• 제목/요약/키워드: Color experience

검색결과 307건 처리시간 0.027초

현대 포르투갈 건축의 공간적 톤에 관한 연구 - 일상성의 건축적 해석을 중심으로 - (A Study on the Spatial Tones in Contemporary Architecture in Portugal - Focused on the analysis of architectural Everyday-ness -)

  • 이길호;이정욱
    • 한국실내디자인학회논문집
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    • 제21권6호
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    • pp.100-108
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    • 2012
  • Modern architecture tends to split the everyday life and the space of human. Position of architecture should be on the relationship between nature and human need. It will be study on the everyday life of architecture from architecture and everyday life of human relationships. Based on this study, it makes clear the visual aspects of architectural experience to acquire spatial tones for analyzing architectural Everyday-ness. In this case, Portugal's modern architectural space was impressing, because of the construction of local color and architectural vocabulary of the Everyday-ness. Therefore, the Everyday-ness of Architecture by relationship analysis reveals the space of these spatial tones. Spatial characteristics of the Everyday-ness of architecture be analyzed of simplicity, purity, locality, reminiscent, continuity, and transition, etc. Expression elements of spatial tones can be derived into five classes such as light, color, material, pattern (texture), and depth. In conclusion, spatial characteristics of the Everyday-ness and expression elements of spatial tones consist of configuration matrixes to analyze the spatial tones of the contemporary architecture in Portugal. As a result of this study, the expression characteristics of spatial tones of contemporary architecture in Portugal are background-ness, one-ness, and inherence. I hope this study will be applied to the basic data of the architectural Everyday-ness.

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컬러 영상에서의 퍼지 스트레칭 기법 (Fuzzy Stretching Method of Color Image)

  • 김광백
    • 한국컴퓨터정보학회논문지
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    • 제18권5호
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    • pp.19-23
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    • 2013
  • 본 논문에서는 컬러 영상에 삼각형 타입의 소속 함수를 적용하여 스트레칭의 상한과 하한을 동적으로 설정하여 컬러영상을 퍼지 스트레칭 하는 방법을 제안한다. 제안된 퍼지 스트레칭 방법은 평균 밝기 값을 기준으로 가장 어두운 픽셀 값과 가장 밝은 픽셀 값의 거리를 계산하여 밝기의 조정률을 결정한 후, 최소 밝기 값과 최대 밝기 값을 구하고 삼각형 타입 소속 함수의 구간에 적용한다. 영상의 픽셀 값들을 소속 함수에 적용하여 소속도를 구하고 가장 낮은 픽셀 값을 스트레칭 하한으로 설정하고 가장 높은 픽셀 값을 스트레칭 상한으로 설정하여 컬러 영상을 스트레칭 한다. 다양한 영상에 적용한 결과, 앤드인 탐색 방법보다 제안된 퍼지 스트레칭 방법이 효율적인 것을 확인하였다.

기계공업 종사자의 작업복 만족도 연구 (A Study on Satisfaction of Worker′s Uniform in the Mechanical Industry)

  • 김혜령;서미아
    • 복식문화연구
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    • 제11권6호
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    • pp.867-878
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    • 2003
  • The purpose of this study is to provide basic data for improvement in worker's uniform in both scientific and efficient ways. To make this procedure right, we brought the focus of the study into the present condition of working uniform in various machinery plants. The study was enforced by questionnaire and personal interview. The subjects of the survey were the 264 workers working in mechanical industry in Seoul. The results obtained from the researches by methods above are as follows. The level of satisfaction, on the whole, with their uniforms failed to reach the average level with the result of 2.97. The reason would be they have not been very contented with colors and materials. The level of satisfaction of color was only 2.76, far less reaching the average score 3. In detail, they complained color is dull, dark, too much solid and outdated. Surprisingly, the level of satisfaction with materials turned out to be really low as the materials used get dirty easily, doesn't draw moisture away from the skin quickly transport to surface making wearer more comfortable and doesn't have plenty of air moving out. According to statistics of population, the level of satisfaction of uniform on the whole differed from the point of age, gender, categories of industry, one's professional experience and income level.

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Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

월경전증후군과 관련된 요소를 분석하기 위한 설문조사 연구 (The correlation analysis of factors related to PMS through survey)

  • 조진형;박기범;강희철;김동일
    • 대한한방부인과학회지
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    • 제19권4호
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    • pp.174-204
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    • 2006
  • Purpose : The purpose of the present study was to know the correlation between PMS and personal factors as preceding research in order to make counter plan against PMS. Methods : Writer surveyed total 325 females(working 160 females and non-working 165 females) and made a statistical analysis in order to know the correlation between PMS and personal factors. Results : Factors that influence on PMS were caffeine intake, experience about taking contraceptive or not, family relations, annual income, now working or not, now taking exercise or not, stress, body mass index, experience of childbirth, color of menstruation, grade of menstrual pain, style of menstrual pain. Conclusion : Hereafter, we hope that this survey help Oriental Gynecological Clinic for treating PMS.

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임산부 및 수유부 전용 브래지어 실태조사와 만족도 연구 (A study of preferences and satisfaction levels in maternity and nursing brassieres)

  • 장미나;김동은
    • 복식문화연구
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    • 제25권4호
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    • pp.419-432
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    • 2017
  • The purpose of this study was to investigate preferences and satisfaction levels in maternity and nursing brassiere. A questionnaire was conducted on 302 women from their 20s to 40s who had breastfeeding experience. The questionnaire included questions on participant demographics, purchase behavior, and design preference and satisfaction levels. The majority(98.0%) of the participants had had experience using maternity/nursing brassieres. More than 90% of the participants agreed with the need for maternity/nursing brassieres distinct from regular ones. Shopping online was the most common means of purchasing them. The most and second-most owned fastener types were the detachable shoulder belt type and inside-cup type, respectively. The most selected reason for purchasing or wearing a maternity/nursing brassiere was the convenience of donning and doffing the brassiere during breastfeeding. Participants had lower satisfaction levels with how well maternity/nursing brassieres support and center the breasts, and with the variety of designs available on the market. Respondents indicated that fasteners for breastfeeding should be developed to provide comfort and convenience for breastfeeding. Wearing comfort was reported as the most important factor in purchasing selection, both during the pregnancy and breastfeeding periods. No-wire, back closure, full-cup, U-shape wing, and skin color were the most preferred design styles.

경관의미에 대한 정보전달이 경관선호에 미치는 영향 (The Influence of the Landscape Meaning Illustrated to Subjects on their Landscape Preference)

  • 노재현
    • 한국조경학회지
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    • 제26권4호
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    • pp.14-24
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    • 1999
  • The objective of this study is to test the influence of the landscape meaning illustrated to subjects on their landscape preference and to investigate the difference of the response(Influence Value;IV) between cultural landscape and natural landscape. For this, color-slide surrogates for cultural and natural landscape are shown to Experimental Group(EG) and Control Group(CG)(between-subject design). And Experimental Group is divided into meaning illustrated Before and After Group(within-subject design). For given 45 slide scenes of cultural and natural landscape, the subjects were asked to measure their preference on ten point scale. The results are as follows; 1. The influence of value illustration is positive in the preference. Specifically, this effect was more powerful for the low beauty landscape than for the high beauty landscape. 2. The relation between the IV and the preference of non illustrated group was deeply correlated. And IV of cultural landscape was higher than that of natural landscape. 3. It is identified that the meaning illustration about high naturalness landscape such as the swamp and alpine landscape is more effective than other natural landscape. 4. Also, the preference was more influenced by the personal task associated with landscape experience. But the statistical significance between the preference and experience about landscape didn't exist. Accordingly, it was suggested by this study that the illustrated meanings of landscape and perceived landscape form were also major influential factors on the landscape preference.

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초등학교 아동의 치과치료장면 그림의 주조색과 불안도의 연관성에 관한 연구 (ASSOCIATION BETWEEN MAIN COlORS OF SCHOOL ChILDREN'S DRAWINGS OF DENTAL TREATMENT SITUATION AND THEIR ANXIETY)

  • 조중한;이광희;김대업;배상만
    • 대한소아치과학회지
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    • 제25권1호
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    • pp.171-184
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    • 1998
  • The purpose of the study was to observe the association between the main colors of school children's drawings of dental treatment situation and their dental anxiety. The subjects of study were 688 school children from 2nd to 4th grade. Caries experience was investigated by oral examination. Questionnaire survey was done regarding children's attitude toward the dentist and dental treatment and their experience of pain and fear during the dental treatment. Colors with high frequency of use were green, blue, yellow, orange, pink, purple, gray, brown, yellow ochre, red, white, and black in order. Boys used green and blue, and girls used yellow and orange, more than each other. As the grade increased, white, yellow, and blue increased and brown decreased. Colors with high dental anxiety level were black, brown, red, white, blue, orange, yellow and green, yellow ochre, gray, pink, and purple in order, and the upper four represented 10.5% of the subjects. Children with high decayed teeth rate had a tendency to use colors of high dental anxiety level. Black color had the most obvious association with the pain and fear of dental treatment.

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육군 착용형 로봇을 장착하기 위한 기능성 의복 설계 요소 조사 (Survey on the Functional Clothing Design Factors for the Military Wearable Robot)

  • 엄란이;이예진
    • 한국의류학회지
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    • 제45권6호
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    • pp.1004-1016
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    • 2021
  • This study aims to derive the design requirements for functional clothing worn with military wearable robots using a survey of people with military experience. Specifically, 982 adult males with military and muscular exercise experience were surveyed for their demands for the clothing worn with wearable robots during military activities. The study showed that it is necessary to develop functional clothing worn inside robots suitable for frequent movements of soldiers to improve their comfort level of wearable robots. The surveyed soldiers indicated that they preferred the top and bottom clothing with high-pressure levels because the upper body felt fatigued during transportation, while both the upper and lower body got exhausted during marches. The survey of design requirements revealed that the participants preferred a top with long sleeves and a bottom with ankle-length leggings in color similar to current military uniforms. We conclude that it is important to design functional clothing worn inside wearable robots in different forms depending on frequent movements, e.g., with differentiated pressures and material placements.

대한제국 황실 복식을 활용한 어린이 체험용 복식 개발 (Development of Costumes for Children's Experience Using Imperial Attire of the Daehan Empire)

  • 김순영;김주리;장윤정
    • 한국의류학회지
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    • 제47권5호
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    • pp.907-928
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    • 2023
  • This study selects imperial clothing items for experiential learning for children aged 5 to 7, presents the pattern design process for each, and proposes a production process. We chose costume items with evident characteristics and specific uses, ensuring they did not overlap. The selection considered the need for representative imperial clothing and the diversity of children's experiences. Ultimately, we produced four costumes : emperor, empress, prince, and princess. In terms of shape, color, material, and pattern, by referring to relics and photographic materials, we developed the costume for experience to emphasize the traditional beauty of the imperial costume of the Korean Empire. Moreover, we enhanced the convenience and efficiency of the clothing for children by developing sizes and details that considered various physique conditions.