• Title/Summary/Keyword: IBP 설문지

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Distribution of the Garment Pressure by Postures (자세 변화에 따른 의복압 분포 현황)

  • Kim, Yang-Weon;Baek, Yoon-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.5
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    • pp.775-781
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    • 2009
  • This study was to investigate the distribution of the garment pressure in daily wearing and in ordinary posture. Ninety-nine college women students majoring the fashion were participated for this study. IBP questionnaire, garment pressure, personal preferring pressure sensations(questionnaire), and subjective garment pressure sensations were measured. There were no significant differences between the data of 2003 and those of 2005. Participants preferred T-shirts and jeans and also preferred slightly fitted style to the loose style. They were classified with the high garment pressure group and the low garment pressure group. Garment pressure from lower garments were usually higher in the high garment pressure group than in the low garment pressure group. There was no significant differences in the upper garments weights between two groups. The lower garments weight of the high garment pressure group showed $533.3{\pm}182.11g/m^2$ and that of the low garment pressure group was $453.4{\pm}181.6g/m^2$. There was a significant difference in the lower garments weight between two groups(p<.01). In a standing posture, there were no significant differences among the distribution of garment pressure. There was a significant garment pressure differences between sitting on a chair and sitting on the floor(p<.001). Participants included in the low garment pressure group felt a higher garment pressure than participants included in the high garment pressure group.

A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.