• Title/Summary/Keyword: feels

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Development of Immediate Face Lifting Technology for Reducing Wrinkles by Using Film-Forming Agent (피막 형성제를 이용한 즉각 리프팅 기술 개발)

  • Jun, Ji hyun;Ko, Eun ah;Han, Sang Gun;Kang, Hakhee
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.44 no.3
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    • pp.211-218
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    • 2018
  • Instant face lifting cosmetics contain various film forming agents for stretching the wrinkles on the skin surface. But, most of the film-forming polymers have sticky feels. And they are easily scrubbed out when skin is rubbed on. In this study, we focused on the influence of sodium silicate that has rapid film forming effect on skin surface and immediate wrinkle reducing effect. Sodium silicate, also known as water glass or soluble glass, is a compound containing sodium oxide and silica. Sodium silicate is a white powder that is readily soluble in water, producing an alkaline solution. Sodium silicate is stable in neutral and alkaline solutions. The sodium silicate solution hardens by drying in air and rapidly forms a thin film. When the solution is applied to the skin, the fine membrane coating is formed by water evaporation and ionic bond re-formation. It also makes the strong siloxane (Si-O) bonding on the skin surface. When these fixation properties are applied to cosmetics, they can give remarkable skin tightening effect. The sodium silicate solution can provide the lifting effect by forming a film on skin at a proper concentration. But, skin irritation may be caused with too high concentration of sodium silicate. We studied a desirable range of the sodium silicate concentration and combination with other fixatives for skin care formulation that has no sticky feels and no scrubbing out phenomenon. Immediate lifting gel was developed by using sodium silicate and various thickening systems. Among of the various thickeners, aluminum magnesium silicate showed the best compatibility with sodium silicate for rapid lifting effect. This instant physical lifting gel was confirmed as a low stimulating formula by skin clinical test.

The Behavioral Patterns of Neutral Affective State for Service Robot Using Video Ethnography (비디오 에스노그래피를 이용한 서비스 로봇의 대기상태 행동패턴 연구)

  • Song, Hyun-Soo;Kim, Min-Joong;Jeong, Sang-Hoon;Suk, Hyeon-Jeong;Kwon, Dong-Soo;Kim, Myung-Suk
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.629-636
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    • 2008
  • In recent years, a large number of robots have been developed in several countries, and these robots have been built for the purpose to appeal to users by well designed human-robot interaction. In case of the robots developed so far, they show proper reactions only when there is a certain input. On the other hands, they cannot perform in a standby mode which means there is no input. In other words, if a robot does not make any motion in standby mode, users may feel that the robot is being turned-off or even out of work. Especially, the social service robots maintain the standby status after finishing a certain task. In this period of time, if the robots can make human-like behavioral patterns such like a person in help desk, then they are expected to make people feels that they are alive and is more likely to interact with them. It is said that even if there is no interaction with others or the environment, people normally reacts to internal or external stimuli which are created by themselves such as moving their eyes or bodies. In order to create robotic behavioral patterns for standby mode, we analyze the actual facial expression and behavior from people who are in neutral affective emotion based on ethnographic methodology and apply extracted characteristics to our robots. Moreover, by using the robots which can show those series of expression and action, our research needs to find that people can feel like they are alive.

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The Service of Community-Based Rehabilitation in Stroke Patient: A Case Study (뇌졸중 환자의 지역사회중심재활서비스: 사례연구)

  • Kim, Ji-hyun
    • The Journal of Korean society of community based occupational therapy
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    • v.1 no.2
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    • pp.31-43
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    • 2011
  • Objective : The purpose of this case study was to proposed a introduction and result of the disabled with stroke in community using services of Community-Based Rehabilitation. Methods : The subject was a 63-years old female patient with stroke who first visit to Public health center in July. She was evaluated on activity daily living action level by using the Modified Barthel Index(MBI) and depression level by using Beck Depression Inventory(BDI). The intervention that was suggested by WHO were Community-Based Rehabilitation(CBR) and general occupational therapy. We were applied from April, 27th 2011, to November 30th, 2011 by occupational therapist. Results : The patient's total MBI score increased from 35 to 55, it means that activity daily living performance capacity was improved. And BDI score decreased from 26 to 14, it means that depressed symptoms were in great decline. She could stand until 5-10 minutes at first, but later stand over 30minutes now. It means her muscle strength and endurance level was increased. The patient's mood condition also was stabilized and then she often showed her smiling face during the therapy. And her protector feels the client's change too. Conclusion : We could know that function level and quality of life of the patient with stroke who return to the community was improved through service of community-based rehabilitation.

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The Movie 's Symbol, Imagination, Real Image and Meaning (영화<장화, 홍련>의 상징, 가상, 실재 이미지와 의미)

Ergonomic Design of Necklace Type Wearable Device

  • Lee, Jinsil;Ban, Kimin;Choe, Jaeho;Jung, Eui S.
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.281-292
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    • 2017
  • Objective: This study aims to identify important physical design variables in designing a necklace type wearable device, and to present design guidelines to maximize comfort that a user feels upon wearing the device. Background: Interests in fitness culture and personal health are on the rise recently. In such a situation, demand for necklace type wearable devices is projected to increase a lot, as the devices enable users to use their hands freely and to enjoy various contents through connection with mobile devices. However, the necklace type wearable device's comfort was assessed to have the lowest comfort in a running situation, where human body moves up and down and left and right more than other devices wearable on other human body parts. Therefore, the usability of a necklace type wearable device was low. In this regard, studies on identification of the variables affecting user comfort upon wearing a necklace type wearable device and on physical design direction maximizing comfort and usability are needed. Method: A pretest and a main test were carried out to draw the direction of necklace type wearable device design. In the pretest, wearing evaluation on the diverse types of devices released in the market was conducted to draw physical design variables of the devices affecting comfort. Furthermore, variables significantly affecting the comfort of a device were selected through an analysis of variance (ANOVA). In the main test, anthropometry was performed, and information on anthropometric items corresponding to the design variables selected in the pretest was acquired. Based on the pretest results and the anthropometric information in the main test, the present study produced design guidelines maximizing the comfort of a necklace type wearable device with regard to major design variables upon dynamic tasks. Results: According to the pretest results, the variables having effects on comfort were the angle of side points, width, and height. Due to interactions between variables, those need to be simultaneously considered upon designing a device. Upon dynamic tasks, the angle of side points and width of a device was designed to be smaller than mean angle of the trapezius muscle and neck width, and thus attachment to human body was high. As height was designed to be larger than mean neck front and rear point width, comfort was higher due to feeling of stability. Conclusion: Because user sensitivity to comfort was high at human body's inflection points, a device needs to be designed for users not to feel high pressure on specific body parts with the device fitting human body shape well. A design considering user's situation is also required in further studies.

An Analysis on the Perception of Public Librarians about Lifelong Education Tasks: Focus on Incheon Metropolitan City (공공도서관 사서의 평생교육업무에 대한 인식 연구 - 인천지역을 중심으로 -)

  • Kim, NamJi;Cho, Jane
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.3
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    • pp.51-73
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    • 2016
  • This study analyzes on the perception of public librarians about lifelong education tasks in public library using Mann Whitney U-test, Spearman rank-order correlation coefficient, Multiple regression analysis. At the same time, analysis about re-education needs using Analytic Hierarchy Process is conducted. As result, at first, 87% of respondents feel moderate or difficult about lifelong education tasks, especially on planning task. At second, librarians who have qualification about lifelong educator feel easier (P=0.04) than others, in detail, task about lecturer liaison (P=0.04) and planning (P=0.05). Adding that, the career experience and the job difficulty of librarians has negative relationship (R=-0.217). Especially scheduling (R=-0.33) and progressing (R=-0.22) tasks show statistically meaningful. At third, as the result of Multiple regression analysis, tasks about planning (P=0.04) and library marketing (P=0.05) are selected as meaningful elements which effect overall difficulty of life long education job. As final, 91% of librarian need retraining for life long education function, as result of spearman (R=-0.210), the more librarians feels difficult about life long education jobs, the more they need retraining. Anyway, as the result of priority of retraining subjects through AHP technique, user communication (CU P=0.310), planning (PL P=0.246), library marketing (LM P=0.173) are in weight order. CR ratio shows 0.146 with permissible degree.

A Study on gamification exercise encouragement app based on GPS location information (GPS위치 정보를 기반으로 한 운동독려 게임화 앱 연구)

  • Park, Hyun-Joo;Keum, Chung-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.119-124
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    • 2020
  • In this paper, in order to encourage the user's exercise, we presented an exercise goal that considers the user's weight and exercise state, and dealt with a study on an app that gives a goal using GPS information. Unlike the vague numbers and times suggested in the existing app, it is presented specifically with the surrounding buildings or structures using GPS information. In addition, to use competitive psychology to exercise encouragement, it shows the movement information of people connected to the app and allows users to use the competitive psychology to get the effect of exercising many people. The app creates coordinates of major buildings and sets markings using the Naver Map SDK location information to present specific targets. It is easy for users to get bored if they give a goal every time, and the boredom that the user feels decreases the interest in the exercise. In order to not to lose interest in athletic interest. the app switches to game mode and give a light goal that doesn't matter user's weight or exercise status, and rewards user for achieving the suggested goals. Game mode is added to app that connects a person's will to practice. It adds fun elements to create interest, and uses competitiveness to help you live a healthy life with a steady workout. Technically, to improve the accuracy of smart-phone map display using GPS and the tilt processing was to be able to display the exact location.

A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
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    • v.13 no.3
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    • pp.123-134
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    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

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The Effect of Korean Medical Treatment on the Overactive Bladder Syndrome with Coughing: Case Report (기침을 동반한 과민성 방광 증후군에 대한 한방 치료 1례)

  • Oh, Ju-hyun;Lee, Yu-ra;Song, Jin-young;Kong, Geon-sik;Park, Jin-hun;Kim, So-won;Kang, Man-ho;Lee, Hyung-chul;Eom, Guk-hyeon;Song, Woo-sub
    • The Journal of Internal Korean Medicine
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    • v.41 no.5
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    • pp.724-733
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    • 2020
  • Objective: Overactive bladder syndrome refers to the symptom of frequent urination, as the function of the bladder is so sensitive that the bladder muscles contract regardless of the patient's intent and the patient feels the need to urinate quickly. Overactive bladder syndrome is common among the elderly, especially in women, and the prevalence increases with increasing age. Overactive bladder can decrease social activity, increase isolation, and decrease quality of life due to sleep disorders caused by night urination; therefore, active treatment is required. In this study, we report the effects of Korean medical treatment on a Korean hospital patient with overactive bladder symptoms, including urine frequency, urine incontinence, and night urination that began at a similar time to an onset of coughing. Methods: We treated the patient with herbal medicines and acupuncture therapy. The International Prostate Symptom Score (IPSS), Overactive Bladder Symptom Score (OABSS), and a numeric rating scale (NRS) were used to assess symptom changes. Results: The patient with urine frequency, urine incontinence, and nocturia was hospitalized for 8 days, and the overall symptoms of overactive bladder syndrome were improved. Conclusion: The results indicate that Korean medical treatment is effective in patients with overactive bladder syndrome.

The Attitudes of Nursing Students Towards Poverty - Based on the Factors Causing Poverty and the Factors Caused by Poverty (간호학생들의 빈곤에 대한 태도 -발생요인과 결과요인을 중심으로-)

  • Im, Mi-Lim;Yang, Soon-Ok
    • Research in Community and Public Health Nursing
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    • v.10 no.2
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    • pp.525-536
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    • 1999
  • The result of this study may be abstracted as follows. 1) The study was done on 48.3% seniors(138), 34.3% sophomores. and 17.5% juniors mostly ranging in age from 21 to 22, the largest number of students at 38.1%(109) were Christian. followed by 31.5%(90) were Confucian. 20.6%(59) who were Catholic. and 9.1%(26)who were Buddhist. 2) Concerning the economic views. 46.8%(134) preferred Capitalism 40.9%(117) preferred a combination of Capitalism and Socialism, 8.7%(25) were for more or less Socialistic in view point, and 3.5%(10) for Socialism. 3) Among the internal factors causing poverty, 'lack of ability(knowledge)', scored the highest at 3.528, and 'beauty or appearance' scored the lowest at 1.570. Social factors scored high in 'bad economic/tax policies' at 3.374 and 'low average in wages' at 3.364. Among family matters, 'not much money at home' scored the highest at 3.273, and 'low expectation of success in poor families' scored the lowest at 2.315. On concerns of fate and destiny. 'bad luck' turned out to be the most likely cause of poverty with the score of 2.619. and 'destined poverty' was the least likely cause with the score of 1.969. 4) The high scoring economical consequences of poverty was 'not able to do as one desires' at 3.965, and 'no money to buy things wanted' at 3.804. 'Gets tired of life' (4.028) scored high in psychological consequences showing that poverty affects these matters greatly. 'Looked down on by others' (3.538) scored high in social circumstances, and 'feels like a burden to society' scored low at 2.080. Among family matters. 'hard life' scored high at 4.210, and 'low morality' scored low at 1.972. 5) Significant differences(p= .00) were found between economic views and what significance certain internal factors caused poverty these differences were also related to a reliance on religion, economic views, and economic status. Significant differences were also found between economic status and internal factors causing poverty(p= .04), economic point of view and social factors(p= .01). and economical point of view and luck related matters, (p = .01) When the consequences of poverty were considered. psychological factors such as 'hate towards oneself', 'tired of life', and 'afraid of the future' showed significant differences in relation to economic status. (p = .02) Family matters also showed significant differences in relation to economic status(p= .03), With personal characteristics and wealth causing factors, significant differences were found between a person's economic point of view and ecinomic status when considering and internal or social factors.

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