• Title, Summary, Keyword: Analog Emotional Design

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Research on the Analog Emotional Communication Appeared in Digital Media Design (디지털미디어를 기반으로 하는 디자인에서의 아날로그감성 커뮤니케이션)

  • Son, Hyun-Ji
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.146-153
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    • 2010
  • With the advent of new media richness of technology in the digital age has transformed our lives. The development of technology, the more our lives more convenient, new, future-oriented, while expectations for the digital age, people are longing for warm, human sensibility became. Of modernism and post-modernism appeared to reflect the proliferation of digital media in culture, wandering through the complex has been diversifying. In the digital age stabilizing psychological or mental needs of people who want to begin to emerge as the disfunctional aspects of the digital age has been suggested for the problem. To respond to human emotion on the emotional reaction of users to consider the analog emotional design began to emerge. The analog to digital media to express emotions practical approach to the problem should be attempted. Analog in a digital environment, emotional nature of the digital technology and communication, and symbolic and emotional aspects of people as announced to blend the new extension, change, and an analog emotional design for the evolution and development of new possibilities to investigate the castle.

Consideration on the Analogue Emotion and Design Factor in Digital Age : Focused on Architecture Design (디지털시대의 아날로그적 감성 및 디자인요소에 관한 고찰 : 건축공간을 중심으로)

  • Kim, So-Yeon;Kim, Seung-Min
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.584-593
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    • 2016
  • With the development of digital technology, people's lives are becoming increasingly comfortable and convenience. But with the rapid technological development, people feel tired of a modern society, so they became interested in basic human value and the design with human emotion This design is defined as the analog design concept to stimulate human emotions in previous studies, this approach considering the psychological and physical characteristics of the people has been attempted. This study is to consider about the concepts and consequent design elements for analog emotional expression through the prior analysis of the study In particular, understanding the architecture environment transformed into objects that interact and communicate with humans, this study focused on architectural space. The purpose of this study is to provide advice on the basic research of the field by analyzing the value and significance of the analog design in the digital society.

A Study on the Features of Digilog in Contemporary Fashion (현대 패션에 나타난 디지로그의 특징)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.61-77
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    • 2017
  • Fashion companies are increasingly becoming aware of the importance of Digilog as a response strategy to an emotional stimulus, in order to win the hearts of consumers, because the Digilog provides a new type of emotional value. The features of Digilog found in modern fashion are characterized as follows: first, the "Fashion Image of Hybrid Nature" expresses nature in a new light or reinterprets existing expressions of nature, by using cutting-edge technology based on the psychological desire to return to, adapt with, and harmonize with nature. Second, the "Fashion Image of Nostalgia," which exhibits past forms of regressive fashion, is a fashion code that can be understood as a social trend. It has a digital exterior, with retro materials and old perfumes that reflect psychological comfort, as its expressive medium. Third, the "Lifestyle through the Technique of Interaction" is the sharing of information through consumer participation and delivery, or its interaction. Fourth, the "Fashion Design through the Technique of Customizing" allows consumers to actively participate in the design process. It reflects the consumer's desire to personally design fashion products. Fifth, the "Emotion Sharing through the Technique of Storytelling," which focuses on intangible values, is based on the sentiment of communication between the consumer and the brand, thereby satisfying the inner values as well as the aesthetic demands of consumers. This study confirmed that digital fashion, which uses digital technology based on analog sentiments, has opened up a new environment for fashion culture and has also widened the boundaries of fashion.

Study of Design for Digital Appliance Interlace Using Analog Metaphor (아날로그 메타포를 활용한 디지털 가전 제품의 인터페이스 디자인 연구)

  • Shim, Jae-Hee;Yang, Jeong-Hwa;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • pp.334-339
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    • 2008
  • 요즈음 각종 미디어를 통해 '디지로그' 라는 신조어가 주목 받고 있다. 디지로그의 핵심은 디지털 기반의 이분법적인 사고의 틀을 보완하기 위해 아날로그적인 감성의 도입을 의미한다. 이는 기능중심적인사고로 해결할 수 없는 인간과 컴퓨터의 간극을 새롭게 조명할 수 있는 기회를 제공함으로서 HCI 문제의 새로운 대안으로 떠오르고 있다. 기존 생활가전제품 인터페이스의 중요한 목적은 사용성, 유용성과 같은 기능적인 측면 이었다. 이는 제품자체의 목적을 그 기능에 국한하였기 때문이다. 하지만 현재 에어컨, 냉장고와 같은 생활 가전제품들의 위상은 기능을 넘어 집안의 인테리어의 요소로써의 역할 뿐만 아니라 자신을 대변 할 수 있는 혹은 과시하고 싶은 명품 이미지로써 점차 자리잡기 시작하였다. 또한 TFT Color LCD의 도입은 제품의 상태를 단순히 전달해 주는 단계를 벗어나 심미적인 표현까지 가능하게 해주었다. 이를 계기로 수채화 표현기법과 같은 아날로그 메타포를 활용한 감성적 인터페이스가 시도될 수 있었다. 아날로그 메다포를 활용한 디지털 가전 인터페이스의 첫 번째 단계는 스타일이다. 아날로그적인 스타일을 가장 대표적으로 보여주는 것은 바로 회화영역이다. 에어컨 공기청정기능의 프로그레시브 영역에 수채화로 표현된 산과 들을 보여줌으로서 인터페이스가 하나의 풍경화로서의 접근이 가능하게 된다. 이는 소비자들에게 정신적인 만족감과 더불어 제품의 프리미엄의 이미지를 각인시킨다. 두 번째 단계는 스토리이다. 기능을 디지털의 On/Off에 의거하여 나열 하기보다 기능과 기능사이의 문맥을 스토리로 연결함으로서 아날로그적인 접근이 가능하다. 이러한 스토리의 기준은 사용자의 경험에 기인하여 만들어지게 된다. 마지막으로 활용할 수 있는 단계는 컨텐츠이다. 이제는 한가지로 집중된 기능만으로는 사용자를 만족 시킬 수 없다. 사용자에게 인간적인 체온이 느껴지는 아날로그적인 컨텐츠를 제공함으로서 인터페이스 자체로 감동을 줄 수 있게 된다. 이와 같은 변화는 디지털제품의 궁극적인 목표가 사용자에게 있다는 것을 다시 한번 확인시켜준다. 이제는 똑똑하고 편리한 인터페이스를 넘어 사용자체가 감성적 만족감을 주는 매력적인 인터페이스로 진화 하고 있는 것이다.

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Application Types and Meanings of Fashion Engineering in Fashion Brand CuteCircuit (패션 브랜드 CuteCircuit에 나타난 패션 공학의 적용 유형과 의미)

  • Kim, Jang-Hyeon;Kim, Young-Sam
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.245-256
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    • 2018
  • This study considers application types and meanings of fashion engineering by analyzing CuteCircuit. The conclusions of this study are as follows. The application type of fashion engineering shown in CuteCircuit is first, electronic fashion, which attaches LED or WL on the surface of clothes to express the decorative function in clothes as optical light change, ultimately performing one-dimensional function. Second, interactive fashion is a medium in which clothing connects human beings with other human beings with sensors that can recognize the changes in tactile or movement with the wearer or with a light source that can visualize the emotional changes of the wearer. Third, scientific fashion has emerged as a new type of fashion in which new materials introduced in the field of engineering are fused with clothing to expand functionality and aesthetics. The meanings of fashion engineering in CuteCircuit is first, trying to conceptualize a new beauty as an open fashion that can freely change with the creation of a dual beauty by combining analog and digital sensibility. Second is the external representation of human psychological change or emotional exchange, which helps to form a consensus by understanding and exchanging emotions of different people. Third, reorganization of apparel pursuing integrated value appeared. Clothing, as a connection body in which the human body and the mechanical environment are combined with each other, is reestablished as a product of variable body that can embody an integrated value that includes various characteristics and can be diversified appropriately in any circumstance.

A Study on the Cognitive Characteristics of Analog Image and Digital Image as a Symbolic Function in the Two-Dimensional Smartphone Form (2차원 스마트폰형상에 있어서 상징적 기능으로서 아날로그이미지 및 디지털이미지의 인지특성 연구)

  • Lee, Jin Seung;Kim, Jin Sung
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.17-33
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    • 2018
  • Humans process aesthetic functions of objects such as form, size, color, and texture through vision, while at the same time observe them with a symbolic function by a new psychological interpretation based on their past experience. Therefore, it is more important to study and understand the thoughts and psychological influences of how humans perceive with their eyes than what humans simply look with them. With this research purpose in the background, this study will demonstrate in detail the cognitive characteristics of analog and digital images as a symbolic function with a "formative" point of view. Five hypotheses were established, which were proven through the following tests: smartphone, most frequently used in our daily lives, is simplified to a two-dimensional line drawing form, which is set to instances where the R(radius) is applied to the horizontal line of the two-dimensional form of smartphone, where Run-in-R(radius) is applied, and R(radius) rounding is applied to the edges of those shapes. The shapes were combined to form 12 pairs, which was used in a test to the test subjects. As a result, some human characteristics were observed; in specific, some helped prove objectively how humans perceived analog and digital images as psychologically stronger as a symbolic function. If people's thoughts and feelings gained through such study could be stored in database as one value and be provided to product designers, I believe it could be developed into design form as a basic emotional design that consumers desire.

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3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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The Effect of Yoga Exercise on the Relieve of Chronic Low Back Pain (요가운동이 만성요통 완화에 미치는 영향)

  • Lee, Kyung-Hye;Kang, Hyun-Sook
    • Journal of muscle and joint health
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    • v.3 no.2
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    • pp.177-193
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    • 1996
  • The purpose of this study was to test whether Yoga exercise, one of muscle relaxation, helps to relieve chronic low back paln. Sample were selected from nurses who were worked at K medical center in the period from March 18 to April 23, 1996. The sample size was fifteen. The research design was one-group pretest-posttest design. To test the major research question, this study had the following procedure. The pretest included measuring individuals' degree of pain and discomfort depending on the scope and types of an range of motion, and their pain by their activity of daily living(ADL). The treatment was conducted twice every other week. The reason why this study had twice observations was to control history effect and maturation which treat internal validity in the research design of this study. In this research design, a treatment was to expose Yoga exercise to samples. The exercise was taken in 30 minutes per day for four days in a week (Two consecutive days and twice every other day). The posttest included re-measuring the individuals' the degree of pain and discomfort, and their pain by their ADL. Several hypotheses concerning effect of Yoga exercise was analyzed by the paired t-test, comparing the difference scores between pre and post tests. The results of this study was as follows. The first hypothesis that the post-treatment group taking the Yoga exercise had the pain score lower than the pre-treatment group was supported(t=3.31, p=.005). The second hypothesis that the discomfort score of the post-treatment group had lower than does that of the pre-treatment group was supported(t=2.75, p=.016). The third hypothesis that the post-treatment group had the pain score by ADL lower than does the pre-treatment group was supported(t=5.52, p=.000). In summary, this study examined the effect of a yoga exercise, one of muscle relaxation, on those who were suffered from chronic low back pain. The effect measured by the degree of pain and discomfort with a visual analog scale was statistically significant. The degree of pain according to postures in ADL also showed statistical significance. These findings showed that a yoga exercise was effective to alleviation of chronic low back pain. A pretest-posttest control group design, however, needs to get more accurate results since the design satisfies Internal validity. Consequently, yoga as an exercise cure improves an interaction between muscles and articulations, and performance of ADL for those suffered from chronic low back pain. Furthermore, this positive impact may be an effective method as nursing intervention for their physical, mental, emotional, social, and psychological recovery.

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