• 제목/요약/키워드: Feel touch

검색결과 78건 처리시간 0.026초

영화 ≪신과 함께-죄와 벌≫속 공간의 구현양상과 그 의미 (The space implementation of movie With gods and the meaning)

  • 이향애;김신정
    • 기호학연구
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    • 제54호
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    • pp.177-203
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    • 2018
  • 영화 ${\ll}$신과 함께-죄와 벌${\gg}$을 대상으로 관객이 영화의 메시지를 효과적으로 전달받을 수 있는 일종의 구성 원리가 있음을 밝히고자 했다. 논의를 위해 '공간'을 메타언어로 하여 서사구조를 분석했다. 구체적으로, 시간을 중심으로 구성되는 서사를 해체하여 공간의 구성으로 전환해 살폈고, 공간에서 벌어지는 사건 양상과 인물의 공간 이동 양상에 주목했다. 사건들은 등장인물들이 일곱 개의 지옥을 이동하는 가운데 벌어지며, 이 일곱 개의 지옥은 서로 연속되기보다는 독립적으로 존재하고 있다. 개별적인 지옥에서 벌어지는 개별적인 사건들은 반복되는 양상을 드러냈다. 이러한 반복적인 형식과 반복적인 내용은 하나의 패턴이 되어 수용자에게 '외부 자극'으로 작용하고 수용자 내부에서 '자기커뮤니케이션'을 발생시키게 된다. 예술텍스트로 인한 감동은 텍스트가 전달하는 맥락과 메시지를 수용자가 적극적으로 받아들이는 상황에서 발생한다. 즉, 감동의 원리는 수용자가 적극적으로 메시지를 받아들이게 하는 '설득'을 기반으로 한다. 반복되는 정보는 수용자의 심상에서 자기커뮤니케이션을 일으켜 '또 다른 정보'가 된다. 달리 말해, 영화가 직접적으로 전달하는 메시지 뿐 아니라 '반복성' 그 자체도 수용자에게 자극이 되어 영화 속 장면을 통해 스스로의 삶을 성찰하게 만든다. 요컨대, 텍스트적 세계가 구현해내는 공간의 분할과 인물의 이동, 이로 인한 반복성은 반복적인 자극이 되어 관객에게 개인적 성찰의 시간을 만들어내고, 바로 이것이 이 영화로부터 메시지가 전달되는 원리라고 할 수 있다.

홈 트레이닝 앱 사용이 언택트 시대의 삶의 질에 미치는 영향 (Effect of Using Home Training App on Quality of Life in the Untact Era)

  • 진추영;이상준
    • 한국인터넷방송통신학회논문지
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    • 제22권6호
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    • pp.155-163
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    • 2022
  • 코로나-19의 전염을 피하기 위해 전세계적으로 실외 활동이 줄어지고 집에서 생활하는 시간이 길어지고 있다. 그 결과 신체 활동이 저하되면서 지루함과 불안감 및 면역저하를 호소하는 사람들이 늘고 있다. 실내 생활이 장기화하면서 집에서 할 수 있는 다양한 방식의 홈 트레이닝이 활성화되고 있다. 본 논문에서는 언택트 시대에 생긴 코로나 블루(지루함 및 사회적 불안감)가 홈 트레이닝 앱의 사용을 통해 삶의 질에 어떠한 영향을 미치는지 연구하였다. 중국 설문조사 전문 사이트를 사용하여 중국인을 대상으로 설문지를 수집하였으며, 최종적으로 383개의 적정 자료를 SPSS24.0와 AMOS 24.0를 이용하여 분석하였다. 연구결과에 의하면, 홈 트레이닝을 실제 사용한 경험이 삶의 질에 긍정적 영향을 미쳤고, 언택트 시대에 대한 사용자가 지각하는 사회적 불안감이 높을수록 홈 트레이닝 앱에 대한 상호작용성과 운동만족도가 높은것으로 나타났다. 홈 트레이닝 앱은 소비자의 지루하다는 심리를 해소하는 결과를 넘어서 보다 긍정적인 효과인 운동만족 및 삶의 질을 높일 수 있기에, 다양한 디지털 서비스의 통로로 활용될 수 있을 것이다.

중국 대형정경체험극 '우견평요'의 성공요인 분석 (Success Factors Analysis of Chinese Large Scenario Experience Drama:'You Jian Ping-yao')

  • 왕이룬;장혜원
    • 지역과문화
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    • 제8권3호
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    • pp.27-48
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    • 2021
  • 近年来, 中国的旅游演艺进行了一系列新项目的落成, 使旅游演艺产业的票房增加, 经济收入增高, 同时带动了旅游演艺的品牌形成, 而且拥有了一定的良好口碑, 对地域的文化传播, 经济发展都有一定的推动作用, 其中大型情景体验剧就是重点项目之一。大型情景体验剧是一种以模拟真实环境空间设计为空间, 使观众在视觉, 听觉, 嗅觉, 味觉和触觉等多位感官上进行主动式体验, 互动性极强的新戏剧形式。大型情景体验剧根据中国的传统文化, 地域文化, 流传已久的故事进行了改编, 又结合了灯光, 音效, 特效, 3D效果等高科技, 使观众的体验更加真实。《又见平遥》作为中国第一部大型室内情景体验剧, 以新的表现形式和创作手段来体现山西文化的博大精深。以情景体验剧的形式, 使观众更加直观地感受到了"山西人"的"山西情"和"山西德", 推动山西旅游业的发展, 带动山西地区的经济, 逐渐形成了完整的产业链。但也有剧情连接不顺及游客管理不当等局限, 可以通过更多的观众互动及指引完善演出效果。因此可以看出, 大型情景体验剧对地域在传统文化, 价值观的传播上, 旅游产业的发展上, 地域的品牌特色形成以及经济发展上都有很大的推动作用。通过这些, 可以看出大型情景体验剧对实景演出的发展具有创新思维内容, 逐渐形成产业链闭环以及拓宽宣传渠道等启示作用。

스키마 관점에서 살펴본 인터넷 쇼핑몰 선택에 대한 소비자행동의 이해: Bricks & Clicks와 Pure-Player 인터넷 쇼핑몰 비교를 중심으로 (Empirical Analysis of Consumer Behavior on the Internet Shopping Mall Choice from the Schema Perspective: Comparison Between Bricks & Clicks and Pure-Player Shopping Mall)

  • 정남호;이건창
    • Asia pacific journal of information systems
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    • 제17권4호
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    • pp.165-186
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    • 2007
  • With the advent of a wide variety of Internet shopping malls, consumers can choose a best appealing shopping mall from among the Bricks-and-Clicks and Pure-Player malls. Pure-Players launched their operation grandiosely with the early stage of Internet use in 1995. However, after the burst of Dot-com company bubbles in 1997, Pure-Players introduce various types of business models to meet potential needs of consumers. While Pure-Players suffer skeptical views from market analysts as well as consumers, traditional offline companies learned important lessons from Dot-com companies collapse phenomena, and expanded their business channels into online in the name of Bricks-and-Clicks. Nowadays, Bricks-and-Clicks successfully establish in the market as one of reliable business partners among consumers. Therefore, it is no surprise that recent competitions between Bricks-and Clicks and Pure-Players become fiercer than ever to attract potential customers to their websites. In this situation, consumers can choose a shopping mall to their best satisfaction. Consumers can enjoy both offline and online options for shopping because Bricks-and Clicks provide both offline and online channels to consumers, which is compared with Pure-Players offering only online channel. Offline channel is unique in providing consumers with chances to touch and feel target products and services. Meanwhile, online channel is considered very viable and convenient shopping options for consumers. In this respect, it is easily assumed that consumers will show different online shopping behavior when they have to choose either Bricks-and-Clicks mall or Pure-Player mall for the sake of shopping. Remaining research issue in this case is how much consumers' schema would influence online shopping behavior between Bricks-and-Clicks and Pure-Players. Basically, schema is a framework for synthetic information recognition that individual consumers have and is very characteristic in that it focuses not on fragmentary facts but on the combination of various causes affecting results. Consumers' schema is closely represented by trust, structural assurance, and perceived relative advantage towards a specific type of shopping mall. In literature, there exist a lot of studies comparing Bricks-and-Clicks and Pure-Players. However, there is no study to pursue the analysis of consumer behaviors comparing Bricks-and Clicks and Pure-Players from the schema perspective. Therefore, this study aims to investigate this research gap. Empirical analysis is adopted by garnering valid questionnaires from 514 Internet shopping mall users. 237 were mainly using Bricks-and-Clicks for shopping, while 277 were found to visit Pure-Players for shopping. PLS was applied to analyze the survey data to verify the proposed research hypotheses. Findings from the empirical test results are as follows. First, consumers perceive more trust and relative advantage in Pure-Players, comparing with Bricks-and-Clicks. This result is against widely-accepted perception that Bricks-and-Clicks would be perceived by consumers as more trustworthy and relatively advantageous because they have offline reputation and stores. Therefore, it becomes more obvious that Internet is becoming daily necessaries, and consumers increasingly feel very comfortable in using the Internet for their own personal purposes. Second, consumers have firm faith in transaction safety, regardless Bricks-and-Clicks and Pure-Players. This seems due to the fact that most of shopping malls showing dubious transaction safety have no place in the market. In a nutshell, empirical results tell us that Pure-Players will grow very much in the future, to the extent that consumers perceive no difference in comparison with Bricks-and-Clicks. Besides, consumers' schema accumulated through trust and perceived relative advantage plays crucial role in determining consumer behavior.

식민지 신문 '사회면'의 감정정치 -사회적 사실들의 정치적 서사화 (The Society Page of Newspaper of the colonized Korea, its politics of sentiment and modulation of social facts)

  • 유선영
    • 한국언론정보학보
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    • 제67권
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    • pp.177-208
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    • 2014
  • 이 연구는 1920~1930년대 식민지 시기 신문의 사회면-사회적 보도가 정치적으로 부호화되고 해독되는 양식화의 메커니즘을 분석하고 있다. 민족국가와 정치부재, 그리고 주밀한 검열체제 하에서 신문은 비정치적 장르를 정치화하는 담론전략을 시도하며 사회면은 이 식민지적 맥락 안에서 정치적 언설로 구성되고 해독되었다. 이를 규명하기 위해 첫째 민간지의 사회면의 위상 및 편집방향, 둘째 사회면의 사회적 사실을 생산하기 위한 취재, 조직, 기자, 기사작법, 셋째 사회면을 둘러싼 신문과 기자의 부호화 전략 및 이에 공조하는 독자의 해독 규약을 분석했다. 사회면 또는 사회적 사실의 정치적 양식화는 객관적 사실보다 이면의 심리적 사실을 중시하고, 식민지 현실의 부정적 현상(現狀)에 주목하면서 운명공동체로서 민족적 비참을 형상화하며 뉴스를 극적 구조의 감정적 현실 서사(實事敍辭)로 구성하였다. 사회면은 민족공동체적 감각을 공유하고 유지하는 데 의미를 부여하며 이를 위해 민족적 감정을 동요하는 취재보도와 기사의 양식화를 이룬 것이다. 식민지에서는 모든 사회적 사실들이 정치적 문제로 환원된다는 점을 전제하면 사회면에 배치되는 사회적 사실들에 정치적 함의를 덧씌우기 위한 식민지 지식인/기자들의 전략과 전술, 의도는 식민지 저널리즘의 한 특수한 양상을 드러낸다.

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일 지역 중·고등학생의 흡연실태 (A Study on the Actual Conditions of Smoking in Middle and High School Students in One Region)

  • 김현옥
    • 한국학교보건학회지
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    • 제12권1호
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    • pp.149-167
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    • 1999
  • To investigate the actual conditions of smoking in middle and high school students in Chinan County, I used a sturctured questionnaire for 1,579 students attending twelve middle-high schools from December 1, 1998 to December 20, 1998. I collected and data correlated the using an $SPSS-PC^+$ 1. The smoking rate of middle-high schoo1 students in Chinan County was 17.9%, relatively high. This smoking rate was different according to the gender, grade, religion, and economic situation. In mals, high school students, non-religious, students low income family students, the smoking rate was higher. The smoking rate of high school students was almost the same as the smoking rate of adults, generally higher than that of foreign teenagers. Because the smoking rat of studinets in the third grade of middle school and in the first grade of high School was six times higher, increased education should be conducted during this time in an attempt to curb the sudden increase of the smoking rate. The smoking rate of girl students was 5.0%; this has increased mor than three times from ten years ago. Consequently, counter measures should be taken against the smoking of female students as well as juvenile smoking in general. In addition, the smoking rate of middle-high school students showed interesting differences when correnated with enviornmental factors. Students with low grades, who are not satisfied with school life, who don't have both parents, who have uncaring parents who nare too strict or too arbitary, who have smoking parents, or who have experienced smoking commonly smoked. Therefore, to lower the smoking rate we should improve the school environment, improve a student's interest in school life. And parents or siblings should lead by example and quit smoking at home. Schools should educate students more effectively concerning the harmful effects of smoking and create an accurate understanding of its dancers. From the beginning, we should teach students never ever to touch cigaretts. 2. The surve discovered that most students started out of curiosity, or solicitantion from friends or elders at middle school, and had been smoking one to five cigarettes for more than a year. They obtained cigarettes at stores and most of them have friends who smoke. As a result anti-smoking education should be conducted at elementary schools prior to middle school. More than 95% of the teenagers who smoke had friends who smote and smoked out of curiosity or the recommendation of elders. Thus, we must focus on teenagers who smoke in group, rather than individually. Fuyrthermore, the strict application of the regulation of tobacco sales as well as tobacco cooperation from retailers are needed. While students did not show any mood or academic achievement difference after beginning smoking, 58.1% of the students a health situdation that was worse. Juvenile smoking is more harmful to the juvenile than adult smoking is to the adult. This should be focused on in an anti-smoking campaign. 3. Students who smoke hada more positive attitude toward smoking than students who don't smoke. Students who smoke had a tendency to have a nuetral position and are not concerned about smoking compared to non-smoking students. The survey showed that the great number of students had a nuetral position. Because this nuetrality may increase Juvenile smoking, education that provides an exact understanding of smoking should be performed to build the correct attidude toward smoking. 4. Middle school students smoke when angry, gloomy, anxious, a lone and when they have some problems to solve, on when they feel inconveniened in other wores, they smoke to reliver stress. They also smok due to addiction. Because smoking is not a praetical method to relieve stress, a program which helps to acquire positive relief stress should be provided to help reduce smoking. 5. About 65% of students who smoke want to quit smoking because of health problem, 78% of them have tried mor than once to quit but failed due to weak will power and peer pressure from friends who smoke. Juvenile smoking is group, oriented. Thus, the program that advances less smoking will be the one that focuseds on groups. 6. As for advice to students who want to quit smoking, "persuasion" was used most commonly, followed by a "presentation on how to quit smoking". Another method were severe punishment. About 70% of the students wanted the anti-smoking guide at school. 7. Most students (73.5%) had a position that more anti-smoking education at school is needed. Obriously, then, anti-smoking education at middle-high schools should be reinfoced. Although the education which explains the harmful influence of tobacco is known as an efficient way prevent smoking; it does not influence students who already smoke. Therefore, for students who smoke, multi-dimensional approaches must be attempted that include physical training, phychokogical approache, consultation and discussion, medical chek-ups, audio-visual education technigues, and professonal instructors, in addition, because smoking students have more negative on lukewarm attitude to anti-smoking education anti-smoking education should be conducted through a communicative style by dedicated teachers who care about students. In order to increase the effectiveness of this program.

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Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • 섬유기술과 산업
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    • 제2권4호
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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삼중블록 고분자 계면활성제의 재유화 억제 기능을 이용한 지속내수성 O/W 에멀젼형 자외선 차단용 화장품 개발 (Development of Water-Resistant O/W Emulsion-Typed Sunscreening Cosmetics through Triblock Polymeric Surfactant-Mediated Re-emulsification Inhibition)

  • 이지현;홍성윤;이진용;안소연;이효진;김성용;이준배;김진웅;신경희
    • 대한화장품학회지
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    • 제45권2호
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    • pp.199-208
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    • 2019
  • 본 연구는 poly(ethylene glycol)-poly(${\varepsilon}$-caprolactone)-poly(ethylene glycol) (PEG-PCL-PEG) 삼중블록 고분자 계면활성제를 이용하여 제조된 우수한 사용감과 선택적인 클렌징 효과를 갖는 수중유(O/W) 에멀젼 타입의 내수성 자외선 차단 제형에 관한 것이다. 수영, 등산 등 다양한 야외 레저 활동이 많아짐에 따라 내수성 자외선 차단제의 수요가 증가하고 있다. 내수성 자외선 차단제는 물이나 땀에 지워지지 않아야하기 때문에 대부분 유중수(W/O) 에멀젼 제형으로 만들어진다. 하지만, W/O 에멀젼 제형은 오일리한 사용감과 클렌징이 어렵다는 단점이 있다. 이에 비해 O/W 에멀젼 제형은 사용감이 우수하고, 클렌징도 용이하지만, 물과의 재유화가 쉽기 때문에 내수성 특성을 갖는 것이 매우 어렵다. 본 연구에서는 이러한 문제를 해결하기 위해 O/W 에멀젼 제형의 HLB 값(~ 10)을 가지면서도 상대적으로 높은 계면장력을 가짐으로써 재유화에 강한 삼중블록 고분자 계면활성제를 도입하였고, 이를 통해 O/W 에멀젼형 지속내수성 자외선 차단제를 개발하였다. 본 연구를 통해 개발된 자외선 차단제는 우수한 사용감과 지속내수성, 그리고 폼 클렌저와의 선택적인 클렌징 효과를 보여준다. 향후 사용감이 다양화된 새로운 O/W 에멀젼형 자외선 차단제 제품 개발에 도움이 될 것으로 기대된다.