• Title/Summary/Keyword: five senses

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The Particularities of Planning for the Emotional Design in the Lobby of the Women's clinics (감성적 실내디자인을 위한 여성전문병원 로비 공간 계획 특성)

  • Kim, Jung-Keun;Hong, Kyu-Ree
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.143-151
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    • 2008
  • This paper inquires the elements of emotional design and the current conditions of its application in order to examine the particularities arise when planning emotional interior design for a women's clinic. Research was done by studying plans for elements of emotional interior design while site investigation was done to find out the status of women's clinic lobby. Six women's clinic in Ulsan were chosen as subjects while survey was done based on the studied emotional plan elements. The data evaluation was classified by the installed properties and substituted with image scale using emotional mensuration. The outcome is as follows; First, elements of emotional interior design was composed of elements making up the space's comfort and aesthetic appreciation, and elements stimulating human's five senses leading to psychological treatment. Therefore, the plan for interior design should merge the design elements that stimulate senses and social elements into one unified concept. Second, the composited elements within the plan should strive to stimulate sights by contracts and changes and add symbolic or meaningful elements based on the principles of design. In so doing, the plan should incorporate an aesthetic orderliness and a coherent image. Third, the interior of women's clinics should not only have psychological comfort but also liveliness and ease that suits 20-30 old women. To conclude, Color, form, finishing materials and texture should be selected with a unified style in mind and the plan itself should strive to generate playfulness though harmonious coordination.

Some Remarks on a Theoretical issue of the Spatiality of Knowledge and Information - On the Basis of Experiences of Innovative SMEs Located in a Periphery of Japan

  • Yamamoto, Kenji
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.350-361
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    • 2008
  • Place matters to knowledge creation according to the recent literature on economic geography and its related disciplines. This basic insight is not incorrect. But there is some vagueness in the discussions on this theme and there seems to appear a variety of geo-determinism on the competitiveness of SMEs in manufacturing industries. This paper reexamines that thinking on the basis of the realities of innovative manufacturing SMEs in a periphery of Japan, south of Kyushu Island. As a result, it is possible to classify face-to-face contacts into two kinds of communication. One is the communication, through which a supplier of a way of solution (knowledge) can grasp problems (information) of its customer in detail. The other is the communication, through which one can get some new idea. Information can spread world wide, but not always quickly and ubiquitously, because it often contains tacitness and secret, even if a large part of the information are coded in some form. Details of the information can be communicated only with the help of five senses. And it is necessary for the information receiver to listen to the sender carefully with the help of the other senses. In this meaning, tacitness does matter. Knowledge, namely ability to understand and power to bring some idea in practice, is always connected with some place, either at workshop of supplier or of customer in the case of manufacturing industries. However, not places but human beings possess the knowledge, and human beings can be mobile. Therefore, it is not restricted to a place.

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A study on the effects of the smell and taste experience in fashion stores on the emotions and purchase intention (패션 매장에서의 후각과 미각 경험이 감정 및 구매 의도에 미치는 영향)

  • Cha, Sun Young;Son, Hyungjin;Lee, Yuri
    • The Research Journal of the Costume Culture
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    • v.26 no.6
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    • pp.1015-1027
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    • 2018
  • In the retail environment where online-shopping malls are growing, offline store are find it difficult to survive simply by selling their products. As a result, offline retailers are trying to find unique services that are appealing to their customers. In such a market environment, marketing strategies that stimulate the five senses other than the sight can be an alternative. Therefore, this research is aimed at observing the effect of the senses on emotion and purchase intention in a fashion retail context. A two by two experimental design (existence vs non-existence of scent x existence vs. nonexistence of eating chocolate) between subjects was used. A total of 120 participants were randomly assigned to the four situations, and they were asked to complete the questionnaires about emotion and purchase intention. The survey data were statistically analyzed using SPSS 23.0, and results are as follows. After a two-way ANOVA, we observed a statistically significant effect of the scent service on pleasure and purchase intention the sweet offering service on purchase intention. Moreover, when scents service and sweet offering service were provided at the same time, the highest purchase intention was obtained among other services. In addition, we studied the effects of emotions on purchase intentions, and the pleasant emotions resulting from the services have a positive effect of on purchase intentions.

Agent Application for Intelligence Machine (지능 기계 개발을 위한 agent 의 활용)

  • Lim S.J.;Song J.Y.;Kim D.H.;Lee S.W.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1050-1053
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    • 2005
  • There is no agreed definition of intelligence. The ability to adapt to the environments is a kind of intelligence. Expert functionally recognize environment using their five senses, and acquire and memorize knowledge necessary for operating machines. Knowledge that they cannot acquire directly is acquired in indirect ways. The purpose of intelligence machines is applying to machines experts' knowledge acquisition process and their skills in operating machine. An agent is an autonomous process that recognizes external environment, exchanges knowledge with external machines and performs an autonomous decision-making function in order to achieve common goals. This paper describes agent application for intelligence machine.

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An Implementation of Platform for Integrating the Five senses based on Next Generation PC (차세대 PC 기반의 5감 융합 플랫폼 구현)

  • Shin Jeong-Hoon;Hong Kwang-Seok
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.111-114
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    • 2004
  • 웨어러블 컴퓨터와 같은 차세대 PC의 진화 방향은 인간이 느끼는 색상, 빛의 밝기, 소리, 향기, 맛, 감촉 등의 오감 정보의 효과적인 융합과 재현 및 사용자 중심의 인간-기계 관계의 형성으로 정의 된다. 그러나, 기능의 다양함과는 별개로, 휴대의 편이를 위한 착용형태의 H/W 플랫폼 개발은 효율적인 5 감 정보의 융합 및 재현에 제약을 가하고 있는 실정이다. 본 논문에서는, 현재 정부에서 국가적인 차원으로 현재 연구 개발중인 차세대 PC 플랫폼 기반에서의 효율적인 5 감 정보의 융합 및 재현이 가능한 S/W 플랫폼을 구현하며, 보다 효율적인 융합 및 재현을 위한 새로운 제어 메시지 형태를 제안한다.

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A Study on Applying the Concepts of the Interaction Design Concept on Local Performance-art Space (지역 공연문화시설 활성화를 위한 인터랙션디자인 개념 적용 연구)

  • Hong, Sung-Woo;Kang, Hae-Gyoung;Son, Kwang-Ho
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.146-150
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    • 2006
  • The purposed of this study is to analyze the performance-art facilities. Research methods were reference study (interaction, local performance-art facilities) and research on the actual condition (on 4 local performance-art facilities for field investigation). Consequently emotional interractive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space. Interaction design is designing experience of user through the interaction for human, thing, system, and space. The result of this research is to found out the possibility of emotional interaction design concept applied in public service area as a plan to revitalize the performance-art facilities.

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A Study of Expression Visual Image in 2D Animation (2D애니메이션에서의 시각이미지표현에 관한 연구 -그레이브스의 명암이론을 중심으로-)

  • Kim, Kwang-Hwan
    • Cartoon and Animation Studies
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    • s.9
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    • pp.94-111
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    • 2005
  • Sight is one of the Important physical function of understand and express everyday life or artistic worts. 80% of the whole cognitive information on things and spaces comes from sight among man's five sense. This proves that the function of sight has much influence upon senses and perceptions, and such influence evokes a varier of emotional response. Emotion is an important element in framing an animation work, and need various equipment to evoke audience's impressions. Such elements as event, circumstance, time, and space are equipments for the emotional experience of audience.

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Transmission of Meaning Using Synaestesia of Color (색채의 공감각 현상에 의한 의미 전달)

  • Shin, Seong-Yoon;Pyo, Sung-Bae;Shin, Kwang-Seong;Lee, Hyun-Chang;Rhee, Yang-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.277-278
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    • 2011
  • 공감각(共感覺, synesthesia)은 그리스어에서 유래된 syn + anesthesis 로서 union + no sensation 즉, 결합된 감각이라고 할 수 있다. 즉, 하나의 감각이 다른 영역의 감각을 불러일으키는, 또는 그렇게 일으켜진 감각이라고 정의 한다. 즉 색채의 공감각은 색채와 다름 감각간의 교류 현상이고, 영국의 유전학자인 프란시스 칼톤은 색채의 공감각은 유전이나 선천성에 의해 생겨난다고 하였다. 본 논문에서는 오감에 관련된 색채 공감각의 중요성을 인식하고자 하였고, 또한 오감에 따른 따른 색채를 제시하였다.

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Tangram-Like Puzzles and Its Implications in Mathematics Education (유사 탱그램과 그 수학교육적 시사점)

  • Park, Kyo-Sik
    • School Mathematics
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    • v.4 no.1
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    • pp.97-109
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    • 2002
  • In this paper, tangram-like puzzles which are made by dissecting square are introduced. Especially, tangram-like puzzles which are consists of five pieces, six pieces, seven pieces, eight pieces, nine pieces, ten pieces, twelve pieces, fourteen pieces are introduced. But, This Introduction is very superficial. It means introduction is focused on each piece's geometrical shape, relative area when each tangram-like puzzles' area is one. With this introduction, six tangram-like puzzles' implication in mathematics education are suggested as followings. (1) Tangram-like puzzles may help fostering spatial senses. (2) Tangram-like puzzles may help teaching polygons, and its properties, congruences, similarities, etc. (3)Tangram-like puzzles may help teaching additions of fractions. (4) Tangram-like puzzles may help fostering mathematical thinking. (5) Tangram-like puzzles may serve as topics for supplement or reinforcement in teaching and learning tangram. (6) Tangram-like puzzles may serve as topics for problem posing in teaching and learning tangram.

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A Study on the Merchant's Costume in Enlightment Period of Korea (개화기(開化期)의 상인(商人) 복장(服裝))

  • Nam, Yun-Suk;Chon, Hye-Suk
    • Journal of the Korean Society of Costume
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    • v.8
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    • pp.15-27
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    • 1984
  • A costume study is a part of the cultural history and also has the greatest relation to life's senses as a concrete culture. Korean costume that consists a double structure with Chinese one through Chosun Dynasty five hundred years, has recently changed up to the Western Form. In this respect Korean Costume has a important meaning in relation to Western costume. Traditional costume, generally speaking, has tendency to keep up by the common people than the higher classes. Then there were four classes. They are aristocratic classes common people, those who are engaged in the form, industry, trade and low classes. Merchant of them partially took charge of the cultural exchange about contacting with tradition and new one. Because it's easy to flow in one's character the new civilization. So there is an important significance to research of the merchant's costume in Gae Hwa Gi changing age of civilization in politics, economic, and social system. The records appeared about the merchant's costume in the age of civilization through literature study and natural photo at that time.

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