• Title/Summary/Keyword: 기억정보

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The Influence of Humor Effects for the Corporate Image (유머효과가 기업이미지에 미치는 영향에 관한 연구 - 광고에서의 유머효과를 중심으로 -)

  • 박영원
    • Archives of design research
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    • v.11 no.3
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    • pp.101-110
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    • 1998
  • It is impossible that the corporation can make up good corporate images with sales promoting and pursuing profits only. To form impressive oorporate images, the corporation should acquire efficient marketing images and social oonfidences with the investment for the culture, the art, the preservation of public health, educations and social welfare programs. The oorporate image is indined to be formed by audiences subjectively even though the corporation makes great efforts to have its unique images. The audience has a tendency to have their subjective opinions about the corporate image based on several informations communicated by the corporation and various sources. The sensitive approach and emotional persuation can be efficient for making good corporate images because corporate images of audiences arise from emotional and sensitive factors rather than rational ones. There are many previous studies verifying that the humor effect should be one of powerful means for inducing concentrations, memorizations and persuations. The majority of popular advertisings are humor touched one and the questionaire proves that almost all university students participating sample test, prefer humorous advertisings to serious advertisings. The questionaire verifies that it is a most efficient method is using humor effects at product advertising to improve the corporate image indirectly. And there are very possitive reactions about applying humor effects for the corporate image advertising and the other advertisement types such as pamphlets and catalogues. The humor effect motivates the persuation with spiritual pleasures and intimacy, and it minimize the negative aspects of advertising for the formation of the corporate image. The humor effect is valuable not only for the formation of the corporate image reflecting the entity of the oorporation itself but also for the ideation of advertising communications. The study on the humor effect related with the corporate image is significant because the humor is a different version of the humanism based on deep oontemplation and oomprehension of human life rather than simple means to motivate laughers.

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A study on the effect that brand image in sports equipment gets in consumer product purchase (스포츠용품에 있어서 브랜드 이미지가 소비자 제품구매에 미치는 영향에 관한 연구)

  • 윤선영;전성복
    • Archives of design research
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    • v.16 no.2
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    • pp.385-394
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    • 2003
  • Modem market's tendency is displaying brand strategy of Corporation sells product and consumer buys rand'.Brand acts by intermediate that reflect consumer's request and experience and attach product and consumer hat produce. Successful brand intended strategy empirical esthetics enemy, and consumer recognizes brand to novel experience and think by one fixed idea (awareness). any corporations wish to get maximum effect into minimum investment expense that reduce huge public elations and advertisement charge. Do to incuse impression for product brand through direct interview with consumer at purchase visual point, and do function hat drive purchase and the importance great rawly. Therefore, sight expression of brand image must be able to from immobile one impression in consumer's spirit being inked nearly with brand .Brand that situate by affirmative impression once can arrive in purchase by brand without alternative information being withdrawn by consumer's emory. Solution of visual expression for this being city cornification laying stress on logo and mark of brand as central element of brand image, speak as communication actor who back this. This to be Dija as direction that product and connection are deep before meaning that is sight language enemy who allow fetters special quality and the seniority in age sex language enemy of brand as ell as have direction of by methods method for problem solution present can .Therefore, relation with brand image analysis of sports equipment and consumer product purchase that this research forms market economy theoretical investigating to be effective and present direction that is image-making to be consistency this the purpose be.

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The Value of Film as Material for Learning a Foreign Language: Using Posh Discourse (영상자료가 지니는 외국어 학습 자료로서의 가치 : 공손한 언어를 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.643-651
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    • 2016
  • This study considers the value of English-language films as material for learning a foreign tongue using posh discourse. In daily life, when we decline an invitation or convey unpleasant information to a listener, we use polite expressions; we are careful with our words. English language learners need to learn polite expressions in order to interact peacefully with others; doing so can minimize conflict, which is inherent in social relationships. This study uses the British drama Downton Abbey, which is about aristocracy. This study analyzes the posh discourse used in Downton Abbey and insists that students need to learn it explicitly. It is important to learn the polite expressions of this authentic drama in a real classroom. This study suggests that students work in groups to create a short video, and to try to understand the characters' personalities. Movies, TV dramas, and sitcoms provide great content that shows the various functions of the language that students want to learn. As a source of learning material, film can help improve students' motivation and interest in learning a foreign language.

Repeated Reading Experience of Senior High School Girl: Centered on Jeonju Girls' High School Freshmen (여고생들의 반복독서 경험에 관한 연구 - 전주여고 1학년 학생들을 중심으로 -)

  • Lee, Seung-Chae
    • Journal of Korean Library and Information Science Society
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    • v.39 no.2
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    • pp.313-332
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    • 2008
  • The goal of this study is to examine what sort of books girl's high school students read repeatedly, what are the different preferences between high school and university students. how much the repeatedly-read books are related to the most memorable books and how the repeatedly-read books are connected to reading habits. A questionnaire was provided to Jeonju Girls' High School Freshmen and their repeated reading experiences were searched. The results of the statistical analysis are summarized: 1) Most girls' high school students have experienced repeated reading more than twice. 2) The number of girls' high school students who have experienced repeated reading twice is the highest and next. those who have read repeatedly 3 times. Also, the number of times of repeated reading tends to be similar between woman high school and College students. 3) The books which many students read repeatedly more than twice are : a) Little Prince b) The Myth of Greece and Rome c) Chinese nine spine stickle back d) Meu Pe de Larania Lima e) Giving Tree f) Harry Potter. 4) About half of the students have read the most memorable books many times. 5) The importance of books was evaluated on the basis of the number of repeated readers and the number of readings. The order of the important books is Little Prince, The Myth of Greece and Rome, Harry Potter, Giving Tree, Meu Pe de Larania Lima, Chinese Nine Spine Stickle Back.

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Retail-Store Type Digital Signage Solution Development And Usability Test Using Android Mini PC (안드로이드 미니PC를 이용한 Retail-Store형 디지털사이니지 솔루션 개발 및 사용성 테스트)

  • Lim, Jungtaek;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.29-44
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    • 2015
  • Digital Signage, a way of advertising or delivering information to viewers through digital displays, has expanded from being just an advertising channel in public places. Recently, it has become widely prevalent in restaurants and retail stores. Despite its wide expansion, digital signage is limited to specific usages and services and the devices it uses are also quite expensive. This study introduces a stick-type digital signage product that operates on Android OS, which addresses all the weaknesses of digital signage with much more reasonable pricing and stable operation. For stability, performance tests were executed on the hardware and applications. The results for hardware performance were extremely promising, as each scenario's maximum performance results, measured by Load Runner programs, reached target indexes. Also, as a result of the usability test, all participants, including non-digital signage system users (novices), were able to easily learn all the tasks. As a result of user satisfaction survey, positive responses were exhibited for ease of learning and usability (LEU), helpfulness and problem solving capabilities (HPSC), affective aspect and multimedia properties (AAMP), commands and minimal memory load (CMML), and control and efficiency (CE).

Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Using VGIS Application for environmently friendly road building (환경 친화적인 도로건설에 대한 VGIS기법 적용)

  • Oh Ilo-Oh;Choi Hyun;Kang In-Joon
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2006.05a
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    • pp.127-131
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    • 2006
  • 본 연구는 VGIS(Virtual Geographic Information System)을 이용, 환경친화적인 도로건설을 위해 실제 좌표를 사용하므로 3차원 도로의 선형과 구조물을 설계하였다. 그리고 시공 중에 발생 할 수 있는 민원문제 및 설계변경 시 효율적인 의사결정 할 수 있도록 하였다. 대상지역은 전라남도 장흥군의 최대 역점사업인 관광을 테마로 한 정남진 가는 길을 컨셉으로 한 '가고 싶은 길', '보고싶은 다리', '기억하고픈 터널'을 주제로 설계하였으며 명실공히 남도의 새로운 관광명소가 될 자연관광도로가 될 것으로 기대된다. 기존의 3차원 설계에서는 평면적인 선형과 구조물의 형상을 이해하는데 상당한 시간이 소요되었지만, 구조물을 3차원으로 설계함으로써, 비전문가라도 구조물을 쉽게 파악할 수 있었다. 그리고 3차원 설계는 기존 구조물과 신설될 구조물 사이에 공사 중 발생할 수 있는 환경 및 민원문제를 사전에 파악할 수 있었다. 또한, 실제와 같이 구현된 도로와 구조물의 시뮬레이션을 통하여 기존의 각종 의사 결정에 있어 보다 시각적 효과를 증진시켜 효율적인 의사결정을 가능하게 하였다. 본 연구에서는 실제 평면 설계에 쓰이는 좌표 값을 3차원설계에 적용하였다. 도로 노선 및 경관분석에 많은 도움이 될 것으로 보이며 VGIS를 이용하므로 도시계획, 식물, 토양, 수로 또는 도로형태, 홍수계획 등 많은 일들이 평가에 사용된다. 여기서는 구조물 3차원 설계에 관한 기초적인 연구를 시행하였으며, 3차원설계를 통해 의사결정 시 효율적인 판단을 할 수 있었고, 환경 친화적 시공 및 설계에 대한 연구가 이루어 져야 될 것으로 판단된다.상의 "일반원칙의 통용"을 계약성립(Formation of Contract)의 과정별로 정리하였다.의 가치, 생활의 편익 등을 증대한다는 믿음 때문이다. 한편 현실은 여러 가지 역기능이 함께 나타나고 있다. '네티즌 윤리강령'까지 선포했지만, 진정한 네티즌 윤리는 강령을 선포했다고 저절로 확립되는 것이 아니다. 네티즌 각자의 실천의지가 있어야 한다. 인류가 새로운 이상향이라고 추구하는 가상사회는 윤리적인 사고와 행동으로 질서를 유지하지 못하면 인류의 밝은 미래는 보장할 길이 없다. 21세기 정보화 사회, 인터넷 사회를 맞이한 우리는 이 세상을 참으로 살기 좋은 세상으로 만들어야 할 고귀한 책무를 안고 있다. 아무리 험한 길, 어려운 과제라 할지라도 그 목표를 잃어서는 안 되며, 그 해답을 얻는 노력을 결코 게을리 해서는 안 된다.기여한 것으로 평가되고 있다. 이들 프로그램은 특히 보조금을 통해 어선의 제3국 영구이전과 낡고 비효율적인 어선의 신조를 가속화시킨 것으로 보고되고 있다.받고 그 의견에 대한 결과를 게시하여 학생들이 제공되기 원하는 식단을 급식 시 제공하여 학생들이 식단선택에 동참할 수 있는 기회를 주는 것이 바람직하겠다. 또한 영양사는 학급의 반대표와의 정기적인 모임을 가짐으로서 학생들의 불만사항 및 개선 요구사항에대해 서로 의견을 교환하여 설문지조사가 아닌 직접적인 대화를 하여 문제점을 파악하고자 하는 적극적인 자세가 필요하겠다. 특히 아침식사의 결식 빈도가 높았고 이는 급식성과에 부정적인 영향을 줄 뿐 아니라 학교에서 제공하는 음식의 섭취정도에도 영향을 주고 있으므로 학생들에게 학부모와 전담교사 및 학교영양사는 학생들에게 이상적

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Activation Differences of Superior Parietal Lobule and Cerebellum Areas While Inferring Geometrical Figures per Intellectual Category in Adolescents (도형 과제 수행 때 나타나는 청소년의 지능별 대뇌 및 소뇌의 활성도 차이 분석)

  • Kim, Ye Rim
    • Journal of Gifted/Talented Education
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    • v.23 no.5
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    • pp.637-648
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    • 2013
  • The relationship between the cerebral cortex and human intelligence has been studied using various methods, and related brain areas involved in intellectual manifestation have been discovered individually. Such studies have also shown the cerebellum is closely involved in various cognitive functions such as language, memory, and information processing. However, studies showing an activity difference between the cerebral cortex and cerebellum when performing specific tasks are hard to find. This study searched and analyzed the active regions of the cerebral cortex and cerebellum seen while performing the inference of geometrical figures. A WAIS intelligence test was conducted using 81 healthy boys (16.3 years of age on average), and five categories were classified. While performing the inference of shapes, their brain images were taken using functional magnetic resonance imaging (fMRI). As a result, the activity in 12 brain regions was observed, including in the cerebral cortex, the bilateral inferior parietal, the visual cortex, bilateral superior parietal, frontal-Inf-Tri-R, and bilateral caudate, while activities in 5 discrete areas were seen in the cerebellum. In particular, the higher the intelligence (IQ) of the subject, the stronger their activity. Among those with the most superior intelligence, subjects with an IQ of 140-147 showed significantly higher activity compared to the other groups. Such results seem to represent a very high utilization of intelligence in a highly gifted group, and we can expect to use this to determine the super gifted.

Development of the Precision Image Processing System for CAS-500 (국토관측위성용 정밀영상생성시스템 개발)

  • Park, Hyeongjun;Son, Jong-Hwan;Jung, Hyung-Sup;Kweon, Ki-Eok;Lee, Kye-Dong;Kim, Taejung
    • Korean Journal of Remote Sensing
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    • v.36 no.5_2
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    • pp.881-891
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    • 2020
  • Recently, the Ministry of Land, Infrastructure and Transport and the Ministry of Science and ICT are developing the Land Observation Satellite (CAS-500) to meet increased demand for high-resolution satellite images. Expected image products of CAS-500 includes precision orthoimage, Digital Surface Model (DSM), change detection map, etc. The quality of these products is determined based on the geometric accuracy of satellite images. Therefore, it is important to make precision geometric corrections of CAS-500 images to produce high-quality products. Geometric correction requires the Ground Control Point (GCP), which is usually extracted manually using orthoimages and digital map. This requires a lot of time to acquire GCPs. Therefore, it is necessary to automatically extract GCPs and reduce the time required for GCP extraction and orthoimage generation. To this end, the Precision Image Processing (PIP) System was developed for CAS-500 images to minimize user intervention in GCP extraction. This paper explains the products, processing steps and the function modules and Database of the PIP System. The performance of the System in terms of processing speed, is also presented. It is expected that through the developed System, precise orthoimages can be generated from all CAS-500 images over the Korean peninsula promptly. As future studies, we need to extend the System to handle automated orthoimage generation for overseas regions.

Design of 3-bit Arbitrary Logic Circuit based on Single Layer Magnetic-Tunnel-Junction Elements (단층 입력 구조의 Magnetic-Tunnel-Junction 소자를 이용한 임의의 3비트 논리회로 구현을 위한 자기논리 회로 설계)

  • Lee, Hyun-Joo;Kim, So-Jeong;Lee, Seung-Yeon;Lee, Seung-Jun;Shin, Hyung-Soon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.12
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    • pp.1-7
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    • 2008
  • Magnetic Tunneling Junction (MTJ) has been used as a nonvolatile universal storage element mainly in memory technology. However, according to several recent studies, magneto-logic using MTJ elements show much potential in substitution for the transistor-based logic device. Magneto-logic based on MTJ can maintain the data during the power-off mode, since an MTJ element can store the result data in itself. Moreover, just by changing input signals, the full logic functions can be realized. Because of its programmability, it can embody the reconfigurable magneto-logic circuit in the rigid physical architecture. In this paper, we propose a novel 3-bit arbitrary magneto-logic circuit beyond the simple combinational logic or the short sequential one. We design the 3-bit magneto-logic which has the most complexity using MTJ elements and verify its functionality. The simulation results are presented with the HSPICE macro-model of MTJ that we have developed in our previous work. This novel magneto-logic based on MTJ can realize the most complex logic function. What is more, 3-bit arbitrary logic operations can be implemented by changing gate signals of the current drivel circuit.