• Title/Summary/Keyword: Five Sense Factors

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The Effect of Five Senses Experience in the Forest on Young Children's Self-efficacy and Respectful Recognition of Life (숲에서의 오감체험활동이 유아의 자아효능감 및 생명존중인식에 미치는 영향)

  • Jang, Cheoul-soon;Koo, Chang-duck;Hwang, Yeun-ju
    • Korean Journal of Environment and Ecology
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    • v.30 no.5
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    • pp.908-914
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    • 2016
  • Both interests in nature-friendly education and demands for nature experience program are steadily increasing in children education field in korea. This study aims to find out that five-sense experience-activity with healing factors of forest can have an effect on both self-efficacy and respectful recognition of life of children. 5-year-old young children were chosen as the subjects for this study. Test group participated two times a week in the special forest class in a children education institute in Chungju oo-dong while control group did not. Both test group and control group were composed of 20 young children respectively and each group were 11 boys and 9 girls respectively. The five senses experience activity program was conducted two sessions a week from 8 August to 20 September in 2016 and each session was one hour (60 minutes) long. Five senses experience activity is an activity that young children awaken their five senses in the forest, recognize seasonal change with their five senses, build up their selves and become intimate with nature. Before and after the program self- efficacy test and respectful recognition of life test were conducted and the data was analyzed using SPSS 18.0 program. The results indicated that after participating five senses experience activity program both children's self-efficacy which means having positive-thinking and self-confidence and respectful recognition of life which means valuing nature coexisting with nature were improved significantly(p<0.05). Through five senses experience activity young children felt nature freely and to their heart's content with their bodies and five senses experience activity had better positive impacts on children's self- efficacy and respectful recognition of life than classroom activities.

The Effect of BTS Preference on Fandom Star & Fan Community Identification and Purchase Intention - Focused on Korean and Southeast Asian - (BTS의 선호요인이 팬덤 동일시욕구와 구매의도에 미치는 영향 - 한국 및 동남아 팬을 중심으로 -)

  • Kim, Yoon-Chul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.1-14
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    • 2020
  • This study was initiated by the interest in identifying what the characteristics of BTS' preference is in the expanded K-Pop market. For this study, a survey was conducted to Taiwan, Thailand, Vietnam, and Korea where BTS is popular. The results of this study show that Vietnam and Thailand have the most positive perceptions of most of the BTS preferences, and the factors affecting the highest quality were analyzed by the differentiating sense of BTS. BTS' preference is an independent variable consisting of five factors: singers and music, a discriminative sense, global communication, meditative lyrics and Korean sentiment. And it has been shown to have a statistically significant influence on both the fandom star and the fan community at a high level. In particular, the Identification desire for fandom star shows that the discriminative sense and meditative lyrics affect the positive at a high level. Also, the identification desire for the fan community's found that the attraction of singers and music affects the highest level of affection. This study was extended to Southeast Asian and Korean fans through a wide range of survey participants, and it is meaningful that a new perspective on the BTS preference was available. Nonetheless, Failure to take into account the various variables that may affect the fandom effect and the intent to purchase, and the lack of a survey of fans in the U.S. and Europe, which has more fans worldwide, could be a limitation of the study.

Classification of Adult Women's Fingernail Type (성인 여성의 손톱 유형 분류)

  • Kim, Ha Eun;Kim, Nam Soon;Do, Wol Hee
    • Fashion & Textile Research Journal
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    • v.22 no.4
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    • pp.504-514
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    • 2020
  • This study improves the dimensional suitability of nail tip products by reviewing the type of fingernail as seen among adult women in Korea. Subjects were 147 adult women ranging from age 20 to 40. Direct fingernails measurements were made using digital Vernier calipers and a curvature gauge. Data on various fingernail shapes were collected through indirect measurements using photography to reveal the shape characteristics of each fingernail types. In this sense, data were analyzed by statistical methods with the use of factor analysis. There were various factors considered to classify extracted fingernail types such as five factors (for the thumb), four factors (index, middle, and little fingers), and three factors (for the ring finger). The cluster analysis resulted in three types. Type 1 is a 'Square' shape characterized with wide fingernails, low height, flat, and low curvature of the cuticle line. Type 2 is 'U-round' shape characterized with narrow fingernails, high height, convex, and the highest curvature of the cuticle line. Type 3 is a 'Round' shape in which the fingernails are wide, high in height, convex, and characterized with a medium curvature of the cuticle line. The results are useful for companies that develop the free edge shape of fingernails for consumer products. The measured values of fingernail can be applied to the shape and lake setting of the nail tip product, depending on type of fingernail.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A STUDY ON THE FIVE ELEMENT THEORY INTODUCED (<황제내경(黃帝內經)>에 유입(流入)된 오행학설(五行學說)에 관(關)한 연구(硏究))

  • Kim, Boo-Hwan;Park, Hyun-Kook
    • The Journal of Dong Guk Oriental Medicine
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    • v.1
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    • pp.161-191
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    • 1992
  • The purpose of this study is how have the form and theory of the five element theory in the (黃帝內徑) by the investigation of the course of the course of the five element introduced the ancient oriental medicine from ancient oriental philosophy. The following results were obtained. 1. The five elements in (尙書) meaned the uses of water, fire, earth, wood, metal which were important in living. Because these had very important meaning in ancient political and economic society, emphasized to big law(洪範) 2. The five elements in (左傳) and (國語) mean the five uses too, and there are the phases of "five win metal"(火勝金) and "wather win fire"(水勝火), but these only meaned the physical interrelation. 3. In the five circulating factor theory made by Chu Yen(鄒衍) which have the attribute of the five elements, he more reasonably had argued human affairs like that a dynasty become different in step with the circulating five favors. There is the regular annual policy in the (呂氏春秋) which closely connected nature and human living, and attached the various colors, animals, visceras, flavors, sounds, the sexagenary cycle and so on to the five elements. 4. In the (春秋繁露) writed in fore-period of Han(漢) dynasty, the interactions of the five elements are concretely applicated to policy, Dong Jung Soe(童仲舒) had discrived the interactions of the five elements by Dong Lyu Sang Dong theory(同類相動說) and the misfortune theory(災異說), emphasized the sympathy of nature and human. Thought there is many content which are superstitious and contradictory, I concider which that affcted many effects in the formation of five element theory of oriental medicine. In the (淮南子) the order of matters were explained by the five element theory too, as the interrelations of the five elements were explained by the sexagenary ctcle, I assume that the bud of O-Un theory(五運理論). And there was not founded the fullscale intriduction of the five element theory in the Ma Wang Tye(馬王堆) excavated finds, the Mu Yyi medical writings formed the dynasty(武威漢代醫簡) and the documents about Pyun Jak(偏鵲) and Sun U Ie(淳于意). 5. The application of the five element theory in the (Whang Di Nei Qing) (黃帝內徑) is devided into the attachement to the five elements, the interelations of the five elments, and Un Gi theery(運氣論). In the attachment to the five elemeant theory, it made the attachment of the five viseras of (今文尙書) party a standard and attached the sections of a human body, the whole internal organs of sense, the five colors, the five flavors and the five sounds and so on to the five elements. It put to use by means of the apllivation of the interrelation of the five elements in the transferations of the diseases and the relative severeness of a disease in step with change of time and season. Un Gi theory(運氣論) which synthesized by the attachment to the five elements, the inter-relations of the five elements and the climate which observerd from ancient times systematically argued the effects of weather to human. 6. The application of the five elements theory in (黃帝內徑) have the significant what had get rid of irrational factors like that the emotion and action of human could to influense the weather, what had been formes more rational thingking by the obesrvation of human and nature. It is required more reserches about the possibility of the formation of the doctrinal faction bt the geographical effect of the Yon, Je(燕,薺) region, the application of the five element theory in other ancient medical books and the relationship of the five element theory and Yin Yang(陰陽)

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A Study of virtual experiential marketing factors in the Internet shopping mall (Focused on the Schmitt's experiential marketing factors) (인터넷쇼핑몰 가상체험마케팅 요소에 관한 연구 (Schmitt 체험마케팅 요소를 중심으로))

  • Youn, Soung-Jung
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.151-158
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    • 2012
  • This study aims to suggest ways of experiential marketing management plan that the virtual tour service in the internet shopping mall is as a agents and the role of the physical interface of the internet virtual experience. It is a empirical analysis to analyze the relationship among Schmitt's five experiential Marketing elements. By the result, the rankings for high impact experiential marketing feedback relationship of cognitive creativity, composition, relationship between social intimacy, behavioral lifestyle, providing a sense of the acoustic auditory effect, a sense of dimensional visual effects in order. This result means that the intimacy and creativity, giving feedback that the opinion of consumers actively prefer internet shopping mall. In addition, it means more visual rather than auditory experience to provide marketing services and provide the lifestyle behaviors that the customer want in the Internet shopping mall. It is needs to make virtual experiential marketing relationships, strengthen the recognition specificity of these results because of experiential marketing relationship's ultimate purpose is to make the relationship between brand and customer service satisfaction of the Internet shopping mall through strengthening the relationship.

Comparative Study on Sensibility Image to Develop Products of Hahae Mask (하회탈 제품 개발을 위한 소비자의 감성 이미지 비교 연구)

  • 김윤희
    • Science of Emotion and Sensibility
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    • v.7 no.2
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    • pp.123-131
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    • 2004
  • This study has an aim to find out sensible factors of hahae Mask and to be helpful in developing design of products related with cultural products. This study selected and analyzed 32 vocabularies about sensible adjective to evaluate image of hahae Mask. Firstly, this study investigated image of hahae Mask through 32 vocabularies about sensible adjective and categorized 5 factors including 'attractive', 'native', 'interesting', 'active', and 'elaborate'. Secondly, sense had significant differences in 'native' and, 'interesting' based on kinds. Especially yangban Mask has more powerful nativeness than choraengi Mask, and is more interesting than jung Mask, baekjeong Mask, and bune Mask. Thirdly, the materials used in the products of hahae Mask generated differences of sensibility in elaborateness. Especially, elaborate image was emphasized about materials of glass. Fourthly, sensible image of hahae Mask was dependent upon population-statistic characteristics (age, sex, education) and characteristics of products(materials, kinds of Mask). If development of cultural products related with hahae Mask considers five sensible factors based on this study, it will contribute to development of design which coincides with consumers' needs.

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Exploration of Factors that Improve Realism of Virtual Windows for Implementation of Virtual Environments (가상환경의 구현을 위한 가상창문의 현실감 향상 요소 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1089-1095
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    • 2023
  • Windows are essential and important architectural elements for the organization of architectural spaces, and they give character to the space and have a great impact on the reaction of users. Virtual windows are installed to activate architectural spaces such as underground spaces where windows cannot be installed, and to provide a sense of psychological security to users in hospital clinics, etc. In this study, we reviewed the literature and collected and analyzed the precedents of virtual windows to discuss the factors necessary to improve the realism of virtual windows. The factors that affect the realism of virtual windows are further grouped into five categories: 1. Use of reproduced images or videos for views, 2. Representation of temporality, 3. Responsiveness to changes in the observer's perspective, 4. Realistic reproduction of sunlight, and 5. Provision of non-visual sensory elements. Virtual windows are not just a replacement for traditional windows, but a way to realize a virtual environment using digital media, and it is necessary to expand the discussion to the realization of the virtual environment and the relationship with architectural elements.

A Study on the Image Evaluation for hight accessibility in Museum for Children (어린이박물관 전시공간의 접근도 향상을 위한 이미지평가 연구)

  • Song, Jung-Hwa;Lim, Che-Jin;Yu, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.20-29
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    • 2011
  • This research is based on the environmental psychology model of Albert Mehrabian & JAMES a. Russell. The purpose of this research is to search a method of planning a spatial image improving the degree of access that is audience's dependent response to a display space image of a museum for children. A museum for children is the place for education with experience and its main audience is children and parents. It indicates with a basis of the environmental psychology model that a designer needs to consider the emotional response of children and parents in designing the space. The space design starts from a plan of space image that is delivered to audience through the five senses. Image on the space means visual image as people acquire information mostly through the sense of sight. Visual image consists of shape, the feel of a material, and color that is the most influential factor to the sensibility of audience. Therefore, firstly, this research measures the degree of audience's approach and avoidence on image of display space. In addition, this research suggests the improvement method by analyzing differences on the access of each space and audience based on visual image. Secondly, four factors are extracted through factor analysis based on the result of adjective survey result.

A Study on Characteristics of Organistic Perceptual in Fluid Space (유동 공간의 유기체적 지가 특성 연구)

  • Park, Ju-Seong;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.143-151
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    • 2011
  • With today's new media environment throughout Ubiquitous information innovation, live and dynamic fluid space is being created by integrating organic integration between electronic space and physical space and transplanting intelligence to materials. In other words, perception occurs in fluid space itself in a new media environment so has complicatedly organic relationship with environment and humans. In addition, emotion, time and movement have actively attempted to enter the space so designs appealing to humans' emotions are made through stimulation of synaesthetic sensory organs. This can be understood in the same context that media is eventually expansion of human body. Fluid space has characteristics of a live organism with factors such as sensor, perception and behavior so it needs to interpret perceptual system relationally and synthetically through an organic study method. This study looks into characteristics of organic perceptual system in terms of the meaning that fluid space with movements have as the sensory-perceptive subject and accordingly makes the world more sufficient as the third space, prepares a possibility to get out of limited five senses, and will develop fluid space as the organic environment making stimulation by itself.