• Title/Summary/Keyword: Visual sensibility

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The study on preference according to visual shape of Hangeul logotype (한글 로고타입의 시각적인 형태에 따른 선호도에 관한 연구)

  • Shin, Yoon-Jhin
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.193-204
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    • 2009
  • The importance of corporate identity design has been recently highlighted in the marketing. However, logotype among marks that represent the image of a company has been neglected relatively comparing to symbol mark and logo mark. A logotype should be something to represent the personalities and characteristics of a company in suggestive ways. For such reasons, the image expressions by shape are thought to be important. Consequently, the formative aspects of visual communication design should be examined with emphases. However, it is true that studies on the formative aspects regarding logotypes and logo marks, especially studies on the shapes of font types and the responses of consumers to them, are lacking. Accordingly, this study examined the visual shape of logotype preferred by consumers and the shape of logotype preferred by consumers according to the business type of companies. As a result of research, there were differences in the elements of logotype preferred according to the business type of companies; as for construction companies is preferred the body of the type of dotum font with bold stem, without serif, with oblique, straight-line and curve-line endings; as for banks is preferred the body of the type of dotum font without serif, with oblique ending and with one-side curve style of serif, the stem in a middle level; as for laboratories is preferred the body of the type of dotum font with oblique ending, with bold stem and straight-line serif. The elements that should be commonly applied to construction companies, banks and laboratories appear to be the oblique ending but the curve-line ending and shallow stem seemed to be avoided. On the other hand, the serif, ending and gulim appeared to be applied differently according to the business type.

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A Study on the Property of Visual Perception of Interior Space - By revising the observation time of the design element - (실내공간의 주시특성에 관한 연구 - 전회공간의 주시시간 보정을 통해 -)

  • Choi, Gae-Young;Kim, Jong-Ha;Lee, Jeong-Ho
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.128-136
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    • 2009
  • This study analyzed and defines the property of visual perception throughout the revision of the observation time of the original space and the rotating space. The conclusions of this study are as fellows: First, based on the existing theory and experiment, the study obtained the basis which decides the sector data originating fixation-gaze after staring the specific sector over 300ms time. It will become the turning point hereafter for our research to fix the time in this way. Second, in analyzing the minute data, the study built a revision method of the observation time by analyzing the meanings and the reasons of the revision of the original data. Third, according to the difference of revision quantity, female testee have more increases in the amount of data than male testee from the original screen. On the other hand, the opposite tendency appears from the previous data. This shows there is a difference in the observation properly by sex. Last, we could grasp Information about the property of the observation time throughout eyeball fixations, and the revision and analysis of the 'controlled observation data'. These data can be used in design element arrangement of interior space, hereafter.

A Study on the Changes of Appearances and Contents of Underclothes Advertisements (속옷광고의 구조 및 내용의 변화에 관한 연구 -1965~1999의 여성잡지를 중심으로-)

  • 김미영;한명숙
    • The Research Journal of the Costume Culture
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    • v.9 no.3
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    • pp.375-388
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    • 2001
  • This study looks into the appearances and contents of undercloths advertisements by analyzing them appeared in women\`s magazines of Korea, which are , and published between 1965 and 1999 mainly targeting the women at the age of 20s through 40s. This study leads to the following conclusions : 1. Most of advertisements use 1 or 2 pages of the magazines with colored pictures. 2. The most frequently advertised underclothes is brassieres and white and pastel are dominant colors. Also, spandex and cotton are the most frequently appeared fabrics in the advertisement. 3. Professional Korean female models in twenties are the most favored choice for those underclothes advertisements and those models dominantly face their fore part with showing the body parts higher than their knees. Solo model appear in most of the advertisements and independent appearance is dominant. 4. In the visual expression of the advertisements explicitly show the products for visual expression, whereas verbal expressions mostly emphasize the benefits to be obtained from the underclothes advertised. 5. Advertisement appeals are mainly base on readers\` reason rather than sensibility.

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Environmental Design and Cognitive Ecology (환경디자인과 인지생태론)

  • Kim, Joo-Mi
    • Journal of Science of Art and Design
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    • v.13 no.1
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    • pp.23-37
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    • 2008
  • Recently, there are getting popular form generation-related design methodologies and scientific discourses about the nature of nature in the environmental design. The necessity of visual perception and cognitive research is growing in this respect. Accordingly, this study was designed to discuss environmental design and cognition in the ecological perspective. This study was intended to study the structural factors of cognitive ecological space. This study focused on the systematic principle of new environmental design based on cognitive ecological approaches and what kinds of design effects this design principle has on the human being in the long nm. The results are as follows. First, the results suggests that fractal pattern should be an alternative to design cognitive ecological space and new paradigm of architecture is based on the nature of nature and human sensibility. Accordingly, they have proposed that fractal design is more empirical and environment-friendly than rational linear design. Second, this study classified the variables of cognitive ecological space into nature, tradition, preference judgement, aesthetic value, and schema. Accordingly, such features as symbol, tradition, and nature restricted by modernistic ideology should be added to new paradigm-based environmental design. Third, accordingly, this study stresses that cognitive ecological environmental design doesn't include buildings of modernism and deconstruction and is based on new science of complexity.

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A Study on the Visual Effect of the Viewing -Window based on Psychology -focused on residential environment- (전망창의 시각효과에 대한 심리학적 고찰- 주거공간을 중심으로)

  • 함정도
    • Korean Institute of Interior Design Journal
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    • no.8
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    • pp.58-64
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    • 1996
  • People live in an environment which affects the human b by way of ‘Affordance’ .. And the interaction between h human and the surrounding environment arises ‘the sense of place' through adoptation. Considering the human emo¬t tional and psychological needs, besides the functionalones, for the design of environment gives ‘the place’ the h humanized atmosphere. Then the viewing-window, re¬f fleeting the dweller’s sensibility and aesthetic aspect, be¬c comes an important design element for the human interi¬o or atmosphere. G Generally, the view has the character of the Panorama a and sometimes of the Picture. And the viewing - window t transfigures the visual effects by ways of ‘Framing’, at t taching the ’Screen’ and ‘Successive development' of the views through openings on the wall. Hence this study w was developed from the aesthethic view-points of archi t tecture, cinema, picture and photography etc., and the c conclusions are as follows. T The ‘Frame’ limits the boundary of the view into a p particular area, while the ‘Screen’ changes the clear view t to an obscure one. And the wall-openings located with i intervals show the fragments of the outer view in a suc¬c cessive way. And these techniques applied to the viewing window make the viewer have the associated meanings d derived from the ‘Guided Projection'. So, the associative p psychology of the viewer complements the partiality, ob¬s scurity and brokenness of the view into a complete one, a and finally the view comes to be an aesthetic one to the v vIewer.

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Simulation platform for living environment to ensure quality life (쾌적한 생활 설계를 위한 주거 및 사무실 시뮬레이터개발)

  • Park, Se-Jin;Kim, Chul-Jung;Kim, Si-Kyung;Mazumder, Mohammad Mynuddin Gani
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.4
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    • pp.853-860
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    • 2007
  • In this modern era, human beings lead their life in complex environment where there are lots of parameters such as temperature, light, smell, sound, visual stimulus etc. that play important role for quality life. These parameters affect physical and mental behavior of a human being immensely. To ensure quality life the demand for quality products is always associated with human emotion and sensibility. Due to human sensibility and emotion involvement with quality life, the design stages of any kind of product must include some certain features related with emotion and sensibility. The cues for optimizing artificial environment are the physiological responses of human in that environment. The conventional approach of environmental physiology is to measure the relationship between environmental physical parameters and human psychological parameters under artificial conditions. Using that approach we tried to design an artificial environment for our daily lives and activities associated with both physiological and psychological behavior. We developed the technique to present the mock environment and software to measure and evaluate sensibility physiologically or psychologically and a simulator to measure and evaluate sensibility that can be utilized for large scale industrial production and design of environment. Simulator to measure and analyze human sensibility (SMAS) was constructed, which was utilized to estimate human sensibility and to simulate living and office environment.

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A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.389-398
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    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

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The Relationship between Visual Stress and MBTI Personality Types (시각적 스트레스와 MBTI 성격유형과의 관계)

  • Kim, Sun-Uk;Han, Seung-Jo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4036-4044
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    • 2012
  • This study is aimed to investigate the association between web-based visual stress and MBTI personality types. The stressor deriving visual stress is built by 14 vowels out of Korean alphabet as a content and parallel striples as a background on the screen, which is given to each subject during 5min. The dependent variable indicating how much human takes visual stress is the reduction rate of flicker fusion frequency, which is evaluated with visual flicker fusion frequency tester. The independent variables are gender and 8 MBTI personality types(E-I, S-N, T-F, and J-P), and hypotheses are based on human information processing model and previous studies. The results address that the reduction rate is not significantly affected by gender, S-N, and J-P, but E-I and T-F have significant influences on it. The reduction rate in I-type is almost 2 times as much as that in E-type and T-type has the rate 2.2 times more than F-type. This study can be applicable to determine the adequate personnel for jobs requiring less sensibility to visual stressors in areas that human error may lead to critical damages to an overall system.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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A Study on the Characteristics of Visual Perception by eye movement - Through the comparison of original space and Rotated Space - (시선이동에 따른 실내공간의 주시특성에 관한 연구 - 원공간과 전회공간의 비교를 통해 -)

  • Choi, Gae-Young;Kim, Jong-Ha;Lee, Jeong-Ho
    • Korean Institute of Interior Design Journal
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    • v.18 no.4
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    • pp.71-78
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    • 2009
  • This study analyzed the observation characteristics on space by analyzing through the visual perception experiment to the image dates from the original space and the rotated space of it. The results of this study are as fellow as: First, most frequently observed points were, lower end mainly from the center was more observed in the original space while upper end mainly from the center was more observed in the rotated space. Therefore, it is able for us to learn whether the space has the same design, the length of time focusing on one point differentiates as the image rotates. Second, differentiation in observation part, as shown in the case study, can be seen as a consequence of changes in perspective composition. The test indicates that when a design is presented to an observer, the observer's examining point would vary according to where the indoor perspective drawing places a vanishing point. Third, in zones I and II, observation was focused on lower end in the original picture while on the rotated picture there were more focus on the upper end and perpendicularity view of the indoor. Fourth, this study analyzed the mean value of the observation part. As one method wants to see how to change the observation characteristics by rotating the original space, few deviation from the mean value will be interpret to have similar observation characteristics over all even if it has the differences of watching place by rotated space.