• Title/Summary/Keyword: Visual Interaction

검색결과 614건 처리시간 0.021초

HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD (HUD Interface and VR content interaction: VR+HUD)

  • 박건희;진성아
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제8권3호
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    • pp.925-932
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    • 2018
  • 가상현실은 차세대 플랫폼의 중심으로 자리하였으며, 이러한 배경에는 디바이스의 진보와 콘텐츠를 쉽게 생산할 수 있는 다양한 엔진들이 뒷받침하고 있다고 할 수 있다. 그러나 가상현실 콘텐츠와 사용자 사이의 인터랙션은 기술적 진보를 필요로 한다. 본 논문에서는 가상현실 콘텐츠에서 야기되는 인터렉션의 문제를 분석해보고자 Virtual Figure Model Crafting (VFMC) 개발 사례를 토대로 하여 인터렉션 기술의 향상에 필요한 기술을 제안한다. 기존의 인터페이스가 가지고 있는 문제점을 Head-Up Display (HUD)의 개념을 도입하여 좀 더 자연스러운 인터랙션 방법을 제시하였다. HUD는 항공기의 디지털 시각 인터페이스이다. 항공 디지털 시각 인터페이스의 가장 큰 강점은 사방에 흩어진 기체의 정보를 파일럿의 전방 시야에 디스플레이 함으로써 사용자의 시각 움직임을 최소화한다. 따라서 불필요한 좌우 움직임이 줄어들기 때문에 집중력을 높여 시선 분산에 대한 피로감을 감소시키고 몰입감을 증대시키는 효과를 기대할 수 있다.

무채색 체크무늬 셔츠의 시각적 이미지 연구 (A Study on the Visual Images of Checked Pattern Shirts in Achromatic Color)

  • 최수경
    • 한국생활과학회지
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    • 제19권2호
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    • pp.399-407
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    • 2010
  • The purpose of this study was to investigate the visual images of shirts according to coloration and the interval of checked patterns. The experimental stimulus and questionnaires for scaling response were developed for this study. The stimuli were 12 color pictures, in which the gender, coloration(WG: white+gray, WK: white+black, GK: gray+black), and interval(0.5 cm, 1.5 cm, 3.5 cm, 5.5 cm) were manipulated. The 7-point rating scale was used for evaluation of the visual image. Data were obtained from 144 male college students and 144 female college students living in Gyeonggi, Gyeongnam, Seoul, Gwangju, Daegu, and Busan on December 2009. For data analysis, ANOVA and the Duncan-test were used by using the SPSS program. The results of this study were as follows; the visual images for shirts according to the coloration and interval of checked patterns consisted of four dimensions of attractiveness, appeal, youth, and modesty. Gender was the main factor when looking at attractiveness. Coloration had the main effect on appeal, youth, and modesty. Also, there was a significant interaction effect of gender and coloration on attractiveness, while there was a significant interaction effect of coloration and interval on modesty.

베이직 스커트의 허리선 위치(位置)와 벨트 폭(幅)의 변화(變化)에 따른 시각적(視覺的)이미지 (A study of the visual image by variations in the location of the waistline and width of the belt of the basic skirt)

  • 이정순;한경희
    • 패션비즈니스
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    • 제9권4호
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    • pp.16-29
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    • 2005
  • The purpose of this study is to evaluate the differences of visual image by variations in the location of the waistline and width of the belt of the basic skirt. The stimuli are 21 samples: 7 variations of the location of the waistline and 3 variations of the width of the belt. The data has been obtained from 43 fashion design majors. The data has analyzed by frequency, factor analysis, anova, scheffe's test and the MCA method. The results of this study are as follows. The visual image by variations of the location of the waistline and width of the belt is composed of 3 factors: attention, function, attraction. The visual image by variations of the width of the belt has partial significant differences. The visual image by variations in the location of the waistline has significant differences in all factors. Function shows the interaction between the location of the waistline and width of the belt. However, attention and attraction don't show the interaction between the location of the waistline and width of the belt ; the location of the waistline tends to be the main effect.

BMI별 스커트 실루엣과 길이에 따른 시각적 효과 평가 (The Visual Effect Evaluation by Skirt Silhouette and Length, and Wearer's BMI Categories)

  • 이지;남영란;김동은
    • 한국의류산업학회지
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    • 제22권6호
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    • pp.812-825
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    • 2020
  • This study compared and analyzed the interaction visual effect of skirt silhouettes and skirt length by body mass index. This study provides basic data for women in their 20s and 30s to choose suitable skirts for their image. Twelve skirts were made, consisting of two categories of body mass index, three types of skirt silhouette and two levels of skirt length. Men and women in their 20s and 30s evaluated the visual effects of the experimental skirts using a questionnaire. The interaction effect of the visual effect following the skirt's length and silhouette by body mass index were analyzed by three-way ANOVA. Overall, a shorter the body and lower body length resulted in better vertical effects in normal weight. In terms of horizontal effects, such as lower body thickness and full-body shape, the 40 cm skirt, 50 cm tight, and A-line skirt were generally shown as better images. Skirt length helped supplement body type rather than silhouette in the overweight section. When the length was 40 cm, three skirts showed a more positive image. This study provide results for women in their 20s and 30s to choose skirts that are suitable for their image.

A study on the expansibility of sound-responsive visual art contents

  • Jiang, Qianqian;Chung, Jean-Hun
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.88-94
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    • 2022
  • The relationship between sound and vision was experimentally confirmed by physicist Ernst Florens Friedrich Chladni as early as the 18th century and formally entered into systematic research. With the development of emerging media technology, sound reactive type visual content is not limited to a single visual interaction based on the vibration of sound, and its visual content shows a diversified and scalable development trend according to different purposes in many fields. This study analyzes the development and changes of sound visual art contents from early stage to modernization, and analyzes the development characteristic of sound visual art content in different fields and scene environments influence by interactive media, new media technologies and devices by means of case analysis. Through this research, it is expected that the sound reactive type visual art content can continue to develop and extend in the existing fields, while explore the scalability of the application of sound reactive type visual art content in more fields.

Effect of Step Height and Visual Feedback on the Lower Limb Kinematics Before and After Landing

  • Jangwhon Yoon
    • 한국전문물리치료학회지
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    • 제31권1호
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    • pp.29-39
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    • 2024
  • Background: Landing from a step or stairs is a basic motor skill but high incidence of lateral ankle sprain has been reported during landing with inverted foot. Objects: This study aimed to investigate the effect of landing height and visual feedback on the kinematics of landing and supporting lower limbs before and after the touch down and the ground reaction force(GRF)s. Methods: Eighteen healthy females were voluntarily participated in landing from the lower (20 cm) and the higher (40 cm) steps with and without visual feedback. To minimize the time to plan the movement, the landing side was randomly announced as a starting signal. Effects of the step height, the visual feedback, or the interaction on the landing duration, the kinematic variables and the GRFs at each landing event point were analyzed. Results: With eyes blindfolded, the knee flexion and ankle dorsiflexion on landing side significantly decreased before and after the touch down. However, there was no significant effect of landing height on the anticipatory kinematics on the landing side. After the touch down, the landings from the higher step increased the knee flexion and ankle dorsiflexion on both landing and supporting sides. From the higher steps, the vertical GRF, anterior GRF, and lateral GRF increased. No interaction between step height and visual feedback was significant. Conclusion: Step height and visual feedback affected the landing limb kinematics independently. Visual feedback affected on the landing side while step height altered the supporting side prior to the touch down. After the touch down, the step height had greater influence on the lower limb kinematics and the GRFs than the visual feedback. Findings of this study can contribute to understanding of the injury mechanisms and preventing the lateral ankle sprain.

3D 가상 착의 시스템을 활용한 원피스 드레스의 원형 개발 및 시각적 이미지 연구 (Development of a Pattern and Visual Image for a One-Piece Dress using a 3D Virtual Clothing System)

  • 어미경
    • 복식문화연구
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    • 제19권3호
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    • pp.597-611
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    • 2011
  • The purpose of this study is to propose a design method for one-piece dress patterns with high body fitness through an appearance evaluation of one-piece dress patterns with the application of the 3D Virtual Clothing System known as i-designer. Measures consisted of an optical illusion effect in visual imagery and mutual influence according to a change in the length and princess line, in a silhouette of a one-piece dress. The data was assessed by a t-test and a multi-way ANOVA and factor analysis using SPSS 17.0. The results were as follows; The design of the study pattern was done by modifying the ease of the bust circumference, ease of the abdominal circumference, ease of the hip circumference, the position of the side seam line, and the appearance of horizontality in the hem line, which received a low evaluation in appearance evaluations of a one-piece dress pattern. As a result of analyzing the visual image according to a change in the length and princess line, in the form of a silhouette of a one-piece dress, four factors were selected; the whole-body optical illusion factor, the upper-body optical illusion factor, the bust optical illusion factor, and the lower-body optical illusion factor. As a result of analyzing the effect of the interaction in the visual image according to the design variables, the influence of the main effect was found to be great in each factor. In the upper-body optical illusion factor, a significant difference was not noted in the two-way interaction between the length and the princess line. However, the influence on three-way interaction among the length, princess line, and silhouette was significant.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • 최진영
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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교육용 콘텐츠 활용을 위한 테이블 탑 시스템 (Development of Table-Top System for Using Educational Contents)

  • 김기현;김정훈;강맹관;박현우;이동훈;윤태수
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.108-111
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    • 2008
  • 본 논문에서는 교육용 콘텐츠 활용에 적합한 테이블 탑 시스템을 제안한다. 테이블 탑 시스템은 시각적인 정보와 인터랙션의 공간이 일치되어 쉽고 직관적인 인터페이스를 제공한다. 또한 교육용 콘텐츠는 직관적으로 인지하고 인터랙션을 하면 교육 효과가 더욱 커지기 때문에 테이블 탑 시스템이 적합하다. 본 논문에서는 플래시로 제작 된 교육용 콘텐츠에 테이블 탑 시스템의 장점인 멀티 터치를 구현하였다. 본 시스템은 기존의 데스크 탑과 같은 시스템에서 부족했던 사용자와 콘텐츠간의 직관적인 인터랙션의 부재를 해결 할 수 있다.

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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.