• Title/Summary/Keyword: 성 역할 수용성

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Fabrication of PP/Carbon Fiber Composites by Introducing Reactive Interphase and its Properties (반응성 고분자 계면상을 도입한 PP/탄소섬유 복합재료의 제조와 물성)

  • 김민영;김지홍;김원호;최영선;황병선
    • Polymer(Korea)
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    • v.24 no.4
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    • pp.556-563
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    • 2000
  • In general, the development of thermoplastic composites has been confronted with difficult problems such as the weak bonding strength between fibers and matrix. However, now, such problems are being surmounted by the development of resins, the improvement of processes, and introduction of interphase. Especially, the introduction of interphase between fiber and matrix can help a dissipation of the impact energy and provide a good adhesion between fibers and matrix. In this study, polymeric interphase was introduced by electrodeposition, modified polypropylene was added to improve the weak bonding strength between interphase and polypropylene matrix. By evaluation of interlaminar shear strength and impact strength of the composites, it was found that composites with introduced composites showed higher mechanical properties than those of composites without interphase. Reactive polymers which have either anhydride or free acid functional group were used as interphase materials, and these polymers also behave as charge carrier in aqueous solution during the electrodeposition process. Weight gain on the carbon fibers was evaluated by changing process parameters such as concentration of solution, current density, and electrodeposition time.

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The Study of Usability Evaluation in the EPG design of Interactive TV Programs (쌍방향 TV프로그램의 EPG 디자인 사용성 평가 연구)

  • 김종덕
    • Archives of design research
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    • v.16 no.2
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    • pp.345-354
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    • 2003
  • Digital TV broadcasting technology is recognized as a very encouraging technological development by koreans because of high-definition, multi-channel and interactive services which would broaden the viewers choice and promote people's prosperity. The technological development of digital TV service is a drastic change for people's convenience and would be a major media of‘e-government’in Korea. Digital TV Program UI will affect to people's esthetic sense and information efficiency. The information search pattern in TV is different from it of computer which has lead interactive media so far This research verifies the reasonable information display method through the usability test based on former related researches. For the case study, Interactive EPG design of SkyLife is selected and reviewed. This research includes the design development of interactive EPG of DVB-MHP.

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The Distribution and Application Method of Next-Generation Electronic Navigational Chart's Standards (차세대 전자해도 표준의 배포방안 및 응용방안)

  • Kim, Seong-Gon
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2017.11a
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    • pp.115-116
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    • 2017
  • In this paper, we propose a standardization strategy for next generation electronic navigational chart which can be classified as S-100 Universal Hydrographic Data Model, to accept various requirements arising from various marine information and services as well as support e-navigation service strategies. IMO uses the next generation electronic chart standard, S-100 as Common Maritime Data Structure. It means that a common data model is needed as a key element for realization of e-Navigation and also points out that a new ICT convergence paradigm is needed not only for marine safety but also for maritime information and services. this paper considers he model-based data representation and reference model in order to understand the content and use of the S-100 standard and also considers the interconnectivity and role of the ISO/TC211 standards, which are being used as base standards for profiling to develop S-100 standard. Finally, we look at what standardization items are required for standardization of next generation electronic navigational chart supporting multi-purpose and how they are used mutually.

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Impact of Online Banner Type on Willingness to Watch Movie (온라인배너타입이 영화관람의향에 미치는 영향 -애니메이션, 공포, SF액션 장르의 영화를 대상으로-)

  • Kim, Hyo-Jin;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.137-148
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    • 2016
  • The purpose of this study is to examine viewers' intentions to watch movies after viewing online banner advertisements of movies, and verify the mediation effect of flow and association to research how the interactivity of movie banner advertisements influences viewers. For the study, trailer and advergame banners for three genres of movies were made, and an online survey was conducted with 146 adults. As a result, based on 5 hypothesis tests, the study enables us to conclude that the interactivity of the advergame banners results in a higher viewer intention of watching movies compared to trailer banners by inducing a flow experience among banner users not an association experience.

The Dialectic of Immersion and Fire in Traditional Puppetry : Focusing on Brecht's Theory of Effectiveness (전통인형극 <꼭두각시놀음>에 나타난 몰입과 소격의 변증법 -브레히트의 소격효과이론을 중심으로-)

  • Choi, Bae-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.197-212
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    • 2019
  • This study points out how the two conflicting elements of empathy and estrangement that constitute the dual structure of are incorporated by dialectic; finally, this paper explores the spontaneous estrangement effects' meaning and value on the point of view of reception aesthetics. As results of these studies, First, the Brechtian set of estrangement effects techniques showed that in it could function as an empathy technique for audiences. Second, the role of Sanbazi to increase the audience's participation was to produce both the immersion effect and the estrangement effect simultaneously. These double features of Sanbazi are dialectically incorporated and simultaneously bring about both the social reality reflection and enjoyment of the audience. Third, the puppetry is valid as not a way to describe reality but one of the ways to look at social reality. Conclusionally, in terms of producing counter-discourse, the puppet show has more extensible than any other form of performance with regard to expression.

Exploring Individual Variables Affecting the Valuation of Time (시간의 가치 평가에 영향을 주는 개인차 요인의 탐색)

  • Kim, Young-il;Kim, Youngjun;Kim, Kyungil
    • Korean Journal of Cognitive Science
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    • v.30 no.1
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    • pp.51-83
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    • 2019
  • Delay of immediate gains/losses brings on additional gaines/losses as much as waiting period. However, there are individual difference in evaluating the value of delayed time discounting on the person. In this study, to investigates the individual differences about valuating the delayed time, it is ascertained the correlation between decisions from intertemporal choice task and individual differences of risk taking/perception, emotion, regulatory focus, and HPSP and BELT, subjective period measuring task. In Addition, it is analyzed the individual differences after classifying good/bad performer of intertemporal tasks and person who perceive long/short about the future periods. As a result, good performers of intertemporal task have high openness and perceive longer about 12 hours, 15 days, 6 months and 5 years. Reconstruction about future temporal length plays an important role on intertemporal task, and it is discussed about necessity of follow up study.

Effects of Agent Interaction on Driver Experience in a Semi-autonomous Driving Experience Context - With a Focus on the Effect of Self-Efficacy and Agent Embodiment - (부분자율주행 체험환경에서 에이전트 인터랙션 방식이 운전자 경험에 미치는 영향 - 자기효능감과 에이전트 체화 효과를 중심으로 -)

  • Lee, Jeongmyeong;Joo, Hyehwa;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.361-369
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    • 2019
  • With the commercialization of the ADAS functions, the need for the experience of the autonomous driving system is increasing, and the role of the artificial intelligence agent is attracting attention. This study is an autonomous driving experience experiment that verifies the effect of self-efficacy and agent embodiment. Through a simulator experiment, we measured the effect of existence of self-efficacy and agent embodiment on social presence, perceived risk, and perceived ease of use. Results show that self-efficacy had a positive effect on social presence and perceived risk, and agent embodiment negatively affected perceived ease of use. Based on the results of the study, we proposed guidelines for agent design that can increase the acceptance of the semi-autonomous driving system.

A Study on the Effects of Fandom's Digital Media Use on Social Participation : Focused on the Mediating Effect of the Identification (팬덤의 디지털 미디어 이용이 사회참여에 미치는 영향 연구 : 동일시의 매개 효과를 중심으로)

  • Jang, Hyunsuk
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.480-493
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    • 2021
  • In this paper, we attempt to empirically explain the process by which fandom performs social participation using digital media. To do this, we utilize the concept of identification and the Situational Theory of Publics in a theoretical framework, and study ARMY, BTS fandom. We confirmed a positive association between communication behavior and social participation, and verified a mediating effect of the identification as well. Interestingly, horizontal identification, a fan-to-star friendly relationship, had a greater effect on moving toward social participation than did vertical identification, a fan's blind worship of a star. This study has significance in that it has figured out the relationship of personal feelings to public participation by mobilizing achievements in various research fields.

A Study of the Behavioral Intention on Conversational ChatGPT for Tourism Information Search Service: Focusing on the Role of Cognitive and Affective Trust (ChatGPT, 대화형 인공지능 관광 검색 서비스의 행동의도에 대한 연구: 인지적 신뢰와 정서적 신뢰의 역할을 중심으로)

  • Minsung Kim;Chulmo Koo
    • Information Systems Review
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    • v.26 no.1
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    • pp.119-149
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    • 2024
  • This study investigates the antecedents and mechanisms influencing trust and behavioral intentions formation towards new AI chatbots, such as ChatGPT, as travel information searching services. Analyzing the roles of variables such as familiarity, novelty, personal innovativeness, information quality and perceived anthropomorphism, the research elucidates the impact of these factors on users' cognitive and affective trust, ultimately affecting their intention to adopt information and sustain the use of the AI chatbot. Results indicate that perceived familiarity and information quality positively influence both cognitive and affective trust, whereas perceived novelty contributes positively only to cognitive trust. Additionally, the personal innovativeness of new AI chatbot users was found to weaken the effect of familiarity on perceived trust, while the perceived level of anthropomorphism of the chatbot amplified the effects of novelty and familiarity on cognitive trust. These findings underscore the importance of considering factors such as familiarity, personal innovativeness, information quality and anthropomorphism in the design and implementation of AI chatbots, affecting trust and behavioral intention.

The Effect of SNS Information Attributes on Usability and Diffusion Intention -Moderating Effect of Market Mavenism. (SNS정보속성이 유용성지각과 확산의도에 미치는 영향 -마켓메이븐경향(Market Mavenism)의 조절효과-)

  • Kim, Sang-Jo;Jung, Seon-Mi
    • Management & Information Systems Review
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    • v.36 no.1
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    • pp.95-114
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    • 2017
  • The purpose of this study is to search information attributes suitable for SNS and to identify the influence of individuals or groups who contribute to the creation and diffusion of information in the SNS. The researchers extracted the accuracy, two-sided information, novelty, diversity, and experiential factors that influence the acceptance and diffusion of information in the SNS, and identified the relationships among the variables, the usefulness of information and the degree of information diffusion intention. And researchers studied market maven who play the key role in creating and diffusing SNS information. A total of 600 questionnaires were collected and 549 questionnaires were used to test the research hypothesis. The results of the study are as follows. Consumers considered information, which had accuracy, two-sided, and experiential attributes, as useful. But novelty or diversity information were regarded as unuseful because of motive to avoid ambiguity. In the Market Maven Group who have the ability to acquire and edit SNS information, however, there were weak or negative causality between experience and accuracy and information usability factors. but positive causality between novelty and diversity factors of information and usability.

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