• Title/Summary/Keyword: 감각요소

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Differences in Visual Sensibility Evaluation of Basic Color Fashion Materials in Person and on Digital Screens (실물과 디지털 화면에서 베이직 컬러 패션 소재의 시각적 감각 평가 차이)

  • Kim, JinYoung;Park, YungKyung
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.21-32
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    • 2020
  • The perception of a fashion product may vary depending on the texture and color of its material. Additionally, the product may appear differently in person versus on a digital screen. Therefore, in the present study, we sought to investigate the differences in visual sensibility evaluation between materials in person and on digital screens. In this study, three pairs of visual sensibility adjectives were tested for 60 samples selected as fashion materials. Fashion materials were divided into colors, embossings, and visual clarity categories. Results showed that each color had the same sense during in-person and digital evaluation. In terms of visual sensibility according to embossing, both in-person and digital evaluations of materials with embossings were found to have the same visual sense, whereas those without embossings looked different between in-person and digital evaluations. Assessments based on visual classification showed that both in-person and digital evaluations had the same sensibility. This study is meaningful in suggesting that when evaluating the visual sense of fashion material, the sensation for the digital screen versus in person may be different in some cases.

화상 정보의 DB 구축과 검색 요소

  • 안용남
    • Journal of the Korean Society for information Management
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    • v.8 no.2
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    • pp.108-124
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    • 1991
  • 정보량이 많은 사진과 같은 화상 정보는 대용량을 갖고 있는 광 디스크에 축적시켜 DB를 구축하고 이는 컴퓨터를 이용해 고속 검색할 수 있다. 사진 DB 구축은 사진의 양, 구 축 목적, 이용 대상, 활용 방법 등에 따라 방법을 달리할 수 있으며 이의 검색 요소에는 촬 영 행위, 촬영 조건, 표제, 주제의 4가지 요소가 있고 그 중 가장 중요시되는 주제 요소에는 감각 정보, 주제 분류, 키워드가 있다.

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An Investigation on $6^{th}$ Grade Students' Spatial Sense and Spatial Reasoning (초등학교 6학년 학생들의 공간감각과 공간추론능력 실태조사)

  • Kim, Yu-Kyung;Pang, Jeong-Suk
    • School Mathematics
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    • v.9 no.3
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    • pp.353-373
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    • 2007
  • The purpose of this study was to provide instructional suggestions by investigating the spatial sense and spatial reasoning ability of 6th grade students. The questionnaire consisted of 20 questions, 10 for spatial visualization and 10 for spatial orientation. The number of subjects for the survey was 145. The processes through which the students solved the problems were the basis for the assessment of their spatial reasoning. The result of the survey is as follows: First, students performed better in spatial visualization than in spatial orientation. With regard to spatial visualization, they were better in transformation than in rotation. With regard to spatial orientation, students performed better in orientation sense and structure cognitive ability than in situational sense. Second, the students that weren't excellent in spatial visualization tended to answer the familiar figures without using mental images. The students who lacked spatial orientation experienced difficulties finding figures observed from the sides. Third, students had high frequency rate on the cognition and use of transformation, the development and application of visualization methods and the use of analysis and synthesis. However they had a lower rate on a systematic approach and deductive reasoning. Further detailed investigation into how students use spatial reasoning, and apply it to actual teaching practice as a device for advancing their geometric thinking is necessary.

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The mediating effects of design values on the relationship between consumers' design evaluative elements and brand loyalty (소비자 관점에서의 디자인 평가요소와 브랜드 충성도 관계에 대한 디자인 가치의 매개효과)

  • Na, Kwang-Jin;Lee, Yong-Gyun;Yook, Hwa-Young
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.511-522
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    • 2010
  • Product design is being recognized as an important source of sustainable competitive advantage. This research explores the effects of design evaluative elements on brand loyalty through design values. The results of this study are as follows. Firstly, most design evaluative elements have positive effects on design values. Aesthetic, unique, feminine, noble, and utilitarian elements of design evaluation influence three types of design values: rational, kinesthetic, and emotional. While unique design evaluative element does not have significant effects on rational and kinesthetic design values, it has significant affect on the emotional design value positively. Secondly, three types of design values have positive effects on attitudinal brand loyalty. In addition, emotional and kinesthetic design values have positive influences on behavioral brand loyalty. However, the emotional design value has an indirect effect on behavioral brand loyalty through attitudinal brand loyalty. Lastly, attitudinal brand loyalty has a significant influence on behavioral brand loyalty positively.

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experimental display image design by approach method of human sensibility (공간환경에 있어서의 감성적 접근방법을 이용한 실험 영상디자인에 대한 연구)

  • Park, Gi-Deok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.131-134
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    • 2009
  • 공간디자인의 확장을 통한 영상디자인에 감각적이고 생명력을 부여하여 시각적이고 기술적 요소를 가미한 유기적 아름다움과 감성의 경계와 확장에 대한 영상으로 접근하고 서로 다른 환경에서의 구조적이며, 공간적, 그리고 시간적인 개념들이 쌓이면서 다양한 오브제들에 환경에 맞는 의미들을 부여하고, 실험적 영상을 스크린뿐만 아니라 다양한 매체들을 통해서 효과적인 정보전달체계와 메시지를 전달하여 새로운 감각을 확장한다. 도시경관이나 공원, 건축물등 다양한 공공환경을 개선하기 위한 효과적인 영상연출과 가상공간에서의 현실적 느낌들을 부여하고 니즈들의 상호관계를 극복하여 전시기법과 패턴 여러 복합적인 요소들을 활용하여 영상디자인에 있어서의 효과적인 방법들을 여러사례 분석과 실험들을 통하여 연구한다.

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The Play Element in Digital Contents (콘텐츠의 유희요소)

  • Ha Dong-One;Lee Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.280-284
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    • 2005
  • The following describe a two step process. First, individuals respond to a stimulus. Then acceptance of that stimulus is converted to logical and abstract contents. The content must have a stimulus. In this paper, we make a study of the intrinsic meaning of play element. And we analyze examples that appear in contents of play element.

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Cognitive Decision Making Model with Human Sensibility Factors (감성요소를 포함하는 인지적 의사결정 모형)

  • 이구형;김영준
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.193-198
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    • 1997
  • 고도로 자동화된 시스템에서 인간이 수행하는 작업은 대부분 '감시와 반응'으로 단순화될수 있으며, 시스템에 이상이나 비상사태가 발생되는 경우 이에 대응되는 조치를 취하기 위한 정보처리와 의사결정을 수행하는 인지과정이 중요한 사항이다. 본 연구는 숙련된 작업자가 인지적 의사결정과정에서 잘못된 정보처리를 초래하는 원인으로 감각정보의 잘못된 해석에 있다고 보았으며, 이 과정에 감성의 영향을 도입하였다. 인간감성의 특성은 감각자극에 대하여 반사적이고 직관적으로 발생하며, 개인에 따라 다양함과 함께 애매모호성과 변화성을 가지고 있다. 감성은 두뇌의 limbic systim에 축적된 생활경험의 기억에 의하여 발생되며, 이 후에 발생되는 감정이나 두뇌에서의 정보초리에 영향을 미친다. 감성의 발생과 정보처리 및 의사결정과정에 대한 영향을 모형화하기 위해서는 조종사의 레이더 감시에 대한 인지과정을 정밀하게 기술하였으며, 이 과정에 감성요소를 도입하여 인지모형을 개발하였다.

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Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

Considerations of the Assessment Based on Observations Against the Child: Methods of Observation (관찰 중심의 아동 평가에 대한 고찰 - 관찰법을 중심으로 -)

  • Choi, Eun-Hee
    • The Journal of Korean Academy of Sensory Integration
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    • v.9 no.1
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    • pp.53-61
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    • 2011
  • The purpose of this study is to investigate the types and functions of observations at the stage of child assessment. We can use various methods of evaluation. It includes observation, interview, and standardized tests. Most of occupational therapist using sensory integrative approach usually evaluate their clients based on observations especially in the period of initial assessment. The accurate observation is closely connected with reliability and validity of the assessment. Here present some types of observation and the things we should check in ordinary observing moments. It will be considerable aspect when we study how to improve observation ability of the therapists in the future.

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Color Vision의 Physiology와 Color Space

  • 이종문;조순채;이종신
    • Textile Coloration and Finishing
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    • v.3 no.3
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    • pp.57-68
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    • 1991
  • Color vision 현상은 대상물질에 의해서 투과(transmission), 굴절(refraction), 반사(reflection)되어 나오는 광(light)이 망막(retina)에 비칠 때 시신경을 자극하여 뇌에 전달됨으로써 일어나는 하나의 감각현상(sensation)이다. 그러므로 그것은 인간의 감각상태, 광의 종류, 대상물질의 환경조건에 따라서, 즉 시각이 이루어진 그 순간에 인간의 눈이 어떻게 작용 하느냐에 달려있는 복잡한 현상 이다. 그래서 지금까지 발표된 20여개의 색채공간 중 그 어느 것도 인간의 감각량을 똑같이 표현할 수 없었던 것은 사실이다. 모든 자연현상이 그렇듯 인간도 개체마다 모두 다르고 대상물질 및 광에 관련된 너무 많은 요소(Factor)가 색지각 현상에 작용하기 때문에 이의 과학적 표현을 위해서는 단순화 및 normalization의 과정을 거치지 않으면 안되었던 것 같다. 지금까지 발표된 20여개의 color space중, perceptibility에 근거를 둔 유일한 color space인, Munsell color space의 해석에 Spline method 같은 수치 해석적 방법을 쓰지 않으면 안되는 그 이유를 제시하려 한다.

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