• Title/Summary/Keyword: 촉각제시

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Taxonomic Characteristics of Chironomids Larvae from the Hangang River at the Genus Level. (한강 수계 내 서식하는 깔따구류 유충의 속 수준에서의 분류 형질)

  • Jae-Won Park;Bong-Soon Ko;Hyunsu Yoo;Dongsoo Kong;Ihn-Sil Kwak
    • Korean Journal of Ecology and Environment
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    • v.56 no.2
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    • pp.140-150
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    • 2023
  • The Hangang River* is necessary to manage the water environment of severe pollution due to the high density of residential areas, parks, and agriculture and the large population concentrated there. Benthic macroinvertebrates, such as chironomids larvae, are bioindicator species that reflect environmental changes and are crucial for water quality monitoring. In this study, we investigated morphological characteristics and molecular analysis of the chironomids larvae inhabiting the Hangang River area for water environment surveys. For this research, 20 rivers, lakes, and urban area in the Hangang River basin were selected. Chironomids larvae were collected from July to September 2022, and their appearance and characteristics were identified through morphological identification. In addition, phylogenetic analysis was performed based on the mtCOI gene sequences of the collected chironomids larvae, and identification at the genus level was confirmed. As a result, 32 species and 18 genera of 3 subfamilies of Chironomidae larvae were identified, and Stictochironomus sp. dominated most sites(6 sites). The morphological characteristics of the identified chironomids larvae, such as the mentum, ventromental plate, and antenna, were organized into table and pictorial keys, and a Bayesian inference molecular phylogeny was presented. These results provide basic morphological information for genus-level identification and can be used as fundamental information for water quality management.

The analysis of design education in "Arts & Life" (현행 고등학교 교과서 "미술과 생활" 의 디자인 교육 내용 분석)

  • 이지수;정은숙
    • Archives of design research
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    • v.17 no.3
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    • pp.221-230
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    • 2004
  • Design textbooks for general education bring our attention to the education of design as a part of whole education. In this vein, this thesis tried to analyze and discuss on the current status of design education contents included in the 7th educational curriculum of the Art & Life. This study had a historical review of the contents of arts education as well as a review of theoretical contents in art education. Also this thesis analyzed five types of Art & Life text books currently used at high schools with weight given to the design and to the status of pictorial coverage in the text books. Finally, the thesis presented problems of design education through a comparative analysis of high school arts education and design education. Through the analysis, inequality of design contents in education was reported. It was clearly attributable to the backgrounds of text book writers. For example, authors with graphic design backgrounds tended to lack product and environment design concepts, while hand craft section of text books all showed a biased contents towards traditional Korean arts. In the analysis of pictorial coverage, similar to the composition of academic contents, coverage was concentrated in the graphic design areas; inequality in quantity of pictures found with a ratio of 1 to 4. In terms of areas of arts, design contents in text books were concentrated only in arts creation chapters among the 3 major areas of arts appreciation, understanding, and creation. Design education is attained in an atmosphere of creativity and the provision of ample teaching material. It is because diverse contents will generate the development of arts. When compared to design education curriculum of U.S. and Japan, these creativity put their focus of design education in the understanding and emotional contacts, so that every application is easily attained. In terms of expression learning, creativity and diversity of material are emphasized. From Kindergarten to middle, and high school periods, apparently the care contents of deign is emphasized. A textbook in the 7th education curriculum is one of the sources for education. In designing text books, learning process should be emphasized following subjects and natures of arts so that creativity can be achieved. Therefore, a systematic approach for design research and educational development for material would be needed in textbook design.

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A Study on the Design Guidelines of Healing Landscape in Housing Complexes (공동주택에서 치유조경계획을 위한 가이드라인 연구)

  • Chun, Hyunwoo;Lee, Shiyoung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.26-37
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    • 2016
  • As activities and convenience of residents in outdoor spaces in apartment houses have been considered important, strategies for making outdoor spaces in apartment houses healing spaces have emerged as a major interest. The purpose of this study is to draw elements for planning healing to create healing spaces in collective housing areas and to present design guidelines. The findings of this study are as follows. Functional elements of a healing environment were classified into safe environment, therapeutic environment, ancillary environment, orientation-reinforcing environment, amenities, and social environment. Outdoor spaces in collective housing areas were divided into collective housing entrance areas, internal and external spread areas, outdoor activity areas, and areas by theme. First, collective housing entrance areas should be planned in such a manner that residents can feel the area is private and easy to recognize. Second, internal and external spread areas should be planned in such a manner that they are easy to access and communicate with neighbors. Third, outdoor activity areas should be divided into an open space, resting space, playing space, and sports space. Open spaces should be planned in such a manner that they can command a fine view and respect the privacy of nearby residents. Resting spaces should be equipped with a shelter that protects users from direct sunlight, rain, and snow as well as include a movable bench. Playing spaces should be built considering development of children's curiosity, adventurous spirit, character, stimulation, and physical health. Playing spaces should be designed in such a manner that roadways and sidewalks can be separated for safe traffic. Sport spaces should be planned in such a manner that they can be associated with a pavilion and trail that provide residents with an opportunity to communicate with each other and rest. Fourth, spaces by theme are classified into sense garden, therapeutic garden, experiential garden, and learning garden. Sense gardens are a small garden based on the five senses. Sense gardens should be designed in such a manner that they can improve users' mental and physical health through programs that stimulate the sense of sight, auditory sense, and olfactory sense. Therapeutic gardens should be designed in such a manner that they can provide a comfortable and relaxing space by minimizing noise. It is advisable for therapeutic gardens to be equipped with a medicinal herb garden, meditation garden, and sense garden. Experiential and learning gardens should be designed in such a manner that they can provide users with a space in which they can enjoy nature and leisure activities. It is advisable for experiential and learning gardens to be equipped with a tea garden, vegetable garden, and camping garden. Healing programs should be designed in such a manner that users can feel relaxed by providing a healing environment, making the most of the natural environment. Further research on evaluating whether the findings of this study are effective in healing in a qualitative and quantitative manner is needed.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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A Comparative Study of Diverging Citation Patterns in the Disciplines of Physics and Sociology in Korea Differential Preferences according to Employment Status and Ph. D. Diploma Area (한국의 물리학과 사회학의 인용패턴 비교연구 - 전임 여부와 박사학위 취득지역을 중심으로)

  • Kang Min-Gu
    • Journal of Science and Technology Studies
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    • v.4 no.2 s.8
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    • pp.67-101
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    • 2004
  • Although the study of citation patterns is an important theme within the sociology of science, due to the fact that it is intimately related to the production, reproduction, and evaluation of knowledge, only sustained theoretical research outlining the differences of citation patterns between the hard and soft sciences has been conducted, and empirical studies nevertheless remain few and far between. The perspectives of institutionalism and constructivism have to attempted to explain different citation patterns between the hard and soft sciences as a contrast between 'what one says' and 'who one is'. Therefore, against this background this study examines the 'theoretical' controversy empirically by comparing the contrasting citation patterns of physics, as a representative of hard science, and sociology, as a representative of soft science. The results, in brief, are as follows: the citaton patterns in physics, as in sociology, vary according to the author's status within the hierarchical employment structure, i. e. whether s/he is a full-time lecturer or not, but diversity of citation patterns according to Ph. D. diploma area is unique to sociology. These results would suggest that the explanation of constructivism is more relevant in explaining variance according to the author's status in the employment hierarchy, but the approach of institutionalism is more appropriate to understanding variance due to Ph. D. diploma area. Furthermore, this implies the complex diversity of the citation patterns between the hard and soft sciences, pointing us to the more qualified conclusion that rather than having to choose between institutionalism and constructivism according to a mutually exclusive either/or logic, these two approaches can in fact be mutually complementary, and these approaches should also be applied piecemeal to different levels of phenomena. In conclusion, this comparative research enables us to assert the following two claims: firstly that physics, as a 'science in society', produces knowledge dependent on social context, and secondly that it also possesses a characteristic that transcends locality from the view of a sociology of knowledge.

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

Product Community Analysis Using Opinion Mining and Network Analysis: Movie Performance Prediction Case (오피니언 마이닝과 네트워크 분석을 활용한 상품 커뮤니티 분석: 영화 흥행성과 예측 사례)

  • Jin, Yu;Kim, Jungsoo;Kim, Jongwoo
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.49-65
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    • 2014
  • Word of Mouth (WOM) is a behavior used by consumers to transfer or communicate their product or service experience to other consumers. Due to the popularity of social media such as Facebook, Twitter, blogs, and online communities, electronic WOM (e-WOM) has become important to the success of products or services. As a result, most enterprises pay close attention to e-WOM for their products or services. This is especially important for movies, as these are experiential products. This paper aims to identify the network factors of an online movie community that impact box office revenue using social network analysis. In addition to traditional WOM factors (volume and valence of WOM), network centrality measures of the online community are included as influential factors in box office revenue. Based on previous research results, we develop five hypotheses on the relationships between potential influential factors (WOM volume, WOM valence, degree centrality, betweenness centrality, closeness centrality) and box office revenue. The first hypothesis is that the accumulated volume of WOM in online product communities is positively related to the total revenue of movies. The second hypothesis is that the accumulated valence of WOM in online product communities is positively related to the total revenue of movies. The third hypothesis is that the average of degree centralities of reviewers in online product communities is positively related to the total revenue of movies. The fourth hypothesis is that the average of betweenness centralities of reviewers in online product communities is positively related to the total revenue of movies. The fifth hypothesis is that the average of betweenness centralities of reviewers in online product communities is positively related to the total revenue of movies. To verify our research model, we collect movie review data from the Internet Movie Database (IMDb), which is a representative online movie community, and movie revenue data from the Box-Office-Mojo website. The movies in this analysis include weekly top-10 movies from September 1, 2012, to September 1, 2013, with in total. We collect movie metadata such as screening periods and user ratings; and community data in IMDb including reviewer identification, review content, review times, responder identification, reply content, reply times, and reply relationships. For the same period, the revenue data from Box-Office-Mojo is collected on a weekly basis. Movie community networks are constructed based on reply relationships between reviewers. Using a social network analysis tool, NodeXL, we calculate the averages of three centralities including degree, betweenness, and closeness centrality for each movie. Correlation analysis of focal variables and the dependent variable (final revenue) shows that three centrality measures are highly correlated, prompting us to perform multiple regressions separately with each centrality measure. Consistent with previous research results, our regression analysis results show that the volume and valence of WOM are positively related to the final box office revenue of movies. Moreover, the averages of betweenness centralities from initial community networks impact the final movie revenues. However, both of the averages of degree centralities and closeness centralities do not influence final movie performance. Based on the regression results, three hypotheses, 1, 2, and 4, are accepted, and two hypotheses, 3 and 5, are rejected. This study tries to link the network structure of e-WOM on online product communities with the product's performance. Based on the analysis of a real online movie community, the results show that online community network structures can work as a predictor of movie performance. The results show that the betweenness centralities of the reviewer community are critical for the prediction of movie performance. However, degree centralities and closeness centralities do not influence movie performance. As future research topics, similar analyses are required for other product categories such as electronic goods and online content to generalize the study results.