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Evaluation of the Wear Comfort of Outdoorwear by Skin Wettedness Analyses (Skin Wettedness 분석을 통한 아웃도어웨어의 착용 쾌적성 평가)

  • Jeong, Jeong-Rim;Kim, Hee-Eun
    • Fashion & Textile Research Journal
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    • v.11 no.6
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    • pp.947-952
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    • 2009
  • The purpose of this study is to analyze skin wettedness($w$) used as the rate index of thermal comfort, and to evaluate the wear comfort of outdoorwear. Skin wettedness is widely used to express the degree of thermal comfort. If skin wettedness exceeds a certain threshold, the body feels damp and discomfort. An experiment which consisted of rest(30 min), exercise(30 min) and recovery(20 min) periods was administered in a climate chamber with 10 healthy male participants. Two kinds of outdoorwears made of 100% cotton fabrics (Control) and specially engineered fabrics having feature of quick sweat absorbency and high speed drying fabric (Functional) were evaluated in the experiment. The condition of climate chamber was controlled according to the thermal insulation of 4 kinds of experimental ensembles(E1~E4). Total sweat loss, sweat loss absorbed into clothing and skin temperature were measured. Skin wettedness was calculated from the ratio of evaporative rate to the maximal evaporative capacity. Skin wettedness of 'Functional' was lower than 'Control' in the 3 kinds of ensembles(E1, E2, E4) because the materials of 'Functional' were composed of quick sweat absorbency and high speed drying fabrics, water vapour permeability and waterproof fabrics.

A Study on Product Identity of Nokia design (노키아의 프로덕트 아이덴티티에 관한 연구)

  • Lee, Sang-Hwa
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.65-74
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    • 2006
  • As the world approaches to a keen competition for design, corporations began to be interested in CI (Corporate Identity), PI (Product Identity) as a way of enhancing the valve of corporation that has competitive power. PI (Product Identity) leads communication to an affirmative direction that is formed when the consumer uses products and feels the image of corporation. It is said to be important that it is part of synthetic and systematic strategy of corporation to gain an advantage over competitor in the market place with an unified corporate image. Even though mobile phones are sensitively changed according to a trend and public fancy, PI (Product Identity) of mobile phones is also important. The study purports to ascertain the propensity of Nokia's PI (Product Identity) and to analyze their unique PI.

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A Study on Furniture Design using the Five Senses -Focusing on Synesthesia in Design- (오감(五感)을 이용한 가구디자인에 관한 연구 - 디자인에서의 공감각(共感覺)을 중심으로 -)

  • Yoon, Yeoh-Hang;Yoo, Do-Hyun
    • Journal of the Korea Furniture Society
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    • v.21 no.2
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    • pp.133-143
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    • 2010
  • Although past design developments that emphasized only the outer appearances of products were mostly concentrated on the areas of forms and colors in an attempt to satisfy humans' visual needs, it is expected that future designs to come will go in the direction to stimulate more diversified human senses. This means expansions to the five senses including the auditory sense, the sense of smell, the tactile sense and the taste and even to the area of synesthesia where two or more senses are stimulated or coexist. Although the dictionary definition of synesthesia is a concept of arousing another sense through a sense, studies of synesthesia in design go one step further from here to mean compound senses, that is, the synesthesia in an expanded meaning to feel an object (thing) through many sensory organs simultaneously. The synesthesia in the expanded meaning is applying multiple senses simultaneously in recognizing one thing to comprehensively judge and feel the thing. Recent design trends are going in a direction to basically satisfy humans' visual needs through controlled forms and colors while inducing another new feeling through expressions of diverse feels of materials within existing forms. In this change of the times, studies on furniture designs are conducted through factors of in synesthesia linked with other senses and have an important meaning that can enhance the value of designs.

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Convention of Contemporary Urban Fantasy Contents (현대형 도시 판타지 콘텐츠의 컨벤션)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.87-98
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    • 2013
  • A convention is a customary channel that not only distinguishes the contemporary urban fantasy contents from other genres but also feels familiar with users for its currency. To begin with, the study defines the fantasy investigating the types of the fantasies, the time and the space which are regarded as the world of the fantasy, the fantasy storytelling and the convention, the custom of the fantasy. Next, the meaning and the convention of the contemporary urban fantasy contents are discussed. Ultimately, through the contemporary urban fantasy contents analysis, the study traces changes in the fantasy genres understanding how the convention destruction of the fantasy genre generates the convention in contemporary urban fantasy contents. Finally, the study proposes the directions of the convention in contemporary urban fantasy contents production which would provide us with a new experience and a dimension of fun.

DRIVER BEHAVIOR WITH ADAPTIVE CRUISE CONTROL

  • Cho, J.H.;Nam, H.K.;Lee, W.S.
    • International Journal of Automotive Technology
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    • v.7 no.5
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    • pp.603-608
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    • 2006
  • As an important and relatively easy to implement technology for realizing Intelligent Transportation Systems(ITS), Adaptive Cruise Control(ACC) automatically adjusts vehicle speed and distance to a preceding vehicle, thus enhancing driver comfort and safety. One of the key issues associated with ACC development is usability and user acceptance. Control parameters in ACC should be optimized in such a way that the system does not conflict with driving behavior of the driver and further that the driver feels comfortable with ACC. A driving simulator is a comprehensive research tool that can be applied to various human factor studies and vehicle system development in a safe and controlled environment. This study investigated driving behavior with ACC for drivers with different driving styles using the driving simulator. The ACC simulation system was implemented on the simulator and its performance was evaluated first. The Driving Style Questionnaire(DSQ) was used to classify the driving styles of the drivers in the simulator experiment. The experiment results show that, when driving with ACC, preferred headway-time was 1.5 seconds regardless of the driving styles, implying consistency in driving speed and safe distance. However, the lane keeping ability reduced, showing the larger deviation in vehicle lateral position and larger head and eye movement. It is suggested that integration of ACC and lateral control can enhance driver safety and comfort even further.

Perceptions about the Aviation Safety of the student pilots depending on the proficiency in Flight Training (비행훈련에서 학생조종사의 숙련도에 따른 안전인식)

  • Bok, Jung-Jin;Pak, Seon-Rae;Choi, Youn-Chul
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.18 no.4
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    • pp.80-85
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    • 2010
  • The study of the safety perceptions between two groups, trained and untrained student pilots were compared as pre-studies of that how the safety perceptions of the flight instructors affect that of the student pilots. As a results, the factors of the communication and the safety procedures shows higher values on the one-year trained group than the other because the trained students get used to the safety procedures which are necessary to the practical training. In reliability for the flight instructor, the factors of two groups show the high tendency without regard to groups. Despite of the lack of the specific research, the result implies that the student pilots are influenced by the safety perceptions of the flight instructors. In addition, the factors of the accident report were investigated as that the trained group has lower mean, however the factors of the receiving penalties of the trained group were higher than the other. These results imply that the trained group feels concern for the penalties and the punishments by reporting the accidents in spite of amounts of the training.

Relationship of TQM on Managerial Perfomance: Evidence From Property Sector in Indonesia

  • FIRMAN, Ahmad;MUSTAPA, Zainuddin;ILYAS, Gunawan Bata;PUTRA, Aditya Halim Perdana Kusuma
    • Journal of Distribution Science
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    • v.18 no.1
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    • pp.47-57
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    • 2020
  • Purpose: This study seeks to bridge between the research by Lawrence (1999) and Retegan (1992), where the focus of TQM on his studies rests on customer satisfaction. Whereas in this study trying to recompile TQM by involving the variables Innovation and competitive advantage to stimulate managerial performance improvement where performance measurements include various measurements such as financial performance, marketing performance, and production performance in the property industry. Research design, data, and methodology: Total sample are 105 respondents coming from middle to top level of management in the property sector in Indonesia. To empirically prove the results of this study using multiply regression analysis as a test tool for analysis. Results and Findings: The results of this study confirm that TQM has a positive effect on market competition, innovation, and company performance indirectly. However, it does not have a significant impact if it is directly related to TQM on company performance. In this case, TQM for property companies in Indonesia would not have been possible without the role of innovation and market competition. So that the managerial implications of this study also confirm that TQM is essential and feels obligatory to be implemented optimally.

Effects of Data-hold Methods on Stability of Haptic System (데이터 홀드 방식에 따른 햅틱 시스템의 안정성 분석)

  • Lee, Kyungno
    • Journal of Institute of Convergence Technology
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    • v.2 no.2
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    • pp.35-39
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    • 2012
  • This paper presents the effect of data-hold methods on stability of haptic system with a virtual wall. When a human operator interacts with virtual wall, the lager the stiffness of the virtual wall is, the more realistic the operator feels that the virtual wall is. However, if the stiffness of the virtual wall becomes extremely large, the system may be unstable. When a virtual wall is designed, it is necessary to analyze the maximum available stiffness to guarantee a stable haptic interaction. The simulation model in this paper is developed based on the haptic device model, sampler, a virtual wall model, and data hold methods to compute the maximum stiffness for stability. The effectiveness of the simulation is evaluated through comparing the results of previous studies with the results of this simulation. In addition, the effects of two data hold methods, that is, zero-order hold (ZOH) and first-order hold (FOH) on the stability are analyzed and the values of the maximum available stiffness are compared through the simulation.

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The Effect of Social Capital on Personal Happiness: A Focus on Service Inderstry Employees

  • JUNG, Myung-Hee
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.1
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    • pp.291-299
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    • 2020
  • The purpose of this study focuses on finding the influences of social capital on personal happiness by studying service industry employees. This current study utilized a questionnaire survey method which was used to collect the analysis data, from July 20 to August 10 in 2019. 281 questionnaires were gathered in Korea and the statistical analysis was conducted. This study recognized social capital as 3 independent variables and personal happiness as a dependent variable. Social capital is composed of the social network, social trust and social norms. First, the social network consisted of the satisfaction degree in one's social relations and the social interaction degree. Second, social trust is composed of the trust degree with ones neighbors in the same local area. Last, social norms are consisted of reciprocity, participation and a sense of belonging one feels in the same society. The findings of this study were as follows: first, it was found that social network, social trust, and social norms made affirmative influences on personal happiness of the employees. Second, the social network and social norms made statistically significant influences with personal happiness, but social trust was shown to not have similar influence.

Z-Clutching: Interaction Technique for Navigating 3D Virtual Environment Using a Generic Haptic Device

  • Song, Deok-Jae;Kim, Seokyeol;Park, Jinah
    • Journal of Computing Science and Engineering
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    • v.10 no.1
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    • pp.32-38
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    • 2016
  • Navigating a large 3D virtual environment using a generic haptic device can be challenging since the haptic device is usually bounded by its own physical workspace. On the other hand, mouse interaction easily handles the situation with a clutching mechanism-simply lifting the mouse and repositioning its location in the physical space. Since the haptic device is used for both input and output at the same time, in many cases, its freedom needs to be limited in order to accommodate such a situation. In this paper, we propose a new mechanism called Z-Clutching for 3D navigation of a virtual environment by using only the haptic device without any interruption or sacrifice in the given degrees of freedom of the device's handle. We define the clutching state which is set by pulling the haptic handle back into space. It acts similarly to lifting the mouse off the desk. In this way, the user naturally feels the haptic feedback based on the depth (z-direction), while manipulating the haptic device and moving the view as desired. We conducted a user study to evaluate the proposed interaction technique, and the results are promising in terms of the usefulness of the proposed mechanism.