• 제목/요약/키워드: Mental Image

검색결과 235건 처리시간 0.026초

안모수직 부조화에 따른 하악이부 형태에 관한 연구 (A STUDY OiM THE MORPHOLOGY OF CHIN IN RELATION TO VERTICAL DYSPLASIA OF CRANIOFACIAL COMPLEX)

  • 차봉근;서정훈
    • 대한치과교정학회지
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    • 제20권1호
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    • pp.135-156
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    • 1990
  • This study was undertaken to investigate the difference of chin morphology and mandibular form in relation to different mandibular growth direction. The subject was divided into three group i.e., control group, vertical group, and horizontal group, according to the criteria of $Bj{\ddot{o}}rk$ sum, and each group was composed of 15 females and 15 males. Medial axis analysis in addition to the routine cephalometric analysis using P.I.A.S. (personal image analysing system) was carried out to find out the differences of mandibular morphology on each group. The results were as follows: 1. The area of symphysis was larger in horizontal growth group than that of vertical growth group. 2. Protruding chin area was also larger in horizontal growth group than that of vertical growth group. 3. There was a close correlationship between protruding chin area and other form of mandible. 4. Antegonial notch depth and ramus posterior contour depth was deeper in vertical growth group than in horizontal growth group, and antegonial notch depth was more influenced by anterior part of notch than posterior part of notch. 5. Mental medial axis and incisal medial axis length, in relation to corpus medial axis length was larger in vertical growth group than in horizontal growth group.

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마을 만들기에 있어 주민에 의해 표현되는 풍경 공유성 - 광주광역시 북구 사례를 중심으로 - (Common Characteristics of Landscape Cognition in Participatory Town Design Program - Focusing on the Case of Buk-gu District, Gwangju Metropolitan City -)

  • 김수란;조동범
    • 한국조경학회지
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    • 제34권2호
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    • pp.57-71
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    • 2006
  • The purpose of this study was to find common characteristics in everyday landscape cognition that the residents share and to restore the resulting characteristics through citizen-participatory town design. Through the residents participatory workshop supported by the Gwangju Buk-gu District Autonomy and Citizen Academy of Gwangju YMCA, 304 people from eight administrative districts participated in three programs. In each program, photographed landscape images representing everyday conditions of the townscape were presented in several ways: in program 1, the residents' mental map was studied; in program 2, landscape images of real places were matched to locations on a map; and in program 3, the landscapes were scored on a scale from 1 to 5 according to five descriptive categories. The elements that were recognized as common landscape features were public facilities, pedestrian spaces, school areas, and parks and natural green spaces. Additional results including recognition of the participants affection for the village and a common landscape image shared by the people, as inhabitants looked around at the space of their own lives. It seems possible that more creative townscapes can be created by residents through participatory programs.

Strategy of Food Retailer and Delivery Rider's Accident in South Korea

  • KWAK, Young-Arm;CHO, Young-Sang
    • 유통과학연구
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    • 제18권5호
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    • pp.49-60
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    • 2020
  • Purpose: The primary objective of this research is to propose answers of rider's accident of food retailer in South Korea, in view of business sustainability of food retailer and his precious fate of rider who is a father that has a responsibility to the family. Research design, data, and methodology: We investigated previous studies such as food retailer, delivery, delivery application of mobile, rider's accident and statistics of delivery business agency, motorcycle accident ratio, annual fatalist, and further we analyzed cases of rider's accidents. Results: Rider's accident on the road toward food retailer is serious risky factor to their business reputation, corporate image, because claim amount related to death and physical/mental disability can be heavily damaged to food retailer. The point when rider dies is that rider is a person responsible for supporting his/her family, that is, a life itself issue together with downfall of family. Conclusions: In view of growth of South Korean' delivery rider industry, the authors recommended that focus of stability and sustainablity of both food retailer and delivery rider should establish to executable and practical ideas such as rider's readiness, abandon of speed guarantee, duty of delivery app business and legal aids.

<두 개의 사랑>에서의 쌍둥이 모티브와 거울 이미지 (Twin Motifs and Mirror Images in )

  • 서곡숙
    • 한국콘텐츠학회논문지
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    • 제20권9호
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    • pp.19-28
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    • 2020
  • <두 개의 사랑>(2017)을 중심으로 쌍둥이 모티브의 욕망, 죽음, 환상이 거울 이미지로 재현되는 방식에 대해서 고찰하고자 한다. 첫째, 쌍둥이 모티브의 욕망은 선/악과 규범/욕망의 이중성을 관능적 유혹의 거울로 표현한다. 둘째, 쌍둥이 모티브의 죽음은 죽음의 전이를 처벌의 거울로 표현한다. 셋째, 쌍둥이 모티브의 환상은 정신적 방어를 파편화된 거울로 표현한다. 이렇듯 <두 개의 사랑>에서 쌍둥이 모티브는 욕망, 죽음, 환상이라는 세 가지 키워드를 중심으로 이중성, 처벌, 분열이라는 세 가지 거울 이미지로 효과적으로 표현하고 있다.

A method for mandibular dental arch superimposition using 3D cone beam CT and orthodontic 3D digital model

  • Park, Tae-Joon;Lee, Sang-Hyun;Lee, Ki-Soo
    • 대한치과교정학회지
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    • 제42권4호
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    • pp.169-181
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    • 2012
  • Objective: The purpose of this study was to develop superimposition method on the lower arch using 3-dimensional (3D) cone beam computed tomography (CBCT) images and orthodontic 3D digital modeling. Methods: Integrated 3D CBCT images were acquired by substituting the dental portion of 3D CBCT images with precise dental images of an orthodontic 3D digital model. Images were acquired before and after treatment. For the superimposition, 2 superimposition methods were designed. Surface superimposition was based on the basal bone structure of the mandible by surface-to-surface matching (best-fit method). Plane superimposition was based on anatomical structures (mental and lingual foramen). For the evaluation, 10 landmarks including teeth and anatomic structures were assigned, and 30 times of superimpositions and measurements were performed to determine the more reproducible and reliable method. Results: All landmarks demonstrated that the surface superimposition method produced relatively more consistent coordinate values. The mean distances of measured landmarks values from the means were statistically significantly lower with the surface superimpositions method. Conclusions: Between the 2 superimposition methods designed for the evaluation of 3D changes in the lower arch, surface superimposition was the simpler, more reproducible, reliable method.

줄무늬 문양 복식의 미적 가치에 관한 역사적 고찰 -중세부터 19C 말을 중심으로 - (A Study on the Aesthetic Value of the Clothes of the Stripe Pattern in a Historical Point of View - From Medieval Age to the Late Nineteenth Century -)

  • 박선경
    • 복식문화연구
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    • 제13권3호
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    • pp.391-405
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    • 2005
  • This study puts emphasis on showing the change of Stripe Pattern, which has been popular for a long period of time in many societies, with change in time, assessing its value as an art. During medieval period, Strife Pattern had a strong negative meaning as a sign of disgrace or inferiority, or had been used as discrimination against a mental or a sinner, who had been rejected or banished from the society. Through French Revolution, Stripe Pattern has become a symbol of liberty and equality, furthermore, the notion of society as well as countries. This event had positively affected on reevaluating its image, from inferior, negative to significant, artistic. Eventually the variety of aesthetic values of Stripe Pattern led its way to the variation of its functional value expanding its use other than fashion industry. It is anticipated that our fashion industry will flourish in creating new, creative design by understanding design and appreciating their aesthetic values with their applications to human sensibility.

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게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰 (The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction)

  • 한주연
    • 한국게임학회 논문지
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    • 제20권4호
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    • pp.33-46
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    • 2020
  • 본고는 게임 중독의 환경적 원인과 미디어의 영향력을 분석하고 내담자의 치료를 위한 게임 공간을 조성하기 위한 연구의 일환으로 작성되었다. 초기에 외상을 입은 유아는 공격성과 망상, 분열과 우울, 통합된 자아감 결여, 감정 인식 능력 저하, 대상에 대한 강박적 집착, 사회 규범에 대한 반항, 현실 인식 능력 저하 등의 증상을 가상공간에 투사한다. 게임공간은 한편으로는 개인의 병리적 욕구를 드러내고 다른 한편으로는 자발적인 행동과 정서 경험을 촉구하는 양가적 공간이다. 게임공간의 현전성, 전능감과 무망감, 자아상의 분열, 감정의 이중성, 몰입감, 운동성 등의 특징들은 역기능적으로 또는 순기능적으로 활용될 수 있다.

꿈에 대한 동서의학적 인식 (Study on Recognition of Dream in Oriental and Western Medicine)

  • 강동윤;김병수;강정수
    • 동의생리병리학회지
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    • 제19권4호
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    • pp.878-883
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    • 2005
  • The dream is a well-known experience in the routine life. It is the image and thought being occurred during the sleep, and the complex reaction of our mental world to the event of everyday. In particular, there are so many opinions of the reason why people have a dream and this thesis is telling about the physical and pathological changes in the human as one of that various opinions. The aspects of this thesis are often founded in the diverse texts of oriental Medicine, including the Internal Classics(내경), and there were some cases that regarded the dream as diagnostic object and put to clinical uses. These attempts were not only tried out by particular orient thoght, also the ancient Greeks thought that the dream would represent important informations about the health. But, these ideas have been treated lightly by the impacts of the western medicine since the modern age. Straightforwardly, before the psycho-analytics was not development, most of the doctors and scientists regarded the dream as things like dregs of mind. The central operating bodies of the dream are the Spirit(신) and Hon and Beak(혼백), and the Spirit(신) is more essential part between the two.

경험디자인의 개념과 특성에 관한 연구 - 인간의 공간 인지 과정을 중심으로 - (A Study on Definition and Characteristic of Experience Design - Focused on Human's Cognition Process in Space -)

  • 김예진;이정욱
    • 한국실내디자인학회논문집
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    • 제15권4호
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    • pp.138-146
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    • 2006
  • Main elements in definition of space value were physical, formal, and reasonable characteristics in the past. Howener recently, definition of space value is changing by being advanced about study concerned with human's cognition and thinking way in definition and analysis of space. As you see, cognitive psychologists have emphasized the importance of human's cognitive structure and process and studied diverse aspects of human's thinking ; consciousness, perception, memory, image, language, decision-making, inference, and so on. Therefore main elements in definition of space value are five-dimensional, psychological, symbolic, mental, emotional characteristics above physical, formal, and reasonable characteristics. As mentioned above, the conversion of thinking focused on reason to thinking focused on human's spirit and emotion is achieved in contemporary architecture and 'human's experience' in space becomes a very important factor. For that reason, the purpose of this study is consideration of human's cognitive process in space by conversion of thinking and gives a definition about experience. And, I would like to define 'experience design' whose main attribute is experience in space and establish theoretical basis of experience design through theoretical researches about experience. This study on experience design that induces users to participate in space and stimulate human's spirit is a important point in definition of space value not only contemporary interior architecture but also prospective generation.

인공환경 분포방식에 의한 공간크기 인지 변화에 대한 연구 - 대학 캠퍼스 내 공간의 실제크기와 인지크기의 차이를 중심으로 - (Distortion of Spatial Size Perception by the Pattern of Object Distribution - Focused on the Floor-area Estimation of the Spaces in the Campus by Students -)

  • 서경욱
    • KIEAE Journal
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    • 제14권5호
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    • pp.75-80
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    • 2014
  • An attempt has been made to prove the so-called 'feature accumulation theory'. It is the theory describing that people tend to feel the same space with more identifiable objects much larger than that with fewer objects. Applying this theory to our cognition of spatial size, this paper made an experiment. Students were asked that if the lecture room they are sitting becomes a module (module 1), then how large are the questioned spaces in the campus. The result was striking. Through the mental image processing, they answered that the library and the architecture building looks much smaller than they actually are, and more surprisingly the basketball field much more smaller than it really is. This experiment shows that there is a strong tendency by which people regard the space much larger when there are more occupiable or behavior-causing elements in the space. In the case of basketball field, since there is nothing that can be occupied, this open space is seen as a small space for the subjects. This line of cognitive perception can be applied to the practice of urban planning and architectural planning. With the same size of given space, we can make it feel more rich and larger.