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      • Recognising the Importance of Visual Elements in Experience Design for Motivation

        Amic G. Ho 한국HCI학회 2016 한국HCI학회 학술대회 Vol.2016 No.1

        The concept of experience design which focuses on providing an unforgettable experience for the end-user was started to be discussed in the symposium in the recent years. In order to face the increasing competitions in the market, most designers explored methods to satisfy users’ wants and desires through the experience of design consumption. Designers sought for solutions to increase the interaction and motivation by collecting users’ feedback, user experiences management, and continuous innovation. To manage users’ experience, some scholars suggested the perception of user on the design is one of the important aspects they have to consider. To generate the perception of users, various aspects of the experience design were involved, e.g. usability, mood and feel, etc. Many studies have already investigated the directions under the usability and the research result contributed the generation of some creative designs. It is possible to further investigate the other directions, for example, creating the mood and feel by visual elements (included points, lines, curves, etc.) in experience design. There were some studies explored that visual elements took main role on the creating perception. This paper aimed to investigate how the visual elements creating perception in design experience and how it enhanced the users’ interactions and motivations. In this paper, a qualitative research was conducted to examine how the visual elements in experience design influence the users’ emotional changes and perceptions of the experience design. And then, the way of the visual elements in experience design encouraged the users’ motivations were also investigated. Participants were invited to describe their experience, mapped out their emotional changes those caused by the experience and identify their motivated action after the design experience. It was found that visual elements created users’ perceptions to affect interaction behavior, relationships between visual elements and motivation is strongly mediated by eliciting certain types of emotional behavior. This connection provided understandings on how designers’ efforts work in visual elements actually influence users’ experience in the design consumption. The importance and role of visual element in experience design were explored. The influences on the emotion of the users among the different categories of visual elements were compared.

      • KCI등재

        경험디자인 구성요소와 VMD공간 구성요소 간의 상관관계 중요도 사례 연구 - 의류브랜드 공간을 중심으로 -

        김운걸 한국공간디자인학회 2020 한국공간디자인학회논문집 Vol.15 No.3

        (Background and Purpose) Recent rapid changes in consumption spaces have highlighted customer sensitivity. In addition, appropriate space marketing is required in combination with a corresponding amount of design experience. In response to these conditions, company brands want to offer competitive, positive customer experiences. For example, we try to offer excellent products and various customer experiences in store spaces during sales exhibitions. As such, companies are focusing on visual merchandising as a means of experience design, based on consumer sensibility and the perception and communication skills that are necessary to effectively communicate with consumers. This study focuses on experience design based on customer experiences and examines the importance of the relationship between visual merchandising and sales promotion through case analysis. The purpose of the research is to recognize the importance of visual merchandising based on experience design in sales spaces. (Method) The research methods were selected based on experience design and visual merchandising by finding and selecting major clothing brand cases in exhibition spaces where products are sold. In clothing brands’ sales spaces, which are the locales for customer experience and sales exhibition, the experience design component was applied to analyze the cases that reflect visual merchandising characteristics. In addition, performing quantitative evaluation and diagram analysis on the cases facilitated an examination of the characteristics and important implications that can be derived from the results. (Results) The study’s results, according to case analysis, are as follows. First, experience design components are very important to the item in the order of informativity, sensibility, interactivity, associativity, dynamics, and non-dailiness. The visual merchandising characteristics were weighted according to their importance in the order of items such as EP Zone, VP Zone, PP Zone, HS Zone, FP Zone, and IP Zone. This demonstrates that there is a need to re-recognize the importance of the relationship between information and the EP Zone, which is a staging area for experience and information within the store space, based on the consumer experience design. In other words, it is essential to provide new information and experiences in the store that trigger purchasing behavior. It is also necessary to provide a store space where people can experience products and brands. (Conclusions) In sum, there is a need for a strategic thinking marketing design that considers experience design and visual merchandising for the promotion of sales in sales exhibition spaces through a sensitivity that is rooted in the overall consumer experience. As such, when viewed from the perspective of strategic thinking in the above-described approach to design marketing, the experience design is based on customer sensibility and consumer experiences. This will allow for the establishment of a sales space atmosphere that brings efficiency to a positive consumption and sales environments. (연구배경 및 목적) 급변하고 있는 최근의 소비 공간은 고객의 감성에 주목한다. 또한 이에 부합하는 체험의 디자인으로 적절한 공간마케팅을 필요로 한다. 이에 기업이 만들어낸 브랜드들은 경쟁적으로 긍정적인 고객경험을 제공하고자 한다. 이를테면, 판매전시를 위한 매장공간에서 다양한 고객경험과 더불어 우수한 상품들을 제공하고자 노력하고 있다. 이처럼 소비자의 감성과 지각에 기초한 경험디자인과 이를 소비자에게 효과적으로 전달하기 위한 커뮤니케이션의 수단으로써 비주얼 머천다이징에 주력하고 있는 것이다. 이에 본 연구는 고객체험에 기초한 경험디자인에 주안점을 두고 판매촉진을 위한 비주얼 머천다이징 간의 상관관계에 따른 중요도를 사례분석을 통하여 살펴본다. 그리고 판매 공간에 있어 경험디자인에 기반 한 비주얼 머천다이징의 중요성 인식을 연구목적으로 한다. (연구방법) 연구방법은 먼저 경험디자인과 비주얼 머천다이징을 바탕으로 상품판매를 위한 전시공간의 주요 의류브랜드 사례를 찾아 선정한다. 그리고 고객경험과 판매전시를 위한 의류브랜드의 판매 공간에 있어 경험디자인 구성요소가 적용되어 비주얼 머천다이징의 특성이 반영된 사례를 분석한다. 아울러 사례의 정량적인 평가 및 다이어그램 분석으로 그 결과에 따른 특성과 중요도를 살펴본다. (결과) 사례분석에 따른 연구결과를 살펴보면 다음과 같다. 우선 경험디자인의 구성요소는 정보성, 감각성, 상호작용성, 연상성, 역동성, 비일상성의 순서로 그 항목에 있어 중요도가 높았다. 그리고 비주얼 머천다이징의 구성요소는 EP존, VP존, PP존, HS존, FP존, IP존의 항목순서로 그 중요도에 따른 가중치가 높았다. 이는 소비자의 경험디자인에 기초한 매장 공간 내 정보성과 체험의 연출공간인 EP존 등과의 상관관계에 따른 그 중요성을 재인식할 필요가 있음을 보여준다. 즉, 매장 내 새로운 정보와 경험으로 구매행위를 유발하는 요소의 제공이 필수인 것이다. 또한 상품과 브랜드를 체험하는 매장공간의 제공이 필요한 것이다. (결론) 결국 총체적인 소비자의 체험에 기반 한 감성을 통하여 판매전시 공간에서의 경험디자인과 판매촉진을 위한 비주얼 머천다이징의 관점에서 들여다보는 마케팅적인 전략적 사고의 디자인이 필요하다. 이와 같이 경험디자인은 이러한 디자인마케팅의 전략적 사고 관점에서 살펴볼 때 고객감성과 체험에 기초한다. 그리고 이는 긍정적인 소비판매의 환경으로 효율을 가져다주는 판매 공간의 환경구축을 가능하게 할 것이다.

      • KCI등재

        체험 제공 수단과 VMD 구성요인의 상관성 중요도 사례 연구 - 스포츠 브랜드를 중심으로 -

        김운걸 한국공간디자인학회 2019 한국공간디자인학회논문집 Vol.14 No.6

        (연구배경 및 목적) 최근 소비환경은 빠르게 변화하는 소비자들의 감성을 효과적으로 자극하기 위해 가장 적합한 체험의 마케팅을 요구한다. 이에 다양한 고객체험을 창조함으로써 감성적 측면을 강조하여 구매를 유도하는 체험 마케팅은 그 주요관점이 과학적 사고체계에서 인간의 체험으로 옮겨지고 있는데, 다양한 산업분야에서 이미 그 효과가 입증되고 있다. 이와 더불어 기업들은 치열한 경쟁 속에서 시장 점유율을 높이고자 신규고객 발굴 및 기존 고객들과의 지속적인 관계를 유지하고자 노력하고 있다. 이에 본 연구는 소비자의 체험에 주안점을 두고 판매촉진을 위한 마케팅 전략 관점에서 분석하고자 한다. 즉, 전술적 체험제공수단과 비주얼 머천다이징의 상관성 전략 관점에서 살펴본다. (연구방법) 연구방법은 먼저 체험 및 비주얼 머천다이징을 수단으로 판매전시를 위한 주요 스포츠 브랜드 공간을 사례로 선정하고 그 중요성을 살펴보고자 한다. 이를테면, 체험경제에 기반 한 전술적 체험 제공 수단과 상품 판매촉진을 위한 비주얼 머천다이징의 상관관계 및 그 특성과 중요도를 살펴본다. 구체적으로 체험과 판매를 위한 스포츠 브랜드에 있어 체험 제공 수단 요소가 적용되어 비주얼 머천다이징 구성요인 특성이 반영된 공간의 사례를 분석한다. (결과) 연구결과 우선 사례분석의 결과는 다음과 같다. 먼저 체험 제공 수단의 요소는 공간적 환경, 시각적언어적 아이덴티티, 커뮤니케이션, 제품의 외형, 인적 요소의 순서로 그 중요도에 있어 가중치가 있었다. 그리고 비주얼 머천다이징의 구성요인은 조화성, 유행성, 매력성과 기능성, 적합성의 구성요인 순서로 그 중요도가 높았다. 이처럼 긍정적인 소비자 체험과 효율적인 판매를 위한 환경구축을 위해 그 상관성의 중요도를 재인식할 필요성이 있다. (결론) 결국 체험 경제를 위한 전략적 체험 모듈의 구체적 실행방안으로써 체험 제공 수단과 판매 공간에서 상품 판매촉진을 위한 비주얼 머천다이징의 상관관계 관점에서 마케팅 전략을 들여다 볼 필요가 있다. 즉, 감각 등 전략적인 체험모듈을 실행하기위한 전술적 체험의 제공수단은 판매촉진을 위한 비주얼 머천다이징의 전개를 기업들이 제공하는 판매 공간에서 상호 연관관계를 갖고 고객체험 등 제 목적을 달성하고자 노력해야 할 것이다. 이러한 관점에서 바라볼 때 체험 마케팅에 기반 한 긍정적 소비 체험과 효율적인 판매환경의 공간 구축이 가능해 질 것이다. (Background and Purpose) The consumption environment requires the marketing of the most appropriate experience to effectively stimulate the emotions of fast-changing consumers. In this regard, experience marketing, which induces purchases by emphasizing the emotional aspect through the creation of various customer experiences, has shifted its main focus from the scientific thinking system to human experience, and its effects have already been proven in various industries. In addition, companies are striving to find new customers and maintain lasting relationships with existing ones to gain market share in the face of intense competition. Therefore, this study focused on the consumer experience and analyzed it from the perspective of a marketing strategy for sales promotion. In other words, the study examined the strategic relationship between tactical experience provision and visual merchandising. (Method) First, the research method involved selecting the major sports brand spaces for sales exhibition by means of experience and visual merchandising as a case, and examining their importance. For example, the study examined the relationship between tactical experience-providing means based on the experience economy and visual merchandising to promote product sales. Specifically, the study analyzed the case of a space where the characteristics of visual merchandising factors are reflected by applying elements of experience-providing means to sports brands for experience and sales. (Results) The results of the case analysis were as follows. First, the importance of the elements of experience-providing means was weighted in terms of spatial environment, visual and linguistic identity, communication, product appearance, and human factors. The components of visual merchandising were most important in terms of harmony, fashion, attractiveness, functionality, and fitness. As such, there is a need to recognize the importance of the correlation in order to construct an environment for efficient sales and a positive consumer experience. (Conclusions) On the basis of the findings of this study, it is necessary to look at marketing strategy in terms of the correlation between visual merchandising and the experience-providing means to promote the sale of goods in the sales space as a concrete implementation plan for the strategic experience module of the experience economy. In other words, the means of providing tactical experiences in implementing strategic experience modules, such as sensations, should strive to achieve their objectives, such as customer experiences with mutual relations in the sales space provided by companies for the development of visual merchandising for sales promotion. From this perspective, it is possible to create space for a positive consumption experience and an efficient sales environment based on experiential marketing.

      • KCI등재

        커피전문점의 감성조명 특성에 관한 연구 - 시지각 체험을 중심으로 -

        이아름 ( Arum Lee ),이정교 ( Junggyo Lee ) 한국공간디자인학회 2017 한국공간디자인학회논문집 Vol.12 No.4

        (Background and Purpose) In the age of oversaturated coffee shops, people have begun to prefer spaces where they can experience different cultural interactions or feel visual, emotional, and mental pleasure or comfort. Although modern people suffer from light pollution due to injudicious use of artificial light, emotional lighting is still important factor, and humans cannot live without light. Also, vision is the most developed sensory organ of humans, and plays a major role in recognizing people, places, and objects. People obtain external information mostly by vision and experience visual perceptions of the spaces around them. This study shows that emotional lighting plays a significant role in brand coffee shops in providing a differentiated service to customers. Its purpose is to analyze the effect of characteristic factors of emotional lighting on the visual perception of experience. (Method) By theoretical consideration of analysis of precedent studies and reference material, this study extracted and classified three characteristic factors of emotional lighting and three visual perception experience elements in detail. It then conducted field survey focusing on special shops that applied emotional lighting among four brand coffee shops with a high level of customer satisfaction. Then, using a structured analytic model, it rated the relationship between the characteristic factor of emotional lighting and the visual perception of experience on a Likert scale of 5 points and made a comprehensive analysis. (Results) The case analysis showed that each coffee shop tried to create an emotional space to create a specific visual perception experience using emotional lighting different from what customers see in other coffee shops, specifically to attract those who want to deviate from uniform-brand coffee franchises. Each brand seeks a different display of emotional space, but they all chose differentiation from competitors of coffee shops by providing visual perception experiences with various characteristic factors of emotional lighting. Some of the characteristic factors of emotional lighting that create an emotional space include brightness, contrast, and shape, all of which have a strong influence on one`s sense of space and transparency, and all of which are visual perception experience elements of space and comfortability, the factors that cause interest and ease (whereas color appeared to have little effect). (Conclusions) This study revealed the effect of characteristic factors on the visual perception experience. This study could be used for basic reference for developing a visual perception experience display using emotional lighting. Such a reference could help more spaces to emerge where people can enjoy visual and mental comfort thanks to emotional lighting in the age that demands differentiated emotional space.

      • KCI등재

        The Impact of Perceived Visual Merchandising on Brand Experience Through 3D Virtual Tours

        김나연 사단법인 한국브랜드디자인학회 2023 브랜드디자인학연구 Vol.21 No.2

        The retail industry has increasingly embraced the use of virtual reality (VR) technology to enhance the brand experience, offering consumers with an immersive environment for online shopping. This study aims to investigate the potential application of 3D virtual tours in retailing and explores the utilization of a head-mounted display (HMD)-based VR system to create an immersive environment for the in-store experience. Specifically, the objective of this paper is to examine the impact of visual merchandising characteristic on brand experience by utilizing 3D virtual tours of a retail store. The study employed a quantitative research method, utilizing an online survey administered after participants completed a pilot experiment. The survey assessed two variables concerning visual merchandising perceptions and four variables related to brand experience. Data were collected from 60 participants who completed the VR experience and post-surveys. Multiple regression analysis was conducted to examine the effects of perceptions of visual merchandising characteristics on brand experience. The statistical results indicated that perceived functionality in visual merchandising had a significant impact on sensory, affective, and intellectual brand experience. Additionally, trendiness in perceived visual merchandising was found to significantly influence behavioral and intellectual brand experience. This study provides valuable insights into leveraging VR technology and visual merchandising to create an immersive store experience. The findings of this paper have the potential to inform evidence-based design strategies aimed at enhancing brand experience in retail environments.

      • KCI등재후보

        영상 이미지의 시각적 구조와 몰입에 관한 연구

        강현옥 한국일러스아트학회 2008 조형미디어학 Vol.11 No.3

        Changes in the cultural realm based on advancing scientific technology have greatly affected the way people perceive and experience time and space greatly. Especially in particular, various attempts at for artistic expression have been made to magnify peoples’ ability for perceptive ability on, and to enable actual experiences with the aid of digital technology. Artistic expressions have shown a tendency toward constant change through disintegration, divergence and fusion following the digitalization of media, and these expressions allow various interpretations depending upon who adopts them. Newly formed perceptions enables people to experience the reality of new media by modifying meaning of the existing multimedia images ' meaning, and can even change individual media users' the aesthetic experiences and attitudes of individual media users. Moreover, an interactive narrative method, the so‐called 'digital narrative' based on digital media, creates a continuing narrative, and enables the expression of diverse multimedia images . This study examines the relationship between the reproduction of video images through digital media, and the absorption that enables actual experience due to the composition of reconstructed images' composition. We regard the following aspects as absorption based on the structure of video images' structure reproduction of video images, interpretation of images following the change in visual perception, and the intermediate function of time, that which is granted role of narrative by media. Then, we analyze these elements from the perspective of communication with the users. The core of visual experience is an actual object and a viewer. If we assume that an object's the significance of an object can be provided only through a viewer’s optimal experience, it indicates that the daily substantiality of a visual perception itself is meaningless. Actual visual optimal experience through media involves a space into time when’re the aforementioned two elements blend to create a visual experience. That is, the optimal experience is based on an open structure that erases the boundary between visual experience in terms of time and space, and the daily substantiality of visual perception, as the object and the viewer confront each other. Inducing a viewer’s absorption using structure of multimedia images' structure for its narrative is a way to communication based on an open structure for the encounter between media and image. 미디어의 디지털화에 의해서 예술적 표현은 해체와 분화, 또는 융합 등을 통해 끊임없이 변화해 가고, 이것을 수용하는 사람에 따라 다양한 해석이 가능해지는 양상을 나타내 보이고 있다. 디지털 미디어에 의한 예술 표현은 대상과의 연관 관계 파괴, 공간과 시간의 연결의 해체 등에 의한 이미지의 움직임을 나타내는 현상이 더욱 두드러졌다. 인간이 사물을 볼 때 시각 경험의 중심은 실재의 대상과 그리고 그 대상을 바라보는 경험자 자신이다. 바라보는 대상의 의미가 단지 바라보는 사람의 경험에 의해서만 그 의미가 주어진다면 시각 경험 자체가 지니고 있는 일상적인 실재성이 아무런 의미가 없게 된다. 이것은 미디어에 의한 영상과 만남의 열린 구조에 의한 커뮤니케이션의 중요성을 의미하고, 궁극적으로 영상 이미지 시각적 구조를 결정하게 되어 미디어 사용자의 몰입을 유도하게 된다. 미디어 사용자는 이러한 몰입의 과정을 거치면서 어떤 감정적 즐거움을 느끼게 되면서 실재 경험을 하게 된다. 본 연구는 디지털 미디어의 영상 이미지 구조에 의한 실재 경험인식을 위한 몰입과의 관계에 관한 연구이다. 본 논문에서의 몰입은 칙센트미하이의 ‘몰입’, ‘최적 경험’의 이론을 근거로 하여 수용자의 인지 변화에 따른 영상 이미지의 해석, 그리고 이야기 형태의 서사구조가 지니는 매개적 기능이 영상 이미지의 시각적 구조에 의하여 수용자의 몰입을 유도하는 측면을 제시하였다.

      • KCI등재

        시각장애 중등교원의 교직 경험

        손병문,임경원 한국시각장애교육&재활학회 2014 시각장애연구 Vol.30 No.1

        This study aims to provide basic data for the improvement of school working environments based on the task analysis of various experiences of secondary school teachers with visual impairments in the field of education. Out of 71 secondary school teachers with visual impairments working at nationwide public general schools and special schools except for the interviewer, 14 teachers who agreed to participate in the study had the focus group interview based upon questions of the teaching experiences of secondary school teachers with visual impairments, with the questions being created by the interviewer. The results of this study derived 37 themes and 15 thematic bundles that have been categorized into five domains of workplace environment experience, teaching experience, administrative work experience, expertise experience and interpersonal relationship experience. The experiences of secondary school teachers with visual impairments in teaching profession are as follows: First, teachers with visual impairments expressed the concerns about the changes in the working environment, and called for the improvement in terms of the physical, material, human and administrative working environments. Second, teachers with visual impairments felt 'confidence' and 'inferiority' in their classes as categorized in the teaching experience domain, and they complained the difficulties in guiding the students in their daily lives. Third, teachers with visual impairments encountered difficulties in doing administrative works partly because of a lack of experience in such areas, and they expressed the need to develop the tasks that can be performed by them through task analysis. Fourth, teachers with visual impairments felt the 'confidence' about their expertise while making ongoing efforts to enhance their expertise. However, they pointed out the lack of care and support in on- and off-line teacher training sessions. Fifth, teachers with visual impairments were having problems in the forming of the relationships with senior supervising teachers, fellow teachers, students and parents, with their personal efforts to make good relationships being also needed. 이 연구는 시각장애 중등교원들이 학교 현장에서의 다양한 경험을 알아보고 그 결과를 시각장애교원의 근무환경 개선의 기초 자료로 제공하고자 전국 공립 시각장애 일반교사 및 특수교사 71명 중 연구 참여에 동의한 14명을 대상으로 반구조화된 면담지를 사용하여 핵심집단면담을 실시하였다. 연구 결과, 근무환경 경험, 학생지도 경험, 업무 경험, 전문성 경험, 대인관계 경험 등 5개의 범주가 도출되었다. 첫째, 시각장애교원은 근무환경의 변화에 대한 우려를 표현하였으며, 물리적ㆍ물적ㆍ인적ㆍ행정적 근무환경 등에서 개선의 필요성을 제기하였다. 둘째, 시각장애교원은 학생지도 경험 중 수업지도에서 자신감과 열등감 등의 상반된 입장을 보였으며, 생활지도의 어려움을 호소하였다. 셋째, 시각장애교원은 업무 경험에서 배제되거나 다양한 어려움이 있었으며, 수행 가능한 업무 개발의 필요성을 제기하였다. 넷째, 시각장애교원은 자신의 전문성에 대한 자신감과 지속적인 전문성 향상을 위한 노력을 하고 있었으나 집합연수 및 원격연수에서의 배려와 지원의 부족을 지적하였다. 다섯째, 시각장애교원은 학교 관리자, 동료교원, 학생, 학부모와의 관계 형성에 어려움이 있었으며, 그들 스스로가 관계 형성을 위한 노력이 필요함을 지적하였다.

      • Real-Time Strategy Video Game Experience and Visual Perceptual Learning

        Kim, Yong-Hwan,Kang, Dong-Wha,Kim, Dongho,Kim, Hye-Jin,Sasaki, Yuka,Watanabe, Takeo Society for Neuroscience 2015 The Journal of neuroscience Vol.35 No.29

        <P>Visual perceptual learning (VPL) is defined as long-term improvement in performance on a visual-perception task after visual experiences or training. Early studies have found that VPL is highly specific for the trained feature and location, suggesting that VPL is associated with changes in the early visual cortex. However, the generality of visual skills enhancement attributable to action video-game experience suggests that VPL can result from improvement in higher cognitive skills. If so, experience in real-time strategy (RTS) video-game play, which may heavily involve cognitive skills, may also facilitate VPL. To test this hypothesis, we compared VPL between RTS video-game players (VGPs) and non-VGPs (NVGPs) and elucidated underlying structural and functional neural mechanisms. Healthy young human subjects underwent six training sessions on a texture discrimination task. Diffusion-tensor and functional magnetic resonance imaging were performed before and after training. VGPs performed better than NVGPs in the early phase of training. White-matter connectivity between the right external capsule and visual cortex and neuronal activity in the right inferior frontal gyrus (IFG) and anterior cingulate cortex (ACC) were greater in VGPs than NVGPs and were significantly correlated with RTS video-game experience. In both VGPs and NVGPs, there was task-related neuronal activity in the right IFG, ACC, and striatum, which was strengthened after training. These results indicate that RTS video-game experience, associated with changes in higher-order cognitive functions and connectivity between visual and cognitive areas, facilitates VPL in early phases of training. The results support the hypothesis that VPL can occur without involvement of only visual areas.</P><P><B>SIGNIFICANCE STATEMENT</B> Although early studies found that visual perceptual learning (VPL) is associated with involvement of the visual cortex, generality of visual skills enhancement by action video-game experience suggests that higher-order cognition may be involved in VPL. If so, real-time strategy (RTS) video-game experience may facilitate VPL as a result of heavy involvement of cognitive skills. Here, we compared VPL between RTS video-game players (VGPs) and non-VGPs (NVGPs) and investigated the underlying neural mechanisms. VGPs showed better performance in the early phase of training on the texture discrimination task and greater level of neuronal activity in cognitive areas and structural connectivity between visual and cognitive areas than NVGPs. These results support the hypothesis that VPL can occur beyond the visual cortex.</P>

      • KCI등재

        시각문화 속 미적 체험에 관한 매체적 고찰

        최수영 한국초등미술교육학회 2008 미술교육연구논총 Vol.23 No.-

        Members of modern society cannot avoid getting experience through media. Media change their life as well as make their life. The most important role is that media is contacted and taken in the process of experience. This experience about doing by oneself is more close than common experience. Now, modern electronic media are not imperceptible only one sense but can be made perceptibly using every senses. Perception experience used all of senses is aesthetic experience in media. In phenomenology, experience is not experience passed through routinely but essence of object. It is directly contacted and felt that the experience about essence of object is. The experience that is course learning on right way about world, and this way is a part about experience through media. The aesthetic experience is not only subjective active but also gets potential in relation to intelligence, the ability to think and intuition of variety individual. In art education, the subjective character of aesthetic experience conducts educational direction. The quality and quantity of experiences in individual background should be explained to put emphasis the student for education. The aesthetic experience in visual culture is different to one from the past. The aesthetic experience in visual culture focuses on the aesthetic subject, one an end in itself as well. This study would illuminate an element and character of aesthetic experience changed the past as well as conduct the direction of aesthetic experience. 현대의 매체는 문화와 사회의 일부이며 시각문화안의 사회 구성원들은 자신들의 경험의 대부분을 매체를 통해 얻는다. 매체를 통해 접하게 되는 경험은 구성원들의 삶을 변화시키고 삶의 구성요소로 작용한다. 이런 경험은 매체를 직접 접하며 지각하는 과정으로 경험보다는 체험에 가깝다. 매체를 접하고 받아들여 자신의 일부로 만드는 과정 속에 체험의 과정이 중요한 역할을 한다. 현대의 전자 매체는 한 가지 감각으로만 지각할 수 있는 것이 아니라 모든 감각을 동원하여 지각하도록 만들어졌다. 모든 감각이 동원된 지각의 체험이 매체 속의 미적 체험이다. 현상학에서 체험은 개인이 일상적으로 겪는 경험이 아닌 대상의 본질에 대한 경험을 의미한다. 대상의 본질에 대한 바른 경험은 본질을 직접적으로 느끼는 것이며 접촉하는 것이다. 몸으로 지각하는 경험, 즉 체험이야 말로 개인이 세계를 바르게 알아갈 수 있는 과정이며 이 같은 과정은 매체를 통한 체험의 과정과 통하는 부분이다. 미적 체험은 주관적인 활동이며 다양한 개인의 직관과 지성, 사고 능력까지 연관 지을 수 있는 잠재성을 가지고 있다. 미적 체험의 주관성은 미술교육 안에서의 미적체험 교육의 방향을 제시한다. 개인의 배경에 따른 체험의 질과 양은 미적체험 교육에서 체험의 주체 중심의 교육을 해야 하는 당위성을 설명해준다. 시각문화 환경 속의 미적 체험은 과거 사회 속의 미적 체험과는 성격이 다르다. 시각문화 속의 미적 체험은 미적 주체를 중심으로 이루어지는 과정뿐만 아니라 미적 주체 그 자체까지를 포함하는 것이다. 본 논문에서는 과거와 달라진 시각문화 속의 미적 체험 요소와 미적 체험의 성격을 밝히고 시각문화 속 미적체험 교육의 방향을 제시하고자 한다.

      • KCI등재

        공공시각매체의 사용자 경험(UX) 개선을 위한 가이드라인 제안 연구 -주의표지의 효과적인 시각커뮤니케이션을 중심으로-

        김세미 한국기초조형학회 2021 기초조형학연구 Vol.22 No.4

        It is essential to provide a guide sign that can be easily and intuitively recognized by users who experience the road traffic environment. Visual signs of public visual media should be designed by carefully understanding and understanding users' visual experiences. In this study, the perception level of road traffic safety signs, a public visual medium, in terms of visual experience, was identified, and a more intuitive visual communication method was sought. Through this, we intend to increase the visibility and intuitiveness of traffic safety signs to ultimately induce traffic safety for citizens and provide solutions for information visualization at the urban level. In the literature study, visual perception theory, visual communication, and UX were considered, and based on this, a questionnaire survey and case analysis were conducted on visual and cognitive experiences for attention signs in an empirical study. Based on the results of the empirical study, guidelines for improving the UX of traffic safety signs were proposed. As a result of the study, the one with the highest recognition rate was the ‘crosswalk’ warning sign (95.8% recognizable). The one with the lowest recognition rate was the ‘end of the median’ warning sign (21.0% recognizable). As a result of the case analysis of signs in terms of visual perception theory, it could be considered that human visual perception is more complex than simple forms, but it is easy to recognize clearly visible forms and to understand the meaning of implied information transfer. In the case of traffic signs that must provide information intuitively and minimize message errors in the guideline proposal, it is possible to minimize errors in meaning delivery and improve the user's visual and cognitive experience by considering the clarity, complexity, one-dimensionality, and form of visual elements. could suggest that it should be improved. Through this study, it is helpful in developing the visual design of various public information media such as regulatory signs, indicator signs, and auxiliary signs that are currently used. In addition, it is expected to help create information design from the UX perspective that can be delivered intuitively and error-free according to the user's visual and cognitive experience. 도로의 교통 환경을 경험하는 이용자들에게 쉽고 직관적으로 알아볼 수 있는 안내표지의 제공은 필수적이다. 공공시각매체의 시각 기호는 사용자들의 시각적인 경험을 면밀히 파악하고 이해하여 디자인되어야 한다. 본 연구에서는 공공시각매체인 도로 교통 안전표지판에 대한 시각적인 경험 측면에서의인식도를 파악하여 보다 직관적인 시각커뮤니케이션 방안을 모색하고자 한다. 이를 통해 교통안전표지판의 시인성과 직관성을 높여 궁극적으로 시민들의 교통안전을 유도하고자 하며 도시적 차원의 정보시각화에 대한 솔루션을 제공하고자 한다. 문헌적 연구에서는 시지각 이론, 시각커뮤니케이션과 사용자 경험(UX)을 고찰하고 이를 바탕으로 실증연구에서 주의표지에 대한 시각·인지 경험에 대한 설문조사 및 사례분석을 진행하였다. 실증연구 결과를 바탕으로 교통안전표지의 사용자 경험(UX)개선을 위한 가이드라인을 제안하였다. 연구 결과 가장 높은 인식률을 보이는 것은 ‘횡단보도’ 주의표지판(95.8% 인식가능)이었으며, 가장 낮은 인식률을 보이는 것은 ‘중앙분리대 끝남’ 주의표지판(21.0% 인식가능)으로 나타나났다. 시지각 이론 측면에서 표지판에 대한 사례분석 결과, 인간의 시지각은 단순한 형태보다 복잡하지만 명확하게 드러나는 형태를 쉽게 인지하고 함축된 정보전달의 의미를 쉽게이해함을 고찰할 수 있었다. 가이드라인 제안에서는 정보를 직관적으로 제공해야하고 메시지의 오류를 최소화해야하는 교통표지판의 경우에는 시각적 요소들의 명확성, 복잡성, 일차원성, 형상성을 고려하여 의미전달의 오류 최소화 및 사용자의 시각·인지 경험을 향상시켜야함을 제시할 수 있었다. 본 연구를 통해 현재 사용되고 있는 규제표지, 지시표지, 보조표지등 다양한 공공 정보 매체의 시각디자인개발 시에 사용자의 시각· 인지 경험에 따라 직관적이고 오류없이 전달할 수 있는 UX관점의 정보디자인 제작을 도울 수 있을 것으로 예상된다.

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