• Title/Summary/Keyword: perceptive

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The Study of Perception and Preferences on Dasik of the Old People in Busan (부산지역 노인시장의 다식 인지도 및 다식 선호도에 관한 연구)

  • Kim, Jung-Suk;Jeong, Jin-Woo;Jeong, Yeon-Kook
    • Culinary science and hospitality research
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    • v.11 no.3 s.26
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    • pp.138-150
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    • 2005
  • This study has been subjected to improve the accessibility of the public to Dasik and chance of merchandising it by investigating the statistical characteristics, perceptive trend and preferences on Dasik of the old people in Busan. Briefly, the results of positive analysis are as follows. The perceptive trend of Dasik was influenced by the distinction of sex, an occupation educational condition and the average monthly income. And finally, the preferences of Dasik was influenced by the perceptive trend. According to the results, some merchandising strategies of Dasik were suggested.

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An Analysis of the Interaction of Perceptive, Cognitive, and Metacognitive Activities on the Middleschool Students' Modeling Activity (모델링 과정에서 지각적, 인지적, 메타인지적 활동의 상호작용에 관한 사례연구)

  • 신은주;이종희
    • School Mathematics
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    • v.6 no.2
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    • pp.153-179
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    • 2004
  • In this article, we classify the middleschool students' mathematical modeling activities with three types as following: perceptive activity, cognitive activity, and metacognitive activity. And we research model development process through the interaction of perceptive, cognitive, and metacognitive activities. We report three results of our case study as following: First, students understanded the context of the modeling tasks on the base of their own experience and constructed the tasks with perceptive activity operating tool. Second, students developed various models with reorganizing cognitive activity which think and reason about perceptive activity-based model. Third, students were able to create generalizable and reusable models through metacognitive activities. This study revealed that the possible contribution of modeling activity as following. Students are able to understand abstractive mathematical knowledge as connecting between realistic activity and abstractive activity.

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A study on Appreciation and Perceptive Structure of "Keijeok" (Amenity) image ("쾌적" 이미지의 평가 및 인식구조에 관한 연구)

  • Yang, Jin Woo;Roh, Kyong Joon;Ahn, Jung Hyun
    • Journal of Environmental Impact Assessment
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    • v.8 no.1
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    • pp.61-70
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    • 1999
  • The purpose of this study is to understand an appreciation and a perceptive structure of "keijeok" image by Semantic Differential Technique and Factor Analysis. The data used in this study was obtained by the questionnaire survey carried out in Pusan metropolitan city. 15 adjective pairs in the survey were evaluated by the Semantic Differential scales graded 7 ranges from 1(very good) to 7(very bad). A total of 452 samples were collected by the survey and analyzed for this study. The results are as follows; First, 15 variables comprehended to "keijeok" image were estimated as a positive conception(LT 4.0). What's more, residents may perceive "keijeok" image as intangible and aesthetic aspect such as "fresh", "pleasant", "clean". Second, the result of factor analysis shows that factor I which express the major conceptual meaning of "keijeok" image tends to have intangible or aesthetic adjective pairs rather than concrete, whereas factor II which has the weaker meaning compared with factor I may represent a functional aspect of "keijeok" image. It can explain that the perceptive structure of "keijeok" image may be largely influenced by subjective sense, then added or concreted with objective conception or environmental situation. The results can be considered as an important matter which should be reflected at the stage of environmental planning for people's amiable and desirable place.

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An Analysis of the Activities Operating a Tool in Model Development Process (모델 개발 과정에서 도구를 조작하는 활동 분석)

  • Shin Eun Ju;Lee Chong Hee
    • School Mathematics
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    • v.6 no.4
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    • pp.389-409
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    • 2004
  • This article presents a case study in which three middle school students developed models in modeling activity using a tool. We research the interaction of model development process and the activities operating a tool in the modeling. And we investigate whether students are able to create generalizable model, after a tool mediates students' thought process and students internalize the perceptive activity operating a tool. The analysis of our case study led to three results. First, as students were able to integrate perceptive activity operating a tool and cognitive activity, they reasoned about the relationships among changing quantities and developed the model. Second, students corrected and refined developed models with reflecting the perceptive activity operating a tool. Third, as students internalized perceptive activity, students were able to create generalizable model, which is a graph of height as a function of the amount of water that's in the beaker.

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Fun of Animation-on the Correlation among the Perceptive fun, the Cognitive fun and the Psychological fun (애니메이션의 재미 - 감각적 재미, 인지적 재미, 심리적 재미의 상관관계)

  • Sung, Re-A
    • Cartoon and Animation Studies
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    • s.33
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    • pp.99-126
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    • 2013
  • This study is meant to be seeing how fun of animation works by reviewing it theoretically and coordinating it to suggest the structure which integrates fun of animation and validates the proposed fun model. After reviewing fun theoretically, the fun of animation could be able to coordinate that fun of animation is consist of perceptive fun, cognitive fun, and psychological fun. Perceptive fun is induced by visual, auditory and other sensory information and it is directly affected the image, sound, and movement. Cognitive fun can be obtained by reasoning and interpretation to mobilize their knowledge with sensuously perceived stimulation and it is directly affected the story. Psychological fun occurs when the audience see the animation. The psychological fun is the psychological emotional state when the audience watches animation by relieving psychological congestion. It consists of fun of unfamiliarity or identification. By suggesting research model and validating it how the perceptive fun, cognitive fun, and psychological fun affects each other, perceptive fun enhances cognitive fun and psychological fun. Although cognitive fun enhances psychological fun, cognitive fun enhances psychological fun twice than perceptive fun. Also when perceptive fun affects psychological fun, cognitive fun shows the indirect effect as a parameter. In conclusion, perceptive fun affects psychological fun directly and be enhanced through cognitive fun. Fun of animation can be experienced when perceptive fun caused by accepting sensory information of animation instantly, cognitive fun caused by interpretation and understanding sensory information of animation, and psychological fun caused by relieving psychological identity through recognition fuses and acts as one. An animation emphasized a certain element is difficult to be loved by the audience. In this reason, an harmonical combination among the elements of story, image, sound and movement are important to combinate harmoniously for a successful animation to make the audiences fun by arising funny emotions.

Perceptually Correct Haptic Rendering of Surface Topography with Nonuniform Stiffness (비균일 강도를 가진 물체 표면의 인지적으로 정확한 햅틱 렌더링)

  • Cheon, Jae-Young;Choi, Seung-Moon;Kim, Gerard Joung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.203-209
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    • 2006
  • 햅틱 렌더링이 발전함에 따라서 촉감을 통하여 사용자에게 전달하려고 하는 가상 물체의 성질도 다양해 지고 있다. 이 논문은 균일하지 않은 강도(Stiffness)를 가지는 가상 물체를 기존의 페널티 기반 알고리즘(Penalty-based algorithms)을 사용하여 렌더링하는 경우 물체 표면의 모양(Topography)이 사용된 모델과 달리 왜곡되어 인지되는 현상을 해결하기 위한 햅틱 렌더링 알고리즘에 관한 연구를 보고한다. 첫 번째로 저자의 선행 연구인 힘 유지 가설(Force Constancy Hypothesis) - 사용자가 물체 표면의 모양을 획득하기 위해 물체를 만질 때 일정한 크기의 접촉 힘을 유지한다 - 을 소개한다. 다음으로 힘 유지 가설에 기반한 물체의 모양 및 강도를 왜곡 없이 정확하게 렌더링하는 알고리즘을 제안하고 폴리곤 모델에 적용하는 방법을 설명한다. 마지막으로 실험을 통하여 개발된 알고리즘의 성능을 입증한다.

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Research on Analytical Method of fun Generating Factor of Product (제품에서 Fun감성이 유발되는 요인의 분석방법에 관한 연구)

  • 강정원
    • Archives of design research
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    • v.16 no.3
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    • pp.221-230
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    • 2003
  • In product design, many designers incorporate psychological aspects to express the "fun" factor. If so, is it possible to apply the fun inducing mechanism utilized in psychology to product design and are there any problems in the application\ulcorner Psychology defines the sense of fun as the result of relief to a situation that causes a mental accumulation through the discovery of a due. The psychological extraction of fun inducing mechanism tends to lean too much to the cognitive aspect. Therefore, when dealing with product design, psychology's particular disposition is inadequate in explaining the important perceptive factor of fun. This study hypothesizes that perceptive aspect of should be induced along with the cognitive aspect in order to rationalize fun in product design. In order to understand the perception of fun, this study will introduce the amusement aspect within Kitsch products. Methods of developing a humorous form will be studied and these methods will be applicable to perceptive aspects. This paper hypothesizes that through the theoretical basis of internal characteristic of cognitive factors and external characteristic of perceptive factors, the mechanism of fun can be determined.etermined.

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Physical Activities Using Korean Dance and Motor Ability in Young Children (한국무용을 활용한 신체활동과 유아의 운동능력)

  • Choi, Ji Yeon;Lee, Julie
    • Korean Journal of Child Studies
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    • v.33 no.6
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    • pp.21-34
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    • 2012
  • This study examined the effects of physical activities using Korean dance upon the motor abilities of young children. The subjects of this study were divided into 2 groups. The first group was an experimental group (boy=12, girl=13) who participated in the Korean dance class and the other group was a comparative group (boy=11, girl=14). Experiments were performed during 18 sessions for 9 weeks. The study findings are as follows. First, physical activities using Korean dance had positive effects upon the development of basic motor abilities in young children. In terms of these basic motor abilities, movement motor ability and whole muscle operation motor ability showed significant differences between the pre-test and post-test stage in the experiment group and between the experimental and comparative groups in the post-test stage. On the other hand, in terms of non-movement motor abilities, there was a significant difference between the pre- and post-test stages for the experimental group, but no significant difference in the post-test stage for the experimental or comparative groups. Second, physical activities using Korean dance had positive effects upon the development of perceptive motor abilities in young children. In other words, in the sub-variables of perceptive motor abilities, there were significant differences between the pre- and post-test stages of the experimental group which experienced physical activities using Korean dance. In conclusion, the study findings showed that physical activities using Korean dance had positive effects upon the increase of both basic motor abilities and perceptive motor abilities in young children. Additionally, the experimental group exhibited more positive effects in the various areas of motor abilities than the comparative group.

The Effects of Socio-cultural Attitudes Toward Appearance, Self-Esteem, and the Perception of Physical Attractiveness on Behaviors of Facial and Hair Care (외모에 대한 사회문화적 태도, 자아존중감, 신체매력 지각이 얼굴 및 헤어관리행동에 미치는 영향)

  • Hwang, Yun-Jung;Yoo, Tai-Soon
    • Journal of the Korean Society of Costume
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    • v.58 no.6
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    • pp.85-95
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    • 2008
  • The purpose of this study is to research appearance management behaviors through their interests in appearance and the degree of their management among the undergraduates to research the effects of sociocultural attitudes toward appearance, self-esteem, and perceptive physical attractiveness on their face and hair management behaviors and to provide the effective data to form the marketing strategies for the beauty and fashion markets for the undergraduates. Total 900 questionnaires were distributed to the female/male undergraduates students in Daegu and Gyungbuk. 873 questionnaires out of 900 were collected and 825 questionnaires were selected as the final objects of this study. Frequency analysis, factor analysis, and Cronbach a were used to analyze the data using SPSS 12.0 statistics program. To examine the effects among variables, univariate analysis of variance and multiple regression analysis were conducted. The followings are the findings of analyzing and considering the research results through statistically processing each variable and those of the existing researches. 1. In terms of face management behaviors, internalization and awareness as sociocultural attitudes and social physical attractiveness among physical attractiveness perceptive showed positive effects. 2. In hair management behaviors, social physical and personal physical attractiveness out of physical attractiveness perceptive seemed to have positive effects.

Development of the VR Simulation System for the Study of Driver's Perceptive Response (운전자 인지반응 연구를 위한 VR 시뮬레이션 시스템 개발)

  • Jang, Suk;Kwon, Seong-Jin;Chun, Jee-Hoon;Cho, Ki-Yong;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.13 no.2
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    • pp.149-156
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    • 2005
  • In this paper, the VR(Virtual Reality) simulation system is developed to analyze driver's perceptive response on the ASV(Advanced Safety Vehicle). The ASV is the vehicle of next generation equipped with various warning systems. For the purpose, the VR simulation system consists of VR database, vehicle dynamic model, graphic/sound system, and driving system. The VR database which generates 3D graphic and sound information is organized for the driving reality. Mathematical models of vehicle dynamic analysis are constructed to represent the dynamic behavior of a vehicle. The driving system and the graphic/sound system provide a driver with the operation of a vehicle and the feedback of a driving situation. Also, the real-time simulation algorithm synchronizes the vehicle dynamic model with the VR database. To check the validity of the developed system, a simple scenario is applied to investigate driver's perceptive response time and vehicle acceleration on an emergency situation. It is confirmed that the proposed system is useful and helpful to design the FVCWS(Forward Vehicle Collision Warning System).