• 제목/요약/키워드: 컬

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Curl Wave Formation and Hair Damage by the Rinsing (중간 세척이 컬 웨이브 형성과 모발 손상에 미치는 영향)

  • Moon, Soon-Joo;Kim, Min-Joung
    • Journal of the Korean Society of Fashion and Beauty
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    • v.4 no.3 s.9
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    • pp.13-17
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    • 2006
  • Perm is one the of the most common thing in a beauty salon like hair-cut and hair perm needs processing solutions which is chemical substances. Those chemical substances damage the hair cuticle. Damaged hair cuticles with mistakes of perm will follow with the next performance and it will cause more damage to hair. As damage of hair cuticle become worse, it is harder to recover the hair cuticle like before. Therefore, this study shows that plain rinse is the way to reduce the damage of hair cuticle with perm as much as possible. With experiments, I suggest the right way to do plain rinse to satisfy customers' demand and reduce the damage. During the research, I figured that plain rinse with the knowledge, structure of hair cuticle, principle of perm and plain rinse, is very needed. The hair with plain rinse have more elastic curl and have less scales which came off from hair cuticle than the hair without plain rinse. This experiment concludes that hairdresser has to figure out about the time, temperature and type of water depends on the degree of damaged hair of customers. In order to perm, there is no way to not to use chemical substances to perm. Therefore, hairdresser has to choose suitable processing solutions and right steps, and as this is the age of 'well-being' boom, hairdresser must try to keep the healthy hair. Consequently, in order to meet the demands and conditions of customers, hairdresser needs to find the right method to do plain rinse and use the method in perm.

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A Study on a Design for the Korean Coast Guard Uniform (한국 해양경찰복제 디자인 연구)

  • Lee, Jae-Jung;Kim, Youn-Hee
    • Journal of the Korean Society of Costume
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    • v.61 no.5
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    • pp.1-20
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    • 2011
  • As a follow-up of a study on design strategies to improve Korea's Korean coast guarduniforms, this study set out to propose Korean coast guard uniforms of a new concept that would meet the changing needs of the times and match the advanced technology and work environments. Three concepts of classical, nautical and techno chic were identified from the design strategies of the previous study. Using the results from a prototype show and preference survey, the investigator divided items into design, color, material, and detail and reflects demands for each of them. As a result, design was examined in four aspects of identity, acknowledgement, unity, and practicality and focused its improvement factors on design differentiated from other organizations' uniforms including ground police, segmentation of size system, adjustment of the length of upper garment to consider activity, and changes to the lines and silhouette to give out a modern image. As for color, the focus was placed on differentiated colors from other organizations' uniforms including ground police through dark blue and ocean color, change toward colors that reflect environmental characteristics, and unity in colors between the summer and winter uniform. As for material, the focus of improvement was put on elasticity, resistance against contamination, warmth retention, texture, wearing sensation, and functionality by taking into account convenience for field workers on coast guard vessels and branch offices who have much time in contact with ocean environments in order to make the materials high-grade. As for detail, structural details were added to give out a modern image such as changing the detail lines, efficiency of storage space, buttons, sleeve hems, ironing lines, and neck collars by taking into account environmental characteristics. The significance of the study lies in that it proposed a development model for large-scale uniform copy design by establishing copy design that secures functionality and is proper for an organization's social and cultural environment.

A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1325-1329
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood', which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

Comparative Study between the Design Modifier appearing in Korea and Japan in the Overseas Licensed Fashion Magazine 『VOGUE』 (해외 라이선스 패션잡지 『VOGUE』에 나타난 디자인 수식어표현의 한일 비교 연구)

  • Yum, Haejung;Kim, Eunjung;Kim, Jiseon;Kim, Chorong;Chung, Sungsuk
    • Journal of Fashion Business
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    • v.18 no.4
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    • pp.45-65
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    • 2014
  • The importance of the cultural identity of each country is emphasized among the new cultural paradigm of the 21st century. Leading world-wide trends, overseas licensed fashion magazines have expressed characteristics close to the culture and lifestyle of each country at the same time. The goal of this study was focused on finding out the differences and similarities between overseas licensed fashion magazine, or if the content would be compared to the aesthetic characteristics and criteria of the country they were published in. To accomplish this, we extracted the color, material and modifier from the scripts of the Korean and Japanese editions of VOGUE published during S/S in 2012 for comparative analysis of the aspects of color, fabrics and modifier between Japan and Korea. There were common but also unique characteristics, as the issues of VOGUE KOREA and VOGUE JAPAN published during the research period had modifier to fit each season and trend, the emergence of color and fabric. Especially, the kind and frequency of color, fabric and modifier could be considered as expressing their own unique fashion culture. In case of Korea, maximal with colorful and decorative image is especially strong, while in Japan the soft and gentle feminine image was rather strong.

SVG Based Realtime Drawing Using NXT Robot (NXT 로봇을 이용한 SVG 기반 실시간 드로잉)

  • Jang, ho-yeon;Ryoo, seung-taek;Park, jin-wan
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.146-151
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    • 2009
  • A reward of the work which used physical computing in fields artistic modern installation is becoming large. But the example that used a robot cannot try to easily look it up on a tool of the drawing which isn't robot use for interaction. I will mention it about a user and a drawing system design and the developmental process which I can communicate with at these papers. I used a Mindstorm NXT system to have been said in Lego companies in the robot which composed working environment, and I classified it to virtual environments that I forecasted environmental actual drawing this, and I did simulate. I used an Icommand library to control a NXT system, and drawing used a processing library in actual environments for the purpose of in order to to express to virtual environment. I got image information, and I expressed to a vector method SVG file to bases for line drawing. This system can have already made it according to demand of a user as real-time communication is possible by bluetooth working together. These figures can work to one performance not being stopping to the results of already in processes doing drawing.

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Design and Development of the Multiple Kinect Sensor-based Exercise Pose Estimation System (다중 키넥트 센서 기반의 운동 자세 추정 시스템 설계 및 구현)

  • Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.558-567
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    • 2017
  • In this research, we developed an efficient real-time human exercise pose estimation system using multiple Kinects. The main objective of this system is to measure and recognize the user's posture (such as knee curl or lunge) more accurately by employing Kinects on the front and the sides. Especially it is designed as an extensible and modular method which enables to support various additional postures in the future. This system is configured as multiple clients and the Unity3D server. The client processes Kinect skeleton data and send to the server. The server performs the multiple-Kinect calibration process and then applies the pose estimation algorithm based on the Kinect-based posture recognition model using feature extractions and the weighted averaging of feature values for different Kinects. This paper presents the design and implementation of the human exercise pose estimation system using multiple Kinects and also describes how to build and execute an interactive Unity3D exergame.

Biomechanical Validation about Dumbbell Curl Exercise Effects of Virtual Environment (가상환경 변화에 따른 덤벨 컬 운동효과에 관한 운동역학적 검증)

  • Hong, Ah Reum;Kim, Jai Jung;So, Jae Moo
    • Korean Journal of Applied Biomechanics
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    • v.30 no.1
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    • pp.111-119
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    • 2020
  • Objective: The purpose of this study is to apply exercise learning effect to various subjects through training effect and information accumulation based on verification of the effect on dumbbell curl exercises applied with virtual reality. Method: To analyze the effect on the dumbbell curl exercise in the virtual environment, a total of 20 persons with 10 males and 10 females who does not have orthopedics diseases were selected. The dumbbell weight of the subjects was set to a weight of 70% strength of 1RM. At this time, the virtual environment situation was set to four types; presence/absence of virtual environment, preferred colors, and unfavorable colors to perform dumbbell curl exercise. The anaysis of muscle activity was conducted by adhering four surface electrodes (Biceps Brachii, Triceps Brachii, Brachioradialis Muscle, Extensor Carpi Radialis Longus Muscle) on the right upper limbs. Independent sample t-test using SPSS (24.0) program was carried out to analyze average values and standard deviations for each variable depending on the presence/absence of virtual environments and changes in color (preferred colors, unfavorable colors) and the level of significance was set to a=.05. Results: In the eccentric contraction, males showed high muscle activity in the Biceps Brachii under virtual reality. On the other hand, females had high muscle activity in the Biceps Brachii in the absence of virtual reality. Also, in case of a change of colors in the virtual environment, females had the high muscle activity in the unfavorable color in the eccentric contraction. Conclusion: During the dumbbell curl exercise, results of different exercises present depending on gender. When males put VR on and performs a basic dumbbell curl exercise, the effect of Biceps presents Brachii for them while exercising in unfavorable colors. However, since it is the basic research data of muscle exercise using virtual reality, it is necessary to verify whether or not it is effective for myopachynsis through long-term training rather than unity.

Effects of Algorithm-based SW education using micro-bit on elementary school students' creativity (마이크로비트를 활용한 알고리즘 기반 SW교육이 초등학생 창의성에 미치는 효과)

  • Kang, Dongwan;Kim, Seunghyun;Kim, Yongmin;Hong, Hyunmi;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.285-295
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    • 2018
  • The purpose of this study is to develop a software education program using micro:bit based on the ADDIE development model and to analyze the effects of the development of creativity of elementary school students. The education program was developed based on the results of the pre-demand analysis conducted on 40 elementary school teachers in Jeju. In order to verify the effectiveness of the developed education program, 42 students who participated in the education donation program conducted by ${\bigcirc}{\bigcirc}$ University were enrolled in 24 hours for 7 days for 6 days. The results of the analysis show that the software education program developed in this study has positive effects on the creativity factors by improving the programming ability of elementary school students.

Case Study of E-Textile Club Activities using Lilypad: Focusing on Integrating Arts Craft and Technology (릴리패드 활용 E-Textile 동아리 수업 사례 연구: 미술과 테크놀로지의 융합을 중심으로)

  • Choi, Hyungshin;Park, Juyeon;So, Hyo-Jeong
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.409-420
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    • 2016
  • In the digital age, children can express their ideas in both physical and digital environments. Electronic textile or e-textiles with Lilypad Arduino provides children with opportunities to explore design ideas and to realize their imagination into physical artefacts. This study aims to analyze the nature of activities and perceptions among 16 children in fifth and sixth grade in a primary school in Seoul who participated in the 12-week e-textile project. To this end, two teachers who taught the class evaluated student-created artefacts from technical, critical, creative and ethical perspectives, and interviewed seven students to extract concrete experiences. The contribution of this study is that it offers a case study of how e-textile programs integrating arts and technology can be implemented in primary school settings and provides implications for future research directions.

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.