서 멀어짐에 따라 평가치가 크게 되었다. 이것은 시각자극의 제시 각도가 $0^{\circ}$의 경우와 같은 경향을 나타내었다. 반대로 좌측에 시각자극이 제시된 경우는 평가치가 작게 나타났다. 이것은 제시 각도가 멀어짐에도 불구하고 같은 방향에서 제시되고 있다는 것을 알 수 있으며 거리를 짧게 인식하는 경향이 나타났다.

미술영재 교육과정 평가를 위한 이론적 기초 (An Basic Study on the Curriculum Evaluation of Gifted Education in Visual Art)

  • 이경진;김선아
    • 영재교육연구
    • /
    • 제22권3호
    • /
    • pp.639-662
    • /
    • 2012
  • 본 연구는 미술영재 교육과정 평가를 위한 기초 연구로서, 미술영재 교육과정 평가의 이론적 기초와 평가모형의 기본 틀을 제안하는 것을 목적으로 하였다. 이를 위해 미술영재교육의 최근 동향과 지향점을 살펴보고 이를 기반으로 미술영재 교육과정 평가에 적합한 모형을 탐색하여 미술영재 교육과정 평가모형의 기본 틀을 개발하였다. 최근 미술영재교육에서는 창의성에 대한 인식 변화에 따라 미술 잠재성을 가진 학습자가 자신만의 미술을 찾아가는 것을 강조하고 있으며, 분야, 영역, 개인의 상호작용 속에서 맥락적으로 교육이 이루어져야 한다는 점을 강조한다. 이러한 점에서 볼 때 미술영재 교육과정 평가는 판단보다는 의사결정을 위한 정보제공 관점을 취해야 하며 다차원적인 측면을 관계적으로 평가할 수 있어야 한다. 이에 따라 본 연구에서는 의사결정 지향 접근법의 대표적인 평가모형인 CIPP 모형을 기반으로 미술영재 교육과정 평가의 기본 틀을 제안하였다. 그리고 이를 바탕으로 미술영재 교육과정 평가에서 평가자의 역할을 논의하였다.