• 제목/요약/키워드: 감각적 경험

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Anterior Interosseous Nerve Syndrome with Varient Nerve Innervation: A Case Report (해부학적 변이를 가지는 전방골간신경 증후군: 1예 보고)

  • 이준호;나재범;김재수;유진종;이경규;정성훈
    • Investigative Magnetic Resonance Imaging
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    • v.6 no.2
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    • pp.147-151
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    • 2002
  • Anterior interosseous nerve syndrome is characterized by weakness of the flexor pollicis longus, the flexor digitorum profundus and the pronator quadratus in the presence of normal sensation. Although MR imaging findings of anterior interosseous nerve syndrome has been reported in a few articles, we report herein a case of anterior interosseous nerve syndrome involving more than usual muscles innervated by anterior interosseous nerve, caused by varient nerve innervation.

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Familial Hearine Loss (가족성 난청)

  • 전광수;장선문;박찬일
    • Proceedings of the KOR-BRONCHOESO Conference
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    • 1978.06a
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    • pp.7.2-7
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    • 1978
  • There are over 60 types of hereditary hearing loss in man and most of these are distinguished from one another by outstanding associated defects caused the same gene producing hearing loss. However, there are at least 12 types of hereditary hearing loss with no known associated defects. The authors experienced two similar families with hereditary hearing loss. The affected offsprings had inevitably an affected parent in type of transmissin (autosomal dominant) and the hearing loss developed in childhood and progressed. Audiologic findings showed bilateral symmetrical moderate to severe sensori-neural hearing loss with flattened configuration on the audiogram. Vestibular function tests showed no abnormal findings and the associated anomalies could'nt be observed in history or clinical examinations.

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A Study on development of Motion Picture Contents in the invisible area of the dematerialized era (탈물질화 시대의 비가시적 영역에서 영상콘텐츠 개발을 위한 연구)

  • 최광춘;김후성
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.449-455
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    • 2004
  • In aspects of materializing rational and reasonable beauty in motion picture contents design area, it intends to conceptualize the visual design through studies of the invisible area, the virtual space of the dematerialized era, contrary to the commonly practiced visual design area of the concrete substance and to provide an opportunity to gain new senses and the embedded meanings of the motion picture graphics, which are created in the electronic space. Especially, although the invisible phenomenon such as electromagnetic wave exist in space, it was treated as a conceptual subject. However, it intends to seek a design approach about physical, poetical, aesthetical experience of the design in the invisible area, escaped from the limited existing perspective. Based on such theory, it denotes to secure the possibility of new design through the application of sound, rhythm, color and image in fractal design area.

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A Study on the Development of Instructional Materials for Systematic "Programming" by Realization of the Mathematical Program (수학 프로그램 구현을 통한 체계적 '프로그래밍' 교수 자료 개발에 관한 연구)

  • 박광철;김종훈
    • Journal of the Korea Computer Industry Society
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    • v.2 no.11
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    • pp.1407-1420
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    • 2001
  • There is an increasing concern about computer education with the age of knowledge-based society. The learning programming language is taking an important role of computer education. However, the special emphasis in learning programming language has been attached to memorizing the programming language by rote and learning computer programs. Therefore, those were not much useful tools to develope a logical intelligence of the meanings of programming language and the methods of realization. It is positively necessary to improve the programming education efficiently because of the objects of knowledge of computing and raising an efficiency of problem solving. Under the circumstances, this research is aimed at representing an useful education model through developing a mathmatical program into each part of the C programming language, which would be a new supplier of an basic insight into the programming language and techniques. Accordingly it is thought that the research material will be an useful model to increase interests and concerns as well as to raise an efficiency of problem solving or a logical intelligence going through the process of studying programming language.

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Brain Function During Recall of Anger Experience According to the Level of Trait Anger (분노 경험 회상시 특성 분노 수준에 따른 뇌 기능)

  • Eum, Young-Ji;Lee, Kyung Hwa;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.49-60
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    • 2018
  • Trait anger is one of the psychological traits associated with experiences of anger. Individuals with high trait anger become angry easily at trivial events, and experience anger more frequently, intensely, and over a longer duration. This study aimed to investigate neural responses during experiences of anger, and identify the neural correlates of trait anger. Thirty five adults participated in the functional magnetic resonance (fMRI) experiment. They were scanned while they recalled an anger-inducing memory that was supposed to evoke an experience of anger. During the angry recall compared to the emotionally neutral recall, our participants showed greater neural activation in the right superior temporal gyrus (BA38), left inferior frontal gyrus (BA45), right thalamus, right insula (BA13), bilateral cuneus (BA17), and right cerebellum anterior lobe. The correlation analysis revealed that trait anger scores were positively associated with right insula activity during the angry recall. Individuals with higher trait anger were more likely to show greater activity in the right insula in response to past experiences of anger, as previously implicated in various studies of emotional processing. This finding suggests that trait anger may be an important factor in modulating anger-related brain activity.

내성 및 의존성 형성 약물의 약효 검색

  • 김학성;오기완
    • Proceedings of the Korean Society of Applied Pharmacology
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    • 1993.04a
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    • pp.77-77
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    • 1993
  • 약물 내성 (tolerance) 및 의존성 (dependence)은 그 약물이 지니고 있는 여러 가지 약리작용과 관련되어 형성된다. 약물의 반복투여 후, 나타나는 작용이 처음의 반응 (response) 보다 감소되어 나타나는 현상 즉, 내성과, 이와는 반대로 약물반복 투여 후 나타나는 작용이 처음의 반응보다 점점 증가하는 역내성 (reverse tolerance 또는 sensitization) 측정에 있어서 약물에 따라 적절한 검색 방법을 설명한다. 의존성에 있어서 약물 섭취 결과 mood가 변하거나 도취감 또는 만족감을 일으키게 되면 그 감각을 재 경험하고 싶다는 욕구가 일어나게 되는 정신적 의존성(psychic dependence)과, 약물을 반복 투여하다가 갑자기 투여를 중단 했을때 여러가지 생리학적인 또는 행동적인 변화가 급격히 증가하여 금단증상을 나타내는 신체적 의존성 (physical dependence) 측정 방법을 제시한다. 내성과 의존성은 근본적으로 다르지만 대부분의 경우 내성이 형성되면 의존성이 형성된다. 여기서는 주로 morphine과 psychostimulants를 투여한 후 나타나는 약리작용에 대한 내성과 opioids (마약성 진통제)의 의존성 평가 방법에 대한 model을 설명하고자 한다 진통성 내성(analgesic tolerance)에 있어서 진통제의 진통력은 진통력 측정 방법(tail pinch, paw-withdrawal, tail flick, tail-withdrawal, hot plate, writhing, etc)에 따라 차이가 있기 때문에 각각의 진통제의 정합한 내성 측정 방법을 결정할 필요가 있다. 역내성 (roversetolerance)은 cocaine, amphetamine, opioids둥의 만성투여에서 일어난다. 이들 역내성을 측정하는 한 방법으로 자발운동을 측정하는데 locomotor activity cage나 tilting cage를 이용한다. 정신적 의존성(psychic dependence)은 약물 섭취 욕구를 이용한 CPP (conditioned place preference)법을 소개한다. 신체적 의존성 (physical dependence)은 opioids를 만성적으로 투여한 후 naloxone으로 precipitation하여 나타난 여러 가지 금단증상을 측정하고 몇몇 평가 model을 제시한다.

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Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

Affective Responses to ASMR Using Multidimensional Scaling and Classification (다차원척도법과 분류분석을 이용한 ASMR에 대한 정서표상)

  • Kim, Hyeonjung;Kim, Jongwan
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.47-62
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    • 2022
  • Previous emotion studies revealed the two core affective dimensions of valence and arousal using affect-eliciting stimuli, such as pictures, music, and videos. Autonomous sensory meridian response (ASMR), a type of stimuli that has emerged recently, produces a sense of psychological stability and calmness. We explored whether ASMR could be represented on the core affect dimensions. In this study, we used three affective types ASMR (negative, neutral, and positive) as stimuli. Auditory ASMR videos were used in Study 1, while auditory and audiovisual ASMR videos were used in Study 2. Participants were asked to rate how they felt about the ten adjectives using five-point Likert scales. Multidimensional scaling (MDS) and classification analyses were performed. The results of the MDS showed that distinctions between auditory and audiovisual ASMR videos were represented well in the valence dimension. Additionally, the results of the classification showed that affective conditions within and across individuals for within- and cross-modalities. Thus, we confirmed that the affective representations for individuals could be predicted and that the affective representations were consistent between individuals. These results suggest that ASMR videos, including other affect-eliciting videos, were also located in the core affect dimension space, supporting the core affect theory (Russell, 1980).

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

A Study on Consumers Purchasing Behavior of Mobile Shopping - User Characteristics, Flow, Perceived Risk, Involvement - (모바일 쇼핑의 소비자 구매행동에 관한 연구 - 사용자 특성, 플로우 경험, 지각된 위험, 관여 유형를 중심으로 -)

  • Song, Dong-Hyo;Kang, Sun-Hee
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.79-100
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    • 2015
  • This study is to examine the factors that influence purchasing behavior and decision-making when consumers buy goods through mobile shopping, define purchasing decision-making with the steps of problem recognition, information search, alternative assessment, and purchasing behavior to understand mobile consumer behavior, and investigate how the factors of each step play roles and influence consumers' purchasing decision-making through positive analysis to figure out consumer purchasing behavior in mobile shopping. The study results, First, the user characteristics of information search influence flow. Second, in the relations between the user characteristics in the step of information search and perceived risk in alternative assessment, if recognition on gains is higher, perceived risk for time loss gets lower, and when the level of skills is higher, perceived risk gets higher, and it has been partly adopted that innovativeness does not influence risk perception. Third, in the relations between flow experience and purchasing intention, it has been found to be partially significant that remote presence and challenge do not influence purchasing intention but do influence excitement, attention concentration, and control and also do influence perceived risk and purchasing intention. Fourth, according to the results of analyzing the difference of consumer purchasing behavior by the types of involvement, practical involvement and sensual involvement, user characteristics and flow, and perceived risk differ by the types of products in terms of the search process, thereby changing purchasing intention. Lastly, the significance and limitations of this study was discussed.

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