• Title/Summary/Keyword: 쾌감

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Experimental Study on Thermal Comfort Sensation and Physiological Responses of Koreans in various Thermal Conditions Part IV : Effects of Draft on Thermal Comfor in convection Heating (한국인의 온열쾌적감 및 생리신호에 관한 연구 Part IV : 대류난방시 Draft가 온열쾌적감에 미치는 영향)

  • 김동규;최호선;이기섭;금종수;최광환;배동석;이구형
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.11a
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    • pp.116-120
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    • 1998
  • 난방.공조공간에서는 강한 기류가 Draft를 유발한다. Draft라 함은 인체가 기류(Air Movement)에 의해 원하지 않은 국부적인 냉각효과를 받는 것을 말한다(ASHRAE). 본 연구에서는 피험자의 체감실험을 통해 겨울철 대류난방시 실온 설정조건에 대한 기류속도의 허용범위을 찾고자 .하였다. 피험자는 일정 유니폼을 착용하고 의자에 앉은 상태로 실온 18.21.24$^{\circ}C$, 풍속 0.15.0.3.0.45m/s의 조건에서 기류감, 온냉감, 쾌불쾌감을 신고하였다. 실험시 착의량은 남자 0.7, 여자 1.0 clo이었으며, 실온이 21$^{\circ}C$일 때는 기류속도 0.15m/s까지, 실온이 24$^{\circ}C$일 때는 기류속도 0.3m/s까지 허용범위에 포함되었다.

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Basic study of comfortable air movement for subjects to use the occupation experience (피체험자 생활이력을 이용한 쾌적기류 도출에 관한 기초연구)

  • 김만수;금종수;김형철;정백영;최호선
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.97-102
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    • 2002
  • Resident's agreeableness anger elevation request by improvement of life environment with economy development is increasing recently. However, research about air current estimation in dwelling environment that make use of air conditioner summer and cooling room is lacking going yet much. We are going to prefer most air current pattern(speed 3 steps of swing) that offer in PAC after figure processing because user's life hysteresis and present air current pattern that is supposed and offer more agreeable environment to room resident.

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Evaluation of Thermal Comfort on Temperature Differences between Outdoor and Indoor Thermal Conditions in Summer (여름철 실내외 온도차에 따른 인체의 온열쾌적성 평가)

  • 금종수;김동규;최광환;이낙범;임재중;최호선;배동석
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.14 no.11
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    • pp.890-896
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    • 2002
  • Purpose of this study is to clarify the evaluation of thermal comfort based on temperature differences between outdoor and indoor thermal conditions in summer. The experiments were performed to evaluate temperature difference between indoor and outdoor thermal conditions (29, 31, $33^{\circ}$) by physiological and psychological responses of human. According to physiological responses, TSV (thermal sensation vote) and CSV (comfort sensation vote) and psychological responses, ECG (electrocardiogram), MST (mean skin temperature) of human, it was clear that the optimum temperature difference is about $5^{\circ})\;and\;7^{\circ}$).

A Study on the x-t diagram Characteristics of Pressure Change of High Speed Train in Tunnels (터널에서의 고속철도 압력 변화의 x-t선도 특성에 관한 연구)

  • Nam, Seong-Won
    • Proceedings of the KSME Conference
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    • 2004.04a
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    • pp.1655-1660
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    • 2004
  • Theoretical study has been conducted to clarify pressure characteristics of KTX(Korea Train eXpress) in tunnel. The external and internal pressure of rolling stock have been measured by using the atmospheric pressure sensors and portable data acquisition system on Seoul-Busan high speed railroad line. These pressure change may give rise to the ear-discomfort for passenger and fatigue for car body. In this study, the tunnels from 200m to 4000m in length have been chosen for the investigation of tunnel length effects. From the results of experiment, the pattern of pressure change generally agrees to RTRI's experimental result for Shinkansen. We found that there are similar patterns of external pressure variation for each critical tunnel length. The critical tunnel lengths are governed by train speed, train length and sonic velocity.

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A Study on the Development of Legion Game (Legion 게임 개발에 관한 연구)

  • Song, Jeong-Heon;Yoo, Woo-Jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.438-441
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    • 2011
  • 본 논문에서는 게임연구의 초기 과정에 속하는 2D엑션 게임을 기획, 연구, 개발한 결과물을 기술하였다. 2D 횡 스크롤 게임방식인 액션게임으로 획득하는 아이템을 통해 새로운 기술(무기)를 얻으며 소환수가 동반된다. 또한 기존 프로그램은 한 화면 당 출연하게 되는 적군의 수가 제한적이었으나 본 연구에서 개발한 게임은 플레이어가 적군을 섬멸할 때의 쾌감을 높이기 위하여 한 화면당의 적군의 수를 평균 적군 출현 수 보다 높게 조정하여 타격감을 높였다. 그리고 아이템을 획득하게 되면 미량의 아이템을 사용한 후 아이템의 사용이 바로 중단되어 플레이어들에게 아쉬움을 주었으나 본 프로그램에서는 한번 획득한 아이템은 다음 아이템을 획득하기 전까지 영구적으로 사용할 수 있게 제작되어 그 아쉬움을 줄였고, 스테이지의 끝에서는 보스를 파괴하는 스테이지 게임의 구현 결과물이다.

The Empathy and Justice Contemplated From the Neuroscientific Perspective in the Age of Social Divisions and Conflicts (분열과 반목의 시대에 신경과학적 관점에서 고찰해보는 공감과 정의)

  • Ji-Woong, Kim
    • Korean Journal of Psychosomatic Medicine
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    • v.30 no.2
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    • pp.55-65
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    • 2022
  • Although humans exist as Homo Empathicus, human society is actually constantly divided and conflicted between groups. The human empathy response is very sensitive to the justice of others, and depending on the level of others' justice, they may feel empathy or schadenfreude to the suffering of them. However, our empathy to others' suffering are not always fair, and have inherent limitations of ingroup-biased empathy. Depending on whether the suffering other persons belongs to an ingroup or an outgroup, we may feel biased empathy or biased schadenfreude to them without even realizing it. Recent advances in information and communication technology facilitate biased access to ingroup-related SNS or ingroup media, thereby deepening the establishment of a more biased semantic information network related groups. These processes, through interacting with the inherent limitation of empathy, can form a vicious cycle of more biased ingroup empathy and ingroup-related activities, and accelerate divisions and conflicts. This research investigated the properties and limitations of empathy by reviewing studies on the neural mechanism of empathy. By examining the relationship between empathy and justice from a neuroscientific point of view, this research tried to illuminate the modern society of division and conflict in a different dimension from the classical perspective of social science.

The Study on Aesthetic Characteristics of the East Coast Poong-O-Je Festival (동해안풍어제의 원형미학적 연구)

  • Sim, Sang-Gyo
    • (The) Research of the performance art and culture
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    • no.41
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    • pp.321-352
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    • 2020
  • Donghaean Byeolsingut itself reflects the ideals and dreams of seaside life. Imagination and interest in water are fully reflected in Donghaean Byeolsingut as a living in a seaside town. For the beach people, water is the foundation of life and the object of fear. It is the water of life and the water of death. It projects the whole process of life into the imagination created by the world encompassed by the sea. The beach's imagination is an existential insight into the whole process of life and a reflection of existential agony. At Poongeoje, the villagers hope for a specific blessing from God. People are free only when God's retribution comes down. The villagers feel free because of the virtue of the shaman's blessing. Individual trauma is experienced to a certain extent by gaining mental freedom. It can be said that the state of aesthetic pleasure experienced by creating an art work by itself and the nature of aesthetic pleasure experienced through Pungeoje and Byeolsingut are not different. The prototype of Poongeoje is a free spirit, and a religious aesthetic to strengthen the free spirit is the core of the aesthetic.

Experimental Study on Thermal Comfort Sensation of Korean and Physiological Signal Part I : Analysis of Subjective Judgement in Winter Experiment (한국인의 온열쾌적감 및 생리신호에 관한 연구 (Part I : 겨울철 체감실험 결과))

  • 주익성;김동규;금종수;최광환;이구형;임금식
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.107-112
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    • 1997
  • 본 연구의 목적은 겨울철 난방시 한국인의 온열감각과 온열환경지표 사이의 상관관계 및 ASHRAE Standard 55-74의 쾌적영역과 한국인의 쾌적영역을 체감실험을 통해 규명 및 제시하는 것이다. 유니폼을 착용한 피실험자는 온도, 습도, 기류 등이 조절되는 환경시험실에서 2시간동안 체재하면서 매 15분 마다 전신온냉감, 쾌불쾌감 등을 신고하였다. 또한 인체의 3부위에서 피부온도, 환경시험실의 온도 및 습도를 매 20초 간격으로 측정하였다. 이상의 체감실험을 통해 아래의 결론을 얻었다. 1)평균피부온도가 증가함에 따라 TSV는 선형적으로 증가하며 열적으로 중립감을 느낄 때의 평균피부온도는 청년 34.$0^{\circ}C$, 고령자 33.5$^{\circ}C$이다. 2)TSV=0일때 청년의 중립 SET*는 25.5$^{\circ}C$, 고령자의 중립 SET*는 27.$0^{\circ}C$이다. 3)한국인의 쾌적범위는 청년의 경우 SET*의 경우 24.2-26.8$^{\circ}C$, 고령자의 경우 SET*25.7-28.2$^{\circ}C$로 ASHRAE St.55-74의 권장 쾌적범위 (22.0-25.4$^{\circ}C$)보다 다소 고온지향적이다.

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Development of a 3D Action Game based on the Dynamic Elements (다이내믹 요소 기반의 3D 액션 게임개발)

  • Kang, Sun-Gyu;Kim, Su-Ji;Kang, Na-Hyeon;Kim, Min-su;Lee, Song-Ju;Kang, Myung-Ju;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.473-475
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    • 2014
  • 게임은 과거와는 달리 전반적인 기술이 향상되면서 표현의 한계가 넓어지면서 3D공간에서 현실과 같은 착각을 일으킬 수 있을 정도로 다이내믹한 장면이 연출이 가능해졌다[1]. 플레이어의 반사 신경을 자극하여 캐릭터를 조작하는 쾌감을 느낄 수 있는 액션요소[2]를 덧붙여 다이내믹한 연출과 게임의 액션요소를 결합한 게임을 개발하였다.

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A Study on Factors Affecting Use Motivation and Preference in TV Food Program Viewing (음식 콘텐츠 이용 동기와 선호도에 영향을 미치는 요인에 관한 연구)

  • Park, Shin-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.534-546
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    • 2020
  • The purpose of this study was to investigate the preference, use motivation about TV food program, and look into the relationship between these variables and tendency of eating alone, interest for food and empathy. The results of this study showed that five factors of motivation were extracted: ASMR pleasure, visual pleasure, emotional vicarious gratification, information seeking and time-spending. The interest for food effects all of five motivation. Tendency of eating alone had no effect on use motivation. The higher the motivation for visual pleasure, the more preference for mukbang entertainment show, TV food drama, internet mukbang. The higher the motivation for ASMR pleasure, the more preference for TV food drama and internet mukbang. As for high tendency of eating alone, preference for cookbang show and TV food drama was high. People with low empathy showed the preference for TV food drama.