• Title/Summary/Keyword: 감각전환

Search Result 57, Processing Time 0.028 seconds

A study on the Application of Multisensory emotional tendency in Architectural design (건축디자인에서의 다감각적 감성의 적용에 관한 기초연구)

  • Bahn, Sang-Chul;Jin, Bora
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.8
    • /
    • pp.5683-5694
    • /
    • 2015
  • In architecture, Sensibility is the most basic thing in the environmental cognition. Emotion is the phychological or cognitive phenomenon of sensory changes. A cross-causal relationship is formed between the two, and they have a consensus in contact with humans and environment. Sensibility ever to serve as bundle and cognize as mutual superposition. Humans unconsciously perceive through the synesthesia that integrated all the senses. In this study, it has been identified as a result of the study, the architectural design through the sense must be design to the multisensory experience of the emotional design. Depending on the times change, it can know that the gradual changes based on the anthropocentric sense and sensibility. Emotional design in architecture shall ensure that a variety of experience through the multisensory. In this emotional design, multisensory design (or various sensory function) -visual & tactory or visual & auditory etc.- is required beyond the limitation of conventional visual concenturated. Therefore, In order to achieve the demands of the modern social objectives of sympathy or empathy for the human-centered design sensibility, the visual perception as well as a variety of sensory must be recognized that a combination of cognitive and functional. And the application of multisensory design is required to aim the synesthesia cognition.

A case of motor and sensory disorder in conversion disorder (전환장애중(轉換障碍中) 운동감각장애우(運動感覺障碍) 환자(患者) 1례(例)의 임상적(臨床的) 고찰(考察))

  • Lee, Seung-Hee;Lee, Seung-Jin;Hwang, Seon-Mi;Chung, Dae-Kyoo;Kim, Bo-Young
    • Journal of Oriental Neuropsychiatry
    • /
    • v.13 no.2
    • /
    • pp.225-232
    • /
    • 2002
  • Conversion disorder has difficulties of clinic discriminationis. If it is possible at the early stage, rehabilitation time and cost will be reduced. This case is that of motor and sensory disorder. The clinic progress has well showed the characters of conversion disorder. This study will be helpful for the understanding of the conversion disorder.

  • PDF

A Testing System Development for Unilateral Neglect Patient (편측무시 환자를 위한 평가시스템 개발)

  • Lee, Hyeon-Gi;Hong, Ji-Heon;Yang, SUng-Min;Lee, Hyun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.04a
    • /
    • pp.226-229
    • /
    • 2014
  • 편측무시는 뇌졸중 환자에게서 나타나는 지각 손상중의 하나로 말초 운동 및 감각 신경의 손상과 상관없이 손상된 대뇌반구의 반대편의 공간과 신체의 지각이 감소된 상태로 양방향에서 동시에 주어지는 자극에 대해서 한쪽 자극만을 지각하며 뇌손상 반대편의 신체 움직임의 인식 부족과, 무시된 공간쪽으로의 적은 눈 움직임을 보인다. 이와 같은 편측무시를 측정하는 기존 방법으로는 Albert Test, Line bisection Test, Star Cancellation Test 등이 있다. 하지만, 기존 편측무시 평가 방식에는 여러 가지 단점들이 발생한다. 항상 새로운 평가용지가 필요, 검사시간이 오래 소모되고, 모든 작업을 수작업으로 진행, 종이로 데이터를 관리, 수작업이므로 인력낭비 발생한다. 따라서 본 논문에서는 이러한 아날로그 방식에서 나오는 문제점들을 누구나 사용하고 있는 스마트 디바이스를 이용해 디지털방식으로 전환하여 기존의 비효율적이던 방식을 개선시키고자 평가시스템을 개발하고자 한다.

Solid Object: Augmented Reality-based Tangible Interface Model using Pictorial Image Code (Solid Object: Pictorial Image Code를 사용한 증강현실 기반 감각형 인터페이스 모델)

  • Lee, Se-In;Cheoung, Cheol-Ho;Yoon, Sung-Young;Han, Tack-Don
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2008.05a
    • /
    • pp.186-189
    • /
    • 2008
  • 데스크탑 기반의 컴퓨팅 환경에서 모바일 기반 컴퓨팅 환경으로의 전환은 인터페이스의 변화를 필연적으로 요구한다. 이에 현재 모바일 기기들은 작은 사이즈의 기계에 많은 버튼을 부착하고 다양한 기능의 GUI를 제공하여 모바일 환경에서 데스크탑 수준의 인터페이스를 제공하려 하고 있다. 하지만 그 결과 버튼의 사이즈는 작아지고 GUI는 복잡해져 오히려 사용자의 불편함을 가중시키고 있다. 또한 제공되는 GUI는 공통적인 형식이 없고 사용자의 기호를 반영하지 못하며 부가적인 학습이 필요한 문제점이 있다. 본 논문에서는 이러한 문제를 해결하기 위한 방안으로 Solid Object 인터페이스 모델을 제안한다. 본 모델은 사용자가 직접 제작 가능하며 TUI(Tangible User Interface)의 특성을 활용하여 조작의 편의를 추구 하였으며, 증강현실(Augmented Reality) 기술을 이용하여 즉각적인 정보 피드백을 제공한다. 그리고 Pictorial Image Code로 증강현실과 TUI를 연결하고 사용자에게 직관적인 정보를 제공해준다.

A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
    • /
    • s.30
    • /
    • pp.221-243
    • /
    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

Study of the Relationship between Impulsive Internet Shopping Tendency and Personality (인터넷 쇼핑 충동구매성향과 개인성향의 관계 연구)

  • Yang, Moonhee
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.5
    • /
    • pp.710-719
    • /
    • 2016
  • Impulsive buying has been considered as one of the major negative shopping behavior. Indeed, it happened more easily in the Internet shopping area. This study attempted to examine the influence of personality on the compulsive buying tendency of college students who are actively shopping clothing and apparels through Internet. The results of the current study showed that there are four types of compulsive buying tendency such as 'diversion', 'no-plan', 'buyer/ product-stimuli' and 'promotion-stimuli.' It seemed that personality such as sensation seeking, need-for cognition, self-esteem, and face-consciousness had influence on the impulsive buying tendency. More specifically, people with low self-esteem and high face-consciousness tend to have more impulsive buying tendency. The relationship between each of the impulsive buying tendency and personality had been discussed.

Making an Odorless City: The 1988 Seoul Olympic Games and the Transformation of Urban Odor Regulation (악취 없는 도시 만들기: 서울 올림픽과 도시 악취 규제의 전환)

  • WON, Chuyoung
    • Journal of Science and Technology Studies
    • /
    • v.20 no.1
    • /
    • pp.1-38
    • /
    • 2020
  • This paper examines how South Korean government regulators and environmental scientists endeavored to improve the environmental quality of Seoul in preparation for the Olympic Games in 1988. When Seoul was nominated as a host city of the Summer Games in 1981, it was suffering from severe environmental pollution. The municipal government of Seoul and the Ministry of Environment initiated a series of pollution survey projects, which were followed by relevant regulatory procedures. One of the outcomes of these projects was the beginning of odor pollution regulation that used the Environmental Official Testing Method. Although the Pollution Prevention Act of 1963 made odor pollution such as unpleasant order, stench, and stink subject to environmental regulation, proper administrative procedures to reduce odor pollution were not in place until the 1980s. In order to reduce odor pollution in urban areas, governmental officers and environmental scientists tried to regulate odor-causing chemicals from factories. In June 1988, however, severe odor pollution was detected not from factories but from unregulated areas in Seoul, such as the waterside parks of the Han river, the downtown, and the marketplaces. The local regulators and scientists were concerned that the odor pollution could make a "wrong" impression on foreign athletes and visitors about the degree of "modernity" of Korea. This paper shows that the 1988 Summer Olympics was a transition point in the early history of odor regulation in South Korea, when the scope of odor regulation could be expanded.

Motion Sickness Measurement and Analysis in Virtual Reality using Deep Neural Networks Algorithm (심층신경망 알고리즘을 이용한 가상환경에서의 멀미 측정 및 분석)

  • Jeong, Daekyo;Yoo, Sangbong;Jang, Yun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.25 no.1
    • /
    • pp.23-32
    • /
    • 2019
  • Cybersickness is a symptom of dizziness that occurs while experiencing Virtual Reality (VR) technology and it is presumed to occur mainly by crosstalk between the sensory and cognitive systems. However, since the sensory and cognitive systems cannot be measured objectively, it is difficult to measure cybersickness. Therefore, methodologies for measuring cybersickness have been studied in various ways. Traditional studies have collected answers to questionnaires or analyzed EEG data using machine learning algorithms. However, the system relying on the questionnaires lacks objectivity, and it is difficult to obtain highly accurate measurements with the machine learning algorithms. In this work, we apply Deep Neural Network (DNN) deep learning algorithm for objective cybersickness measurement from EEG data. We also propose a data preprocessing for learning and network structures allowing us to achieve high performance when learning EEG data with the deep learning algorithms. Our approach provides cybersickness measurement with an accuracy up to 98.88%. Besides, we analyze video characteristics where cybersickness occurs by examining the video segments causing cybersickness in the experiments. We discover that cybersickness happens even in unusually persistent changes in the darkness such as the light in a room keeps switching on and off.

Online Purchase Intentions for Product Categories -The Functions of Internet Motivations and Online Buying Tendencies- (상품 범주별 온라인 구매도 -인터넷 동기와 온라인 구매성향 기능-)

  • Kim, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.32 no.6
    • /
    • pp.890-901
    • /
    • 2008
  • This study explores an initial framework for online product categorization by examining the relationships among Internet motivations, buying tendencies, and online purchase intentions for product categories. A total of 217 usable questionnaires were obtained from respondents in a southwestern state in the United States. A path model using a correlation matrix with maximum likelihood was estimated using LISREL 8.53. Findings indicated that Internet motivations consisted of four factors: Diversion, Economic, Information, and Social motivations. In addition, online products were classified into three categories based on purchase intentions: Sensory, Cognitive, and Search products. Estimated path model showed that diversion and economic motivations affected impulse buying tendency, whereas economic, information and social motivations influenced planned buying tendency in the online context. Also, the buying tendencies were significantly related to online purchase intentions for the product categories. Purchase intentions for sensory products were more strongly affected by impulse buying tendency, whereas purchase intentions for cognitive and search products were more strongly affected by planned buying tendency. Theoretical and managerial implications were discussed for devising an appropriate e-market strategy for specific product categories.

The Laughter and Aesthetics of Korea Manwha on 1920-30s (1920-30년대 한국 만화의 '웃음'과 미학적 특징)

  • Seo, Eun-young
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.151-179
    • /
    • 2017
  • The purpose of this study is to analyse the characteristics of the 1920s and 1930s to analyze the emotions of laughter in the popular culture, This period, such as the style of comic books, tools, and textures, has been influenced by the influence of the eodi, and it is in its way to establish the aesthetic aesthetics of the colonial Joseon Dynasty. In the pop culture of the 1920-30s, laughter was a new feeling in the gloomy atmosphere of colonial rule. It was the comic media that showed the sensation to the public, owned it, and injured it. Also, the comic book was an important period in which comic books were produced to produce quantitative and qualitative growth. The study explored how the comics interacted with other media in the 1920s and 30s. And the study analyzed what was selected in there. This can quickly explain how the comics gained, or how they obtained them. This shows how the comics gained, in a way, how they obtained laughter.