• Title/Summary/Keyword: 방향 감각

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Fine Structural Analysis of the Attachment Devices in the Jumping Spider Plexippus setipes (깡충거미 표면 접착장치의 미세구조 분석)

  • Moon, Myung-Jin;Park, Jong-Gu
    • Applied Microscopy
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    • v.39 no.2
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    • pp.149-156
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    • 2009
  • Fine structure of the dry adhesion system in the tarsal appendages of the jumping spider Plexippus setipes (Araneae: Salticidae) with examined using field emission scanning electron microscope (FESEM). The jumping spiders have the distinctive attachment apparatus for adhesion on smooth dry surface without sticky fluids. They attach to rough substrates using tarsal claws, however attachment on smooth surfaces is achieved by means of a tuft-like hair called a scopula. All eight legs have the scopulae with a pair of claws on the tip of feet, and each scopula is composed of two groups of setae that are capable of dry adhesion on smooth surface. The apex of each seta is flattened pad bearing many specialized adhesive setules on one side. The cuticular sensillae are interspersed at the dorsal surface of the seta. It has been revealed by this research that the contact area of the setule is always a triangular shape, and these cuticular surfaces are connected by the elongated stalks from the underlying setae. Moreover, adhesion between the numerous setules and the setae was prevented by the microscopic hairs, since these were interspersed on the upper side of the setae.

Tableware Design Development for Woo Il Yo (우일요 테이블웨어 디자인 개발 연구)

  • 이재정;김연희
    • Archives of design research
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    • v.14 no.4
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    • pp.65-75
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    • 2001
  • The movement towards fashion and east-west culture in housewares has placed a requirement upon tableware to be varied and segmentized meals have become more than simply what to eat, where to eat, and how to eat This issue created demand for both practical and aesthetic tableware, that satisfies modern eating habits and lifestyles. Therefore, the following research was commenced in order to assess the development of contemporary tableware and tablecloths that try to harmoniously accommodate tradition and modernity while evoking a younger feel and sophistication. The direction of this study lies in introducing an innovation to tableware, one not based on predetermined combinations, but on an unlimited number of open coordination concepts, an innovation that satisfies movements towards itemization, specialization, and variation of the fashion and fusion represented in the culture of the dining table, and furthermore, the objective of this study lies in the transformation of the conservative image of the Woo Il Yo brand in order for it to exhibit modern sensibilities through a harmonious combination of tradition and modernity, as seen in a new tableware design that provides various table settings that implement color coordination through a mix and match concept The development objective of the design efforts was focused on lunch ware comprising of the following: 15 pieces of tableware items based on 15 tableware designs, 4 pieces of tablecloth items based on 3 tablecloth designs, all combined, comprising 19 pieces of design. Additionally, a dinnerware line was also developed comprising of 8 pisces of tableware items originating from 8 tableware designs and one tablecloth design resulting in one item. As a result of the research, S/S lunch ware line was developed comprising of 15 items of tableware and three tablecloth designs, and a F/W oriented dinnerware line was developed comprising of 5 items.

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Creation of the Fashion Design in Roy Lichtenstein's Works (로이 리히텐슈타인의 작품을 통한 패션디자인 창작)

  • Jeon, Yong-Ok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.287-296
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    • 2007
  • Since the beginning of the 20th century, the art has developed its artistic qualities in exercising an influence on the creative elements of the fashion. In this sense, the fashion is one of many methods of which given time's arts, their compositions, and elements can be expressed, recognized, and experienced. In this study, artworks of Roy Lichtenstein, who took the leading, active role of pop artist have been studied. The purpose of this study is to present practical application of the art and aesthetic and artistic application of clothing by studying and applying the factors of Roy's paintings. The conclusion through actual designing is as follows: First, Lichtenstein interested with the characteristic of print media. He combined the image of commercial technique with the traditional painting by using Ben-day dots. Second, he reduces his form and color to the simplest possible elements. Third, by applying Lichtenstein's works to fashion design, we can make creative and aesthetic fashion works. Fourth, his Ben-day dots and stripe was applied to variant dots and stripe pattern in the fashion design. Roy Lichtenstein is expected to continually affect modern fashion and also fashion of the future. Furthermore Lichtenstein's works are expected to be further studied under various methods and ways, and those aesthetic characteristics would be developed and expressed more in fashion design under various perspectives.

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A Study of the Relationship between Consumers' Perceived Benefits and Satisfactions for Foodservice Marketing -Focusing on Organic foods- (외식마케팅을 위한 소비자의 지각된 편익과 만족과의 관계 -유기농 식품을 중심으로-)

  • Kang, Shin-Young;Kim, Kyoung-Bae;Suh, Bo-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.388-395
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    • 2018
  • With increasing numbers of consumers' concerned about their health and well-being life, interest in organic food has increased. Although there are some studies related to organic food in Korea, most organic food research has been in field of nutrition of organic food. This study aimed to find the relationship between consumers' perceived benefits and satisfactions towards organic food and to compare differences amongst ages. As the results, physical benefit and social benefit were found to have a positively significant influence on both young and old age groups' satisfaction toward organic food. Sensory benefit had a negatively influence on young age group's satisfaction, however, it was not found to have a significant influence on old age groups' satisfaction. Family economic benefit had a negatively influence on old age group's satisfaction, in contrast, family economic benefit was not found to have a significant influence on young age groups' satisfaction about organic food. Thus, the result indicated that there were significant differences between young and old age groups.

Motor Imagery Brain Signal Analysis for EEG-based Mouse Control (뇌전도 기반 마우스 제어를 위한 동작 상상 뇌 신호 분석)

  • Lee, Kyeong-Yeon;Lee, Tae-Hoon;Lee, Sang-Yoon
    • Korean Journal of Cognitive Science
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    • v.21 no.2
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    • pp.309-338
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    • 2010
  • In this paper, we studied the brain-computer interface (BCI). BCIs help severely disabled people to control external devices by analyzing their brain signals evoked from motor imageries. The findings in the field of neurophysiology revealed that the power of $\beta$(14-26 Hz) and $\mu$(8-12 Hz) rhythms decreases or increases in synchrony of the underlying neuronal populations in the sensorymotor cortex when people imagine the movement of their body parts. These are called Event-Related Desynchronization / Synchronization (ERD/ERS), respectively. We implemented a BCI-based mouse interface system which enabled subjects to control a computer mouse cursor into four different directions (e.g., up, down, left, and right) by analyzing brain signal patterns online. Tongue, foot, left-hand, and right-hand motor imageries were utilized to stimulate a human brain. We used a non-invasive EEG which records brain's spontaneous electrical activity over a short period of time by placing electrodes on the scalp. Because of the nature of the EEG signals, i.e., low amplitude and vulnerability to artifacts and noise, it is hard to analyze and classify brain signals measured by EEG directly. In order to overcome these obstacles, we applied statistical machine-learning techniques. We could achieve high performance in the classification of four motor imageries by employing Common Spatial Pattern (CSP) and Linear Discriminant Analysis (LDA) which transformed input EEG signals into a new coordinate system making the variances among different motor imagery signals maximized for easy classification. From the inspection of the topographies of the results, we could also confirm ERD/ERS appeared at different brain areas for different motor imageries showing the correspondence with the anatomical and neurophysiological knowledge.

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A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.50
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    • pp.239-273
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    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.

A Study on the Influence of Coffee Shop's Service-Scape on the Perceived Values, and Brand Attitude of Customers (커피전문점의 서비스스케이프가 고객의 지각된 가치와 브랜드 태도에 미치는 영향)

  • Choi, Yoon-Hee;Lee, Yeon-Jung
    • Culinary science and hospitality research
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    • v.22 no.7
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    • pp.203-221
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    • 2016
  • This study aims to analyze the impact of servicescape on the perceived values and brand attitude of coffee customers. In order to archive our research objects, current study employed SPSS 22.0 statistal program. The summary is as follows. First, it was revealed that the servicescape of coffee shops has a positive influence on perceived value. Second, the servicescape of coffee shop has a positive influence on brand attitude. And perceived value of the customer has a positive impact on customer brand attitude. Based on the results, this research has concluded some theoretical suggestions as follows. First, in case of brand coffee shop, it was analyzed that the attractions of interior design color, floor and wall interior, and structure has influenced on the differentiated values of customers. Also, the accessability shows that the brand coffee shops with parking facilities along with the convenience provided by the off-site facilities make customers highly recognize the brand values. In addition, the results found that the factor of service condition becomes a determining factor. Thus, current study will contribute to consider the various elements of service scape when new business develop as well as redesign the previous stores.

A Case Study of Five-year-old Popular Child's Behavior Patterns (만5세 또래 인기아의 행동특성에 대한 사례 연구)

  • Sohn, Soo Min;Kim, Ji Na
    • Korean Journal of Child Education & Care
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    • v.18 no.2
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    • pp.33-48
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    • 2018
  • The purpose of this study was to explore five-year-old popular child's behavior patterns through participant observation and to analyze the collected data with qualitative method. One popular child was selected from D child care center of P city in Kyeonggi province. Peer-nomination method was used to select the popular child. Participant observation was conducted from April to November in 2017 through 36 observations in free choice activities. As well as observation records, formal and informal interview records with parents and teachers, parent counseling journals, observation journals, and child's personal records were used to understand the popular child. Three steps, including recording, coding, and making themes, were conducted to analyze the data. The main results of the research were as follows: The behavior patterns of popular child in this study presented both positive and negative sides. The positive behavior patterns included consideration, responsibility, high concentration, and a sense of humor. The negative behavior patterns showed control and exclusion. This study has implications for development of educational program and environment to enhance positive peer relationship.

Suggestion of a Creative Character based on Cultural Archetype -focused on , Korean Classic Folktales- (문화원형을 기반으로 한 창의적 캐릭터 제안 한국 고전 설화 <불가살이(不可殺伊)>를 중심으로)

  • Shin, Shang-Ki;Lee, Chae-Ron
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.451-460
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    • 2013
  • Project to deal with cultural archetype as a material for creation to develop modern one has continued. But it would be meaningless if cultural archetype is simply reproduced into modern one with modern medium so that such contents cannot see through desire that the general public, that is, contemporary recipients want. This is because desire of people who lived in the past is not completely same as one of modern people. This study began to make convergence from Bulgasalee(不可殺伊) as a Korean cultural archetype to cultural contents fit to modern times. To develop creative character based on ground for existing Bulgasalee(不可殺伊), these were investigated - method and meaning of modern transformation for classics, economic value of the character, and examples to understand direction of future development. Bulgasalee(不可殺伊) as a Korean cultural archetype is Korean style monster where wish of contemporary people was reflected so that it has character of anti-war and hero. To eat iron and be related to fire is a unique character that only Bulgasalee(不可殺伊) has. Bulgasalee(不可殺伊) re-born in modern sense based on such characters is equipped with tool to treat iron as arms and to it, image of fireman is reflected. It is thought that this study not only suggested character for successful modern transformation of cultural archetype but also newly developed value that the character has.

The Study on the Effect of Outdoor Experiential Marketing on Brand and Purchase Intentions (아웃도어 체험 마케팅이 브랜드와 구매의도에 미치는 영향에 대한 연구)

  • Lee, Jae-Woo;Park, Eun-Ju;Choi, Myeonggil
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.139-150
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    • 2017
  • The purpose of this study is to examine the influence of experiential marketing on brand loyalty through brand image and brand attitude, and to ultimately understand the relationship between experiential marketing and purchase intentions. The subjects of the study were first-time participants of the 'Salomon Outdoor City Trail Run' sponsored by the brand Salomon Outdoor. Out of 223 questionnaires given to the subjects, 195 responses were used as the sample for analysis. SPSS 18.0 and AMOS 18.0 were used as the analysis tools. The study results showed that, of the elements of marketing including sensation, emotion, recognition, action, and relation, feel and action positively influenced brand image. Sensation and relation positively influenced brand attitude. Brand image and brand attitude positively influenced brand loyalty and brand loyalty positively influenced purchase intention. The study is significant in that it explores the effects of experiential marketing all the way up to the purchase intention, and how this is influenced by brand image, brand attitude, and brand loyalty. Implications of these findings for experiential marketing as well as future research directions are also provided.