• 제목/요약/키워드: Knight

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패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로 (Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects)

  • 김지영
    • 패션비즈니스
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    • 제17권5호
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    • pp.101-119
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    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

[ $^{11}B$ ] Nuclear Magnetic Resonance Study of Spin Structures in Terbium Tetraboride

  • Mean, B.J.;Kang, K.H.;Kim, J.H.;Hyun, I.N.;Lee, Moo-Hee;Cho, B.K.
    • 한국자기공명학회논문지
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    • 제10권2호
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    • pp.197-202
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    • 2006
  • [ $^{11}B$ ] nuclear magnetic resonance (NMR) measurements were performed on the single crystals of $TbB_4$ to investigate local electronic structure and 4f spin dynamics. $^{11}B$ NMR spectrum, Knight shift, spin-lattice and spin-spin relaxation rates were measured down to 4K at 8T. $^{11}B$ NMR shift and linewidth are huge and strongly temperature dependent due to the 4f moments. In addition, both are proportional to magnetic susceptibility, indicating that the hyperfine field at the boron site originates from the 4f spins of Tb. Below $T_N$, the single broad resonance peak of $^{11}B$ NMR splits into several peaks reflecting the local magnetic fields due to antiferromagnetic spin arrangements. The longitudinal and the transverse relaxation rates, $1/T_1\;and\;1/T_2$, independent of temperature above $T_N$, decreases tremendously confirming huge suppression of spin fluctuation below $T_N$.

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홍수터에서 수치해석과 수리실험을 통한 이차류 및 수리특성에 관한 연구 (A Study on the Secondary Flow and Hydraulic Characteristics Using 3D model and Experiment in Flood Plane)

  • 정동규;박용성;송창근;김영도
    • 한국수자원학회:학술대회논문집
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    • 한국수자원학회 2015년도 학술발표회
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    • pp.178-178
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    • 2015
  • 본 연구는 복단면구조의 수로에서 이차류 및 흐름특성을 비교, 관측하는 것이며 이러한 흐름특성을 연구하기 위해 폭 1.2 m, 길이 14 m, 높이 0.6 m인 실험수로를 이용하여 수심비 0.25 및 0.40 조건에서 0.05, 0.10 CMS의 유량으로 총 4가지 조건으로 실험을 진행하였고 이를 비교하기 위해 3차원 수치해석모형인 FLOW-3D를 이용하여 수치해석결과와 수리실험결과를 비교하였다. 주수로 및 홍수터의 수심과 유량의 조건이 각각 다른 4가지 조건 별 변화를 수리실험과 수치해석을 통해 분석한 결과, Shino & Knight(1991)에서의 언급한 내용과 부분적으로는 동일한 결과를 보였으나, 수치해석 부분에서의 결과와는 차이를 보였다. 일반적으로 복단면구조에서 발생하는 이차류는 수위 및 수심별 유속의 차이에서 발생하는 연직방향의 유속의 영향과 복단면과 주수로의 구조적 차이에서 발생하는 횡방향 유속의 영향과 같은 복합적인 작용으로인해 발생하게 되지만 수치해석의 결과에서는 수위차이에 의한 연직방향의 유속이 횡방향 유속보다 지배적인 결과를 보여 본 연구 중 고유속의 조건에서는 이차류의 형성이 수리실험 및 기존 연구결과들과 차이를 보였다.

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서양문장의 상징성에 관한 연구 -중세 서양문장과 복장을 중심으로- (A Study on Symbolism of Western Heraldry - Focused on Western Heraldry, Dress and its Ornaments of the Middle Ages -)

  • 최영옥
    • 한국의류학회지
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    • 제18권1호
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    • pp.140-159
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    • 1994
  • Heraldry, which originated from the culture of knights in the 12th century, came to be drawn on shields, and was inherited as a symbol of the family at the end of the 12th century and developed rapidly through the 13th and 14th century. Afterwards heraldry was in great vogue and used in the shields, clothes of men and women, armors, housings and flags. Therefore the citizen class as well as nobles and knights came to possess heraldry. In particular parti-color and impaled coat were accepted in the clothes, and served the dual purpose of status symbol and ornament in the 13th century. It can be said that the appearance of heraldry on the clothes was typical of the Middle Ages. The origin, generally accepted, was that the crusaders wore the surcots, also known as the cyclases, on the armors to prevent the powerful sun of Syria and dust of deserts, and to prevent the armors from rusting due to moisture. As the surcot was made of white linen or white silk till the beginning of the 13th century, knight's heraldry came to be put on the surcot in order to identify each corps. According as the coat of mail covering all the body was devised, the same heraldry attached on the shield seemed to appear on the clothes of surcot or jupon(afterwards pourpoint) in order to identify the status in the battlefield and tournament. Heraldry, a system of mark in the 12th century, was used as a symbol of authority of the upper class such as the Royal House, nobles and knights, and may have been mysterious instruments in the Milddle Ages. However, in the modern times of the 20th century heraldry has come to be a kind of symbol marks such as badges and banners symbolizing the hallmark of the goods of enterprises, organizations and groups. Heraldry, existing up to now, of the individuals as well as international organizations can be seen as a result of deep-rooted tradition for esthetic appreciation and symbolism for heraldry.

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유아의 문식성 습득에 대한 교사와 부모의 신념 (The Teacher's and Parent's Beliefs about Literacy Acquisition)

  • 김정화;이문정
    • 가정과삶의질연구
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    • 제24권1호
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    • pp.237-251
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    • 2006
  • The present study was to investigate the teacher's and the mother's beliefs about literacy acquisition and to analyse differences between them The subjects for this study were 134 teachers and 174 mothers of the kindergarten and daycare centers. The 25-item questionnaire constructed by Westwood, Knight and Redden(1997) was used in this study with a slight modification. Collected data were analyzed by one-way ANOVA to verify the differences of the teacher's beliefs according to an academic background and a career, and mother's according to an academic background and an occupation, and compared by t-test to verify the differences of the teacher's and mother's beliefs. The major findings were the most teachers and mothers showed balanced approach: more skill-based about reading than writing. The university graduated teachers took more meaning-based, child-centered approach than finisher of caregiver training center. According to career, more the experienced kept more skilled-based approach. In case of the mother, the university and graduated school graduates took more meaning-based, child-centered approach than finisher of college and High school. According to occupation, more the professional kept more meaning-based approach. Finally there were no meaningful difference in an income and mothers' age. And teachers took more meaning-based, child-centered approach than mothers. Especially about writing, teachers kept much more meaning-based approach than mothers.

디지털 패션필름에 표현된 메타리얼리티 (The study on metareality expressed in digital fashion film)

  • 김세진;하지수
    • 복식문화연구
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    • 제23권4호
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    • pp.554-568
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    • 2015
  • Technological change leads to a value shift in human society. Various cultural experiences through the digital paradigm influence the expression of fashion. This article considers fashion film as a new form for presenting fashion and explores the distinctiveness of expression in digital fashion film. For the methodology, a literature review was conducted to examine the concepts and features of digital fashion film and metareality. Empirical research was also performed by drawing from Nick Knight's digital films, "Sans Couture", "#asif", and "The Elegant Universe" and by specifically analyzing the classification of the themes, visuals, and auditory expression. The results are as follows. The proliferation of fashion film has accelerated in the internet environment. New media in the digital era allows images to become more realistic and variable through immaterial conversion. Metareality is the notion of a reality beyond existence. A metarealistic image maintains the metaphysical nature of an object and transcends empirical appearance. It possesses immaterial, transboundary, and multidimensional features, and the image is realized by digital technology. The expression analysis identifies the metareality expressed in contemporary fashion film appearing as atypical forms, irrational combinations, and the playfulness of motion. It shows a positive attitude, transcending the immaterial limit of reality toward fashion. This study indicates how fashion as products challenges the metaphysical transformation in the digital era. The exploration of metareality in digital fashion film promotes a wider perspective and understanding of the concept of fashion.

생활오수 처리를 위한 인공습지의 처리수 수질 추정식에 관한 연구 (Study on the Estimation Equation of Effluent Concentration from Constructed Wetland for Domestic Wastewater Treatment)

  • 윤춘경;권순국;전지흥
    • 한국물환경학회지
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    • 제16권4호
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    • pp.491-499
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    • 2000
  • Effluent concentration estimation equations for treatment wetland were reviewed with 3 -year experimental data. Four equations from USEPA, WPCF, Kadlec and Knight, and this study were applied to the over 100 data points of 1996 to 1999 study at the pilot plant in Konkuk University. The system was a subsurface flow type and consisted of 60cm depth of sand and reeds, and it worked continuously including winter with domestic sewage from school building. Generally, all the equations demonstrated reasonable agreement with experimental data and they could be used for design process if selected carefully. Among them, the equation from this study showed the best fit for the data. The reason might be not only the equation was derived from the experimental data, but also it included plant coverage parameter in the equation while others did not Plant coverage was proved to be an important parameter in the prediction of the treatment wetland system, and its inclusion in the estimation equation could improve the accuracy. Although existing equations could be used in the wetland design, pilot plant experiment for the anticipated condition and subsequent equation development can provide more reliable equation. It takes time to obtain meaningful data from wetland system. Therefore, timely onset of well organized study is recommended before large scale application of treatment wetland system to either point or nonpoint source pollution abatement.

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의료파업시기와 정상시기간의 간호조직 내 제요인 분석 (Analysis of organizational variables related to nursing between the doctors' strike and normal periods)

  • 이정애;박혜자;김정담;김희순;방효경;엄옥주;염영희
    • 간호행정학회지
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    • 제7권3호
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    • pp.511-529
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    • 2001
  • Purpose : To analyze organization variables related to nursing between the doctors' strike and normal periods. Methods : The sample consisted of 1,220(600 for doctors' strike and 620 for normal periods) nurses working in 5 hospitals. Six instruments were used for data collection including Job Activity Scale(JAS; Laschinger, 1994), Organization Relationship Scale(ORS; Laschinger, 1994), Interpersonal Support Scale(developed by Firth et al., 1986 and revised by Ahn(2000), Self-efficacy Scale(Riggs & Knight, 1994),Job Satisfaction Scale(Slavitts et al., 1978), and Organizational Commitment Questionnaire(OCQ; Mowday et al., 1979). Results : There were significant differences among variables(i.e., formal power, interpersonal support, self-efficacy and organizational commitment)between doctors' strike and normal periods. The formal power was high during the normal period, however interpersonal support, self-efficacy and organizational commitment were high during the doctors' strike. Conclusion : Interpersonal support, self-efficacy and job satisfaction were change by working conditions, but organizational commitment was not changed by working conditions.

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웹사이트의 계속적 이용에 있어 신뢰와 태도의 매개효과 연구 (A Study about the Mediating Effects of Website Attitude and Trust in Continuously using the Website)

  • 이국용;형성우;박경수
    • 한국경영과학회지
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    • 제30권2호
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    • pp.81-104
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    • 2005
  • In the past days, most of studies about users' behavior in online environments have been mainly focused on the adoption of website and internet shopping or shopping mall. But the generic model of website usage behavior has not been made and the leading theory of website usage behavior has not been existed. The purpose of this study consists of two parts: (1) to find the determinant variables of the website users' continuous using Intention in a certain website, (2) to examine the relative influences of the variables influencing the users' behavior in online environments. The framework of this study is based on the combination of some theories - Davis(1989)'s TAM, Fishbein(1975)'s TRA, Hoffman et al.(1997), Schneiderman(2000), Yoon(2002), Lee and Turban(2001), Sultan et al.(2002), Shankar et al.(2002a, 2002b), McKnight et al.(2002), Chen and Dhillon(2003), Heijden(2003) and so on. Major findings of this research are summarized as fellows: First, determinant of website continuous using intention was affected by 1) the-attitude and 2) the trust of the website except of perceived usefulness. Second, the website attitude was affected by the perceived usefulness, design, experience, reputation. But perceived ease of use did not affect the website attitude. Third, the website trust was affected by the perceived usefulness, perceived ease of use, design, experience of website. But the reputation of website did not determine the trust of Website in this research model.

RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현 (Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character)

  • 강현아;김미진
    • 한국콘텐츠학회논문지
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    • 제7권5호
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    • pp.63-71
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    • 2007
  • 본 논문에서는 플레이어의 감정 이입을 위한 게임 캐릭터 디자인 방법으로 RPG 장르의 능력치 변화량에 따라 인간의 감정 요소가 적용된 게임 캐릭터 걷기 동작을 구현하였다. 인간의 얼굴 표정에서 나타나는 기본적인 감정 요소와 캐릭터 애니메이션에서 감정 요소가 적용된 걷기 동작을 분석해 보고, RPG 장르의 능력치 요소와의 상관관계를 통해 인간의 감정 요소가 적용된 걷기 동작을 8가지 형태로 분류하였다. 이것을 RPG 게임 캐릭터 중 인간의 외형적인 특징과 가장 유사한 기사 캐릭터에 적용시켜 능력치 변화량에 따라 달라지는 걷기 동작을 구현하였다. 인간의 감정 요소가 적용된 게임 캐릭터를 플레이어가 직접 제어함으로써 플레이어의 게임 캐릭터에 대한 감정 이입 효과가 높아질 것이고 게임에 대한 몰입도가 증가할 것으로 예상된다.