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    <title>ScholarWorks Community:</title>
    <link>https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/726</link>
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        <rdf:li rdf:resource="https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/213283" />
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    <dc:date>2026-07-03T14:19:42Z</dc:date>
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  <item rdf:about="https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/213283">
    <title>Workflow-Net: Toward Understanding Designer Workflows in Generative AI-Driven Systems through Comparing Node-and Prompt-Based Interfaces</title>
    <link>https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/213283</link>
    <description>Title: Workflow-Net: Toward Understanding Designer Workflows in Generative AI-Driven Systems through Comparing Node-and Prompt-Based Interfaces
Authors: Jo, Tae Hee; Choi, Jiin; Jin, Semin; Lee, Seung Won; Jang, Yugyeong; Park, Sang Woon; Ban, Seonghoon; Hyun, Kyung Hoon
Abstract: Background Generative artificial intelligence (AI) is increasingly integrated into design practice, yet how these generative AI-driven design support system interface frameworks shape the designers&amp;apos; workflow remains underexplored. To address this gap, we formalized and compared three generative AI-driven interfaces: Agentic Prompt-Based (AB), Programming Node-Based (PB), and Creative Node-Based (CB). Studying their influence requires methods that capture workflow dynamics beyond micro-level actions. Existing approaches such as linkography or workflow graphs (W-graphs) focus on words, concepts, or artifacts, limiting the analysis of high-level actions and cross-user patterns. Methods This study introduces Workflow-Net, a novel evaluation method that uses large language models (LLMs) to cluster structured protocol data based on semantic intent to map high-level design actions and to aggregate individual workflows into a comprehensive, weighted directed graph. A within-subject user study was conducted with nine designers, where participants performed three distinct design tasks across all three interfaces to capture multi-user, cross-interface behavioral patterns. Results Findings show that interface frameworks do not merely support design but strongly influence designers&amp;apos; behavior by structuring the cognitive arc. AB supported initial ideation but limited refinement due to text abstraction gaps and a lack of iterative detail control. PB offered precision and granular control but enforced rigid linearity, extreme convergence, and the highest cognitive load. In contrast, CB best supported the creative process by enhancing designer agency and satisfaction, effectively balancing exploration with refinement through automated process traceability. Conclusions This study establishes that the interface framework is a structural determinant of the creative workflow. While AB and PB interfaces impose significant tradeoffs through abstraction gaps or high cognitive load, the CB interface emerged as a balanced model that fosters higher designer agency. Beyond evaluation, the Workflow-Net methodology offers a foundation for developing future hybrid, agent-assisted co-creative partners that adapt to the fluid dynamics of the designer&amp;apos;s workflow. This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http:// creativecommons. org/licenses/by-nc/3.0/), which permits unrestricted educational and non-commercial use, provided the original work is properly cited.</description>
    <dc:date>2026-05-01T00:00:00Z</dc:date>
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  <item rdf:about="https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/217886">
    <title>무대조명의 색상 조합과 배치가 관객의 공간지각 및 감정반응에 미치는 영향</title>
    <link>https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/217886</link>
    <description>Title: 무대조명의 색상 조합과 배치가 관객의 공간지각 및 감정반응에 미치는 영향
Authors: 조용현; 최경아
Abstract: This study examined the effects of stage lighting color combinations and placement on audience spatial perception and emotional responses. A virtual stage was constructed based on an existing musical theater, and four lighting colors—red, yellow, green, and blue—were combined into six two-color combinations. Each combination was arranged by varying the placement of the two colors as key light and back light, resulting in twelve lighting conditions. A total of 100 participants experienced six randomly assigned lighting conditions in the virtual stage environment. Spatial perception, emotional responses, and electrocardiogram data were collected, and the results were analyzed using one-way ANOVA and independent-samples t-tests. The results showed significant differences in spatial perception and emotional responses according to lighting color combination and placement. Yellow showed the most consistent placement effects: yellow as key light increased perceived potency, whereas yellow as back light increased perceived activity. Green as key light consistently enhanced evaluative impressions of the stage space, and blue as key light tended to increase perceived activity. The red–blue combination produced high scores for both positive and negative emotions, suggesting a complex emotional response that could not be interpreted in a single affective direction. No significant differences were found in ECG indicators. These findings suggest that stage lighting should be designed by considering color combinations and placement as an integrated design unit rather than as separate elements. This study provides quantitative evidence for how stage lighting conditions shape audience spatial perception and emotional responses, offering practical implications for emotionally informed stage lighting design.</description>
    <dc:date>2026-05-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/212948">
    <title>Behavior-Aware Anthropometric Scene Generation for Human-Usable 3D Layouts</title>
    <link>https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/212948</link>
    <description>Title: Behavior-Aware Anthropometric Scene Generation for Human-Usable 3D Layouts
Authors: Jin, Semin; Kim, Donghyuk; Ryu, Jeongmin; Hyun, Kyung Hoon
Abstract: Well-designed indoor scenes should prioritize how people can act within a space rather than merely what objects to place. However, existing 3D scene generation methods emphasize visual and semantic plausibility, while insufficiently addressing whether people can comfortably walk, sit, or manipulate objects. To bridge this gap, we present a Behavior-Aware Anthropometric Scene Generation framework. Our approach leverages vision–language models (VLMs) to analyze object–behavior relationships, translating spatial requirements into parametric layout constraints adapted to user-specific anthropometric data. We conducted comparative studies with state-of-the-art models using geometric metrics and a user perception study (N=16). We further conducted in-depth human-scale studies (individuals, N=20; groups, N=18). The results showed improvements in task completion time, trajectory efficiency, and human-object manipulation space. This study contributes a framework that bridges VLM-based interaction reasoning with anthropometric constraints, validated through both technical metrics and real-scale human usability studies.</description>
    <dc:date>2026-04-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/213111">
    <title>Human-operational 3D indoor layout generation with LLM-driven anthropometric simulation</title>
    <link>https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/213111</link>
    <description>Title: Human-operational 3D indoor layout generation with LLM-driven anthropometric simulation
Authors: Jin, Semin; Hyun, Kyung Hoon
Abstract: Three-dimensional (3D) indoor layout generation is essential for interior design automation, digital twin construction, human behavior simulation, and occupant activity modeling. Although recent layout-generation methods have achieved significant advances in visual realism, they have overlooked anthropometric considerations, such as human scale and behaviors, producing layouts unsuitable for human interactions and unusable for activities in physical and virtual environments. This study introduces a human-operational 3D indoor layout-generation approach driven by a large language model–based anthropometric simulation. The proposed pipeline employs a human-action predictor that associates atomic actions with objects, and a spatial rule generator combining the scene context, predicted actions, and anthropometric data to ensure clearance, accessibility, and alignment. These anthropometric spatial rules are integrated into a diffusion-based scene-graph model during training and inference. This method reduces anthropometric rule violations, supporting the automated generation of human-operational spaces in which occupants can perform activities in digital twins and real-world implementations.</description>
    <dc:date>2026-04-01T00:00:00Z</dc:date>
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