• Title/Summary/Keyword: The sense of touch

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A Study on 'Verfremdung' effects in visual advertisements with a special reference to the <017-I-Touch series, The Hand Transformed into a Web >, mobile network advertisement (동영상 광고에서 나타나는 '소격화' 효과에 관한 연구 - 광고 <017-I-Touch편 (손이 물갈퀴) >를 중심으로 -관어영시광고중소출현적‘맥생화’효과적연구(關於影視廣告中所出現的‘陌生化’效果的硏究))

  • Jin, Ri-Long;Ahn, Sang-Soo;Kim, Jong-Deok
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.37-46
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    • 2005
  • Today's advertisement is dominated by visual images, which deliver messages in the most efficient and engaging way. Vivid and live images, through multimedia, attract the viewer to consume the products being advertised. In this course, the effect of 'Verfremdung' or alienation is often detected. This terminology was at first used in a epic play of Bertolt Brecht to signify a specific effect to block the empathy of the audience by reminding them of their position as the audience separate from the play. 'Verfremdung' helps them to have a sense of objectivity and critical attitude toward the performance. Multimedia commercials nowadays exhibit such a quality together with 'viewer participation:' criticism on reality: and 'speed.' In an advertisement for Shinsegi Communications' mobile system titled <017-I-Touch series, the hand transformed into a web>, the copy, 'my blood type is 'i', ' is accompanied by six unrelated fictitious scenes in which the same ocean appears as a common denominator. Because there is no connection between the scenes, free imagination of the viewer has to be involved and thus plays a significant role in making them into a context. This fact dearly exhibit some characteristics of post- modern advertisement. Momentary 'Gap' and 'Difference' between scenes contribute to 'Verfremdung' or alienation' that makes it hard for the consumers to comprehend the content on the spot. Such an uneasy situation, however, keeps the viewers thinking about the advertisement itself. While repeatedly exposed to the alienated images, the viewers come to get involved in the advertisement, trying to make the fragmented images into a coherent context. In addition, the leaps between the scenes produce a sense of 'speed' in a context, which adds more impact to the way of delivering messages using multimedia. With the help of multimedia, 'Verfremdung: which was originally intended to bring about objective and critical altitude of the audience in a play, plays a crucial role in attracting the viewer's attention and conveying a specific message in a moment in contemporary advertisement.

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A study on bio-design (바이오 디자인에 관한 고찰)

  • 이재국
    • Archives of design research
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    • no.16
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    • pp.41-51
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    • 1996
  • A matter of primary concern about all design is concentrated on how to create more valuable things to allow people to live an affluent life. However, it is very difficult to achieve the goal because every design work is changed in accordance with given situatio ns. In this sense, it is significant to study on biodesign because it can be both a basic principle and a fudamantal index to show the way of new design direction. Accordingly, the main purpose of the thesis is to catch every meaning of bio-design and to close analyze its factors in order to generate more fresh ideas and put them into practice. The thesis is composed of five Chapters: Introduction, Background of bio-design, Principle of bio-design, Practice of bio-design, and Conclusion. In Introduction, the purpose and background of the study are presented. I n Chapter 2, source of design orgin, vernacular design, and design for life are researched. In Chapter 3, organic order. the survial of the fittest, and subjective & objective are considered. In Chapter 4, hi-tech & hi-touch, criteria of problem -solving, and harmony with nature are searched. In Conclusion, some suggestive words on the study are mentioned.

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A Comparative Study on the Korean Child Welfare Law and the Japanese Child Welfare Law (한일 아동복지법의 내용에 관한 비교연구)

  • Lee, Hye-Won
    • Korean Journal of Social Welfare
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    • v.58 no.2
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    • pp.167-195
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    • 2006
  • The purpose of this study is to suggest the revision direction of the Korean Child Welfare Law based on the results of the comparative analysis on the Korean Child Welfare Law and the Japanese Child Welfare Law. The main results are: Both laws have only two provisions about children's participation right. The child protective system in Japan secures the swiftness of within-two-months period of temporary protection through the child consulting center, the investigation right by the child welfare worker, publicity, enforcement on the parents' rights, and the network with the nearest child supporting center. Furthermore, those provisions with the notifying obligation by a finder of the child who needs protection and the limit of protection period are guaranteed in order to ensure the effectiveness of law enforcement. However, Korean child protective system functions only as pre-substitutive service. While the provisions for the disability children account for 21.2% of the total Japanese law, there is no provision on that in the Korean law. The Japanese law is substantially different from the Korean law in a sense that it obligates the minimum quality criteria of child service and national financial burden on the child welfare. While the Japanese law clearly stipulates the national responsibility in relation to the degree of the rights, the Korean law does not directly touch upon it. Furthermore, the Japan's law guarantees that not only children but also protectors retain the right to choose and apply for services.

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Effect of Using Home Training App on Quality of Life in the Untact Era (홈 트레이닝 앱 사용이 언택트 시대의 삶의 질에 미치는 영향)

  • Chen, Qiuying;Lee, Sang-Joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.155-163
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    • 2022
  • In order to avoid the spread of Covid-19, outdoor activities are decreasing worldwide and the time spent at home is increasing. As physical activity declines, the number of people who feel bored, restless and immune deficient is increasing. As indoor life becomes more permanent, multiple approaches to home workout are becoming active. This paper examines how the Covid blue (boredom and social anxiety) produced in the no-touch era affects quality of life through the use of home training applications. Questionnaires were collected from Chinese people using a website dedicated to Chinese questionnaires, and finally 383 appropriate data were analyzed using SPSS24.0 and AMOS24.0. The research results showed that the actual experience of using home workout had a positive impact on quality of life. The higher the user's sense of social unease about being late in the untact, It was found that the higher the social anxiety perceived by users about the untact era, the higher the interactivity and exercise satisfaction with the home workout app. Home workout application can improve exercise satisfaction and quality of life, which are more positive effects beyond the result of resolving consumers' boredom. Therefore, it can be used as a channel for digital services.

The Effect of PMMA in the Color Tone of Color Cosmetics (색조 화장품의 색상에 있어서 Polymethylmethacrylate (PMMA)의 효과)

  • Lee, Young-A;Kim, Ju-Seub
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.32 no.3 s.58
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    • pp.141-148
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    • 2006
  • This study is intended to analyze the impact of PMMA on color changes comparatively by making 2 types of cheek color items with red-color pigments: one containing PMMA, which is one of the recently developed circular polymers and used when producing color make-up items that have aero powder as the chief ingredient, and the other without it. To accomplish the purpose, we have reviewed literature on raw materials that have aero powder as the chief ingredient. Also, after making compounds of PMMA and pigments lot aero powder, such as Talc, Mica, OMC Talc As, Mica As, we examined them compared to those without PMMA using spectrophotometer, a questionnaire survey, and Digital camera. Besides, the particles were analyzed using SEM. As a result of the analysis, cosmetics containing PMMA represent more vivid and rich colors, putting on one's face softly. Since the entire specific surface area of PMMA is large enough to absorb oil evenly, it yields vivid and rich colors. But, Mica, one of natural pigments, shows a result as opposed to that of Mica As, one of silicon-compounded pigments, suggesting that pearl effect may possibly causes defused reflection. Based on these findings, it is expected that cosmetics will have more vivid colors, or improved color presentation, as well as the softer sense of touch when a circular polymer of PMMa is added to the manufacturing process of color make-up items.

Comparative Analysis of Environment Design Checklist at Exhibition Facilities Based on Physical Characteristics of the Elder - Focused on Korea and Japan- (고령자의 신체특성을 반영한 전시시설 환경디자인 체크리스트 적용현황 비교분석 -한국과 일본을 중심으로-)

  • Oh, Ji Young;Park, Hey Kyung
    • Korea Science and Art Forum
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    • v.24
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    • pp.277-287
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    • 2016
  • This study purpose is comparative analysis of environmental design checklist based on physical characteristics of the elders between Korea and Japan exhibition facilities. We were selected to represent the exhibition facilities in Korea and Japan and conducted field survey and understand the application status. The scope of the exhibition facilities space is entry, exhibition, public-service, educational activity and movement. And the elders physical characteristics are divided into 'sense(eye-sight, hearing, and feeling by touch)' / 'exercise (skeleton, movement, physical strength and muscular strength)'. Based on the checklist, we gave the score depending installation, part installation and uninstallation and then analyzed the average. The Results were as follows. First, Korea and Japan exhibition facilities are appear to similar and both above the average level. It is show that environment design reflects the physical characteristics of the elders. Second, exhibition space and educational activity space has lower score than other space, indicated most items are consist of the recommended. Most items appears as part of the preparation for this installed or uninstalled. Third, It showed that the installation is incomplete entries corresponding to the physical characteristics of the sensory area of the elderly (hearing). Therefore, there need to install additional information facilities such as voice, emergency call bell. Forth, the exhibition facilities appears differently depending on time of erecting and remodeling.

Visual Touchless User Interface for Window Manipulation (윈도우 제어를 위한 시각적 비접촉 사용자 인터페이스)

  • Kim, Jin-Woo;Jung, Kyung-Boo;Jeong, Seung-Do;Choi, Byung-Uk
    • Journal of KIISE:Software and Applications
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    • v.36 no.6
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    • pp.471-478
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    • 2009
  • Recently, researches for user interface are remarkably processed due to the explosive growth of 3-dimensional contents and applications, and the spread class of computer user. This paper proposes a novel method to manipulate windows efficiently using only the intuitive motion of hand. Previous methods have some drawbacks such as burden of expensive device, high complexity of gesture recognition, assistance of additional information using marker, and so on. To improve the defects, we propose a novel visual touchless interface. First, we detect hand region using hue channel in HSV color space to control window using hand. The distance transform method is applied to detect centroid of hand and curvature of hand contour is used to determine position of fingertips. Finally, by using the hand motion information, we recognize hand gesture as one of predefined seven motions. Recognized hand gesture is to be a command to control window. In the proposed method, user can manipulate windows with sense of depth in the real environment because the method adopts stereo camera. Intuitive manipulation is also available because the proposed method supports visual touch for the virtual object, which user want to manipulate, only using simple motions of hand. Finally, the efficiency of the proposed method is verified via an application based on our proposed interface.

The naturalized Plants and regulating measures in Dokdo (독도 귀화식물과 관리방안)

  • Lim, Dong-Ok;Hwang, In-Chun;Hwang, Jung-Hwan;Park, Seon-Joo
    • Korean Journal of Plant Resources
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    • v.22 no.1
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    • pp.96-101
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    • 2009
  • Dokdo was formed since when four million six hundred thousand to two million five hundred thousand. Dokdo, Ulreung Island and the mainland in Korea are not touch each other since the formation, therefore, Dokdo are very important island for discussion of plant evolution from plant geography point of view. Plants of Dokdo was enlisted as 60 taxa, 27 families, 52 genera, 50 species and 10 varieties. The naturalized plants of a wide sense is composed of 25 taxa, two tree species as Lonicera morrowii and Elaeagnus macrophylla, and 23 herbs. The naturalized plants were identified of 5 species as Sonchus oleraceus, Brassica juncea var. integrifolia, Rumex crispus, Chenopodium album, and Bromus unioloides. Total naturalized plants are 32 taxa, ratio of total naturalized plants per a existing species was 60 percentage. Accordingly Vegetational environment of Dokdo was interpreted very incomplete state as well as severe ecological disturb by invade species. Preparation of a regulating plan on naturalized plants and concern of a policy decision are requested in the conservational dimension for native species in Dongdo. For the conservation of native species in Dokdo, there are prepared that a regulating plan as block of the influx and eradication etc. and a policy decision of naturalized plants are prepared for view of the conservation for native species in Dokdo.

The Effect of Data-Guided Artificial Wind in a Yacht VR Experience on Positive Affect (요트 VR 체험에서 데이터 기반의 인공풍이 정적 정서에 미치는 영향)

  • Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.67-77
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    • 2022
  • The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.

Evaluation of Car Prototype using CAVE-like Systems (케이브 기반 자동차 시제품 평가)

  • 고희동;안희갑;김진욱;김종국;송재복;어홍준;윤명환;우인수;박연동
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.77-84
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    • 2002
  • In this paper, we propose the NAVER, a general framework for multipurpose virtual environments, and introduce the case study of evaluating car prototypes using cave-like systems. As a framework to implement variant applications in virtual environment, NAVER is extensible, reconfigurable and scalable. NAVER consists of several external modules (Render Server, Control Server and Device Server), which communicate each other to share states and user-provided data and to perform their own functions. NAVER supports its own scripting language based on XML which allows a user to define variant interactions between objects in virtual environments as well as describe the scenario of an application. We used NAVER to implement the system for evaluating car prototyes in a CAVE-like virtual environment system. The CAVE-like virtual environment system at KIST consists three side screens and a floor screen (each of them is a square with side of 2.2m), four CRT projectors displays stereoscopic images to the screens, a haptic armmaster, and a 5.1 channel sound system. The system can provide a sense of reality by displaying auditory and tactile senses as well as visual images at the same time. We evaluate car prototypes in a CAVE-like system in which a user can observe, touch and manipulate the virtual installation of car interior.

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