• Title/Summary/Keyword: tactile preference

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Study of Patterns According to Changes in Shoulder Angle in Drop Shoulder Sleeves (드롭숄더 슬리브의 어깨각도 변화에 따른 패턴 연구)

  • Ha-Eun Lee; Eun-Hye Lee;Jeong-Woo Choi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.15-32
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    • 2024
  • Modern fashion manifests in forms that mirror the diverse lifestyles and personalities of consumers. It transcends mere aesthetic designs and embodyies practicality. There is a preference for comfortable, highly functional attire, leaning towards easy wear. Casual wear, in particular, embraces a sense of freedom not found in standard business attire. It seeks a comfortable, natural silhouette through tactile fabrics rather than sportswear. Loose, drop shoulder sleeves enhance comfort and mobility and often become key elements in casual wear designs. Given that clothing must balance aesthetics with functionality, especially across various activities, it is natural to prioritize functional design. Research on patterns suited for dynamic conditions is imperative. The rise of drop shoulder styles necessitates the development of corresponding sleeve patterns. It is crucial to differentiate pattern drafting methods due to the resulting silhouette variations. This study aims to categorize drop shoulder pattern drafting techniques based on shoulder extension and angle dimensions. Each method will be examined, and drop shoulder sleeve patterns and wear forms will be studied using a 3D virtual system. This research holds significance in providing valuable insights and foundational data for designing diverse drop shoulder sleeve patterns, contributing to their practical development and advancement.

An Ergonomic Shape Design for Automotive Push-Return Switches

  • Choi, Daewon;Ban, Kimin;Choe, Jaeho;Jung, Eui S.
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.1
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    • pp.9-21
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    • 2017
  • Objective: The objective of this study is to understand the effect of angle and curvature of push-return switches, which are external factors in the operation environment inside the cars, on the feel of operation and to propose optimum alternatives. Background: Customers' needs for products are changing from functional and performance aspects to customer-led type where customers can reflect on their needs on the products. The operation inside cars is executed by HMI. The push-return switch is utilized as the most intuitive mode of HMI; therefore, this push-return switch, which is widely used, has to be developed by assessing the preference and satisfaction of the customer. Method: The angle and curvatures, which are external factors that affect the feel of operation, are drawn through surveying the preceding research literatures. The stages to construct alternatives in experiments are as follows: (1) the tactile switch is replaced after dismantling the switch assembly to evaluate the internal characteristics proposed by preceding researches, (2) a drawing is prepared by using a design software, is printed using 3D printer, and then it is attached on the switch assembly, and (3) evaluation for satisfaction of operation is carried out by using a driving simulator. Results: Both the angle and curvature that are external factors of switch significantly affect the feel of operation. However, interaction between the two factors is found insignificant. Therefore, an optimum alternative is proposed considering the experimental outcomes. Conclusion: This study evaluates the satisfaction in operation that affects the feel of operation environment inside the cars. Based on the study results, a guideline for switch design in the center fascia is proposed. Application: This study is expected to be used as basic data for designing automotive switches, as well as switches in the industries similar with the operation environments of cars.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

The Effect of Group Occupational Therapy based on Sensory-Motor Centered Convergence Activities on Self-regulation and Executive Function of Maladapted Children in First Grade Elementary School: A Case Study (감각-운동 중심의 융합 활동을 기초로 한 그룹 작업치료가 초등학교 1학년 부적응아동의 자기조절능력과 실행능력에 미치는 영향: 사례연구)

  • Cho, Sun Young
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.67-75
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    • 2021
  • The purpose of this study was to investigate the effect of sensory-motor centered group occupational therapy program on self-regulation and executive function in first grade elementary school maladjusted children. It is a case study through pre-post design with a total of 3 subjects. A pre-and post-test was conducted to determine the change in Self-Control Rating Scale and to find out the execution function by Bruininks-Oseretasky Test of Motor Proficiency. The sensory-motor centered group occupational therapy program performed movement activities based on vestibular sensation, proprioception, and tactile sensation, and the task was selected by investigating the child's preference for activity. As a result, subjects 1 and 2 children showed improved self-regulation and executive function. Based on the results of this study, it is considered that the group-centered sensory-motor program can be provided to children who show maladjustment in school by linking the educational field and clinical practice.

Video Classification Based on Viewer Acceptability of Olfactory Information and Suggestion for Reality Improvement (시청자의 후각정보 수용 특성에 따른 영상분류와 실감증대를 위한 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.16 no.2
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    • pp.207-220
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    • 2013
  • For video reality improvement, there has been much advancement in the methods of providing visual, auditory, and tactile information. On the other hand, there is little research on olfaction for video reality because it is difficult to define and knotty to manipulate. As a first step for video reality improvement using olfactory information, this research investigated users' acceptability of smell when they watch videos of various kinds and then classified the video clips based on their acceptability of different criteria. To do so, we first selected three questions of whether the scene in the video appears to have an odor (odor presence), whether a matching odor is likely to improve a sense of reality (effect on sense of reality), and whether s/he would like a matching odor to be present (preference for the matching odor). Then after collecting 51 video clips of various genres that would receive either high or low ratings for the questions above, we had participants to watch the videos and rate them for the above three questions on 7-point scale. For video classification, we paired each two questions to construct 2D space to draw scatterplot of video clips where the scales of the two questions represent X or Y axis. Clusters of video clips that locate at different quadrants of the 2D space would provide important insights in providing olfactory information for video reality improvement.

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