• 제목/요약/키워드: Side Impact Characteristics

검색결과 162건 처리시간 0.019초

고지도 기반 환경변화연구 및 지형분석을 통한 명사십리 해안의 제4기 연안지대 이상기후 퇴적기록 적지선정 (Site Selection for Geologic Records of Extreme Climate Events based on Environmental Change and Topographic Analyses using Paleo Map for Myeongsanimni Coast, South Korea)

  • 김지은;유재형;양동윤
    • 자원환경지질
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    • 제47권6호
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    • pp.589-599
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    • 2014
  • 본 연구에서는 서해 명사십리 일대의 제 4기 극한재해 퇴적기록 보존지역을 선정하기 위해, 1918년 일제 강점기 지형도, 2000년 수치지형도, 1976년 항공사진 및 2012년 항공사진을 이용하여 작성한 수치표고모델과 지표이용도를 순차 비교 분석하여 연구지역의 퇴적환경 및 지표환경 변화를 고찰하였다. 연구지역의 지형적 특징은 지난 100여 년간 큰 변화가 없었으나 연구지역의 북부와 남부에는 고도의 변화폭이 상대적으로 큰 구릉지가 위치하고 해안에 평행하게 사구가 발달하며 연구지역 남부 사구의 후면으로 내륙에 평탄한 저지대가 위치한다. 연구지역 유수 및 퇴적물의 이동 방향을 분석한 결과 사구에서 내륙으로 이동하는 흐름과 내륙의 높은 지대에서 해안으로 이동하는 흐름이 연구 지역 중부를 가로지르는 하천을 향하여 이동하며 중남부 용정리와 남부 자룡리의 평탄한 저지대에 각각 $0.2km^2$의 넓이를 가지는 저수지역을 형성할 수 있다. 또한 연구지역 해수면 변화기록을 보존하는 지역을 찾기 위하여 해수면을 상승시킨 결과 해수면이 3 m 상승했을 때 침수되는 지역은 1918년 $3.4km^2$, 2000년 $3.64km^2$으로 저수지역이 형성되는 위치와 중첩되며 남부의 평탄한 저지대가 해수범람 퇴적층의 형성이나 퇴적물의 집적에 용이한 환경임을 지시한다. 100여 년간 인간의 활동으로 인한 지표 환경 변화가 제한적이었던 지역은 약 $3.51km^2$의 면적으로 연구지역 중부에서 남부에 분포하며 1918년에는 점토 퇴적지, 논으로 활용되었고 2012년에 이르러서는 모두 논으로 이용되고 있다. 연구지역의 퇴적환경과 지표이용변화를 중첩 분석한 결과, 제4기 퇴적기록을 보존하고 있을 가능성이 가장 높은 지역은 연구지역 중부에 약 $0.15km^2$, 남부에 $0.09km^2$의 면적으로 존재하며 이 지역을 중심으로 과거 이상기후 퇴적기록을 연구하는 것이 효과적일 것으로 기대된다.

가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.