• Title/Summary/Keyword: 감각론

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Human Sexuality and Sexual Dysfunction (성(性)생활과 성기능장애)

  • Cho, Doo-Young
    • Korean Journal of Psychosomatic Medicine
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    • v.7 no.1
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    • pp.10-25
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    • 1999
  • Children above age of two are able to have sexual excitement, and they actively seek the pleasure actively or passively through touch and masturbation. In late $60_s$ and early $70_s$, Masters, obstetrician, and Johnson, social worker, illustrated four phases of human sexual responses, namely excitement, plateau, orgasmic and resolution phases in both sexes, and multiple orgasms in the female. Their treatment principles of sexual dysfunctions were largely based on behavioral model, introducing the concepts of sensate focus, dual therapy and sex education. Following Masters and Johnson, Kaplan, psychiatrist and psychoanalyst, in the early and mid-$70_s$ introduced new sex therapy which was based on the combination of analytically-oriented psychotherapy and behavior therapy, and classified sexual dysfunctions into three categories such as desire excitement and orgasmic phase disorders. Since $1980_s$ other medical fields joined the stream, putting the concentrated effort on the treatment of the impotence in the male. They have developed penile prosthesis, local injection therapy, and the administration of oral medications. Nowadays Sildenafil(Viagra) seems the best choice for the treatment of the impotence in the male.

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Consumer's Product Evaluation on the Experiential Attributes & Functional Attributes (체험적 속성과 기능적 속성에 대한 소비자 제품평가)

  • Min, Byung-Kwon;Jung, Yong-Gil
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.230-240
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    • 2009
  • This study proposes a theory of consumer experiences based on a cognitive science framework that serves as an alternative to the mainstream marketing paradigm of information processing and choice. The theory consists of three key theoretical constructs: experiential modules, primary vs. secondary experiences, and the hierarchy of experiential modules. Based on this theory, this study investigates the effect of experiential attributes and functional attributes on consumer's product evaluations, and the moderating role of consumer's knowledge. The main research findings are (1) the subjects react faster to sensory and affective stimuli(ex: experiential attributes) than they do to intellectual stimuli (ex: functional attributes), (2) the interaction modularity of attributes(functional vs. experiential) $\times$ tempo(normal vs. fast) $\times$ product knowledge(novice vs. expert) appear significantly with product evaluation as the dependent measure.

A Study on the Music of Musical based on Conceptual Blending Theory (개념적 혼성 이론을 통한 뮤지컬 <웨스트 사이드 스토리>의 음악 연구)

  • Seong, Chan-Kyeong;Chang, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.648-658
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    • 2020
  • In essence, Musical theatre is a multimedia show, so when you listen to musical numbers, you will experience it through multiple senses. Therefore, in order to analyze musical numbers, emphasis should be placed on its interaction with various media such as lyrics, dance, and theatre, which have a direct association with the music. Through the Conceptual Blending Theory, which can comprehensively consider the combination of text and music, the combination of movement and music, and the combination of visual elements and music, this study analyzes the music of Musical . By exploring the result of interaction between lyrics and music, the interaction between choreography and music, and the interaction between stage and music, the artistry and intrinsic value of the work can be proved. In addition, we can discover the process and system of integrated interpretation through music analysis applying Conceptual Blending Theory. Therefore, Conceptual Blending Theory has sufficient utility as a methodology for music analysis of musical theatre.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

A Study on Kidney Diseases Diagnosis System for Sensation Type Using Physiological Signal Analysis (생체 신호 분석을 이용한 감각형 신장 질환 진단 시스템 연구)

  • Cho, Dong-Uk;Kim, Bong-Hyun;Lee, Se-Hwan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.10C
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    • pp.964-972
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    • 2006
  • The kidney keeps with close relationship in the internal organs, that the kidney function filtering eliminate the wastes to the urine on the processing to replace the old with the new blood. In case of these problem in the kidney, there is no way to catch out with self-awakening symptom except for serious illness. This problem can solve with keeping the systematic diagnosis method in the kidney trouble shooting. Under the circumstances, the importance of the diagnosis for the kidney disease is growing day after day. In this paper, among the great four diagnosises, using the way of ocular inspection & auscultation, we would like to propose rouble shooting in the way of the kidney. To do this, through the assistance of the input image, extract the value of the color with appropriate output, analysing the color of the face with related to the kidney, using the results we would like to get the accurate symptoms on the kidney's problems. Also, through analysing and comparing with the relationship the kidney and the signal of voice, we would like to realize the proof system of human health. Finally, we'd like to make proof of the usefulness for proposed method from this study.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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A Study on Digital Storytelling of Digital Experiential Space (디지털 체험 공간의 디지털 스토리텔링에 관한 연구)

  • Baik, Seung-Kook;Kwon, Ji-Hyuk;Lee, Ju-Hee;Son, Ki-Dong
    • Journal of Information Technology and Architecture
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    • v.10 no.3
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    • pp.361-370
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    • 2013
  • Digital Storytelling, one of the most efficient way of delivering contents and messages, is also being used at a digital experiential space as a communication strategy to lead interactions between digital contents and humans, also between a space and humans. This study aims to examine Digital storytelling which is used in digital experiential spaces and to discuss the interactivity of it. To go on this study, firstly, digital contents and digital storytelling of digital experiential space were analysed at an epistemology level. Secondly, it was discussed about space storytelling at a digital experiential space. Also, it was argued about interactivity and sensible experiences of a user, who is an active subject of digital experiential space. Lastly, digital storytelling, space storytelling and interactive elements of a specific digital experiential space, 'Pangyo iQarium', were examined in this study.

A Study on the New Types of Business Administrations for Innovation under the Smart Work Environment (스마트워크 환경에서의 혁신을 위한 새로운 유형의 경영추진 방안)

  • Kim, Sun-Bae
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.201-211
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    • 2011
  • As the spacetime restriction free business becomes possible in compliance with the wide spread of social media through rapid propagation of smart phones and remote working etc., the positive activity for successful smart work implementation by major countries and many enterprises are being deployed. Korea which falled behind other advanced countries for adoption of smartwork needs to make double efforts in the forthcoming smartwork business area to be a continuous leading country as it used to be in the past IT area. Compare with traditional smartwork 1.0, future smartwork 2.0 is more creative, innovative and human/nature friendly. Smartwork 2.0 is the way of working to maximize the creativity by involving outside cooperators' capability and conforming to human sensitivity and emotion. This study suggests the management models proper to the future smartwork environment. This study will review the existing enterprises, government operation and rethink about the efficient management models in the rapidly changing smart work environment.

A Study on the Different Point of View in Healing Environment between the East and the West (동·서양의 치유환경 관점의 차이에 관한 연구)

  • Son, Jihye;Yang, Naewon
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.21 no.4
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    • pp.7-15
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    • 2015
  • Purpose: The definition of healing and treatment is different between the East and the West. I suppose that the different definitions of them affect the notion of healing environment in two cultural area. Therefore the aim of this study is to consider the different perspective in healing environment between the East and the West. Methods: Relevant literature review around domestic and foreign reference in fields of medicine and architecture has been conducted to consider the purpose. Results: First, the perspective that the cause of disease stems from inside of body approaches the body from standpoint of healing for recovery. Healing is the way to conquer imbalance by entering into a connection with nature around body. The concept of healing could analyze that it come from relevant perspective. Second, the healing environment in the East is the place where the flow of Qi between, human and human, and, human and environment, keep a balance. The notion of healing environment in the East is the filed of relations. In the West, the notion of healing environment is the place where arouse fine emotions through sensory stimulations. Implications: Recently the studies of healing environment focus on deducing sensory stimulation factors scientifically in the perspective of the West. But the healing environment couldn't be possible without the notion of place of relations. In the future, the notion of healing environment as the field of relations in the East has to be concerned.

Haptic Perception presented in Picturesque Gardens - With a Focus on Picturesque Garden in Eighteenth-Century England - (픽처레스크 정원에 나타난 촉지적 지각 - 18세기 영국 픽처레스크 정원을 중심으로 -)

  • Kim, Jin-Seob;Kim, Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.2
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    • pp.37-51
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    • 2016
  • Modern optical mechanisms slanted toward Ocular-centrism have neglected diverse functions of vision, judged objects in abstract and binary perspectives, and organized spaces accordingly, there by neglecting the function of eyes groping objects. Recently, various experiences have been induced through communication with other senses by the complex perception beyond the binary perception system of vision. Haptic perception is dynamic vision that induces accompanying bodily experiences through interaction among the various senses; it recognizes the characteristics of material properties and various sensitive stimulations of human beings. This study elaborates on the major features of haptic perception by examining the theoretical background of this concept, which stimulates the active experience of the subject and determines how characteristics of haptic perception are displayed in picturesque gardens. In order to identify the major features of haptic perception, this study examines how Adolf Hildebrand's theory of vision is developed, expanded, and reinterpreted by Alois Riegl, Wilhelm Worringer, Walter Benjamin, Maurice Merleau Ponty, and Gilles Deleuze in the histories of philosophy and aesthetics. Based thereon, the core differences in haptic perception models and visual perception models are analyzed, and the features of haptic perception are identified. Then, classical gardens are set for visual perception and picturesque gardens are set for haptic perception so that the features from haptic perception identified previously are projected onto the picturesque gardens. The research results drawn from this study regarding features of haptic perception presented in picturesque gardens are as follows. The core differences of haptic perception in contrast to visual perception can be summarized as ambiguity and obscureness of boundaries, generation of dynamic perspectives, induction of motility by indefinite circulation, and strangeness and sublime beauty by the impossibility of perception. In picturesque gardens, the ambiguity and obscureness of boundaries are presented in the irregularity and asymmetric elements of planes and the rejection of a single view, and the generation of dynamic perspectives results from the adoption of narrative structure and overlapping of spaces through the creation of complete views, medium range views, and distant views, which the existing gardens lack. Thus, the scene composition technique is reproduced. The induction of motility by indefinite circulation is created by branching circulation, and strangeness and sublime beauty are presented through the use of various elements and the adoption of 'roughness', 'irregularity', and 'ruins' in the gardens.