A platform for research: civil engineering, architecture and urbanism
학위논문(석사)--서울대학교 대학원 :환경대학원 환경조경학과,2019. 8. 이유미. ; Research has demonstrated that gardens have a great influence on the mental and physical recovery of humans. While everyone may benefit from green space, there are people who cannot use gardens freely. Virtual reality (VR) has the potential to overcome the physical restrictions that keep some people from enjoying gardens. VR has been used for various purposes across many fields, such as national defense, education, fashion, and gaming. Though VR is considered by many as the epitomic technology of the emerging fourth industrial revolution and it is actively utilized in the construction sector, the use of VR is still in its early stages in the landscape field. VR has unlimited possibilities as people can experience spatiality beyond space-time constraints with only computers and wearable devices. Virtual natural content, which combines virtual nature and VR equipment, has been produced for nearly two years and has been studied for verification (Lori Reynolds, 2018); however, the natural space in virtual nature content represents mostly random or ideal natural space rather than content designed by landscape architects. Given that most virtual nature is produced by game designers, and that the existing virtual nature is the first nature that has not been carefully designed by designers, a study of designed virtual nature is necessary. This study hypothesized that the free mobility of virtual space and the real feeling of VR and enable people who cannot physically experience greenspace to benefit from the therapeutic effects of said space. Therefore, this study aimed to verify the therapeutic effect of VR gardens by replicating actual gardens designed by landscape designers. The rooftop garden of Seoul National University's Graduate School of Environment was selected as a testbed, and existing VR gardens developed by Unreal Game Engine4 were used. An Electroencephalogram (EEG) was performed to neurologically verify the therapeutic effects. The EEG electrodes were attached to the frontal regions of participants' brains (AF3, AF4, F7, F3, F4, F8) in accordance with the International Standard Electrode Arrangement Act. These electrodes detected brain activity by measuring the frequency of alpha and beta waves (8-13Hz and 13-30Hz, respectively). A total of 16 people with a physical handicap participated in the experiment, and the video garden experience was compared with the VR garden experience by setting up a video garden viewing team. The results of the study confirmed that VR gardens had a significant effect on brain wave response of the experimental group. In particular, the levels of alpha/beta waves, which are indicators of stress, were higher after experiencing the VR gardens than before. The limitations of the study include the lack of a detailed analysis of brain waves and the small number of VR gardens used as testbeds, which likely limit the garden experiences. Nevertheless, VR garden research is significant in that it is verified through quantitative data on human sensitivity in VR space using brain waves. Additionally, the research was beneficial as it was conducted with a special target population of individuals with physical disabilities, the results of which have various implications for VR space and healing. Although this study is a prototype study, the VR space designed by landscape designers proved to be therapeutic and suggested the potential for VR natural therapy. Through follow-up research, it is believed that VR will provide a new landscape space for ordinary people, patients, and those who are physically handicapped and cannot enjoy gardens in their daily lives. ; 정원이 인간에게 주는 정신적, 신체적 회복환경과 이점들은 오래전부터 연구되어왔고 정원에 대한 필요성은 누구나 공감하는 부분이다. 하지만 아직 우리사회에 정원을 자유롭게 이용하지 못하는 사람들 이 있다. 본 연구의 발단은 두 가지 관심에서 시작되었다. 하나는 신체적, 물리적인 상황 때문에 정원 을 즐기지 못하는 사람들, 두 번째는 VR(Virtual Reality,가상현실)이다. VR은 2016년 4차 산업의 핵심기 술로 선정된 이후 국방, 교육, 패션, 게임 등 전 산업에 걸쳐 다양한 용도로 쓰이고 있고 심지어 건축 분야에서도 적극적으로 검토되고 있지만 아직 조경분야에서는 초기단계에 머물러있다. 특히 VR은 컴퓨 터와 웨어러블 기기만 있다면 시공간의 제약을 넘어 공간감을 경험할 수 있기 때문에 무궁무진한 가능 성을 갖고 있다. 가상자연과 치유를 접목한 VR콘텐츠는 근 2년 동안 제작되어오고 있으며 이에 대한 검증에 대한 연 구(Lori Reynolds, 2018)도 이루어지고 있지만 가상자연에서 다루고 있는 자연공간은 조경가에의해 디 자인되기 보다는 대부분 무작위적이거나 이상적인 자연공간을 재현하고 있다. 대부분의 가상의 자연이 게임디자이너에 의해 제작되고, 기존의 가상자연이 인간의 손이 거쳐지지 않은 제1의 자연임을 감안했 을 때, 디자인된 가상자연에 대한 연구가 필요하다. 연구는 가상공간이 가진 자유로운 이동성과 VR이 가진 실재감은 그 공간을 경험하지 못하는 사람 들에게 나아가 치유의 효과까지 경험할 것이라는 가설 하에 진행되었다. 따라서 본 연구는 조경가에 의 해 디자인된 실제정원을 VR화하여 VR정원의 치유효과를 검증하고자 했다. 연구의 대상지는 서울대학교 환경대학원 옥상정원을 테스트 배드로 선정하여 진행되었다. VR정원은 Unreal Game Engine으로 이미 제작된 정원을 이용하였으며 치유효과 검증방법은 신경과학적 방법인 뇌파(EEG)를 사용하였다. 국제표준전극배치법에 따라 전두엽부분 (AF3,AF4,F7,F3,F4,F8)에 전극을 부착 하여, 뇌파주파수 상대알파파(8~13Hz)/상대베타파(13~30Hz)를 측정하였다. 실험에 참여한 신체장애인은 총16명으로 정원활동 전후비교를 실시하였고, 대조군인 동영상 정원 시청팀을 설정하여 VR정원경험과 동영상정원경험을 비교하였다. 연구결과, VR정원이 실험참가자의 뇌파반응에 유의미한 영향을 미치는 것을 확인하였다. 특히 스트 레스와 관련 있는 알파파/베타파의 수치는 VR정원을 경험하기 전보다 경험후의 수치가 높게나왔다. 연구의 한계점으로는 뇌파결과에 대한 분석의 미흡과 테스트 배드로 사용된 VR정원의 대상지가 작 아 다양한 정원경험을 할 수 없다는 점에 있다. 그럼에도 불구하고 뇌파를 사용하여 VR공간에 인간의 감성에 미치는 정량적 데이터를 통해 검증했다는 점, '신체 장애인'이라는 특수한 대상으로 연구를 진행하였다는 점에서 VR정원연구는 의의가 있으며 앞으로 VR공간과 치유분야에 대한 다양한 잠재성을 갖고 있다.본 연구는 비록 프로토타입의 연구이지만 디자이너에 의해 디자인된 VR공간도 치유효과가 있음을 입증하였고 VR자연치유에 대한 가능성을 제시해 주었다. 후속연구를 통해 타 분야와의 기술적 연계 및 VR정원에 대한 지속적인 연구를 통해 일상생활에서 정원을 즐기지 못하는 일반인이나 환자, 신체 장애 인에게 새로운 조경공간이 될 것이라 사료된다. ; 제1장 서론 1절. 연구의 배경 및 목적 ········································ 01 1. 연구의 배경 ···················································· 01 2. 연구의 목적 및 의의 ············································ 05 2절. 연구의 범위 및 방법 ········································ 06 1. 연구의 범위 ···················································· 06 2. 연구의 방법 ···················································· 06 3절. 선행연구 분석 및 시사점 도출 ································ 08 1. 뇌파를 이용한 공간 연구 ········································· 08 2. 가상자연의 치유효과에 대한 연구 ·································· 09 3. VR 정원 사례 ··················································· 10 4절. 연구진행과정 ··············································· 11 제2장 이론적 고찰 1절. 가상현실(VR) 과 상호작용적 경험 ··························· 12 1. 가상현실의 개념 및 특성 ········································· 12 2. 가상현실의 유형 및 종류 ········································· 15 3. 몰입형 가상현실 시스템의 구성 ···································· 17 4. 가상현실의 공간적 의의 ·········································· 18 5. 상호작용성(Interaction)의 개념 ····································· 19 2절. 신체장애인과 치유 ··········································· 22 1. 장애인의 이해 ··················································· 22 2. 장애인과 스트레스 ··············································· 25 3. 자연환경과 치유서비스 ··········································· 28 4. 가상자연(Virtual Nature)과 신체장애인 ······························ 31 3절. 뇌파분석을 통한 감성측정 ···································· 33 1. 뇌의 구조와 일반적 특성 ··········································33 2. 뇌파의 정의 및 특성 ············································· 34 3. 뇌파분류와 뇌파장비 ············································· 36 제3장 VR정원 실험 평가 1절. 연구 대상지 선정 ··········································· 40 1. 대상지 선정 ····················································· 40 2. 대상지 기초자료 분석 ············································ 41 2절. 치유효과 실험 ··············································· 43 1. 연구설계 ························································ 43 2. 실험참가자 ······················································ 44 3. 뇌파실험환경 ···················································· 45 4. 실험과정 ························································ 46 5. 분석방법 ························································ 51 제4장 실험결과 분석 1절. VR정원의 뇌파 ·············································· 55 2절. 동영상 시청의 뇌파 ·········································· 59 3절. 뇌파변화의 비교 ············································· 63 제5장 결론 1절. 결론 및 활용가능성 ·········································· 67 [참고문헌] ······················································ 72 [Abstract] ······················································ 78 ; Master
학위논문(석사)--서울대학교 대학원 :환경대학원 환경조경학과,2019. 8. 이유미. ; Research has demonstrated that gardens have a great influence on the mental and physical recovery of humans. While everyone may benefit from green space, there are people who cannot use gardens freely. Virtual reality (VR) has the potential to overcome the physical restrictions that keep some people from enjoying gardens. VR has been used for various purposes across many fields, such as national defense, education, fashion, and gaming. Though VR is considered by many as the epitomic technology of the emerging fourth industrial revolution and it is actively utilized in the construction sector, the use of VR is still in its early stages in the landscape field. VR has unlimited possibilities as people can experience spatiality beyond space-time constraints with only computers and wearable devices. Virtual natural content, which combines virtual nature and VR equipment, has been produced for nearly two years and has been studied for verification (Lori Reynolds, 2018); however, the natural space in virtual nature content represents mostly random or ideal natural space rather than content designed by landscape architects. Given that most virtual nature is produced by game designers, and that the existing virtual nature is the first nature that has not been carefully designed by designers, a study of designed virtual nature is necessary. This study hypothesized that the free mobility of virtual space and the real feeling of VR and enable people who cannot physically experience greenspace to benefit from the therapeutic effects of said space. Therefore, this study aimed to verify the therapeutic effect of VR gardens by replicating actual gardens designed by landscape designers. The rooftop garden of Seoul National University's Graduate School of Environment was selected as a testbed, and existing VR gardens developed by Unreal Game Engine4 were used. An Electroencephalogram (EEG) was performed to neurologically verify the therapeutic effects. The EEG electrodes were attached to the frontal regions of participants' brains (AF3, AF4, F7, F3, F4, F8) in accordance with the International Standard Electrode Arrangement Act. These electrodes detected brain activity by measuring the frequency of alpha and beta waves (8-13Hz and 13-30Hz, respectively). A total of 16 people with a physical handicap participated in the experiment, and the video garden experience was compared with the VR garden experience by setting up a video garden viewing team. The results of the study confirmed that VR gardens had a significant effect on brain wave response of the experimental group. In particular, the levels of alpha/beta waves, which are indicators of stress, were higher after experiencing the VR gardens than before. The limitations of the study include the lack of a detailed analysis of brain waves and the small number of VR gardens used as testbeds, which likely limit the garden experiences. Nevertheless, VR garden research is significant in that it is verified through quantitative data on human sensitivity in VR space using brain waves. Additionally, the research was beneficial as it was conducted with a special target population of individuals with physical disabilities, the results of which have various implications for VR space and healing. Although this study is a prototype study, the VR space designed by landscape designers proved to be therapeutic and suggested the potential for VR natural therapy. Through follow-up research, it is believed that VR will provide a new landscape space for ordinary people, patients, and those who are physically handicapped and cannot enjoy gardens in their daily lives. ; 정원이 인간에게 주는 정신적, 신체적 회복환경과 이점들은 오래전부터 연구되어왔고 정원에 대한 필요성은 누구나 공감하는 부분이다. 하지만 아직 우리사회에 정원을 자유롭게 이용하지 못하는 사람들 이 있다. 본 연구의 발단은 두 가지 관심에서 시작되었다. 하나는 신체적, 물리적인 상황 때문에 정원 을 즐기지 못하는 사람들, 두 번째는 VR(Virtual Reality,가상현실)이다. VR은 2016년 4차 산업의 핵심기 술로 선정된 이후 국방, 교육, 패션, 게임 등 전 산업에 걸쳐 다양한 용도로 쓰이고 있고 심지어 건축 분야에서도 적극적으로 검토되고 있지만 아직 조경분야에서는 초기단계에 머물러있다. 특히 VR은 컴퓨 터와 웨어러블 기기만 있다면 시공간의 제약을 넘어 공간감을 경험할 수 있기 때문에 무궁무진한 가능 성을 갖고 있다. 가상자연과 치유를 접목한 VR콘텐츠는 근 2년 동안 제작되어오고 있으며 이에 대한 검증에 대한 연 구(Lori Reynolds, 2018)도 이루어지고 있지만 가상자연에서 다루고 있는 자연공간은 조경가에의해 디 자인되기 보다는 대부분 무작위적이거나 이상적인 자연공간을 재현하고 있다. 대부분의 가상의 자연이 게임디자이너에 의해 제작되고, 기존의 가상자연이 인간의 손이 거쳐지지 않은 제1의 자연임을 감안했 을 때, 디자인된 가상자연에 대한 연구가 필요하다. 연구는 가상공간이 가진 자유로운 이동성과 VR이 가진 실재감은 그 공간을 경험하지 못하는 사람 들에게 나아가 치유의 효과까지 경험할 것이라는 가설 하에 진행되었다. 따라서 본 연구는 조경가에 의 해 디자인된 실제정원을 VR화하여 VR정원의 치유효과를 검증하고자 했다. 연구의 대상지는 서울대학교 환경대학원 옥상정원을 테스트 배드로 선정하여 진행되었다. VR정원은 Unreal Game Engine으로 이미 제작된 정원을 이용하였으며 치유효과 검증방법은 신경과학적 방법인 뇌파(EEG)를 사용하였다. 국제표준전극배치법에 따라 전두엽부분 (AF3,AF4,F7,F3,F4,F8)에 전극을 부착 하여, 뇌파주파수 상대알파파(8~13Hz)/상대베타파(13~30Hz)를 측정하였다. 실험에 참여한 신체장애인은 총16명으로 정원활동 전후비교를 실시하였고, 대조군인 동영상 정원 시청팀을 설정하여 VR정원경험과 동영상정원경험을 비교하였다. 연구결과, VR정원이 실험참가자의 뇌파반응에 유의미한 영향을 미치는 것을 확인하였다. 특히 스트 레스와 관련 있는 알파파/베타파의 수치는 VR정원을 경험하기 전보다 경험후의 수치가 높게나왔다. 연구의 한계점으로는 뇌파결과에 대한 분석의 미흡과 테스트 배드로 사용된 VR정원의 대상지가 작 아 다양한 정원경험을 할 수 없다는 점에 있다. 그럼에도 불구하고 뇌파를 사용하여 VR공간에 인간의 감성에 미치는 정량적 데이터를 통해 검증했다는 점, '신체 장애인'이라는 특수한 대상으로 연구를 진행하였다는 점에서 VR정원연구는 의의가 있으며 앞으로 VR공간과 치유분야에 대한 다양한 잠재성을 갖고 있다.본 연구는 비록 프로토타입의 연구이지만 디자이너에 의해 디자인된 VR공간도 치유효과가 있음을 입증하였고 VR자연치유에 대한 가능성을 제시해 주었다. 후속연구를 통해 타 분야와의 기술적 연계 및 VR정원에 대한 지속적인 연구를 통해 일상생활에서 정원을 즐기지 못하는 일반인이나 환자, 신체 장애 인에게 새로운 조경공간이 될 것이라 사료된다. ; 제1장 서론 1절. 연구의 배경 및 목적 ········································ 01 1. 연구의 배경 ···················································· 01 2. 연구의 목적 및 의의 ············································ 05 2절. 연구의 범위 및 방법 ········································ 06 1. 연구의 범위 ···················································· 06 2. 연구의 방법 ···················································· 06 3절. 선행연구 분석 및 시사점 도출 ································ 08 1. 뇌파를 이용한 공간 연구 ········································· 08 2. 가상자연의 치유효과에 대한 연구 ·································· 09 3. VR 정원 사례 ··················································· 10 4절. 연구진행과정 ··············································· 11 제2장 이론적 고찰 1절. 가상현실(VR) 과 상호작용적 경험 ··························· 12 1. 가상현실의 개념 및 특성 ········································· 12 2. 가상현실의 유형 및 종류 ········································· 15 3. 몰입형 가상현실 시스템의 구성 ···································· 17 4. 가상현실의 공간적 의의 ·········································· 18 5. 상호작용성(Interaction)의 개념 ····································· 19 2절. 신체장애인과 치유 ··········································· 22 1. 장애인의 이해 ··················································· 22 2. 장애인과 스트레스 ··············································· 25 3. 자연환경과 치유서비스 ··········································· 28 4. 가상자연(Virtual Nature)과 신체장애인 ······························ 31 3절. 뇌파분석을 통한 감성측정 ···································· 33 1. 뇌의 구조와 일반적 특성 ··········································33 2. 뇌파의 정의 및 특성 ············································· 34 3. 뇌파분류와 뇌파장비 ············································· 36 제3장 VR정원 실험 평가 1절. 연구 대상지 선정 ··········································· 40 1. 대상지 선정 ····················································· 40 2. 대상지 기초자료 분석 ············································ 41 2절. 치유효과 실험 ··············································· 43 1. 연구설계 ························································ 43 2. 실험참가자 ······················································ 44 3. 뇌파실험환경 ···················································· 45 4. 실험과정 ························································ 46 5. 분석방법 ························································ 51 제4장 실험결과 분석 1절. VR정원의 뇌파 ·············································· 55 2절. 동영상 시청의 뇌파 ·········································· 59 3절. 뇌파변화의 비교 ············································· 63 제5장 결론 1절. 결론 및 활용가능성 ·········································· 67 [참고문헌] ······················································ 72 [Abstract] ······················································ 78 ; Master
가상정원에서 상호작용적 경험의 치유효과: 생리학적 접근으로 ; Therapeutic Effect of Interactive Experience in Virtual Garden: a Physiological Approach
제현지 (author)
2019
Theses
Electronic Resource
Korean
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