• Title/Summary/Keyword: 두께 감각

Search Result 298, Processing Time 0.025 seconds

A Study on the Sensibility Evaluation for the Human-centered Design of Rope Platform Screen Door(RPSD) (로프스크린도어의 인간중심 설계를 위한 감성평가에 관한 연구)

  • Jung, Byung Doo;Kim, Hyun;Shin, Kangwon
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.33 no.2
    • /
    • pp.703-709
    • /
    • 2013
  • Recently, the study on the commercialization technology of Rope Platform Screen Door (RPSD) is on the process. The study is specifically on RPSD, which the rope screen ascends to allow passage with securing safety of passenger and the condition of aboveground station. For this human-centered design of RPSD, it is important to present system technology. However, it is also necessary to scientifically measure and research the emotions, senses or minds of users in the future. Therefore, this study analyzed the human factors to be considered with designing the system on RPSD, which is installed in Nokdong Station on Gwangju Subway as a trial. Moreover, the emotional evaluation was done by analyzing the factors as how they are effected in general; it processed by checking whether it is safe, height of rope is stable, it has openness (pressure) or strong by examining the moments that a set of ropes blocks rail from platform, and when train is arrived.

An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.12 no.5
    • /
    • pp.23-38
    • /
    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

  • PDF

A system design for developing a 'learning community' (학습 커뮤니티'개발을 위한 시스템 디자인)

  • 천진향
    • Archives of design research
    • /
    • v.12 no.2
    • /
    • pp.19-28
    • /
    • 1999
  • Current technology does not emphasize closer connection through group collaboration, but rather underlines the distances and separations that are visible in today's society. As the interpretation of our territory of life which is still based on the model of the 'physical' of industrial era is no more valid, a different 'sense of belonging' corresponds to this new notion of territory. The main idea is how to make the sense of community to connect actual space with one child from each place. Therefore, the subject of this thesis is to design the system making children from distance to be closer, developing 'learning community' connecting with two classes across the globe. The contents include its studying in respect to the development of a non-geographical 'learning community' based on co-evolution, and to the system design of conceptual models for the community. In conclusion, the physical interface design is suggested to let user develop accurate mental models of the system.

  • PDF

Making Cultural Products Using Natural Dyed Hanji-Fabric (I) (천연염색 한지직물을 활용한 문화상품 제작 (I))

  • Jung, Jin Soun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.4
    • /
    • pp.23-27
    • /
    • 2019
  • Korea boasts outstanding cultural heritage accumulated over the 5 thousand-year-long history, but has neglected developing marketable commercial products out of its culture. As a result, despite the fact that Korea had successfully developed internationally well-acknowledged technologies, there isn't any exceptional cultural product that can be marketed globally. Therefore, it is necessary to re-design and commercialize a modern sense using unique materials in traditional culture. Fabrics made by natural dyeing have a low saturation, so they do not need special color harmony, they are natural and comfortable. Therefore, fabrics obtained by natural dyeing are considered to be a very suitable material for cultural product development. In addition, Hanji is a good material that can build a field of art by itself because it has a quality, a profound and elegant feeling. In this study, Hanji-fabric, which is made of excellent Hanji, is used for natural dyeing with. Using the dyed fabrics, the cultural products such as two parasols and a card holder was made and presented.

The effects of music rope skipping exercise on dynamic and static balance and body compositions in intellectual disabilities men (음악줄넘기 운동이 지적장애 남성의 동·정적 평형성 및 신체구성에 미치는 영향)

  • Byun, Jae-Chul
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.4
    • /
    • pp.139-145
    • /
    • 2019
  • The purpose of this study was to determined the effects of music rope skipping exercise on dynamic, static balance, and body compositions in intellectual disabilities men. The subjects were twenty men who were randomly devide into two groups (exercise group, n=10, and non-exercise group, n=10). The subjects done the music rope skipping exercise three times per week for 60 minutes each time for 12 weeks. As a results, there were significantly improved the dynamic and static balance abilities after music rope skipping exercise for 12 weeks. Also, There were significant differences in body weight and percent of body fat after the exercise program. Accordingly, It was effective improved on body balance abilities and body compositions after music rope skipping for 12 weeks in intellectual disabilities men.

The Effect of Thirst on Impulsive Purchasing: Focusing on the Mediation of Self-Control (갈증이 충동구매에 미치는 영향: 자기통제의 매개효과를 중심으로)

  • Lee, Sinae;Min, Dongwon
    • Journal of Digital Convergence
    • /
    • v.19 no.2
    • /
    • pp.143-150
    • /
    • 2021
  • Prior research on consumer psychology has primarily focused on when and why consumers exhibit impulsive behavior, such as impulse buying. This study focuses on physical stimulation during an impulse purchase as another meaningful factor. Specifically, this study examines whether thirst depletes cognitive resources. The results of two experiments show that impulse purchase tendency increases when consumers are thirsty (Exp. 1), and that the loss of self-control is based on the relationship between thirst and impulse purchase tendency (Exp. 2). These findings suggest that physical stimulation, such as thirst, may be a useful indicator of impulsive behavior in consumers.

Virtual Object Weight Information with Multi-modal Sensory Feedback during Remote Manipulation (다중 감각 피드백을 통한 원격 가상객체 조작 시 무게 정보 전달)

  • Changhyeon Park;Jaeyoung Park
    • Journal of Internet Computing and Services
    • /
    • v.25 no.1
    • /
    • pp.9-15
    • /
    • 2024
  • As virtual reality technology became popular, a high demand emerged for natural and efficient interaction with the virtual environment. Mid-air manipulation is one of the solutions to such needs, letting a user manipulate a virtual object in a 3D virtual space. In this paper, we focus on manipulating a remote virtual object while visually displaying the object and providing tactile information on the object's weight. We developed two types of wearable interfaces that can provide cutaneous or vibrotactile feedback on the virtual object weight to the user's fingertips. Human perception of the remote virtual object weight during manipulation was evaluated by conducting a psychophysics experiment. The results indicate a significant effect of haptic feedback on the perceived weight of the virtual object during manipulation.

Comparison of Subjective Symptoms of workers in Rapidly and Weekly Rotating Shift Systems (교대주기가 다른 두 유리제조업체 3교대 근무자들의 자각증상 비교)

  • Jung, Young-Yeon;Choi, Gwang-Seo;Woo, Kuck Hyeun;Han, Gu-Wung
    • Journal of Preventive Medicine and Public Health
    • /
    • v.25 no.4 s.40
    • /
    • pp.374-385
    • /
    • 1992
  • Some circadian rhythms can become disorgnized due to rotating shift work. This lack of organization, termed desynchronization, can produce a group of symptoms such as insomnia, GI disturbance and fatigue among many rotating shift workers. The magnitude of these symptoms are influenced by personal and environmental factors and the patterns of shift work. This study was carried out to investigate the subjective symptoms related to rotational schedules of shift work after personal and environmental factors adjusted. 182 male workers in rapidly rotating shift system and 86 male workers in weekly rotating shift system were conducted the questionnaire on personal factors and subjective sleep, GI and fatigue symptoms. Major findings obtained from this study are as follows: 1. The symptoms of 'feeling tired at work' and 'being irritable' were more frequent in weekly rotating shift workers (P<0.05), and the mean of symptom score was significantly higher in weekly rotating shift workers(P<0.01). 2. According to 6 hours of sleeping which is a definite elevation point of fatigue, there was not a significant difference between two groups in sleeping hours. Among workers in rapidly rotating shift system, the mean of symptom score was significatly higher in workers of less than 6 hours of sleeping(P<0.05), but it was not different among weekly rotating shift workers. 3. The symptoms of GI disturbance were more frequent in weekly rotating shift workers but statistically not significant. 4. The positive rate of mental and physical fatigue symptoms were significantly higher in weekly rotating shift workers(P<0.01) and mental and physical fatigue symptoms were more frequent in them (P<0.01). 5. After the effect of the factors that were significantly different between two groups by $X^2-test$ were controlled, the mean score of sleep disturbance was significantly higher in weekly rotating shift workers (P<0.01) and mental physical fatigue symptoms were more frequent in them (P<0.01). Based on these study results, subjective symptoms were more common in the weekly rotating shift workers. In future, medical examination and laboratory test will be also administered to evaluate a more accurate health outcomes and the review of current shift schedules will be required.

  • PDF

Gender politics and the monster-abject representation method of the posthuman age. - Focused on works by Kim Eon-hee and Han-Kang - (포스트휴먼 시대의 젠더정치와 괴물-비체의 재현방식 - 김언희와 한강의 작품을 중심으로 -)

  • Baik, Ji-yeon
    • Cross-Cultural Studies
    • /
    • v.50
    • /
    • pp.77-101
    • /
    • 2018
  • Even in our modern era, the projection of monsters in the recent literature contains the critical imagination of human existence for the posthuman age. The meaning of the monster-abject, especially as from the perspective of feministic criticism, contains criticism of the violent and oppressive patriarch as observed in the modern times. This article focuses on the gendered imagination of the discussions of the "abject" discussed by Julia Kristeva, and the "monstrous femine" discussed by Barbara Creed. Kim Eon-Hee's poems and Han Kang's novels, which have been examined extensively for analysis, show that the practical strategy of abject that goes beyond hate and sublime, wonder and joy through the imagination and concepts of monsters. The monster-abject strategy of Kim Eon-Hee's poem can be summarized by the narrative method of mirroring and the imagination of the truncated body. Mirroring falsification, which mimics the male speaker, is a method that some feminists strategically utilize in relation to the problem of female aversion in recent years as noted in the literature. In Kim Eon-Hee's poem, "becoming a man" and "imitating a man," through the method of mirroring appear as an image of cutting to dismantle the body. In that way, the narrative strategy of the abject that draws out abominations and bizarre effects which contains a strong critique of the patriarchal dominant ideology. The monster-abject strategy of Han-Kang's novel is embodied through the being of plants and the process of vegetarian-anorexia process. The world of the adject which was oppressed in the Han-Kang's novel, returns to the senses of the body through the symbol of the body. It is noted that the fictional characters who realize the repressed desire through the pathological symptom expressed by the female, go on to body perform active transformation. The sense of a body in a novel is not only a rejection of the world of animalman-civilization, but also a radically questioning of the noted and recognized boundaries between human beings and non-human being entities. The two writer's works show that the imagination of the monster-adject is not limited to rejecting the existing gender categories, but also goes in the direction of exploring the possibilities of various associated gender actions.

The Effects of Upper Limb Coordinated Movement Based Task Oriented Approach on Improving Handwriting Performance in Children With Developmental Coordination Disorder (상지 협응 움직임을 기반으로 한 과제중심적 접근 훈련이 발달성 협응 장애아동의 글씨쓰기 능력에 미치는 효과)

  • Kim, Miji
    • Therapeutic Science for Rehabilitation
    • /
    • v.5 no.1
    • /
    • pp.77-87
    • /
    • 2016
  • Objective : The purpose of this study is to investigate the impact of task-oriented approach based on upper limb coordinated movement on the ability of the Korean handwriting in children with developmental coordination disorder(DCD). Methods/Design : This randomized controlled trial designed as a pre-/post- test will compare the effectiveness of task-oriented approach and process-oriented approach on handwriting performance for children with DCD aged 5 to 10. These interventions consist of 10 training sessions and 4 assessment sessions over 7weeks. Children will be measured regard to handwriting legibility, speed and pre-handwriting skills including upper limb movement skills, visual perception and visual motor coordination. Conclusion : This is the first attempt to investigate effects of a task-oriented approach in children with DCD. The significance of this study is to provide the clinical evidences to apply the task-oriented approach improves the children's handwriting performance. Furthermore it will also present a more effective intervention for handwriting by figuring out each approach's impact on the improvement of pre-handwriting skills.