• Title/Summary/Keyword: 감각자극

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The Psychological Effect of Visual and Auditory Stimuli on the Road Traffic Noise (시청각 정보에 의한 도로교통소음의 심리적 저감효과)

  • Jang, Gil-Soo;Baek, Gun-Jong;Song, Min-Jeong;Shin, Hoon
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.1177-1182
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    • 2007
  • This study aims at identifying the effect of preferred visual and auditory stimuli on the road traffic noise perception through the series of psychoacoustic experiments. The first experiment was designed to find the addition effect of a sound reproducing system in a square where lay adjacent to roads with road traffic noise, provide appropriate music corresponding to the varying conditions of weather in the given space. In result, it was found that the rating around the square improved toward more positive adjectives. The second experiment was designed to assess the visual effect of twelve roadsides with different landscapes on the road traffic noise perception. As a result, approx. 3 to 5 dB(A) of psychological reduction was seen in places where natural landscape was preferred, compared to the others, although the noise levels were similar. The third experiment was designed to evaluate the effect of visual screen from adjacent roads on road traffic noise perception by means of ME method in a laboratory. In result, the effect of psychological reduction was observed at 65dB(A) or lower. Especially, complete screening from adjacent roads led to 5 to 10% of loudness reduction effect, compared to non-screening cases. Finally, the fourth experiment was designed to evaluate the effect of visual and auditory information with ME method and 7-point SD rating scale in a laboratory. In result, up to 10% of loudness reduction and about 2dB(A) of noise perceptional reduction were seen at 65dB(A) or lower.

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Effect of Somatosensory Stimulation on Upper Limb in Sensory, Hand Function, Postural Control and ADLs within Sensorimotor Deficits after Stroke (뇌졸중 환자의 상지 체감각 자극을 통한 감각, 손 기능, 자세조절 및 일상생활수행력의 변화)

  • Song, Bo-Kyung
    • The Journal of Korean Physical Therapy
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    • v.24 no.5
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    • pp.291-299
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    • 2012
  • Purpose: This study examined the improved sensory, hand function, postural balance and activities of daily living (ADL) through somatosensory stimulation, such as the facilitation of functional reaching and tactile, proprioceptive stimulus of the upper limb (UL) and hand. Methods: Seventeen stroke patients having problems with motor and somatosensory deficits were selected in Bobath Memorial Hospital adult rehabilitation center. The patients were divided into two groups; the sensorimotor deficit group (SMDG) and motor deficit group (MDG). Somatosensory stimulation on the UL, physical therapy and occupational therapy were carried out three times a week over a six week these treatments were performed in both group period. To compare each group, the following assessment tools were used: such as tactile detection thresholds (TDT), two point discrimination on the affected side (TPDas), unaffected side (TPDus) stereognosis (ST) manual function test, hand function on the affected side (HFas) and unaffected side (HFus), Postural Assessment Scale for Stroke (PASS) and Korean version Modified Barthel Index (K-MBI). Results: In the SMDG, somatosensory stimulation on the UL was statistically important for TDT, TPDas, TPDus (except for the thener), ST, hand function on HFas, on HFus, PASS length of displacement with foam (LDFSEO), and K-MBI. In the MDG, somatosensory stimulation on the UL was important for TDT, TPDas, TPDus (except index finger) length of displacement with the eyes open, LDFSEO, HFas, HFus, PASS and K-MBI. In addition, there was a significant difference in the PASS between SMDG and MDG. Conclusion: Somatosensory stimulation on the UL affects the sensory, hand function, postural control and ADLs performance.

A Study on the Novelty Design of a Tourist Souvenir (관광기념품의 노블티 디자인에 관한 기초연구)

  • 이호승
    • Archives of design research
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    • v.16 no.4
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    • pp.111-120
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    • 2003
  • This study is what I tried to know on a magnitude of Novelty in a tourist souvenir. A purpose of sightseeing development is to satisfy a sightseeing experience of various tourists. Novelty of a tourist souvenir is to make an experience with unique pleasure for only the sightseeing place that is not the place of residence to be able to feel. It must be a thing of the new level that it is not for a tourist to already know it, and it was not able to forecast. The tourist knew that I bought an emotional impulse than rational purchase through study. Therefore, you must take the Novelty element that a firm name works on in a perception of a customer as an important due in a souvenir plan. Reference wishes to work in tourist souvenir design development participants through this study result.

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The Effects of Electroacupuncture on SNCV and SEP in Acute Hyperglycemia Rats (전침자극이 초기 고혈당 백서의 감각신경전도속도 및 체성감각유발전위에 미치는 영향)

  • Lim, Young-Eun;Jeong, Jeong-Woo;Kim, Tae-Youl
    • Journal of the Korean Academy of Clinical Electrophysiology
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    • v.5 no.2
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    • pp.47-59
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    • 2007
  • The purpose of this study were to investigate the effects of electroacupuncture(EA) on sensory nerve function in acute hyperglycemia rats. Male Sprague-Dawley rats weighing 250~270 g(8 weeks of age) were used in this study, and the induced hyperglycemia rats were produced by intraperitoneal injection of streptozotocin(70 mg/kg body weight). Only animals with blood glucose levels of 300 mg/dl or higher were used in this study. Animal were divided into two groups: the control group and EA group (n=7 in each group). For EA, two stainless-steel needles were inserted into Zusanli (ST36) which is located at the anterior tibial muscle and about 10mm below the knee joint. Pulsed current(2 Hz, 0.3 ms) were applied to the inserted needle for 20 mim. We measured glucose level, weigh, sensory nerve conduction and somatosensory evoked potential(5EP) before and after injecting streptozotocin, 2 weeks, 4 weeks. The change of blood glucose on EA group trended to decrease compared with the control group and there were significant differences(p<0.05). The body weight of the EA group trended to be reduced compared with the control group and there were significant differences(p<0.05). The amplitude of sensory nerve action potential on EA group to increase compared with the control group and there were significant differences(p<0.05). There were no significant differences in SEP. These results suggest that EA has beneficial effect on diabetic neuropathy and this effect may be related in part with prevention of hyperglycemia.

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Improvement of Sleep Quality Using Color Histogram (컬러 히스토그램을 활용한 수면의 질 향상)

  • Shin, Seong-Yoon;Shin, Kwang-Seong;Rhee, Yamg-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1283-1288
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    • 2011
  • In this paper we collect data concerning sleep environments in a bedroom and analyze the relationship between the collected condition data and sleep. In addition, this paper detects scene changes from the subjects in a sleeping state and presents the physical conditions, reactions during sleep, and physical sensations and stimuli. To detect scene changes in image sequences, we used color histogram for the difference between the preceding frame and the current frame. In addition, to extract the tossing and turning for different situations, the subjects were instructed to enter the level of fatigue, the level of drinking, and the level of stomach emptiness. For the sleep experiment system, we used the H-MOTE2420 Sensor composed of temperature, humidity, and light sensors. This paper is intended to provide the best sleep environment that enhances sleep quality, thus inducing people today to get regular and comfortable sleep.

The Effects of Vestibular Sensory Stimulation Training on Balance and Gait in the Patients with Stroke (전정감각 자극훈련이 뇌졸중 환자의 균형과 보행에 미치는 영향)

  • Jeong, Hye-Yeon;Choi, Jong-Duk
    • The Journal of Korean Physical Therapy
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    • v.26 no.5
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    • pp.365-371
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    • 2014
  • Purpose: The aim of this study is to examine the effects of training in vestibular sensory stimulation on balance and gait of stroke patients. Methods: Twenty patients were randomly assigned to either the experimental group (n=10) or the control group (n=10). Patients in the experimental group received rotational stimulation training, vertical-horizontal stimulation training, gait training on a flat surface with vestibular sensory stimulation, and gait training on soft ground with vestibular sensory stimulation. Patients in the control group received general treadmill gait training. The intervention was applied four times per week, 25 minutes each time, for a period of four weeks. We measured Berg Balance Scale (BBS), Biodex Balance System, Timed up to Go (TUG) test and Dynamic Gait Index (DGI) to evaluate balance and gait ability. Results: BBS differed significantly in both groups between before and after the intervention (p<0.05) and changes in BBS after the intervention differed between the two groups (p<0.05). According to the Biodex Balance System test result, only the experimental group showed significant changes in balance in the conditions of static eyes open (SEC), dynamic eyes open (DEO), and dynamic eyes closed (DEC) (p<0.05). TUG test results differed significantly between prior to and after the training in both the experimental group and the control group (p<0.05) and changes in TUG after the intervention differed significantly between the two groups (p<0.05). DGI results showed significant change after the intervention in the experimental group only (P<0.05). Conclusion: Training in vestibular sensory stimulation was effective in improving static-dynamic balance and gait ability of stroke patients.

Sales Promotion 전략으로서의 백화점 Visual Merchandising에 관한 연구

  • 고용식;정흥숙
    • Proceedings of the Korea Society of Costume Conference
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    • 2001.04a
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    • pp.49-49
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    • 2001
  • SP(sales promotion)전략을 지향하는 백화점은 강 한 개성으로 다양하게 변화해 가는 소비자의 욕구충 족을 위해 대 고객차원의 편의성 및 쾌적한 쇼핑환 경을 마련하며 아이디어는 항상 특별하고 새로워야 한다. SP 전략으로서의 VMD (visual merchandi sing)는 상품의 시각화계획 등 통일된 시각(visual identity) 연 출을 통해 고객의 그룹이나 개인의 취향에 맞는 타켓 마케팅 (target marketing) 으로 백 화점 은 고객 의 중심에서 그들의 삶을 윤태하게 하며 아름답고 즐거 운 소비문화를 주도해갈 수 있는 환경을 제공해야 할 것이다. 1999년 말 IMF 이후 최근 막강한 자금력과 경쟁 력을 가진 대형 외국 할인 업체의 부상과 계속되는 장기적인 경제위축으로 백화점의 마케팅활동은 기존 고객과 관련된 단기적 욕구만을 충족시키는 점에서 벗어날 수 없었다. 이렇게 심각한 경기불안과 유통환 경의 급변으로 인해 소비자의 구매력이 약화되고 매 출이 감소하는 등 백화점의 한계성과 업태간의 경쟁 이 심화되어 갈수록 진정한 서비스개념의 합리적 목 적을 띤 VMD가 SP전략의 실질적인 형태로써 존재 되어야 한다. VMD는 이러한 불경기에 대응하는 백화점의 생존 고용식 전략으로서 좀더 강하고 적극적인 글로벌 마인드 ( (global mind)를 갖고 보다 넓은 시장에 대한 장기적 안목을 필요로 한다. 특히 대 고객 감성의 글로벌화 로 광범위한 상품의 장르와 감각적인 투자로써 신 고객창출을 도모하는 한편 고객에 대한 세심한 배려 와 구체화된 전략을 통해 불황을 극복하는 등 국내 유통문화의 선진화를 가속시켜 나갈 수 있는 것이다. "손쉬운 장사벌이"라는 무책임한 사고를 버리고 철저한 고객친화의 중심에 서서 그들에게 즐거웅을 주고 풍요로운 문화의 장(場)을 마련하는 등 지금의 무한경쟁 시대에 가장 감성적인 경쟁력으로서 고객에게는 쇼핑을 통한 즐거움과 여유로움, 풍성한 정보 와 화제성, 독특한 서비스와 볼거리 등이 지속적으로 제공되어야 하며 상품의 시각화 계획인 VMD는 세 련된 드라마처럼 감동적 연출로 그 이야기가 전개되 어야한다. 고객의 구매행동을 기초로 유통시장의 무한 자유 경쟁이란 현 시점에서 판매촉진의 전략에 대한 체계 적 접근과 합목적성을 가진 VMD의 전개 방향 및 향후 백화점업계의 차별화 방안과 전략은 단순한 행 위의 출발이 아닌 주변환경과의 밀접한 연관 속에서 지극히 창조적인 예술적 자극이 요구되며 그 과정에 따른 결과적인 "반응"을 기대한다.quot;반응"을 기대한다.기대한다.

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Development of Gas Plant Safety Training Content using VR-based Dynamic Visualization Components (가상현실 기반 동적 가시화 컴포넌트를 이용한 가스 플랜트 안전훈련 콘텐츠 개발)

  • Lee, Gyungchang;Yu, Chulhee;Chung, Kyo-il;Youn, Cheong
    • Journal of the Korean Institute of Gas
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    • v.21 no.5
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    • pp.89-94
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    • 2017
  • The VR(Virtuality Reality) technology provides very close experience to reality by stimulating humans' external recognition with artificial technologies. In order to overcome the limitation of real-environment training, VR is being applied in industry field as a key technology to prevent safety accident and its control procedure training. However, it is difficult to build VR-based training system because 3D modeling and software coding are necessary for materialization of VR environment demands of many development resource. In this research referring to VR based training content implementation, a method to utilizing VRDC(VR-based Dynamic visualization Component) is suggested and by applying it to plant safety training system, it was confirmed its practicality.

The Effects of Sensorimotor Stimulation on Development of Infants with Low Birth Weight Premature in NICU (신생아 중환자실에서 감각운동자극이 저체중 미숙아의 발달에 미치는 효과)

  • Lee, Eun-Ju;Pack, So-Hyun;Oh, Tae-Young;Pack, Rae-Jun
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.3
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    • pp.499-508
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    • 2010
  • Purpose : The purpose of this study was to investigate the effect of sensorimotor stimulation on the development of infant with low birth weight premature. Methods : Ten infants with low birth weight premature and ten normal infants participated in this study. We carried out test TIMP(Test of Infants Motor Performance) according pre intervention, post 3 weeks, PCA 40 week and normal infants. The intervention of sensorimotor stimulation applied to infants with low birth weight premature four times a week and fifteen minutes a once time. There was no intervention for normal infants. The collected dada were analyzed by ANOVA using by SPSS/PC 17.0 ver. program. Results : There was significant difference among three differential test period to improved developmental value in infants with low birth weight premature. According over time, numbers of observed items presented significant difference among test period, and elicited total score and total raw score was significant value(p=.00). There was no significant value that means sensorimotor stimulation affected on development of infants with low birth weight premature. Conclusions : In conclusion, sensorimotor stimulation had affects on the development of infants with low birth weight premature.

A Study on Comicality of Animation (애니메이션의 희극성(喜劇性) 연구)

  • Cho, Mil-Ra
    • Cartoon and Animation Studies
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    • s.12
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    • pp.103-119
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    • 2007
  • This study investigated the comical essence of animations and the comicality found in Korean animations focusing on the comical elements signifying the promotion of laughing and its meaning. In addition, it has been found from this study that the comical essence of animations was the laughing that expanded the recognition and awareness for the entity to be revived, by suggesting the following: 1) the fact that the laughing would be unexpected and it would stimulate the imagination of audience in unprecedented situations in which the method of creation would be unthinkable and thereby the laughing occurred would endow audience with thought, feeling and sense etc. that would not have been perceived so far; and 2) furthermore, the ideal world through grotesque expressions. Meanwhile, unlike the general preconception that animations would be considered one of the popular art forms with strong comical elements, it has been noted that there have been a very few Korean animations with strong comical elements. Besides, it has been confirmed that they have focused not on created and grotesque comicality, but on linguistic comicality based on the forms of characters or their movement itself, or humor and witty remarks.

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