• 제목/요약/키워드: 오감

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Boundaries of Conscious Space in East-Asiatic thoughts (동아시아 사유에 있어 의식 공간의 경계 문제)

  • Rhee, Myung-Su
    • (The)Study of the Eastern Classic
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    • 제62호
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    • pp.209-229
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    • 2016
  • This thesis is to discover the meanings of boundary through East Asian thought so as to make rooms for discoursing on it. First of all people have their own boundaries of 'Me', and they make others as persons or objects in their thoughts. Originally boundary has represented nation's frontier, and it indicated the worlds of space in Buddhism of East Asian culture. It is represented by loka or visaya in Sanskrit and region, dominion, boundary, border in English, which means the worlds that people would fancy in their minds over domains of politics, societies, culture, arts ect, not to be simple. Accordingly we must not approach to its meaning simply like 'beyond border'. There are many boundaries, which are similar to the sublime, for us to arrive in our lives. Spiritually there are also many boundaries(regions) that are made by our desires, wills and concepts. In a while there are limit or problem in our recognizing things, for example, of human's five senses that would be, to an extent connected with Buddhistic understanding of boundaries. Boundaries resulted from partiality in understanding of objects must be got rid of eventually. In regard of these matters, this thesis discusses the meanings of boundary, those that are inevitably made by human's consciousness, and negative ones to be got over from recognition systems of person or any groups.

How Does Smart Device User Experience Change by Generation (스마트 디바이스의 세대별 사용자 경험 변화 연구)

  • Lee, Hyun-Ju;Hong, Mi-Hee
    • The Journal of the Korea Contents Association
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    • 제19권3호
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    • pp.252-260
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    • 2019
  • Smart devices have penetrated deeply into our daily lives. They have not only increased user convenience, but also changed the overall lifestyle of society. The objective of this study was to examine the change process of user experience through device classification and technology by generation. In order to achieve the objective, this study analyzed the purpose and pattern of using a device, which is a digital platform, and the input and output, which are the most important digital components for personal exclusiveness and interaction. The analysis results of this study showed that, in the past, the purpose of using a device was clear, a device was used in common, and a separate device was used for input and output. However, as devices evolved, users began to emphasize the fun aspect than the purpose of a device. As a result, personal exclusiveness has increased. Moreover, unlike devices in the past depending on separate input or output methods, devices are evolving to employ a method performing input and output using the five senses of people such as the touchscreen using a body part of a user, voice, and motion. This study evaluated how the overall experience of users, which was obtained through technology, has changed for each generation. Furthermore, this study proposed the future direction of device development by considering the user experience. It is believed that the results of this study will be useful for future studies on the overall experience of users who will use a range of smart devices, which will be released in the future.

Effectiveness of nutrition education intervention focusing on fruits and vegetables in children aged six years and under: a systematic review and meta-analysis (유아 대상 과일·채소 영양교육 효과분석: 체계적 문헌고찰 및 메타분석)

  • An, Sumin;Ahn, Hyejin;Woo, Jeonghyeon;Yun, Young;Park, Yoo Kyoung
    • Journal of Nutrition and Health
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    • 제54권5호
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    • pp.515-533
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    • 2021
  • Purpose: A systematic review and meta-analysis of nutrition educational intervention studies was performed to assess the association between nutrition education intervention and fruit & vegetable (F&V) preferences and nutrition knowledge in preschool children. Methods: The relevant studies of nutrition education intervention and F&V preferences and nutrition knowledge published from January 2000 to June 2020 were located using PubMed, Web of Science, Cochrane Library, Research Information Sharing Service, Korean Studies Information Service System databases, and lists of references. A random-effects meta-analysis was conducted to estimate the standardized mean difference with a 95% confidence interval (CI). Subgroup analyses were performed to identify the association between nutrition education and F&V preferences and nutrition knowledge. Results: The results show that the effect sizes (ES) of F&V preferences and nutrition knowledge of preschool children were 0.31(95% CI, 0.23, 0.39), and 1.69(95% CI, 1.27, 2.12), respectively. The result of subgroup analysis, nutrition education focused on F&V (F&V preferences, ES: 0.32; nutrition knowledge, ES: 2.09) presented a slightly larger effect than general nutrition education (F&V preferences, ES: 0.26; nutrition knowledge, ES: 1.62). As for the type of exposure to F&V, direct exposure education (F&V preferences, ES: 0.40) had a greater effect than indirect exposure (F&V preferences, ES: 0.26). This meta-analysis showed that nutrition education intervention had positive effects on the F&V preferences and nutrition knowledge in preschool children. Conclusion: In conclusion, from the meta-analysis and subsequent subgroup analysis, we found that varied types of nutrition education intervention had varying effects on F&V preferences and nutrition knowledge in preschool children.

On the Audible Band Hearing Measurement of Both Ears Considering Age (연령이 고려된 양쪽 귀의 가청대역 청력측정에 관한 연구)

  • Kim, Bong-Young;Bae, Myung-Jin
    • The Journal of the Convergence on Culture Technology
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    • 제7권1호
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    • pp.570-575
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    • 2021
  • Since humans live while feeling rich in their five senses, care must be taken not to damage their hearing in order to lead a happy life. Hearing damage suffered in a living environment is common in a partial band where a specific frequency band is first damaged. However, since the initial pain of hearing damage does not appear much, it is difficult to determine the symptoms in the early stages. In this paper, we proposed a high-speed measurement method that can easily and quickly self-measure hearing damage through a simple app. In this method, 9 pure tones compensated for gain for each voice soub-band are alternately heard in both ears, so that one's own hearing damage can be detected at high speed. When 18 tone pulses were heard for 30 seconds per person, 1 out of 12 subjects was identified as suspected of partial hearing damage. And when the test subjects were informed of the hearing determination method for the number of hearings, the participants themselves immediately determined whether their hearing was damaged. This measurement method simply judges the hearing of both ears within 30 seconds with a smart phone, so that hearing measurements that took more than 10 minutes in hospitals are relatively accurate, and it was found that hearing health can be maintained while reducing time and costs.

DECODE: A Novel Method of DEep CNN-based Object DEtection using Chirps Emission and Echo Signals in Indoor Environment (실내 환경에서 Chirp Emission과 Echo Signal을 이용한 심층신경망 기반 객체 감지 기법)

  • Nam, Hyunsoo;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제21권3호
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    • pp.59-66
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    • 2021
  • Humans mainly recognize surrounding objects using visual and auditory information among the five senses (sight, hearing, smell, touch, taste). Major research related to the latest object recognition mainly focuses on analysis using image sensor information. In this paper, after emitting various chirp audio signals into the observation space, collecting echoes through a 2-channel receiving sensor, converting them into spectral images, an object recognition experiment in 3D space was conducted using an image learning algorithm based on deep learning. Through this experiment, the experiment was conducted in a situation where there is noise and echo generated in a general indoor environment, not in the ideal condition of an anechoic room, and the object recognition through echo was able to estimate the position of the object with 83% accuracy. In addition, it was possible to obtain visual information through sound through learning of 3D sound by mapping the inference result to the observation space and the 3D sound spatial signal and outputting it as sound. This means that the use of various echo information along with image information is required for object recognition research, and it is thought that this technology can be used for augmented reality through 3D sound.

A Study on Digital Epistemology and Christian Education based on Media Theory (매체이론적 관점에서 보는 디지털 인식론과 기독교교육에 관한 연구)

  • Yang, Kum Hee
    • Journal of Christian Education in Korea
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    • 제71권
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    • pp.23-59
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    • 2022
  • This paper explored the effect of digital epistemology on Christian education. The media of an era determines the type and form of the epistemology of that era, which in turn has a decisive influence on the direction of Christian education in that era. Therefore, it consists of three parts. First, an investigation on the relationship between media and epistemology, second, an investigation on digital epistemology, and third, an investigation on the effect of digital epistemology on Christian education. In this paper, first, from the perspective of McLuhan's media theory, it was discovered that media go beyond simply expanding the our senses and change our perception through creating a new environment and way of life. This paper could characterize digital epistemology in the following four ways through comparison with the traditional epistemology of the print media era: namely "from linguistic to omnisensory epistemology", "from causality to relational epistemology", "from historical to post-historical thinking", and "from interpretive to performative epistemology". In addition, it examined the effects of that digital epistemology on Christian education. Through this study, it found that digital media can act both positively and negatively on the essence of Christian education. Therefore, the task of Christian education in the digital age is to make it a positive function rather than a dysfunctional one, and an opportunity rather than a challenge.

Machine Classification in Ship Engine Rooms Using Transfer Learning (전이 학습을 이용한 선박 기관실 기기의 분류에 관한 연구)

  • Park, Kyung-Min
    • Journal of the Korean Society of Marine Environment & Safety
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    • 제27권2호
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    • pp.363-368
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    • 2021
  • Ship engine rooms have improved automation systems owing to the advancement of technology. However, there are many variables at sea, such as wind, waves, vibration, and equipment aging, which cause loosening, cutting, and leakage, which are not measured by automated systems. There are cases in which only one engineer is available for patrolling. This entails many risk factors in the engine room, where rotating equipment is operating at high temperature and high pressure. When the engineer patrols, he uses his five senses, with particular high dependence on vision. We hereby present a preliminary study to implement an engine-room patrol robot that detects and informs the machine room while a robot patrols the engine room. Images of ship engine-room equipment were classified using a convolutional neural network (CNN). After constructing the image dataset of the ship engine room, the network was trained with a pre-trained CNN model. Classification performance of the trained model showed high reproducibility. Images were visualized with a class activation map. Although it cannot be generalized because the amount of data was limited, it is thought that if the data of each ship were learned through transfer learning, a model suitable for the characteristics of each ship could be constructed with little time and cost expenditure.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • 제14권2호
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • 제7권5호
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

Study on Brand Experience and Personality Effect on Brand Attitude and Repurchase Intention in Food-Franchised (외식 프랜차이즈 브랜드 경험 및 개성이 브랜드 태도와 재구매의도에 미치는 영향)

  • Yang, Ji-An;Lee, Sang-Yoon;Lee, Dong-Han
    • The Korean Journal of Franchise Management
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    • 제3권1호
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    • pp.26-45
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    • 2012
  • Market players have realized the importance of brand power and tried to develop effective marketing programs which focus on consumer's brand experience. This study aims to investigate brand experience and brand personality effect on brand attitude which is overall consumer's faith toward brands and repurchase intention in food-franchised by Structural Equation Model. As results, both brand experience and brand personality affect brand attitude although brand experience has more influence than brand personality. As consumers show positive brand experience and attitude, repurchase intention is higher. Brand attitude plays a mediation role in the relation of brand experience and personality, and repurchase intention. Also brand experience shows more influence than others on repurchase intention.