• Title/Summary/Keyword: 감각적 요소

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A Systematic Review of Effects on Sensory Integration Intervention Based on Vestibular-Proprioceptive System for Children in Korea (아동의 전정-고유감각 중심의 감각통합중재 효과에 대한 체계적 고찰: 국내연구를 중심으로)

  • Park, Youngju;Kong, In-Joo
    • The Journal of Korean Academy of Sensory Integration
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    • v.13 no.2
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    • pp.53-61
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    • 2015
  • Objective : The purpose of this study was to investigate the effects on sensory integration interventions for korean children which focused on vestibular - proprioceptive system. Methods : Authors systematically searched published studies in DBpia, KISS and RISS databases from August to September 2015. Key words in the search were 'sensory integration intervention', 'sensory integration therapy' and 'vestibular-proprioceptive'. By using the inclusion and exclusion criteria, we selected seven studies for further analyses examining level of evidence and methodological qualities. Information for the analyses were on study designs, participants, interventions, outcome measures and results. Results : Grade IV rated evidence was found from five studies, and Grade III and Grade V rated evidence was found from one for each study. The methodological levels of the quantitative studies were 'fair' (2) and 'poor' (5). Subjects for the studies were developmental delay (5), Asperger Syndrome (1), and not specific diagnosis (2). Single-subject design was most frequently used and motor area were most frequently evaluated. The interventions used the studies showed positive effects on outcome measures. Conclusion : This study presented the summary of sensory integration intervention based on vestibular-proprioceptive system for Korean children. More studies with high level of evidence and various study designs need to be followed.

Idea Workshop Method for Sensor-Centered Concept Design (감각 중심의 컨셉 도출을 위한 아이디어 워크숍 방법론)

  • Yoo, Hoon-Sik;Pan, Young-Hwan;Ju, Da-Young
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.89-100
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    • 2014
  • Corporations continue to make a lot of efforts to provide more competitive services as the focus of industry is migrating from products to services. This study aims to shed new light on the potential values of the sense for service innovation through design and propose the workshop methodology for deriving sense-based product and service concepts. To this end, this study investigated the literatures related to the product and service innovation cases based on the conventional idea workshop and sense and also the value of sense. Moreover, it systematized the methodology that established the perspective of sense to the conventional idea workshop methodology. To verify the established methodology, this study extracted the elements to be modified and supplemented from the workshop methodology through the previous case studies. As a result of the study, it was possible to verify the validity as to the sense-based idea workshop methodology and reflect the opinions as to the improvement direction. Consequently, this study is regarded meaningful for proposing the approach of a new perspective as to the sense. Also, this study is deemed meaningful for proposing and verifying the specific idea workshop methodology for the approach hereof.

Cognitive Decision Making Model with Human Sensibility Factors (감성요소를 포함하는 인지적 의사결정 모형)

  • 이구형;김영준
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.193-198
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    • 1997
  • 고도로 자동화된 시스템에서 인간이 수행하는 작업은 대부분 '감시와 반응'으로 단순화될수 있으며, 시스템에 이상이나 비상사태가 발생되는 경우 이에 대응되는 조치를 취하기 위한 정보처리와 의사결정을 수행하는 인지과정이 중요한 사항이다. 본 연구는 숙련된 작업자가 인지적 의사결정과정에서 잘못된 정보처리를 초래하는 원인으로 감각정보의 잘못된 해석에 있다고 보았으며, 이 과정에 감성의 영향을 도입하였다. 인간감성의 특성은 감각자극에 대하여 반사적이고 직관적으로 발생하며, 개인에 따라 다양함과 함께 애매모호성과 변화성을 가지고 있다. 감성은 두뇌의 limbic systim에 축적된 생활경험의 기억에 의하여 발생되며, 이 후에 발생되는 감정이나 두뇌에서의 정보초리에 영향을 미친다. 감성의 발생과 정보처리 및 의사결정과정에 대한 영향을 모형화하기 위해서는 조종사의 레이더 감시에 대한 인지과정을 정밀하게 기술하였으며, 이 과정에 감성요소를 도입하여 인지모형을 개발하였다.

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편성구조와 편성조직에 따른 면위편성포의 외관 및 쾌적성에 관한 연구

  • 곽수경;기희숙;홍수숙;고순영;박명자
    • Proceedings of the Costume Culture Conference
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    • 2003.09a
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    • pp.32-33
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    • 2003
  • 편성물은 직물에 비하여 신축성, 함기량, 유연성, 방추성 등이 우수하여 스포츠웨어와 캐주얼웨어에 수요가 크게 증가하고 있어서, 편성포의 외관(감각적 성능)과 쾌적성능이 매우 중요한 요소로 대두되었다. 특히 위편의 경우에는 생산공정이 간단하면서도 다양한 조직으로 편성할 수 있어 다양한 용도로 활용이 넓어지고 있는 추세이다. 그러나 이러한 편성포의 물성들은 편성구조나 편성조직에 따라 변화한다고 알려져 있으나, 직물에 비교하여 편성물의 물성에 대한 구체적이고도 체계적인 연구는 아직까지 미흡한 실정이다. (중략)

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display image design by approach method of human sensibility (감성적 접근방법에 의한 전시영상디자인에 대한 연구)

  • Park, Gi-Deok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.35-38
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    • 2009
  • 심미적차원의 접근을 통한 영상디자인의 틀을 인간이 가진 오감의 특성을 최대 활용하여 전시상황에 따른 감성문법을 활용하여 감각적이며 사용자중심의 니즈에 맞는 선택적이며 시대흐름에 맞는 패턴분석을 적용하여 감성적인 욕구를 심리적인 방법으로 파악하며 영상으로 접근하는 것이다. 이러한 감성패턴분석들은 VJ(비디오쟈키)의 영상활용과 증강현실, 전시디자인의 광고 또한 건축물에 있어서 효과적인 영상활용법을 적용한 감성디자인의 확장을 보여주고 있다. 오감을 활용한 인터랙티브한 미디어아트에서의 영상활용과 콘서트홀에서의 관객과 소통을 인한 커뮤니케이션장치들이 확장되며 도구들 속에서 진정한 인간의 통합된 감각을 전달하기 위한 감성이 필요하다. 이번 연구를 통하여 감성디자인을 적용한 영상사례들을 살펴보며 소통을 위한 감성디자인의 영상을 활용하여 최적화된 전시디자인에 활용되는 감성적 접근방법과 활용에 대해 이해하고자 한다.

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A Study on Distance Estimation in Virtual Space According to Change of Resolution of Static and Dynamic Image (가상현실공간에서 정적 및 동적 이미지의 해상도 변화에 따른 거리추정에 관한 연구)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.109-119
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    • 2011
  • The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.

The Effects of Group Sensory Integrative Intervention for Sensory Motor Ability and Behaviors for Children With Developmental Delay (그룹 감각통합치료가 학령전기 발달지연 아동의 감각운동 및 행동 변화에 미치는 효과)

  • Kim, Jin-Mi;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.7 no.2
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    • pp.13-22
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    • 2009
  • Objective : The aim of this study is to verify the effects of group sensory integrative intervention for sensory motor ability, behaviors in children with developmental delay. Method : The subjects were five children with developmental delays aged between 3 and 5. All Children participated in 26 sessions of group sensory integrative intervention. Children' behavior during testing was observed to assess the sensory motor ability, behaviors, the clinical observation. One group pretest- posttest design was used to verify the effect of group sensory integrative intervention. The observed children' behavior during testing were tested by the Wilcoxon matched-pair signed rank test. Results : There is no significant difference in the clinical observation between pre and post intervention. However, subjects showed the significant difference in Social interaction(Z=-2.121, p=.034), Attention(Z=-2.032, p=.042), total score in Behavior during testing(Z=-2.032, p=.042). Conclusions : The result in this study suggested that the sensory integrative intervention is effective in facilitating the social skills and improving the attention and behaviors. On the other hand, there is no effect in sensory motor ability. It is difficult to generalize the conclusion because the number of the subject was limited and the environmental confounding factors has not been controlled. Therefore, it is needed to supplement these limitations in the future study.

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Study on fear-inducing factors in game - Focused on the compositions and camera angles (게임의 공포 유발 요소에 관한 연구 - 카메라 각도와 구도 중심으로)

  • Zhu, Jia-Li;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.221-228
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    • 2018
  • This study mainly focused on horror movies and horror games. Camera angles of horror movies and compositions of horror games are main factors that can cause fear in people's minds. Through analyzing four kinds of factors, including sensual, expectant, restrictive and executive fear elements, in horror games, and combining with the patterns of camera angles and film techniques that Alfred Hitchcock applied in his horror movies, this research investigated certain types of compositions and concluded ones that were more effective on growing fear in players' minds and enhancing their involvement. In conclusion, only the combination of factors in horror-game compositions, like diagonal composition, dual-diagonal composition and inverse triangle-line composition, with visual elements enables player's growing sense of fear and the increase in involvement. Therefore, future works should apply more of these fear-inducing compositions.

Customer-Brand Relationship Quality and Relationship Strength (서비스 브랜드경험이 소비자-브랜드 관계의 질 및 관계강도에 미치는 영향)

  • Kim, Youn Hwan
    • Management & Information Systems Review
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    • v.32 no.4
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    • pp.225-254
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    • 2013
  • This research tries to examine the effect of brand experience in service marketing perspective for generalized application. The analysis was held with customers who recently visited in retail stores by using SPSS18K and Smart PLS 2.0. The study verified the structural equation model hypothesizing the relationship among brand experience, relationship quality, and relationship strength. According to the result of this study, four brand experience factors have positive effect on the relationship quality. In detail, the effect of sensory experience was strongest. Furthermore, the effect of relationship quality on relationship strength also significant as prior researches addressed. The research has several marketing implication on brand experience management and customer relationship management. For service firms, customers' perception of positive brand experience can generate the tangible and intangible performance in the relationship marketing perspectives.

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Delivery of Therapist's Intervention to the Education of Ayres Sensory Integration$^{(R)}$ (ASI$^{(R)}$) (Ayres Sensory Integration (ASI$^{(R)}$) 중재 교육에 따른 치료사의 치료 수행도 변화)

  • Shin, Ye-Na;Hong, Eunkyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.12 no.1
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    • pp.13-23
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    • 2014
  • Objective : This study was to perform the education of the ASI$^{(R)}$ intervention for six occupational therapists and to know the delivery of ASI$^{(R)}$ core principle through a self-assessment, a peer-assessment, an expert-assessment. Methods : The study performed from November 2013 to June 2014 for six occupational therapists without completion of the education of ASI$^{(R)}$ intervention. The participants were educated about the ASI$^{(R)}$ intervention during 8 weeks and took and assessed films before and after education. The assessment was the self-assessment, the peer-assessment, the expert-assessment and the data of assessment was analyzed by Mann-Whitney and ICC. Results : The result of process factors before and after education according to methods of assessment, the self-assessment was significant in 'self-regulation,' 'collaboration,' 'ensures success,' 'play,' 'alliance,' and 'total item'. The peer-assessment was significant in all item exception 'safety'. The expert-assessment was significant in all items exception 'sensory opportunities'. The results of self-assessment and expert-assessment before and after the education of ASI$^{(R)}$ intervention were significant in 'safety'. Conclusion : The results of this study provide to need the education of ASI$^{(R)}$ intervention for accuracy sensory integrative intervention. The occupational therapists need to check the style of intervention.