• Title/Summary/Keyword: The preference of change and novelty

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The Proto-modernity in Japanese Traditional Costume History (일본 전통복식문화에 타나는 원(原)근대성)

  • Huh, Eun-Joo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.9
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    • pp.1415-1428
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    • 2010
  • Modernity in costumes is analyzed as the preference of change and novelty, the formation of the masses, and the aspect of function, which is transplanted by western modernization. However, it is seem that the factor of modernity in Japanese traditional costume history. This study examines the Proto-modernity in Japanese traditional costume history. First, this study examines the term 'Imamekashiki' which means the present time. Because of the recognition of every present time arises from the recognition and the preference of change and novelty. In the pre-modem Era, this study examines the masses formed by the publication and the play, Kabuki. This study provides an alternative answer to understanding what is to 'wear clothes' for Japanese people.

POTASSIUM-DEPENDENT SODIUM/CALCIUM EXCHANGER 3 (NCKX3) DEPLETION LEADS TO ABNORMAL MOTOR FUNCTION AND SOCIAL BEHAVIOR IN MICE

  • D.N. TRAN;E.-M. JUNG;Y.-M. YOO;J.-H. LEE;E.-B. JEUNG
    • The Korean Journal of Physiology and Pharmacology
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    • v.71 no.4
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    • pp.525-536
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    • 2020
  • Transcellular calcium transport is an essential activity in mineralized tissue formation, including that in nervous systems. Dysregulation of Ca2+ homeostasis can induce excitotoxicity and neurodegeneration in the central nervous system. Nckx3, a potassium-dependent Na+/Ca2+ exchanger, is most abundant in the brain and has a critical role in the transport of intracellular calcium across the cell membrane. However, the roles of Nckx3 in neuron development and function remain unreported. Herein, we examined the behaviors of Nckx3-knock-out mice at the age of six weeks. Detailed behavioral analyses showed Nckx3-/- mice exhibited an increase in moving distances in the open field test. Additionally, the rotarod test revealed motor learning defects in Nckx3-/- mice. Both Nckx3+/- and Nckx3-/- mice also exhibited deficits in sociability and social novelty preference. Furthermore, Nckx3-/- mice displayed increased depression-related behavior. However, there was no significant change in cognition function detected in Nckx3-/- mice. This study demonstrates that NCKX3 is involved in behavior and neuronal function

The Effect of Individual Differences in Need for Affective and Cognitive on Health Advice in Virtual Reality (감성 욕구와 인지 욕구의 개인차가 가상현실의 건강 조언에 미치는 영향)

  • Yu, Sanghyeong;Jung, Yujin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.77-90
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    • 2019
  • In this study, we investigated which message provider is effective in a virtual reality (VR) environment for individuals with different needs with regard to affect (need for affect [NFA]) and cognition (need for cognition [NFC]). According to Haddock et al (2008), individuals with high NFA were more influenced to change their behavior by the emotional aspects of a message, whereas individuals with high NFC were more influenced by the cognitive aspects of the same message. We hypothesized that individual differences in needs could affect not only receipt of the message but also the acceptability of the message provider. For example, someone with high NFA might accept messages more easily from an acquaintance than from experts. In the VR environment, the appearance of the message provider could be manipulated in a way that makes him or her more familiar to the person receiving the message. Accordingly, in order to promote the effectiveness of message providers in a VR environment according to the individual difference in needs, we measured the level of the preference and self-efficacy according to needs (NFA or NFC), type of message provider (expert, significant other, or other), and VR device (text or VR). Contrary to what we expected, the results showed that there was no matching effect between the needs and the message provider. However, we found that level of preference and self-efficacy were significantly high when a VR device was worn only by participants with high NFA. This result suggests that a VR environment is more suitable for providing health advice to people with high NFA. In addition, the novelty of this study is that we tried to find the tailored message provider on health advice in VR environment and it is in the early stage of the research.

Urban Landscape Image Study by Text Mining and Factor Analysis - Focused on Lotte World Tower - (텍스트 마이닝과 인자분석에 의한 도시경관이미지 연구 - 롯데월드타워를 대상으로 -)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.4
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    • pp.104-117
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    • 2017
  • This study compares the results of landscape image analysis using text mining techniques and factor analysis for Lotte World Tower, which is the first atypical skyscraper building in Korea, and identifies landscape images of the site to determine possibilities of use. Lotte World Tower's landscape image has been extracted from text mining analysis focusing on adjectives such as 'new', 'transformational', 'unusual', 'novelty', 'impressive', and 'unique', and phrases such as in the process of change, people's active elements(caliber, outing, project, night view), media(newspaper, blog), and climate(weather, season). As a result of the factor analysis, factors affecting the landscape image of Lotte World Tower were symbolic, aesthetic, and formative. Identification, which is a morphological feature, has characteristics of scale and visibility but it is not statistically significant in preference. Rather, the psychological factors such as the symbolism with characteristics such as poison and specialty, harmony with the characteristics of the surrounding environment, and beautiful aesthetic characteristics were an influence on the landscape image. The common results of the two research methods show that psychological characteristics such as factors that can represent and represent the city affect the landscape image more greatly than the morphological and physical characteristics such as location and location of the building. In addition, the text mining technique can identify nouns and adjectives corresponding to the images that people see and feel, and confirms the relationship between the derived keywords, so that it can focus the process of forming the landscape image and further the image of the city. It would appear to be a suitable method to complement the limitation of landscape research. This study is meaningful in that it confirms the possibility that big data can be utilized in landscape analysis, which is one research field of landscape architecture, and is significant for understanding the information of a big data base and contribute to enlarging the landscape research area.