• Title/Summary/Keyword: affect space

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A Study on a Choice Model of Outdoor Leisure Activities of the Megalopolis Citizens (대도시 주민의 실외 여가활동 선택모형 확정에 관한 연구 -서울을 중심으로-)

  • 최기수;진양교;김한배;진상배;김영모;이상우
    • Journal of the Korean Institute of Landscape Architecture
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    • v.21 no.4
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    • pp.131-145
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    • 1994
  • The leisure demands and the interests for the quality of urban residents have been increased, but the leisure space is absolutely deficient. In the leisure site planning, the concrete understanding about people's leisure site choice is the most important thing, not only for the aspect of the leisure demands reception and the improvement of the life quality but also the aspect of the efficiency of land use. The purposes of this study are firstly, to find out prefered leisure sites, secondly, to establish the choice models of the each prefered leisure site to be substituted for existing indiscriminating leisure space planning. And for the choice model establishment, we used Logit Model, which has been used in the Traffic, the Toursim, the Economics fields. We extract people's perfered leisure sites in Seoul through 1st and 2nd survey, those are a park, a pocket park, a play hall, a recreation center(sport center), a hobby facility, a library. The established choice model for each prefered site can predict people's choice about 70 percents correctly. It indicates that the Logit model is useful for the explanation about the choice of residents in the urban area. Specially, the main affect factors to the choice of each prefered leisure site are different. It means that different consideration factors or different standards are needed for each leisure site planning.

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An Analysis Tool for Flight Test of Airborne Display Software (항공기 시현계통 소프트웨어의 비행시험을 위한 분석도구)

  • Lee, Yong-Rae;Choi, Eu-Teum;Jun, Yong-Kee
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.46 no.11
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    • pp.961-968
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    • 2018
  • Airborne display systems provide pilots with a variety of information needed to operate aircraft. Software faults in the display system can seriously affect the operation of the aircraft, because it can provide inaccurate information to the pilot. Therefore, the software faults are identified and eliminated through ground testing and flight testing. This paper presents an analysis tool called FDR (flight data replay) for flight test of airborne display software. This tool works in real time with the mission computer of aircraft. Also, the tool reproduces the functional error conditions that appear in the display systems by applying flight test data to the display software.

Flight Dynamic Simulation Program for Analyzing Static and Dynamic Behaviors of Aircraft with Flexible Characteristics (유연 특성 항공기의 동적·정적 거동 분석을 위한 비행 동역학 시뮬레이션 프로그램)

  • Jin, Jaehyun;Paek, Seung-Kil
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.49 no.1
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    • pp.31-40
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    • 2021
  • Modern aircraft are high-performance and lightweight. Thus, the characteristics of the flexible structure appear and affect flight performance or limit it. These flexible characteristics need to be analyzed from the early stages of aircraft design. To this end, a program to analyze the dynamic and static behavior of flexible aircraft has been developed and the results are presented. Based on the multi-body dynamics simulation technique, rigid flight mechanics, structural vibrating behavior, and unsteady aerodynamics have been developed and integrated. Lastly, the level flight and the turn flight of the flexible characteristic aircraft have been analyzed using this integrated simulation program.

Emotion Classification DNN Model for Virtual Reality based 3D Space (가상현실 기반 3차원 공간에 대한 감정분류 딥러닝 모델)

  • Myung, Jee-Yeon;Jun, Han-Jong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.4
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    • pp.41-49
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    • 2020
  • The purpose of this study was to investigate the use of the Deep Neural Networks(DNN) model to classify user's emotions, in particular Electroencephalography(EEG) toward Virtual-Reality(VR) based 3D design alternatives. Four different types of VR Space were constructed to measure a user's emotion and EEG was measured for each stimulus. In addition to the quantitative evaluation based on EEG data, a questionnaire was conducted to qualitatively check whether there is a difference between VR stimuli. As a result, there is a significant difference between plan types according to the normalized ranking method. Therefore, the value of the subjective questionnaire was used as labeling data and collected EEG data was used for a feature value in the DNN model. Google TensorFlow was used to build and train the model. The accuracy of the developed model was 98.9%, which is higher than in previous studies. This indicates that there is a possibility of VR and Fast Fourier Transform(FFT) processing would affect the accuracy of the model, which means that it is possible to classify a user's emotions toward VR based 3D design alternatives by measuring the EEG with this model.

Characteristics of collaboration and artification in the fashion of Issey Miyake (이세이 미야케 패션의 컬래버레이션과 예술화 특성)

  • Oh, Mi Yeon;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.30 no.2
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    • pp.173-188
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    • 2022
  • The purpose of this study is to analyze the collaboration and artification of the Issey Miyake fashion brand and to suggest the best course of artification that can secure the brand's value. The research methods are as follows: i) identifying the companies' strategy and flow through collaboration concepts and examples from Issey Miyake; ii) selecting Issey Miyake fashion brands and carrying out a literature review through websites, articles, and books; and iii) examining prior studies on the relationship between fashion and art. Results are as follows. The exhibition is divided into spaces for brand intangible assets, artistic collaboration with partners, art co-creation, and the aesthetics and tradition of the brand. Using exhibitions to share the artistic work of collaboration partners is expected to positively affect the brand's likability. The exhibit shares art collaborations in display cases for clothes and photographs. Artists and brands appear as an extension of the creative space and convergence design area. The artist's improvisation forms the creative space that communicates with the audience, and the convergence design area is expanded through the unifying organic connection between the various media in the fashion brand. The photographers and brands section displays the nature images of Pleats Please, as well as human and prism garment images. In these images, the viewer can perceive a story in the interplay between the human body and nature.

Necessity of Establishing New Concept of Empathy Across Metaverse for AI Era (AI시대, 메타버스를 아우르는 새로운 공감개념 필요성에 대한 담론)

  • Rhee, Hyunjung
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.79-90
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    • 2021
  • Currently, for teenagers, the metaverse is becoming an important space for communication and experience. Due to the development of AI technology, experiences in the metaverse space are diversifying, which means that experiences in the virtual world can affect the real self. Therefore, this study attempted to examine the necessity of establishing a new concept of empathy across the metaverse for the AI era. In accordance with literature studies related to empathy, one was confirmed that the concept of empathy has been changing according to social ideas in times. In addition, with the result of the analysis of recent research trends, it was considered that the current study of empathy is generally taking a view as a measure of 'upright sociality.' In the end, this study suggest the necessity of redefined empathy in order to cultivate upright sociality in the metaverse.

The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention (메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향)

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

Attributes of the metaverse and consumers' perceived values of fashion brands in virtual spaces (패션 브랜드 가상공간에서 메타버스의 속성과 소비자의 지각된 가치)

  • Shinyoung Park;Su-yun Shin
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.321-333
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    • 2024
  • This study aims to investigate how consumers perceive the attributes (ubiquity, continuity) of metaverse fashion brands in a virtual space. It also empirically verifies the impact on consumers' perceived values (hedonic value, social value) and consumer behavioral intentions (intention to use the platform, intention to purchase virtual products). The results verified in this study are as follows: First, we confirmed that the metaverse attributes perceived by consumers in the virtual space of the fashion brand, ubiquity and daily extension, positively affect customers' perceived hedonic and social values. Second, we found that consumers' perceived hedonic and social values have a significant positive effect on their intention to use the platform. Finally, we found that consumers' intention to use the platform had a significant positive effect on their intention to purchase virtual products. The results of this study will have academic significance by expanding the scope of research related to identifying metaverse attributes and values by identifying metaverse attributes and consumer values that perceived by consumers in fashion brands' virtual spaces in the metaverse. This study suggests a direction and strategy for fashion brands to move forward in building virtual spaces on the metaverse platform. In this way, they can create perceived value for consumers that elicits positive consumer behavioral intentions.

Statistical Characteristics of Solar Wind Dynamic Pressure Enhancements During Geomagnetic Storms

  • Choi, C.R.;Kim, K.C.;Lee, D.Y.;Kim, J.H.;Lee, E.
    • Journal of Astronomy and Space Sciences
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    • v.25 no.2
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    • pp.113-128
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    • 2008
  • Solar wind dynamic pressure enhancements are known to cause various types of disturbances to the magnetosphere. In particular, dynamic pressure enhancements may affect the evolution of magnetic storms when they occur during storm times. In this paper, we have investigated the statistical significance and features of dynamic pressure enhancements during magnetic storm times. For the investigation, we have used a total of 91 geomagnetic storms for 2001-2003, for which the Dst minimum $(Dst_{min})$ is below -50 nT. Also, we have imposed a set of selection criteria for a pressure enhancement to be considered an event: The main selection criterion is that the pressure increases by ${\geq}50%\;or\;{\geq}3nPa$ within 30 min and remains to be elevated for 10 min or longer. For our statistical analysis, we define the storm time to be the interval from the main Dst decrease, through $Dst_{min}$, to the point where the Dst index recovers by 50%. Our main results are summarized as follows. $(i){\sim}$ 81% of the studied storms indicate at least one event of pressure enhancements. When averaged over all the 91 storms, the occurrence rate is ${\sim}$ 4.5 pressure enhancement events per storm and ${\sim}$ 0.15 pressure enhancement events per hour. (ii) The occurrence rate of the pressure enhancements is about three times higher for CME-driven storm times than for CIR-driven storm times. (iii) Only 21.1% of the pressure enhancements show a clear association with an interplanetary shock. (iv) A large number of the pressure enhancement events are accompanied with a simultaneous change of IMF $B_y$ and/or $B_z$: For example, 73.5% of the pressure enhancement events are associated with an IMF change of either $|{\Delta}B_z|>2nT\;or\;|{\Delta}B_y|>2nT$. This last finding suggests that one should consider possible interplay effects between the simultaneous pressure and IMF changes in many situations.

Quantitative Evaluation of Energy Coupling between Quasi-Periodic Substorms and High-Speed Coronal Streams (준 주기적인 서브스톰과 고속 태양풍 사이의 에너지 결합에 대한 정량적 평가)

  • Park, M.Y.;Lee, D.Y.;Kim, K.C.;Choi, C.R.;Park, K.S.
    • Journal of Astronomy and Space Sciences
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    • v.25 no.2
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    • pp.139-148
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    • 2008
  • It has been known that high-speed solar wind streams associated with coronal holes lead to quasi-periodic substorms that occur approximately every $2{\sim}4$ hours. In this paper we examined 222 repetitive substorms that occurred during high-speed stream periods in July through December in 2003 to quantitatively determine a range of energy input from the solar wind into the magnetosphere between two consecutive substorms. For this study, we have used the Akasofu ${\varepsilon}$-parameter to time-integrate it for the interval between two consecutive substorms, and have applied this method to the 222 substorms. We find that the average amount of solar wind input energy between two adjacent substorms is $1.28{\times}10^{14}J$ and about 85% out of the 222 substorms occur after an energy input of $2{\times}10^{13}{\sim}2.3{\times}10^{14}J$. Based on these results, we suggest that it is not practical to predict when a sub storm will occur after a previous one occurs purely based on the solar wind-magnetosphere energy coupling. We provide discussion on several possible factors that may affect determining substorm onset times during high-speed streams.