The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.
Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.
Proceedings of the Korean Institute of Navigation and Port Research Conference
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2012.10a
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pp.37-38
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2012
This study intended for Yokohama Minato Mirai21 district in Japan as waterfront, and Korea did an object again in Haeundae on high ground beach, a Jagalchi market. I carried out questionary survey in an object with the three places and investigated human waterside space consciousness to keep that I came and went. I analyzed the waterside space consciousness of the user to see a questionnaire result. It was 78.7% of 237 people, and there was much 'which felt the' sea breeze for the waterside space consciousness most, and 'that' which the 'sea was seen next saw 217 72.1%,' ship appeared by 203 67.4% order. I carried out reclassification for human five senses (sight, hearing, the sense of touch, taste, sense of smell) and activity, seven items such as the existence of the institution by the question contents of 19 about the waterside space consciousness each and grasped the consciousness of the waterfront user. As a result, Haeundae sense of smell was 32.3%, and a Jagalchi market was that sense of smell (26.1%) had an influence on the waterside space consciousness in 32.3% of taste, 21, Minato Mirai, Yokohama district, and sea building on high ground beach appeared.
Despite the declining birth rate and consequent lower children population in Korea in recent years, there has nevertheless been found to be a positive trend in relation to the purchase of toddler and children's wear. This has led toddler and children's wear to pursue sales and marketing strategies. There is especially a growing number of experiential marketing that provide an empirical element, which stimulate con- sumers' emotions, and also create a relationship with a brand. Therefore, this research aims to serve as practical data for the planning and implementation of experiential marketing strategies through the analysis of experiential marketing cases conducted by brands of toddler and children's wear. The study examines the status of the Korean toddler and children's fashion market between 2009 and 2018. The domestic brands of toddler and children's wear were analyzed with the application of Bernd H. Schmitt's five experiential modules. The analysis results first showed that of the five modules, 'feel' held the highest proportion, followed by 'think' and 'act', and lastly 'sense' and 'relate'. Second, the experiential marketing stimulated more than three of the five senses. Third, experiential marketing that provided educational experiences to children was conducted. Fourth, an experience was provided for parents and children to enjoy together. Finally, product promotion and purchase were naturally linked. The study's results have confirmed that toddler and children's wear brands implement experiential marketing strategies, which convey the emotional and cultural experiences shared by parents and children in various ways.
Objectives : In this study, the relationship between Tingling disease(痺證) and Accumulation (積) was examined focusing on the occurrence of Tingling disease and its development into tangible lesion. Methods : Based on related contents in the "Huangdineijing", the process of creation and development of Tingling and its transformation to Accumulation was mainly examined. Results : While Tingling disease is usually caused by the three Qis of Wind-Cold-Dampness, due to its Yin nature there is high tendency of Qi and blood to be blocked and Blood and Fluid-Humor agglomerating into Accumulation. Symptoms of dysaesthesia are merely expressions manifesting in this process. Development into colic accumulation [疝瘕], Gu(蠱), or convulsion[瘛] after Tingling has traveled to the five zang is also related to its transformation into Accumulation. In the case of Tingling disease of the five zang in the "Huangdineijing", it is not a diagnostic category for treatment but actual lesions in the five zang six fu. In other words, in the beginning stages of Tingling disease, some sort of solidification that causes abnormal senses among other symptoms happens, and this solidification starts taking up space within the flesh. If it is not eliminated and persists, it enters into the inner organs and develops Tingling disease of the zangfu. Conclusions : Understanding Tingling disease(痺證) as a presymptom to developing Accumulation, rather than abnormality of sense will enable people to have higher chances in treating tumor.
The purpose of this is to make sure what the scholar of the Choseon thought the object of aesthetics, and which psychological element did they use to clear the center of the aesthetics. In addition, I consider their way to recognize the human's aesthetic point of view. A literary man in Choseon regarded the five senses as an obstacle which interrupted to see the nature of all things. So they set up the spiritual condition as their aesthetic subject, with suppressing the pleasure through five senses. The goal to make one's mind calm was to cause someone's spirit to activate freely. The condition of the calmness was considered as a process of recovering the human's natural spirit, which was connected to the poetic spirit and became the aesthetic subject. Simultaneously, a literary man at that time set up the condition of the calmness as a subject of objective consciousness, and estimated the common things as a objective existence, which led to the result that all the materials of the poem and the poet could be unified. This aesthetic centra put a premium on the senses caused by contacting with all natural things, and adopted the 'Xing' as a method of expression. This 'Xing' is not a sense based upon one's experience, but a sense which is created of itself. The expression method of 'Xing' caused the reader to feel and express, encourage, and sublimate what they feel through the poem, as well as purified reader's mind.
Recently, the concern of aging society is 'Healthy life' for the elderly and pre-elderly. Especially, realizing the 'Healthy life', it is very important for the elderly to establish living environment for holding and maintaining mental depression. Mental depression is related to dysfunction of sensory organ included physical functions. Therefore, the dysfunction of elderly's sensory organ is required to the guideline of environmental planning. In this study, among five senses, I focused visual sense due to the large proportion of environmental perception. The purpose of this study is to analyze the degree of geriatric depression and preference of simulated images applying preferable color for the elderly. This study conducted literature review and questionnaire survey. Firstly, the previous studies related with the melancholy, sense of isolation, self-regard for the elderly analyzed. Secondly, the questionnaire tool measuring the degree of geriatric depression developed. Thirdly, the tool investigating the preference for the simulated images applied main, sub, and accent colors produced. Applied preferable colors were used from the results previous study. Lastly, based on the result, the basic data of color planning were suggested. It was judged that this study is an useful as the basic guideline of color planning for the elderly's residential spaces and the potential value of considering geriatric depression and the color planning in terms of the elderly's visual sense.
Journal of Korea Society of Digital Industry and Information Management
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v.10
no.4
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pp.171-180
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2014
Screen golf may be said as one of the most successful digital contents business along with the game industry. The success of the screen golf is because the high tech virtual reality technology is applied to the business in a way that it can meet the five senses of human and that the user can be absorbed into it. In addition, the interaction and playfulness in the screen golf helps the users to get more involved in the game, thus enhancing its value as one of the entertainments. Especially, this study focuses on its interaction and playfulness, which helped the screen golf succeed as a business because they help people to get more absorbed in the game through the communication and fun. From this point of view, the screen golf can be considered to have the best characteristics by which the users can be motivated to use the screen golf. Now along with the public success of the screen golf, the screen golf is recognized as the core field of digital contents. So, the screen golf needs the approaches and researches from multiple points of views, including culture and arts.
Recently, the demand for utensils related to wine business has been growing from the wine consumers in Korea in order to enjoy flavor of wine more profoundly. This study propose a theory about the five senses that had been issued frequently in wine world attracting an attention of ever-changing food culture. In addition, it is to help sommeliers and devotes to learn the knowledge about the wine. To fully appreciate the different grape varieties and the subtle characteristics of wines, it is essential to have a glass with shape if fine-tuned for the purpose. The shape is responsible for the quality and intensity of the bouquet and the flow of the wine. This study has been performed with Riedel glass that has been appreciated as one of the finest wineglass in the world to investigate the effect of glass to the wine tasting. This study should be followed by further study with other tasting glass such as INAO and Le Taster glass to be generalized. The study is also needed about not only wineglass but wine accessories such as cork-screw, decanting and wine cooler.
This research is based on the environmental psychology model of Albert Mehrabian & JAMES a. Russell. The purpose of this research is to search a method of planning a spatial image improving the degree of access that is audience's dependent response to a display space image of a museum for children. A museum for children is the place for education with experience and its main audience is children and parents. It indicates with a basis of the environmental psychology model that a designer needs to consider the emotional response of children and parents in designing the space. The space design starts from a plan of space image that is delivered to audience through the five senses. Image on the space means visual image as people acquire information mostly through the sense of sight. Visual image consists of shape, the feel of a material, and color that is the most influential factor to the sensibility of audience. Therefore, firstly, this research measures the degree of audience's approach and avoidence on image of display space. In addition, this research suggests the improvement method by analyzing differences on the access of each space and audience based on visual image. Secondly, four factors are extracted through factor analysis based on the result of adjective survey result.
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