• Title/Summary/Keyword: 놀이복

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Design Development for Toddler's Playwear (유아(幼兒)의 놀이복 디자인 개발 연구)

  • Lee, Youn-Hee;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.8
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    • pp.1227-1240
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    • 2009
  • This study examines the actual conditions of toddler playwear preference survey for design and function. The study develops proper indoor and outdoor playwear for toddlers based on the analysis. A survey of 200 parents with toddlers between 2 and 6 years old and 120 teachers was conducted to find the conditions and needs for playwear along with the necessary design elements. Second, 6 designs including 3 designs for indoor playwear and 3 designs for outdoor playwear were made. These designs emphasized on soil contamination part, color, pattern, form, material, detail, and fasteners. Art play and cooking play are considered for indoor playwear and ways to decrease contamination on sleeve hem, elbow, chest, and knee were determined through the use of yellow, green, and blue colors. Applying a character and separate top with sleeves were determined. Light with breathable and waterproof fabric was determined. The correct amount of Velcro fasteners or buttons was determined for front fastening in addition a pocket was considered necessary as a detail part. The common design for both boys and girls along with a proper design for diverse play were determined. For outdoor playwear, water play, sand play, movement play, and ecology experience are considered and ways to decease contamination on hip, sleeve hem, and knee should be applied to the design as determined through the use of yellow, green, blue, and red colors. The demands for pattern, form, material, and details were similar to indoor playwear. Zipper and buttons for front fastening were determined. These final 6 playwear designs are presented using CAD WALK DESIGNWARE.

Research on the Costume for the Folk Festivals of Chilseok-dong (칠석동 민속축제복식에 관한 연구)

  • Kim, Eun-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.12
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    • pp.1397-1404
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    • 2003
  • 2002년 월드컵 전야제에서는 한국문화를 소개해 세계인의 환호를 받았는데 그 중에는 칠석동 민속축제인 고싸움놀이가 펼쳐졌다. 칠석동 민속축제는 일반 서민복식의 전통복 형태를 보여주는 복식(服飾)을 실제 착용하고 축제를 행하고 있으므로, 점차 사라져 가는 전통복식을 놀이문화를 통해 직접 확인할 수 있다는 점에서 연구가치를 갖는다. 본 연구의 목적은 국제화 시대에 우리 전통문화에 대한 정체성 확립을 위해 시대적 변화에 따라 변해 가는 민속복식을 무형문화재로 지정되어 있는 칠석동 고싸움놀이를 중심으로 시대적 흐름을 통한 고싸움놀이의 전수과정에서 형성되어 온 민속축제복식의 구성과 특성을 살펴보는데 있다. 연구방법은 광주지역인 광산구 칠석동 마을을 중심으로 자료조사와 현장조사를 병행하였다. 자료조사는 민속에 관련된 전공서적과 무형문화재 조사보고서, 행사팜플렛 등을 참고하였고, 현장조사는 고싸움 축제에 참가하여 복식 전반에 대한사진촬영과 마을축제 참여하는 마을사람들을 중심으로 축제복식에 관한 면담조사를 하였다. 칠석동 고싸움 축제복식은 행사가 진행되는 내용에 따라 크게 4가지로 분류할 수 있는데 본격적인 고싸움이 시작되기 전날 밤에 당산나무에 제를 지내는 당산제 복식, 마을의 평안과 고싸움의 흥을 돋우기 위한 농악복식, 고싸움이 시작되기 전에 아낙네들이 손과 손을 맞잡고 둥글게 돌며 화합을 다짐하는 강강수월래 복식, 한해 풍년을 기원하는 고싸움복식이 있다. 칠석동 고싸움 축제복식의 특성을 요약하면 다음과 같다. 첫째, 구성면에서는 농경제의(農耕祭衣)와 안택축원(安宅祝願的)을 기원하는 민속놀이축제복식으로 일상생활에 착용하는 복식을 이용한 농경 의례복의 다(多)기능성이 강조된 것으로 나타났다. 둘째, 색상은 우리조상의 백의(白衣)의 상징인 일상복인 백색 위에 오방색을 사용하여 화려하고도 강렬한 원색의 색상조화가 특징적으로 나타났다. 셋째, 형태면에서는 양쪽어깨와 허리선의 면 분할이나 비례를 통해 허리부분의 동작에 따른 유동적인 선이 부각되고 있다. 특히, 평면구성의 단조로움은 흔들리는 몸동작에 따른 고름의 율동미와 축제복식의 착장 방법에 따른 한국복식의 형태미를 보여주었다.

A Study for the Improvement of the Nursery Active-wear Uniform -By Characters based on Children's Folklore Plays- (어린이집 활동복 개발 연구 -아동 민속놀이 캐릭터를 활용하여-)

  • Moon, Myeng Ok;Lee, Jin Suk;Um, Jung Ok
    • Fashion & Textile Research Journal
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    • v.15 no.3
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    • pp.347-357
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    • 2013
  • The nursery active-wear uniform designs of Internet shopping malls are simple and similar; however, the latest children's wear trends (mostly composed of training jumpers and pants) do not reflect these qualities. Children's folklore plays (widely used in child education) have an instructive value for the emotional and intellectual development of a child. Nursery active-wear uniform designs applied to children's folklore's plays could be positive for the emotional development and specialized cultural education of children. We designed three nursery active-wear uniforms with three different design concepts (casual, semi-formal and sporty) regardless of sex. The main color of the three nursery active-wear uniforms was yellow. We used three different chroma and values of yellow through three design concepts: Design I of a nursery active-wear uniform (a training suit style with a good activity), Design II of a nursery active-wear uniform (a semi suit style), and Design III of a nursery active-wear uniform (a sportswear style that reflected a sport wear trend). We expressed children's folklore plays in the pattern of a nursery active-wear uniform. The pattern was characterized as a pair of bears flying kites. This pattern was utilized in three nursery active-wear uniforms with the logo and name of the nursery. We modified the designs of active-wear nursery uniforms based on an evaluation of 33 special panels. We made three nursery active-wear uniforms for five-year olds.

The Influence of Parent's Play Participation and Children's Friendly Play Initiative on Children's Executive Function: Focusing on the Mediating Effect of Children's Play Flow (부모 놀이참여와 유아의 친화적 놀이주도성이 유아의 실행기능에 미치는 영향: 유아 놀이몰입의 매개효과를 중심으로)

  • Sooyoung, Byun;Jiyoung, Lim
    • Korean Journal of Childcare and Education
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    • v.18 no.6
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    • pp.37-57
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    • 2022
  • Objective: The purpose of this study was to investigate whether parent's play participation and children's friendly play initiative affect children's executive function through children's play flow. Methods: The survey was conducted on 376 children between the age of 3 and 5 their parents in Daegu city and Gyeonsang province. Data were collected through the questionnaires and analyzed using descriptive statistics, independent sample t-test, one-way ANOVA, Pearson correlation analysis, and path analysis with SPSS 25.0 and AMOS 23.0 programs. Results: The major results were as follows. First, There were significant differences in parent's play participation, children's friendly play initiative, children's play flow, and executive function according to the children's age and family income. Second, parent's play participation and children's friendly play initiative indirectly affected children's executive function through children's play flow. Conclusion/Implications: This study highlights how children's play affects executive function. Also, the findings of this study will contribute to designing various programs that can promote parent's play participation, children's friendly play initiative, and play flow, which affects the children's executive function.

병충해방제 차원에서 적극추진 - 들쥐로 인한 식량의 피해를 없애자!

  • 남영락
    • The Bimonthly Magazine for Agrochemicals and Plant Protection
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    • v.5 no.5
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    • pp.12-15
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    • 1984
  • 쥐는 옛부터 인류와 역사를 같이 하면서 사람에게 도움을 주었다는 일화도 많지만 사람들이 먹을 양식을 없애는 등 인간을 괴롭혀온 존재이기도 하다. 그래서인지 옛풍습에도 쥐를 잡아 없애기 위해 음력 정월 첫번째 자일(子日)에 농가에서는 ''쥐복이''라 하여 쥐를 복아 죽인다는 뜻으로 콩을 볶는 풍습이 있는가 하면, 정월 보름에는 쥐를 쫓는 뜻에서 쥐불놀이를 하여 논밭두렁에 불을 지르고 고함을 질러 쥐가 놀래 멀리 도망치게 하는 풍습도 있는 것이다. 이런 옛풍습을 보더라도 쥐를 없애기에 무던히도 고심하였던 것이 역력히 나타나며 우리 생활에 얼마나 많은 피해를 주었는지 재삼 말하지 않아도 알 수 있을 것이다.

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Design and Implementation of a Contents Recommendation System in Mobile Environments (모바일 환경에서 콘텐츠 추천 시스템 설계 및 구현)

  • Lee, Nak-Gyu;Pi, Jun-Il;Park, Jun-Ho;Bok, Kyoung-Soo;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.40-51
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    • 2011
  • The key issues of recommendation systems provide the contents satisfying the interests of users for the huge amounts of contents over internet. The existing recommendation system use the algorithms considering the users' profiles and context information to enhance the exactness of a recommendation. However, the existing recommendation system can't satisfy the requirements of service providers because the business models of service providers is not considered. In this paper, we propose the mobile recommendation system using the composite contexts and the recommendation weights applying the business model of service providers. The proposed system retrieves the contents of the contents providers using composite context information and apply the recommendation weights to recommend the suitable contents for the business models of service providers. Therefore, we provide the contents satisfying the consumption value of users and the business models of service providers to mobile users.

The Comparison of the Traditional Boardgames and Their Improvement scheme - Focused on Chinese Chess Game (중외전통보드게임의 비교 및 개선방안 -중국 장기게임을 중심으로)

  • Li, Xuanxin;Lee, Wan-Bok;Kyung, Ryuyung-Pyo;Lee, Dong-Lyeor;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.669-677
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    • 2013
  • Traditional Chinese Boardgame as the Chinese national traditional culture has experienced thousands of years. But the rules of the game did not change. Since today, the game mainly concentrated in the old age. In recent years also born some Chinese chess improvement scheme, they changed chessboard shape, the user number, chess rules and so on, but did not pop up. This paper is the development of the Chinese chess, improvement plan to do a survey, and with the game interesting elements as the center is analyzed.

Toy Library Rental and Return Systems Based on Web (웹을 기반으로 한 장난감 도서관 대여 및 반납 시스템)

  • Kim, Eunkyeong;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.172-183
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    • 2019
  • Modern society has a tendency to raise fewer children. As a result, parents became more interested in their children's creative ways of thinking and began to look for new ways of teaching. The child care support center expects a positive effect by lending various toys and books to improve the physical, emotional and social characteristics of children and to help reduce household burden on parents. In this paper, we design and implement a rental return system to effectively utilize a toy library operated by the child care support center. The proposed system makes it easy for any user to search for items in any branch operated by the Child Care Support Center and to manage loan return records. The administrator can manage data such as loans, returns, and past due from the rental return processing system, and effectively operate the child care support center through statistics of data generated. Children are expected to be given a variety of entertainment cultures and cultural benefits to their families to ease the burden of parenting.

Bioequivalence of Tylicol ER Tablet to Tylenol® ER Tablet (Acetaminophen 650 mg) (타이레놀이알서방정(아세트아미노핀 650 mg)에 대한 타이리콜이알정의 생물학적동등성)

  • Kang, Hyun-Ah;Kim, Dong-Ho;Park, Sun-Ae;Yun, Hwa;Kim, Kyung-Ran;Park, Eun-Ja;Cho, Hea-Yeong;Lee, Yong-Bok
    • Journal of Pharmaceutical Investigation
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    • v.36 no.3
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    • pp.201-207
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    • 2006
  • Acetaminophen (paracetamol), a para-aminophenol derivative, has analgesic and antipyretic properties and weak anti-inflammatory activity. The purpose of the present study was to evaluate the bioequivalence of two acetaminophen tablets, $Tylenol^{\circledR}$ ER (Janssen Korea Ltd.) and Tylicol ER (Hana Pharmaceutical Co., Ltd.), according to the guidelines of the Korea Food and Drug Administration (KFDA). The release of acetaminophen from the two acetaminophen formulations in vitro was tested using KP VIll Apparatus II method with pH 1.2 buffer solution. Twenty six healthy male subjects, $22.8{\pm}1.99$ years in age and $65.6{\pm}8.03$ kg in body weight, were divided into two groups and a randomized $2{\times}2$ cross-over study was employed. After a single tablet containing 650 mg as acetaminophen was orally administered, blood samples were taken at predetermined time intervals and the concentrations of acetaminophen in serum were determined using HPLC with UV detector. The dissolution profiles of two formulations were similar in pH 1.2 buffer solution. The pharmacokinetic parameters such as $AUC_t$, $C_{max}$ and $T_{max}$ were calculated and ANOVA test was utilized for the statistical analysis of the parameters using logarithmically transformed $AUC_t$, $C_{max}$ and untransformed $T_{max}$. The results showed that the differences between two formulations based on the reference drug, $Tylenol^{\circledR}$ ER, were 2.84, 1.89 and -1.36% for $AUC_t$, $C_{max}$ and $T_{max}$, respectively. There were no sequence effects between two formulations in these parameters. The 90% confidence intervals using logarithmically transformed data were within the acceptance range of log 0.8 to log 1.25 (e.g., log $0.987{\sim}log$ 1.08 and log $0.944{\sim}log$ 1.17 for $AUC_t$ and $C_{max}$, respectively). Thus, the criteria of the KFDA bioequivalence guideline were satisfied, indicating Tylicol ER tablet was bioequivalent to $Tylenol^{\circledR}$ ER tablet.

Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.