• Title/Summary/Keyword: 놀이유형

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Analysis on Picture Books and Activity Contents of Book Start Program (북스타트 프로그램의 그림책과 활동내용 분석)

  • Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.972-981
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    • 2014
  • This study intended to analyze picture books and activity contents of Book Start Program targeting infants and preschooler. Target objects were 244 picture books with their activities contained on casebook of Book Start Program. First, the study outcome showed that the most type of its picture books in general was fantasy, while, by ages, play books for those in 6~18 months, information books for those in 19~35 months, and fantasy books for those in 36 months~before going to school were the most. Second, contents of the picture books showed the most order of nature exploration, social relationship, art experience, while by ages, contents on nature exploration were the most in all ages, while social relationship and art experience showed statistically significant difference by ages. Third, the outcome of activity contents utilizing the books showed drawing activities were the most, while activities other than drawing showed statistically significant difference by ages. This result shows that they chose a picture book suitable for the developmental characteristics of the infants and preschoolers, but that the contents of the picture book were not closely associated with the activities. The outcome of this study lies in offering information and basis on ways to choose effective picture books and their activities to those planning and running Book Start Program in the future.

A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

Design Preference & Consumer Trend of Younger Children's Parents for Smart Animal Toy (영유아 부모의 동물형 스마트 토이 디자인 선호도 및 구매요인)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.72-83
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    • 2015
  • The purpose of this study was firstly, to explore the design preference, consumer experience and purchasing factors of parents for smart animal toys and secondly, investigate whether there is a difference by children's sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, the white or brown colored 20~30cm, dog-type smart toy was preferred and the sound was considered as the most important function. Besides role of toy, smart toy was expected to play as a pet, a friend and a younger sibling. Actually, dog-type smart toy were most frequently purchased. And main satisfied causes were fun, interactivity and design and dissatisfied causes were noise, price, battery life and durability of purchased smart toys. Finally, the important factors in purchasing smart toy were the safety, durability, battery life, sustainable play, education and washability. The parents' preference, customer experience and purchasing factors showed little significant differences according to the sex and the age of the children. This research will be useful in understanding parents purchasing activity of smart animal toys and provide valuable data for function construction, design and service planning necessary to develop the smart animal toy.

A Study on Segmenting of Cruiser Customers (관광유람선 고객의 시장세분화에 관한 연구)

  • Lee, Jun-Hyunk
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.1
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    • pp.73-91
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    • 2006
  • This study was conducted for market segmentation of cruise tourist according to launching the "T" in Busan. Benefit segmentation was used to identify attributes of cruise services; importance of ship's physical appearance and importance of service and activities. 24 attributes were distilled to 5 factors: 'Facility & Service', 'Atmospherics of cruise ship', 'Escape', 'Choice', 'Safety'. A K-means cluster analysis identified three clustered segments for five importance factors in which high loyalty customers were found to be the most important segment. Based on the findings, three distinct groups were formed: 'Moderators', 'High Loyalty', 'Spurious'. The most important factors by high loyalty groups were identified 'Safety', 'Facility & Service', 'Atmospherics of cruise ship', 'Choice', 'Escape' in order. The results of the study showed statistically significant differences among the three groups in terms of demographic and behavioral variables. Especially, the target market should be considered by 'High Loyalty' group and 'Moderators' group in order. Positioning strategies and marketing mix strategies for effectively targeting the segments were discussed.

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A Study on Rural Interpreters' Experience in Rural Tourism Village (농촌관광마을 체험지도 인력의 활동특성 분석)

  • Cho, Young-Sook;Lee, Moon-Ju;Jo, Lock-Hwan
    • Proceedings of the Korean Society of Community Living Science Conference
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    • 2009.09a
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    • pp.84-84
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    • 2009
  • 농촌관광은 농촌마을을 중심으로 활성화가 되어야하며 이를 매개로 하여 농촌주민의 농외 소득증대와 더불어 농촌 삶의 질을 높일 수 있다. 최근에 이르러 농촌관광의 성패는 그 마을이 가진 잠재적 어메니티 자원뿐만 아니라 이러한 잠재자원을 활용하여 마을을 성공적으로 운영할 인적자원이 보다 중요한 요인으로 인식되고 있다. 이에 본 연구에서는 농촌관광마을의 해설 및 체험지도 인력을 대상으로 활동특성 현황을 파악하고자 마을단위로 조사하여 분석하였다. 정부가 지원한 마을 중 가장 많은 부분을 차지하는 녹색농촌체험마을(농림수산식품부), 농촌전통테마마을(농촌진흥청)은 2009년까지 총 612개소이나 이 중 인력기반이 형성되었을 것으로 판단되는 2007년까지 선정된 농촌관광마을 403개 중 100개 마을을 무작위로 선정하였다. 조사대상은 마을의 추진위원장 중심으로 리더 100명, 추진위원장 추천의 마을해설 및 체험지도 인력 명단에서 2~4명 정도, 총 300명을 자기기입식 및 직접면접 조사를 병행하여 조사 분석하였다. 해설 및 체험지도자 활용유형을 생태해설, 생활문화, 농업기술, 전통놀이/문화, 전통 음식, 전통공예, 지역설화로 분류하였으며, 지도방법은 직접시현(체험)과 간접시현(안내/해설)으로 구분하여 분석을 실시하였다. 마을에서 활동하고 있는 체험지도 인력은 평균 6.6명이었고, 마을해설에 참여하는 내부인력은 평균 3.2명, 외부인력은 0.8명이었으며, 체험지도에 참여하는 내부인력은 평균 4.2명, 외부인력은 1명으로 나타나 마을해설보다는 체험지도에 외부인력을 더 활용하는 것으로 나타났다. 이렇게 마을에서 활동하고 있는 해설 및 체험지도인력들에 대해 농촌관광마을 리더들은 부족하다는 의견이 49%로 과반수 정도를 차지하여 농촌체험지도를 위한 인력이 부족하다고 판단하는 것으로 나타났다. 마을해설이나 체험지도에 참여하는 사람들의 체험지도 형태는 주로 새로운 지식을 스스로 공부하여 해설하는 경우가 45.5%, 전문화된 개설이 가능한 비율이 19.9%, 안내만 함 19.5%, 시연만 함 15.2%로서 대부분이 지도인력들이 스스로 해설에 적극적으로 참여하고 있었다. 또한 체험거리 한두 가지를 전문적으로 지도하는 비율(41.2%)보다 여러 가지를 종합적으로 지도하는 비율이 58.8%로 높게 나타나 한 사람이 몇 가지를 동시에 담당하여 지도하는 체험지도에 대한 전문성 확보가 미흡한 것으로 보인다. 이와 같이 본 연구에서 농촌관광마을의 인적자원 활용 현황을 살펴보고, 마을 해설사의 인적자원의 잠재성을 활용 농촌마을의 발전 동력을 찾고자 함에 연구에 의의가 있다.

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A Study on the Folk Knowledge Industrial Excavation in Gimpo (김포지역 산업화 유망 향토자원 발굴 조사)

  • Kim, Mi-Heui;Lee, Gi-Man;Lee, Young-Ok
    • Proceedings of the Korean Society of Community Living Science Conference
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    • 2009.09a
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    • pp.103-103
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    • 2009
  • 한국 최초의 벼 재배지이고 농경문화의 근원지인 김포시는 경기도 북서부지역에 위치하고 있다. 북쪽과 동쪽으로 한강을 사이에 두고 있고 강화만 및 한강 하구부 염하 등이 3면을 둘러싸여 있어 김포반도라 한다. 서쪽에 문수산(376m), 장릉산(150m), 수안산(147m) 등의 낮은 산들이 소구릉지를 이루고 있으며 한강에 의한 토사의 운반 퇴적으로 이루어져 농경에 적합한 김포평야를 이룬다. 이런 특징을 갖고 있는 김포지역 향토자원 조사를 위하여 고문헌, 군지, 학술지 등의 자료를 통해 총 563종의 향토자원 목록을 정리하였다. 향토자원의 유형분류를 해보면 인물 193종(34.3%), 자연생태환경 140종(24.9%), 유물유적 136종(24.2%), 민속풍속 79종(14.0%), 전통식품 특산품 15종(2.7%)의 비율로 나타났다. 이 중 활용성이 있는 것으로 판단되는 자원을 지역 전문가 협의회를 통해 1차 선발 평가하여 기본조사를 실시하였고, 향토자원의 가치, 산업화 가능성 평가를 통해 2차 심층조사 대상을 선정하였다. 김포시 향토자원 목록 총 563종 중, 179종이 기본조사 자원으로 선정되어 기본조사를 실시한 결과, 설화 전설자원이 34종(19.0%), 전통제전 자원이 19종(10.6%), 유적사적지와 건축자원이 각 18종(10.1%), 수변 및 해양자원 자원이 15종(8.4%), 조각 자원이 15종(8.4%), 마을자원이 10종(5.6%) 등으로 나타났다. 각 자원의 명칭을 보면 설화 전설은 선돌이 전설, 김삿갓의 일화, 형제투금, 애기봉전설 등이었고, 전통제전은 김포통진두레놀이, 손돌공 진혼제, 대명리 풍어제 등의 자원이, 유적사적지는 덕포진(사적 제292호), 수안산성(지방기념물 제159호), 장릉(사적 제202호) 등으로 조사되었는데, 특히 지석묘의 분포가 많았다. 기본조사 자원을 대상으로 지역전문가 2차 협의회를 통해 향토자원의 가치, 산업화 가능성 등을 평가하여 53종을 선정하였고, 유물유적 24종(45.3%), 민속풍속 12종(22.6%), 자연 생태환경 10종(18.9%), 전통식품 특산품 4종(7.5%), 인물 3종(5.7%) 비율로 나타났다. 향토자원 산업화는 생산물 품질고급화나 농산물 가공분야가 점차 감소하고 천연염색 공예, 관광, 문화상품 등으로 다각화되고 있으므로 김포시의 농촌문화와 전통지식기술자원이 지자체와 지역주민들에 의해 활성화되기를 기대한다.

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Production Techniques for Mobile Motion Pictures base on Smart Phone (스마트폰 시장 확대에 따른 모바일 동영상 편집 기법 연구)

  • Choi, Eun-Young;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.115-123
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    • 2010
  • Because of development of information technology, moving picture can run various platforms. We should consider and apply users' attitude as well as production technique because convergence between mobile and media technology may be increased full-browsing service using mobile device. Previous research related to production technique in various platforms only focus on video quality and adjustment of screen size. However, besides of technical side, production techniques should be changed such as image production as well as image editing by point of view aesthetic. Mise-en-scene such as camera angle, composition, and lighting is changed due to HD image. Also image production should be changed to a suitable full-browsing service using mobile device. Therefore, we would explore a new suitable production techniques and image editing for smart phone. To propose production techniques for smart phone, we used E-learning production system, which are transition, editing technique for suitable converting system. Such as new attempts are leading to new paradigm and establishing their position by applying characteries such as openness, timeliness to mobile. Also it can be extended individual area and established as expression and play tool.

A Study on 'Evolution' of Animation Images : Centered around Characters of Monster Animation and (애니메이션 이미지의 '진화'에 관한 연구 : 몬스터 애니메이션 <포켓몬스터>와 <디지몬>의 캐릭터를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.18
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    • pp.37-56
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    • 2010
  • This paper focalizes on the 'evolution' of monster animation and . Actually, Many characters' 'Evolution' is a very powerful convention of Japanese genre animation. Lots of young people feel a huge pleasure about character's evolution. It is a fantastic spectacle to boys and girls. The first characteristic point of characters' evolution is growing-up body to an adult. For example, magical girls genre shows a woman's sexy body. This scene gives a sexual fantasy to young girl spectators, a voyeuristic visual pleasure to young boy spectators. The second point is that a transforming-body gains some super power or magical power. The third point is that a great many characters is in one text. In , characters' numbers go on increasing through 6 ways-hybrid type, mutant-reiteration type, metamorphosis type, simple-grownup type, narrative type, multiple evolution type. The evolution of has to pay attention to only one transforming way. Most Digimon characters are becoming to a human-weapons cyborg. In my opinion, this is very dangerous phenomenon with a political ideology.

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The Effects of Toddlers' Characteristics and Child Care Environments on Toddlers' Behaviors in Child Care Center (영아특성 및 보육환경(보육시설과 교사)변인이 영아의 놀이실 행동에 미치는 영향)

  • Choi, Ji Hyun;Park, Hye Won
    • Korean Journal of Childcare and Education
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    • v.1 no.1
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    • pp.103-124
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    • 2005
  • This study aims to investigate and analyze how toddlers' characteristics and child care center's environments including facilities and care-givers' characteristics affect toddlers' behavior in child care center using observational methods. Total 40 toddlers in same numbers of boys and girls participated in this study. Average age of tollers were the 31.7 months ranging from 27 months to 35 months. The toddlers were observed with the observation schedule modified from observation categories of Holloway and Reichhart-Erickson(1988). Data were analysed by Pearson's correlation, t-test, one away ANOVA, Duncan Test and stepwise regression using the SPSSWIN Version. The results of the study were as follow: First, the toddlers' behaviors were related to all the toddlers' characteristics. Second, the toddlers' behaviors were related to all the characteristics of the child care facilities such as the types of facilities, the class size and the caregiver-toddler ratio. Third, the toddler' behaviors were related to caregivers' variables such as the total care experience in centers, the experience with toddler care, the martial status, the certificate types except the child rearing experience and the educational level. Fourth, the toddlers' characteristics were more significantly related to the behavior of them than those of child care centers' environment.

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Use of Smart Devices of Infants and Preschool-children and Their Mothers' Perceptions (영유아의 스마트기기 사용 실태 및 어머니의 인식)

  • Lee, Su Mi;Seo, Hyun Ah;Han, Hee Jung
    • Korean Journal of Childcare and Education
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    • v.10 no.2
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    • pp.111-131
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    • 2014
  • This study aims to research the use of smart devices of infants and preschool children, and their mothers' perception about it. Moreover, the goal of this study is to collect preliminary data about problems from the use of smart devices, and to prevent the problems. Therefore, the questions of inquiry for this study are: 1. How do infants and preschool children use smart devices? 2. How do mothers perceive their children using smart devices? Four hundred and forty mothers, who send their child to a day-care center or kindergarten in Busan, participated in this research and data among 397 of them were analyzed using PASW 18.0 program. The answers to a multiple-choice question were converted into a frequency and percentage. To verify the difference of factors, Chi-squared Test and One-way Analysis of Variance methods were used. The following are findings of this study: 1. Most of the families owning smart devices allow their children to use a smart device when children want it, and children use it for entertainment purpose before their bedtime. Children start to use a smart device mostly around the age of 4. Compared to girls, boys spend a longer time on smart devices playing mobile game. In addition, the research indicated that the children of younger mothers tend to use smart devices in earlier ages than the children of elder mothers. 2. Mothers of preschool children have higher perception about the availability of their child using smart devices compare to the mothers of day-care center. However, the research showed that elder mothers have more positive perceptions about all the other five lower factors, (e.g. educational characteristic, entertainment characteristic, design, safety, and smart recognition).