• Title/Summary/Keyword: 착용 행동

Search Result 114, Processing Time 0.024 seconds

Exploring Mask Appeal: Vertical vs. Horizontal Fold Flat Masks Using Eye-Tracking (마스크 매력 탐구: 아이트래킹을 활용한 수직 접이형 대 수평 접이형 마스크 비교 분석)

  • Junsik Lee;Nan-Hee Jeong;Ji-Chan Yun;Do-Hyung Park;Se-Bum Park
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.4
    • /
    • pp.271-286
    • /
    • 2023
  • The global COVID-19 pandemic has transformed face masks from situational accessories to indispensable items in daily life, prompting a shift in public perception and behavior. While the relaxation of mandatory mask-wearing regulations is underway, a significant number of individuals continue to embrace face masks, turning them into a form of personal expression and identity. This phenomenon has given rise to the Fashion Mask industry, characterized by unique designs and colors, experiencing rapid growth in the market. However, existing research on masks is predominantly focused on their efficacy in preventing infection or exploring attitudes during the pandemic, leaving a gap in understanding consumer preferences for mask design. We address this gap by investigating consumer perceptions and preferences for two prevalent mask designs-horizontal fold flat masks and vertical fold flat masks. Through a comprehensive approach involving surveys and eye-tracking experiments, we aim to unravel the subtle differences in how consumers perceive these designs. Our research questions focus on determining which design is more appealing and exploring the reasons behind any observed differences. The study's findings reveal a clear preference for vertical fold flat masks, which are not only preferred but also perceived as unique, sophisticated, three-dimensional, and lively. The eye-tracking analysis provides insights into the visual attention patterns associated with mask designs, highlighting the pivotal role of the fold line in influencing these patterns. This research contributes to the evolving understanding of masks as a fashion statement and provides valuable insights for manufacturers and marketers in the Fashion Mask industry. The results have implications beyond the pandemic, emphasizing the importance of design elements in sustaining consumer interest in face masks.

Development of Multi-rotational Prosthetic Foot for Lower Limb Amputee (하지 절단자를 위한 다축 회전이 가능한 인공발의 개발)

  • Shin, Hyunjun;Park, Jin-Kuk;Cho, Hyeon-Seok;Ryu, Jei-Cheong;Kim, Shin-Ki
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.10 no.4
    • /
    • pp.305-313
    • /
    • 2016
  • Movements of the lower limb are important for normal walking and smooth oscillation of the center of gravity. The ankle rotations such as dorsi-flexion, plantar-flexion, inversion and eversion allows the foot to accommodate to ground during level ground walking. Current below knee (B/K) prostheses are used for replacing amputated ankle, and make it possible for amputees to walk again. However, most of amputees with B/K prostheses often experience a loss of terrain adaptability as well as stability because of limited ankle rotation. This study is focused on the development of multi-rotational prosthetic foot for lower limb amputee. Our prosthesis is possible for amputees to easily walk in level ground by rotating ankle joint in sagittal plane and adapt to the abnormal terrain with ankle rotation in coronal plane. The resistance of ankle joint in the direction of dorsi/plantar-flexion can be manually regulated by hydraulic damper with controllable nozzle. Furthermore, double layered rubber induce the prosthesis adapt to irregular ground by tilting itself in direction of eversion and inversion. The experimental results highlights the potential that our prosthesis induce a normal gait for below knee amputee.

Cross-cultural Observation of Street Fashion of 2006 F/W in London/paris, New York, and Seoul (2006 F/W 런던/파리, 뉴욕, 서울 크로스 컬쳐럴 스트릿 패션 고찰)

  • Kim, Chil-Soon;Cassill, Nancy
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.32 no.12
    • /
    • pp.1939-1949
    • /
    • 2008
  • The purpose of this study was to identify differences or similarities across the ensembles of 2006 F/W fashion trends in the big fashion centers such as Paris, London, New York, and Seoul, by street fashion research. The study focuses on understanding of localized fashion trend in the marketplace. We used photograph observation and analyzed data by SPSS program. We found there is a significant difference in winter outfits at these different global fashion mega cities. Most Korean women were wearing light colored outer jackets and blue jeans were dominant style for pants. The majority of Paris/London, New York and Seoul people on the street were wearing wool/wool like coat. Padded coats were worn more by New Yorkers than by people in Seoul. For the bottom, there is a similarity between Paris/London, and New York City, in that skinny pants were popular. Koreans were wearing skinny pants mostly, but the percentage of mini skirts/shorts was also higher than any other cities. We found that the cross-cultural fashion mega trend is similar in clusters, but there is a slight difference of trend in clothing color, style and design details, and accessories by localized fashion cities. Not only direct observation but also identification of cultural characteristics and consumer behavior through the years will bring much more contributions to apparel industries.

The Effect of Individual Differences in Need for Affective and Cognitive on Health Advice in Virtual Reality (감성 욕구와 인지 욕구의 개인차가 가상현실의 건강 조언에 미치는 영향)

  • Yu, Sanghyeong;Jung, Yujin;Han, Kwanghee
    • Science of Emotion and Sensibility
    • /
    • v.22 no.3
    • /
    • pp.77-90
    • /
    • 2019
  • In this study, we investigated which message provider is effective in a virtual reality (VR) environment for individuals with different needs with regard to affect (need for affect [NFA]) and cognition (need for cognition [NFC]). According to Haddock et al (2008), individuals with high NFA were more influenced to change their behavior by the emotional aspects of a message, whereas individuals with high NFC were more influenced by the cognitive aspects of the same message. We hypothesized that individual differences in needs could affect not only receipt of the message but also the acceptability of the message provider. For example, someone with high NFA might accept messages more easily from an acquaintance than from experts. In the VR environment, the appearance of the message provider could be manipulated in a way that makes him or her more familiar to the person receiving the message. Accordingly, in order to promote the effectiveness of message providers in a VR environment according to the individual difference in needs, we measured the level of the preference and self-efficacy according to needs (NFA or NFC), type of message provider (expert, significant other, or other), and VR device (text or VR). Contrary to what we expected, the results showed that there was no matching effect between the needs and the message provider. However, we found that level of preference and self-efficacy were significantly high when a VR device was worn only by participants with high NFA. This result suggests that a VR environment is more suitable for providing health advice to people with high NFA. In addition, the novelty of this study is that we tried to find the tailored message provider on health advice in VR environment and it is in the early stage of the research.

Perceptions of Patients and Radiologists on Exposure to Diagnostic Radiation (진단용 방사선 피폭에 관한 환자 및 종사자간 인식도 비교)

  • Kim, Gab-Jung;Hong, Jee-Young;Lee, Moo-Sik;Na, Baeg-Ju;Lee, Jin-Yong;Lee, Boo-Woo
    • Proceedings of the KAIS Fall Conference
    • /
    • 2011.05b
    • /
    • pp.1072-1075
    • /
    • 2011
  • 이 연구는 진단용 방사선피폭에 대한 환자 및 종사자의 방사선 인식도, 방사선 지식정도, 방사선 피폭의 유해성, 진단방사선의 필요성, 방사선의 피폭방지, 정보파악의 유무 및 파악경로, 방사선 검사 시 심리적 상태에 영향을 미치는 요인을 살펴보고자 하는 연구이다. 2010년 10월 25일부터 11월 10일까지 일개 광역시 소재하는 종합병원 및 의원에 근무하는 방사선사와 2주내에 진단 방사선을 이용한 해당 의료기관에 내원한 환자를 대상으로 총 347부의 유효설문지를 사용 하였다. 방사선에 대한 인식도에 영향을 미치는 요인으로는 환자의 경우, 직업, 2년내 건강검진 경험, 방사선 피폭에 대한 설명을 들은 경험으로 나타났고, 근무자의 경우, 2년내 교육이수 경험으로 나타났다. 방사선에 대한 지식정도에 영향을 미치는 요인으로는 환자의 경우, 2년내 건강검진 경험으로 나타났고, 근무자의 경우, 연령, 근무기관으로 나타났다. 방사선의 유해성에 영향을 미치는 요인으로는 환자의 경우, 성별, 2년내 건강검진 경험, 정보매체로 나타났고, 근무자의 경우, 근무기관으로 나타났다. 방사선의 필요성에 영향을 미치는 요인으로는 환자의 경우, 월소득, 거주지로 나타났고, 근무자의 경우, 결혼상태, 피폭선량계 착용여부, 환자에게 피폭에 대한 설명을 하는 것으로 나타났다. 방사선 피폭방지에 영향을 미치는 요인으로는 환자의 경우, 직업, 월소득, 2년 내 건강검진 경험으로 나타났고, 근무자의 경우 환자에게 피폭에 대한 설명을 하는 것으로 나타났다. 방사선검사의 심리적 상태에 영향을 미치는 요인으로는 환자의 경우, 방사선에 대한 피폭설명을 들은 경험, 직업으로 나타났고, 근무자의 경우, 연령, 경력, 2년내 교육이수 경험으로 나타났다. 그러므로 방사선 종사자들도 방사선의 위해성에 대한 올바른 인식을 하게 하여 방사선 방어를 적극적으로 할 수 있는 행동을 유도하기 위해서는 이용 방사선의 특성에 맞는 방사선 안전 관리 교육 프로그램의 개발과 방사선 종사자 스스로 방사선에 대한 안전성 확보를 위하여 노력해야 할 것이다.

  • PDF

A Study on Core Factors and Application of Asymmetric VR Content (Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.5
    • /
    • pp.39-49
    • /
    • 2017
  • In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.

A Difference of Clothing Behavior of Jean's Wearer According to the Gender (성별에 따른 청바지 착용자의 의복행동 차이)

  • Lee, Joung-Suk;Sung, Su-Kwang
    • Fashion & Textile Research Journal
    • /
    • v.6 no.3
    • /
    • pp.336-340
    • /
    • 2004
  • This is the result of the comparison of the number of jeans, colors, images, opinions when it was purchased, shapes according to the gender of persons in jeans. According to the gender, male students had 1.64 jeans(46.3%) and female students had 2.09 jeans(53.7%) on the average. Male students selected colors of jeans which they don't have, but want to wear once in the order of blue(3.7%), red(21.0%), white(24.1%), black(25.6%), and others(25.6%). Female students selected colors in the order of blue(3.2%), black(15.6%), red(24.8%), white(27.7%) and others(25.6%). In case of the general image about jeans, male students thought the jeans as masculine(1.2%), sexy(3.1%), unisexual(3.2%), active(23.6%), young(29.8%), and comfortable(36.5%) and female students thought it as masculine(0.3%), sexy(3.5%), unisexual(10.4%), young(21.9%), comfortable(28.1%) and active(35.8%). Male students considered torn or holed jeans ill-mannered(10.7%), delinquent, (20.7%)trendy(21.0%), comfortable(22.9%), and dandy(24.7%). Female students think it ill-mannered(3.4%), delinquent7.1%, trendy(17.4%), comfortable(21.1%), and dandy(50.9%). When they purchase jeans, male students choose according to trends(17.9%), don't consider design(19.5%) and look for their own styles(62.6%), female students didn't consider design(5.2%), choose according to trends(22.0%), and look for their own styles(72.5%). The designs of jeans which they usually wear were bell bottom(1.5%), wide-shaped(7.4%), baggy(17.5%), straight-shaped(73.6%) in case of male students. on the other hand, in case of female students, baggy(10.2%), wide-shaped(11.0%), bell bottom(17.0%), and straight-shaped(61.8%). The designs of jeans which they didn't have but want to wear once are wide-shaped(10.1%), bell bottom(13.2%), baggy(20.9%), and straight-shaped(55.2%) in case of male students. On the other hand, females students want to wear baggy(11.6%), wide-shaped(15.0%), straight-shaped(27.6%), and bell bottom(45.8%). The above-mentioned findings illustrated that both male and female students regarded blue as the original color of jeans, but they wanted to wear jeans in colors other than blue. In the past, jeans were considered masculine and unisex, but they viewed jeans as an apparel that was comfortable to wear and made it easier to move. Female students had a higher tendency to be fashionable than male students, and their preference for jeans was consequently different. Jeans manufacturers should take those characteristics into account to produce products in different colors and form.

Development of a Mobile Game and Wearable Device for Upper Limb Rehabilitation after Brain Injury (뇌손상 환자의 상지 재활을 위한 웨어러블 장치와 모바일 게임 개발)

  • Lim, Hong Joon;Kang, Youn Joo;Song, Je young;Lee, minbong;Oh, Ji Eun;Ku, Jeonghun
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.11 no.3
    • /
    • pp.253-259
    • /
    • 2017
  • Conventional upper extremity rehabilitation paradigm after brain injury has several shortcomings that is monotonous, simple, and repetitive in exercises over a long period of time, thereby causing training efficiency to decline as a consequence of low interest and participation. To resolve this issue, this paper proposes a new rehabilitative program integrating a wearable device integrated with EMG and motion sensor and a mobile game for the upper limbs' rehabilitative training. The developed wearable device is manufactured in the form of band, making it easy to wear. The mobile game is designed to enable rehabilitative training through games reflective of flexion, extension, abduction, and adduction identified by motion sensors along with grasp motion recognized by EMG signals measured from the wearable device. It also provides a tailored rehabilitative environment suitable for individual patients based on difficulty adjustments. As a consequence of applying the developed program to 14 brain injury in need of the upper limb rehabilitation and taking surveys on the utility of the developed rehabilitative program, the responses indicated that the developed rehabilitative program is far much more interesting and fun than the conventional rehabilitative program, further to the desire of those surveyed to reuse the developed program in the future.

Analysing Disaster Cases on Construction Sites to Prevent Falling Disaster of Hanging Scaffolding (건설현장 달비계 추락재해 예방을 위한 사례분석 연구)

  • Lim, HyoungChul;Kim, DaeYoung;Jeong, SeongChoon
    • Korean Journal of Construction Engineering and Management
    • /
    • v.20 no.6
    • /
    • pp.66-73
    • /
    • 2019
  • Thanks to various efforts to reduce disasters by the government and the Health and Safety Authority, disasters across industries and the construction industry show their reduction trend. However, the falling disasters in the construction industry have not decreased and increased on the contrary. Especially falling disaster caused by Hanging Scaffolding is the most critical disaster which shows low occurrence frequency but is directly connected to death of worker. The working environment for Hanging Scaffolding is poor in domestic construction site. In particular, the Hanging Scaffolding workers in small construction sites are not on the safety control and management by anyone for their works. They are driven to unsafe working condition with mostly uncertified facilities which are made by themselves. Therefore, this study is focused on searching falling disaster factors from the 242 disaster cases caused by Hanging Scaffolding Work in 15 years presented by KOSHA, and trying to provide suggestions for improvement. The improvement of the method of work requires facility improvement and work due to high accident rate caused by unsafe behavior. Analysis of the case of a disaster occurring over the past 15 years shows that no disaster occurred due to problems in the order of operations presented by KOSHA. However, it was found that many accidents resulted from death caused by safety belts not being installed or attached to ropes using safety belts without following the order of work. The most important aspect of improving the work method was the installation and wearing of lifeboats and safety belts.

A Study on the Improvement and the Survey Study on the Complaints of People with Disabilities in the Use of Disabled Car (복지차 이용 시 장애인의 불편사항 조사와 개선방안 연구)

  • Rhee, Kum Min;Kim, Dong Ok
    • 재활복지
    • /
    • v.17 no.4
    • /
    • pp.339-370
    • /
    • 2013
  • This study is to suggest necessary improvements of inconvenient elements as well as the ergonomic design standard to develop disabled cars by evaluating the types of needs and observing the behavior characteristics on their car use and the survey on the complaints of the disabled drivers and their guardians in the use of disabled car. The results of this study are as follows. First, both the disabled drivers and their guardians are found to feel high inconvenience and low satisfaction with the cars they use now. Second, the disabled owner-drivers also answered in a same way as guardians. They find the most difficulty in moving the supporting equipment to get into and out of a car. Both the owner-drivers with disabilities and guardians complained of lack of handiness they face when they wear the seat belts and sitting on the seats. In view of this, a disabled car to be developed should have ergonomic design for its seats and the safety of the seatbelt as well as trouble-free supporting equipment helping them move. Third, rather than owner-drivers with handicaps, guardians expressed more difficulties and less contentment with the cars for the disabled, which is reckoned to lead to the changes of perspectives on development of cars for the disabled breaking away from existing viewpoints focusing on the accessibility to the vehicles. Fourth, both owner-drivers and guardians showed higher interests in driving and other safety and convenience measures than in using supporting equipment to get into and out of vehicles, implying that rather than the accessibility to get into and out of a car, convenience should primarily be taken into account for the design of the disabled car. Fifth, the auto-manufacturer is to give prior thought to user convenience when developing a car in practice. For this, the developer may have the disabled car users join the process of development as well as asking experts for help and participation.