• Title/Summary/Keyword: 3-way Interaction

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Interaction Effects of Two Salient Cues on Males Fashion Images: Hair Lengths & Hair Colors (헤어 길이와 헤어 컬러가 남성의 패션 이미지에 미치는 상호작용효과)

  • 김재숙;류지원
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.910
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    • pp.1320-1328
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    • 2004
  • Purposes of the study were to find out the joint effects of two salient appearance cues-hair colors and hair lengths on males fashion images, using 729 university students in Daejon city and a Chungnam province. The study was a quasi experiment; the dependent variables were hair lengths(4 levels) and hair colors(4 levels)and the dependent variable was a set of semantic different of scales which was consisted of 40 hi-polar adjectives, The data were analyzed by a factor analysis, 3-way ANOVA, and the results were as follows. Hair lengths effected on the image of five dimensions, salient, social, potency, evaluate and dynamics while hair colors effected on salients, social and potency dimensions. The most significant interaction effect between hair color and lengths were existed on the salient image: For the longer haired males, the color effects became less evident then normal to shorten haired males and it can be concluded that when two salient cues were combined one cue's effect became discounted.

TangibleScreen : Enhancing Interactivity through Object-centric Projection (TangibleScreen 객체중심 프로젝션을 통한 상호작용성 향상)

  • Shin, Seon-Hyung;Kim, Joung-Hyun Gerard
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.1
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    • pp.19-27
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    • 2003
  • Most interaction schemes in virtual environment are indirect in one way or another. ln particular, without a haptic device (which introduces its own problems due to its cumbersomeness), users must rely on visual (or/and aural) feedback, and can not directly appreciate the 3Dness of the interaction object even with stereoscopy. This causes a drop in object presence because people are used to, for instance, observing objects in one's hand, rotating and manipulating them with physical contact. To alleviate this problem, this paper proposes a hand-held cubic screen, named TangibleScreen, on which the appearance of the target interaction object is projected. We choose the Relief Texture Mapping as the rendering method to correctly generate the viewer dependent textures to be projected on the non-planar surfaces of the TangibleScreen.

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The Effect of Body Cathexis on the Clothing Behavior - among Male and Female College Students - (신체만족도에 따른 의복행동에 대한 연구 - 남녀 대학생을 중심으로 -)

  • 임경복
    • The Research Journal of the Costume Culture
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    • v.5 no.2
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    • pp.195-205
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    • 1997
  • The purpose of this study was to identify the effect of genderand body cathexis on clothing behavior (interest in clothing and clothing satisfaction/dissatisfaction). The questionnaire were administered to 395 college students living in Jechon. Data were analyzed by frequency, factor analysis, t-test, ANOVA, two-way ANOVA, Duncan's Multiple Range Test and Pearson's Correlation. The results of this study were as follows : 1) body-cathexis was higher in men than women. In general, students were more satisfied with upper body parts than lower body parts. 2) There was no relationship between interest in cloghing and body-cathexis. But woman showed more interest in clothing than man, therefore sex showed main effect. And there was interaction between sex and body-cathexis on interest in clothing. 3) Clothing satisfaction was devided into aesthetic/economical/practical factors. Among three satisfaction factors, body cathexis has the main effect in economic factor, and there was no interaction. But in aesthetic factor, gender and body-cathexis showed interaction and body-cathexis showed main effect.

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The Effect of Perceptual and Evaluative Self-Concept on the Clothing Behavior - Based on College Students' Shopping Motivation, Clothing Interest and Clothing Satisfaction- (인지적.평가적 자아개념이 의복행동에 미치는 영향 -남녀대학생의 쇼핑동기, 의복관심, 의복만족도를 중심으로-)

  • 임경복
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.4
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    • pp.740-749
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    • 1997
  • The purpose of this study was to identify the effects of perceptual self-concept and evaluative self-concept (self-esteem) on the clothing behavior of college students. The subjects of this study were college students who were attended in Semyung University. For statistical analysis, factor analysis, 1-test, Pearson's correlation and two-way ANOVA were used. The results of this study were as follows: 1. Male students showed higher evaluative self.concept than female students. 2. Shopping motivation was varied according to self-concept especially in male students. And in fashion pursuit factor, sex and self-concept had the main effect and concurrently there was interaction. 3. Clothing interest was varied according to self-concept. About fashion interest, sex had the main effect and sex and self-concept showed the interaction. 4. Clothing satisfaction was changed according to self-concept. Self-concept showed the main effect in fashionable factor and practical factor, and sex and self-concept had interaction in fashionable factor.

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HisCoM-GGI: Software for Hierarchical Structural Component Analysis of Gene-Gene Interactions

  • Choi, Sungkyoung;Lee, Sungyoung;Park, Taesung
    • Genomics & Informatics
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    • v.16 no.4
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    • pp.38.1-38.3
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    • 2018
  • Gene-gene interaction (GGI) analysis is known to play an important role in explaining missing heritability. Many previous studies have already proposed software to analyze GGI, but most methods focus on a binary phenotype in a case-control design. In this study, we developed "Hierarchical structural CoMponent analysis of Gene-Gene Interactions" (HisCoM-GGI) software for GGI analysis with a continuous phenotype. The HisCoM-GGI method considers hierarchical structural relationships between genes and single nucleotide polymorphisms (SNPs), enabling both gene-level and SNP-level interaction analysis in a single model. Furthermore, this software accepts various types of genomic data and supports data management and multithreading to improve the efficiency of genome-wide association study data analysis. We expect that HisCoM-GGI software will provide advanced accessibility to researchers in genetic interaction studies and a more effective way to understand biological mechanisms of complex diseases.

New Yeast Cell-Based Assay System for Screening Histone Deacetylase 1 Complex Disruptor

  • Jeon, Kwon-Ho;Kim, Min-Jung;Kim, Seung-Young
    • Journal of Microbiology and Biotechnology
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    • v.12 no.2
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    • pp.286-291
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    • 2002
  • Histone deacetylase I (HDAC1) works as one of the components in a nucleosome remodeling (NuRD) complex that consists of several proteins, including metastasis-associated protein 1 (MTA1). Since the protein-protein interaction of HDAC1 and MTA1 would appear to be important for both the integrity and functionality of the HDAC1 complex, the interruption of the HDAC1 and MTA1 interaction may be an efficient way to regulate the biological function of the HDAC1 complex. Based on this idea, a yeast two-hybrid system was constructed with HDAC1 and MTA1 expressing vectors in the DNA binding and activation domains, respectively. To verify the efficiency of the assay system, 3,500 microbial metabolite libraries were tested using the paper disc method, and KB0699 was found to inhibit the HDAC1 and MTA1 interaction without any toxicity to the wild-type yeast. Furthermore, KB0699 blocked the interaction of HDAC1 and MTA1 in an in vitro GST pull down assay and induced morphological changes in B16/BL6 melanoma cells, indicating the interruption of the HDAC1 complex function. Accordingly, these results demonstrated that the yeast assay strain developed in this study could be a valuable tool for the isolation of a HDAC1 complex disruptor.

The Effect of Marketing Activities to Apparel Brand Online Community on Interaction of Apparel Brand Community (의류 브랜드 커뮤니티에 대한 마케팅 활동이 커뮤니티의 상호작용성 증대에 미치는 영향)

  • Hong, Hee-Sook;Kim, Gi-Euk
    • Fashion & Textile Research Journal
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    • v.8 no.3
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    • pp.286-294
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    • 2006
  • The purpose of this study was to identify the effect of marketing activities to apparel brand community on interaction of the community. Subjects of 317 members for 9 selected apparel communities responded the questionnaire in the home-page or in the attached file. Data were analyzed by exploratory factor analysis, one-way ANOVA, scheffe-test. The results were as follows: Significant differences among three community groups classified based on the levels of interactions(interaction of company to members and interaction among members) were found in several types of marketing activities(award to activities, added services, conveyance of community's purpose and acceptance of negative responses) to apparel brand community. These types of marketing activities were operated in communities with high level interactions higher than in communities with low level interactions. Therefore, marketers need to operate these types of community marketing activities to increase interactions which can contribute members' satisfaction of interest, transaction and relationship needs through apparel brand online community.

Testing on the Existence of Interaction Effects in $3^t$ Resolution IV Factorial Experiments (Resolution IV $3^t$요인실험법에서 교호작용 효과의 존재에 대한 검정 방법 연구)

  • 김상익
    • Journal of Korean Society for Quality Management
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    • v.28 no.3
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    • pp.59-67
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    • 2000
  • In analysis of resolution IV fractional factorial experiments, the main effects only are analyzed, even though we can get some useful information on the confounded 2-factor interactions. In this paper, we introduce an exploiting method of the confounded structure of interactions, especially for the near minimal resolution IV 3$^{t}$ fractional factorial designs developed by Anderson and Thomas (1979). Moreover, in this paper the application way of the proposed method is also discussed by analyzing some simulated data.

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SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.