°ÇÃ൵½Ã°ø°£¿¬±¸¼Ò

Architecture & Urban Research Institute

pdf¿ø¹®º¸±â ¿¡·¯ ÇØ°á¹æ¹ý ¹Ù·Î°¡±â



¹®ÇåȨ > Àú³Î > »ó¼¼

[¿ø¹®º¸±â½Ã ¼ÒºñµÇ´Â Æ÷ÀÎÆ® : 50 Æ÷ÀÎÆ®] ¹Ì¸®º¸±â

Çѱ¹»ýȰȯ°æÇÐȸ|Çѱ¹»ýȰȯ°æÇÐȸÁö 2020³â 8¿ù

±â»ç¸í ½ÇÁ¦È¯°æ°ú °¡»óÇö½Ç¿¡¼­ »ç¿ëÀÚÀÇ °ø°£ Ä¡¼ö Áö°¢ / User Perception for Spatial Size in Real and Virtual Environment
ÀúÀÚ¸í ±èÁÖ¿¬(Ju-Yeon Kim) ; ÇÑ¿øÈñ(Won-Hee Han) ; ±èÁ¾ÇÏ(Jong-Ha Kim)½Äº°ÀúÀÚ
¹ßÇà»ç Çѱ¹»ýȰȯ°æÇÐȸ
¼ö·Ï»çÇ× Çѱ¹»ýȰȯ°æÇÐȸÁö , Vol.27 No.4(2020-08)
ÆäÀÌÁö ½ÃÀÛÆäÀÌÁö(397) ÃÑÆäÀÌÁö(9)
ISSN 12261289
ÁÖÁ¦ºÐ·ù ȯ°æ¹×¼³ºñ
ÁÖÁ¦¾î ; Virtual reality; Size perception; User; Simulation
¿ä¾à2 Virtual Reality(VR) has various application fields according to technological development and In particular, the architecture design process of simulating space and communicating with users has been carried out. In this study, we investigated whether the human dimensional perception of objects differs from real space in the process of simulation of indoor space in the VR environment. The VR environment was modeled based on a Steam VR program and while the experiments were wearing HMD(HTC Vive Pro) equipment. A total of 70 participants (34 males and 38 females from average age 23.03/SD:¡¾1.85) were measured for five days from December 30, 2019. All participants responded to questionaries for size perception in VR and real space. The response data were analyzed if there was a significant difference between groups of design educated and the experience of VR experiments. In conclusion, the significant difference in the average response to the dimensions of the real and the VR space was only in the horizontal(t=6.339, p<.001) and the height(t=4.813, p<.001) perception. As a result of the average comparison, it was analyzed that the perception of the horizontal and vertical length was longer than the virtual space. In addition, the tendency to recognize the virtual space shorter than the real space was analyzed. The main effect was not significant in design education and verification of interaction effect with or without the experience of virtual reality experiment but showed the characteristics of interaction by the group. These results will help to use this technique as a guideline for simulation by utilizing this technique by emphasizing existing disadvantages and strengths in design communication.
¼ÒÀåó Çѱ¹»ýȰȯ°æÇÐȸ
¾ð¾î Çѱ¹¾î
DOI http://dx.doi.org/10.21086/ksles.2020.02.27.4.397
ºÐ¼®¼­Áö
°ÇÃà°èȹ ¹× ¼³°è > ¼³°è¹æ¹ý·Ð > ¼³°è °¢·Ð

¡á Ãßõ¹®Çå (ÀÌ ¹®Çå°ú °°ÀÌ º» ¹®Çå)
[½Ã·Ð] 4Â÷ »ê¾÷Çõ¸í ½Ã´ë, °ÇÃàÀÇ ´ëÀÀ
À̸í½Ä(Lee, Myung-Sik) - °ÇÃà(´ëÇѰÇÃàÇÐȸÁö) : Vol.61 No.05 (201705)
·½ ÄðÇϽº¿Í Ä«Áî¿ä ¼¼Áö¸¶ °ÇÃà¿¡¼­ ³ªÅ¸³ª´Â ÇÁ·Î±×·¥ÀÇ Á¶Á÷°ú °ø°£±¸¼º ¹æ¹ýÀÇ ºñ±³ºÐ¼®
±Ç°æ¹Î ; ±èÁ¾Áø - Çѱ¹½Ç³»µðÀÚÀÎÇÐȸ ³í¹®Áý : v.16 n.6(Åë±Ç 65È£) (200712)
³Ã¹æ¿¡³ÊÁö Àú°¨À» À§ÇÑ PCMÀû¿ë Ãà¿­º® ½Ã½ºÅÛ ¿¬±¸
À̱Կµ(Kyuyoung Lee) ; ·ù¸®(Ri Ryu) ; ¼­ÀåÈÄ(Janghoo Seo) ; ±è¿ë¼º(Yongseong Kim) - ¼³ºñ°øÇÐ³í¹®Áý : Vol.26 No.06 (201406)
°¡»óÇö½ÇÀ» Ȱ¿ëÇÑ °ø°£¿¡¼­ÀÇ ³úÆÄ ÃøÁ¤°ú ½ºÆ®·¹½º º¯È­·® ºÐ¼®
±è¼±¿í(Kim, Sun-Uk) ; °­¼¼¿¬(Kang, Se-Yeon) ; Áö½Â¿­(Ji, Seung-Yeul) ; ÀüÇÑÁ¾(Jun, Han-Jong) - ´ëÇѰÇÃàÇÐȸ³í¹®Áý °èȹ°è : Vol.35 No.08 (201908)
Áö¼Ó°¡´É¼ºÀ» À§ÇÑ µµ½ÃÀç»ý °èȹ¿ä¼Ò¿¡ °üÇÑ ¿¬±¸
ÀÌÀÏÈñ ; ÀÌÁÖÇü - µµ½Ã¼³°è(Çѱ¹µµ½Ã¼³°èÇÐȸÁö) : v.12 n.6(Åë±Ç Á¦48È£) (201112)
°¡»óÇö½Ç ±â¹Ý 3Â÷¿ø °ø°£¿¡ ´ëÇÑ °¨Á¤ºÐ·ù µö·¯´× ¸ðµ¨
¸íÁö¿¬(Myung, Jee-Yeon) ; ÀüÇÑÁ¾(Jun, Han-Jong) - ´ëÇѰÇÃàÇÐȸ³í¹®Áý °èȹ°è : Vol.36 No.04 (202004)
Ãʱ⼳°è ´Ü°è »ç¿ëÀÚÀÇ °¨Á¤ ÀνÄÀ» À§ÇÑ ³úÆÄ±â¹Ý µö·¯´× ºÐ·ù¸ðµ¨
Àå¼±¿ì(Chang, Sun-Woo) ; µ¿¿øÇõ(Dong, Won-Hyeok) ; ÀüÇÑÁ¾(Jun, Han-Jong) - ´ëÇѰÇÃàÇÐȸ³í¹®Áý °èȹ°è : Vol.34 No.12 (201812)
[¿¬±¸³í¹®-°ÇÃࡤÁÖÅÃ] °øµ¿ÁÖÅà ÁöÇÏÁÖÂ÷Àå °á·Î ¹æÁö ¹æ¾È
È«¼®Áø ; ¼º±âö ; ±èÁöÇö - ´ë¿ì°Ç¼³±â¼ú : Åë±Ç Á¦32È£ (201008)
°ÇÃࡤ°ø°£µðÀÚÀÎ ºÐ¾ß EEG ½ÇÇ迬±¸ÀÇ ÅëÇÕÀû °æÇ⠺м®
±è»óÈñ(Kim, Sang-Hee) ; Ã߽¿¬(Choo, Seung-Yeon) - ´ëÇѰÇÃàÇÐȸ³í¹®Áý : Vol.36 No.10 (202010)
°¡»óÇö½Ç ±â¹Ý 3Â÷¿ø °ø°£¿¡ ´ëÇÑ °¨Á¤Àû ¹ÝÀÀ
¸íÁö¿¬(Myung, Jee-Yeon) ; ÀüÇÑÁ¾(Jun, Han-Jong) - ´ëÇѰÇÃàÇÐȸ³í¹®Áý °èȹ°è : Vol.35 No.12 (201912)