• Title/Summary/Keyword: 지각방식

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The effects of perceived father's rearing attitude on leisure satisfaction and leisure constraint in middle school students: the mediating effects of self-efficacy (중학생이 지각한 아버지의 애정-합리적 설명형 양육태도가 여가만족 및 여가제약에 미치는 영향 : 자기효능감의 매개효과를 중심으로)

  • Jung, In-Kyung;Kim, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.27 no.2
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    • pp.77-93
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    • 2015
  • The purpose of this study was to investigate the mediating effects of self-efficacy on the relationship between perceived father's rearing attitude and leisure satisfaction/leisure constraint in junior high school students. A survey was conducted using a convenient sample drawn from 448 students from eleven junior high school in Seoul area. Data were analyzed using SPSS 20.0 program. The results showed that students who perceived their father's rearing attitude as affection-rational explanation performed more of out-door leisure activity with their family. Perceived father's rearing attitude and self-efficacy was positively related with leisure satisfaction but negatively related with leisure constraint. In addition, self-efficacy partially mediated the relationship between perceived father's rearing attitude and leisure satisfaction/leisure constraint. These results suggest the leisure activity could be increased by father's rearing attitude through improving self-efficacy. Therefore, to improve the leisure activity through increase of leisure satisfaction and decrease of leisure constraint, father should raise their children in love and help to grow their self-efficacy.

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How User-Generated Content Characteristics Influence the Impulsive Consumption: Moderating Effect of Tie Strength (사용자 제작 콘텐츠 특성이 충동구매에 미치는 영향: 유대강도의 조절효과를 중심으로)

  • Weiyi Luo;Young-Chan Lee
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.275-294
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    • 2022
  • In recent years, with the continuous integrative development of e-commerce and social media, social commerce, as a trust-centered social transaction mode, has become an important performance form of e-commerce. The good experience of online community and abundant user-generated content (UGC) attract more and more users and businesses to participate in the community contribution. In this context, the cost of accessing information is continuously decreasing, which not only makes the purchase process more concise and efficient, but also greatly increases the possibility of consumers' impulsive consumption. However, there are very few empirical studies on the internal influencing mechanism of consumers' impulsive consumption based on the characteristics of UGC for social commerce. In view of this, based on S-O-R model, this study constructs a model of consumers' impulsive consumption in the context of social commerce from the characteristics of UGC, with perceived risk as the mediating variable and tie strength as the moderating variable. The results show that content authenticity, content usefulness, and content valence of UGC have significant negative impacts on consumers' risk perception in the process of purchase decision-making, and consumers' perceived risk has a significant negative impact on consumers' impulsive consumption. Meanwhile, the tie strength between UGC producer and UGC receiver plays a moderating role between content usefulness and perceived risk, as well as between perceived risk and impulsive consumption. Finally, combined with the above findings, this study provides effective suggestions for relevant participants in social commerce in terms of business management.

A study on the interaction between visual perception and the body in contemporary painting space (20세기 회화공간에서 시지각과 신체의 상관성에 관한 연구)

  • Lee, Kum-Hee
    • Journal of Science of Art and Design
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    • v.11
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    • pp.109-152
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    • 2007
  • This thesis started from accepting the criticism and concretely seeking the possibility of visual visuality, in particular, visual physicality or physical visuality through the expression revealed in painting space. This study aims at stressing the role of the body in visual perception and pictorial expression by it by examining the interaction between it and the body. First of all, this study explored perception and the position of the body in the great frame of the historical stream from modernism, through minimalism, through post-minimalism to later art in order to confirm the interaction between visual perception and the body or the change in the intervention of physicality in the stream of contemporary art, and connected them with a discourse on perception and the body. It raised as the grounds for it the discussions which provided the theoretical background about perception. It dealt with the scientific discussions on perceptual physicality by Gestalt psychology in perceptive psychology, and next the discussion of Rudolf Arnheim who exemplified Gestalt psychology mainly on the dimension of visual art. It is significant in explaining the perceptual activeness which is the same as that of M. Merleau-Ponty as a primary debater to solve the questions of perceptual physicality and physical visuality. M. Merleau-Ponty set forth ambiguous perception and the body as its background as the fundamental bases for perceiving the world rather than consciousness proved explicitly. As Hal Foster said, as minimalist phenomenological background they provided appropriate theoretical background to the late art rising against modernist logic. Next, after the 1970s Frank Stella showed a working method and a tendency entirely different from those in the previous period. For example, deconstruction of frame, decentralized spatial expression, dynamic and mixed expression, and allowing real space by overlapping were judged to swing to approval of perceptual physicality. Francis Bacon's painting structure, that is, figure, triptych, aplat and a method of production by accident were understood to well reflect M. Merleau-Ponty's chair logic of chiasme. This study tries to seek the possibility of pictorial expression from works aiming at defining the question of seeing in connection with physicality, the role of the body as the body accumulated and the linking with a real, daily life as the background of the body, and confirm the phase shift.

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인터넷 의류쇼핑몰의 상품정보 제공방법 연구

  • 천종숙;이지원
    • Proceedings of the Costume Culture Conference
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    • 2003.09a
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    • pp.111-113
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    • 2003
  • 한국에서의 인터넷 이용자 수는 빠른 속도로 증가하고 있다. 2002년 6월에 발표된 KNP (Korea Netizen Profile)의 자료는 한국의 인터넷 사용자 중 여성은 약 42.9%이고, 20대가 약 43.6%를 차지한다고 보고하였다. 그러나 인터넷 쇼핑 방식에서는 소비자가 직접 실물을 확인하고 구매할 수 없으므로 의류 제품 구매 시 위험을 낮추기 위한 방안이 필요하다. 선행연구는 구매하는 의류의 품목에 따라 구매시 소비자가 지각하는 중요도가 다름을 보여준다. (중략)

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A Study on color characteristic of LED lamp of Digital Control Method (디지털 제어방식 LED 램프의 색 특성에 관한 연구)

  • Kang, Shin-Ho;Han, Jin-Ho;Lee, Jeong-Seop;Ryeom, Jeong-Duk
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2009.10a
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    • pp.11-14
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    • 2009
  • 색이란 빛의 스펙트럼 분포에 의하여 눈이 느끼는 지각이고, 삼자극치에 의하여 수치화된 색자극의 표시이다. 이때 삼자극치란 사람의 눈의 중심와 부분에 분포하는 3가지 추상체에 의하여 뇌로 전달되는 색의 정보를 수치화한 것이다. 삼자극치를 이용하면 색을 수치로 나타낼 수 있고, 색을 객관적으로 측정할 수 있다. 본 논문에서는 LED의 광량 제어에 디지털 방식을 이용한 full color LED 램프의 이론적인 색채연구를 위하여 분광분포를 이용한 삼자극치를 구하는 과정에 대하여 논하였다. 또한 구해진 삼자극치로부터 색도좌표를 구하는 과정을 모델링하였고, 실제로 측정된 색도좌표와의 오차를 계산하였다.

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The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation 'YGGDRASIL' (애너글리프(Anaglyph)를 이용한 3차원 입체영상 제작 사례에 대한 분석 -애니메이션 <이그드라씰>을 중심으로)

  • Kang, Hyun-Jong
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.131-140
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    • 2013
  • The study analyzes how to create stereoscopic image in 3-dimension animation 'Yggdrasil', produced in Autodesk Maya(3D animation software), using Anaglyph method that is the oldest in 3-dimension stereoscopic video production. The anaglyph method help to produce stereoscopic images easily and to give effective 3D effect encoding each eye's image using filters of different colors. In addition, space direction applied visual perception theory expresses necessary distance, depth and speed effectively in 'Yggdrasil'

Real-time Make up Mirror simulation using Leap Motion (LeapMotion을 이용한 실시간 Make up Mirror 시뮬레이션 구현)

  • Ra, Gyeong-Jin;Kim, Won-Bin;Park, Sung-Wook;Lee, Im-Yeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1057-1060
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    • 2015
  • 온라인 화장품을 판매하는 종합 쇼핑몰 또는 전문 쇼핑몰이 증가하는 추세에 따라 온라인상에서 일어나는 위험에 대한 지각 보완을 위해 시뮬레이션에 대한 많은 연구가 이루어지고 있다. 국내 외 유명 화장품 회사들은 인터넷과 매장을 통해서 시뮬레이터를 제공하여 얼굴에 화장한 모습을 보여주는데 이때 사용되는 이미지는 정지된 사진과 같은 2차원 방식이다. 정면이 아닌 다양한 각도의 얼굴에 메이크업을 수행하거나 결과를 확인하는 과정이 어렵고 사용자가 이미지를 매번 준비해야하는 불편함이 따른다. 본 논문에서는 실시간영상에서 사용자의 피부색과 주변 환경요소를 고려한 메이크업 시뮬레이션으로서 보다 객관적인 시각적 자료를 제공한다. 또한 NUI(Natural User Interface)방식의 동작입력컨트롤러를 사용함으로서 사용자의 화장하는 동작에 따라 시뮬레이션을 제공받게 하여 현실감을 부여한다.

Implementation Of Wireless Stereoscopic Image Player Use A RF Method (RF방식의 무선 입체 영상 재생 장치 구현)

  • Jung, Jae-Sung;Kim, Kyong-Won;Choi, Chul-Ho;Choi, Myung-Ryul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.711-714
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    • 2004
  • 본 논문에서는 RF방식을 이용하여 제어 신호를 무선 LCD 셔터 고글로 전송하는 무선 입체 영상 재생 장치의 원리를 제안하고 설계 및 구현하였다. 본 논문에서 제안한 장치는 기존의 유선 장비에 비해 자유로운 이동성을 보장하고 다수의 사용자가 별도 추가장비 없이 입체 영상을 감상할 수 있다. 본 논문에서는 입체 영상 지각 원리, 입체 영상 재생 모드, 제안한 입체 영상 재생 장치, 무선 LCD 셔터 고글 동작을 논하였다. 마지막으로 PC의 모니터를 통한 시각적 검증으로 제안한 무선 입체 영상 재생 장치의 성능평가를 수행하였다.

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A Correlational Study among Perceived Stress, Anger Expression, and Depression in Cancer Patients* (암 환자의 지각된 스트레스, 분노표현방식과 우울간의 관계)

  • Lee Pyong-Sook;Sohn Jung-Nam;Lee, Yong-Mi;Park Eun-Young;Park Ji-Sun
    • Journal of Korean Academy of Nursing
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    • v.35 no.1
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    • pp.195-205
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    • 2005
  • Purpose: This study was to identify the relationship between perceived stress, anger expression, and level of depression in cancer patients. Method: A cross-sectional descriptive study design was used. Data was collected by uestionnaires from 185 in- and out-patients who were diagnosed with cancer at 3 university hospitals and the National Cancer Center using Spielberger et al.’s Anger Expression Scale, Cohen, Kamarch & Mermelstein's Perceived Stress, and Derogatise's SCL-90. The data was analyzed using descriptive statistics, Pearson correlation coefficient, and stepwise multiple regression with SAS/PC. Result: The perceived stress in cancer patients indicated a significant positive correlation to anger-in(r=.288, p=.000), anger-out(r=.232, p=.001), and depression(r=.68, p=.000), but no significant correlation to anger-control. The anger-in of cancer patients showed a significant positive relationship to anger-out(r=.53, p=.000), and depression(r=.383, p=.000), but no significant correlation to anger-control. Anger-out showed a significantly negative correlation to anger-control (r=-.248, p=.001) and a positive correlation to depression (r=.240, p=.001). The most significant predictor which influenced depression in cancer patients was perceived stress, followed by anger-in and hobby, and these factors explained their depression with a variance of 54%. Conclusion: These results suggested that cancer patients with a high degree of perceived stress are likely to be high in anger-out and anger-in. Perceived stress and anger-in are major factors which affect depression in cancer patients.

Designing Vision Experiment Using Active-Shutter Glasses System (보급형 액티브 셔터 방식 안경을 이용한 시각 실험 설계)

  • Kang, Hae-In;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.477-488
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    • 2012
  • The effort of implementing realistic 3-D depth on 2-D images has been continued persistently with a theoretical understanding of depth perception and its related technical development. The present article briefly reviews a number of popular stereoscopes for studying stereoscopic depth perception according to their implementation principles, and introduces a behavioral experiment as a technical example in which the active-shutter glasses were used. In the present study, participants were tested for their visual memory against perceived depth among a set of items. The depth of the memory and test items was manipulated to be 1) monocular, 2) binocular, or 3) both-monocular-and-binocular respectively. The memory performance was worst in the binocular-depth condition, and best however in the both-monocular-and-binocular condition. These results indicate that visual memory may benefit more from monocular depth than stereoscopic depth, and further suggest that the storage of depth information into visual memory would require both binocular and monocular information for its optimal memory performance.

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