• Title/Summary/Keyword: 애교점

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A Study of the Forms and Decorative Functions of Beauty Spots (뷰티 스폿(Beauty Spots)의 형태와 장식적 기능에 관한 연구)

  • Moon, Jeong-Eun;Kim, Sook-Jin
    • Journal of the Korean Society of Costume
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    • v.59 no.9
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    • pp.131-145
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    • 2009
  • Literature in beauty art is insufficient regarding beauty spot, though it has played an important role in beauty art history. This study aims at analyzing various patterns and decorative functions of beauty spots and examining their remarkable differences by place and time. It attempts to find the symbolistic characteristics of beauty patch which influenced European countries socially and culturally in the 17th and 18th centuries, findings are as follows: first, beauty spots are extremely various by patch patterns and by forms, e.g. Wha-Jeon(花鈿), Bindi and artificial points. In the view of cosmetic purpose, they have been used to beautify appearances, reveal social positions and express the desires like blessing or protection from evil. In the times of Baroque and Rococo, though temporarily, people with beauty spots and their belonged societies used them as communicative tools: obviously, they functioned symbolistically. This study surveyed 156 persons to find what cosmetic messages and images beauty spots present in the contemporary world. Using SPSS 13.0, the study analyzed the responses and found that beauty spots are still functioning and welcomed to let women look more beautiful and more attractive, though their cosmetic messages and sizes have been simplified and scaled down.

Development of Mobile Application Prototype Inducing Learner's Attention (학습자의 주의집중을 유도하는 모바일 애플리케이션 프로토타입 개발)

  • Roh, Kyoung Eui;Lee, Chan Haeng;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.391-398
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    • 2022
  • As non face-to-face classes carry on discussion about learner's attention continues. To improve learning effect learner's attention is important whether non face-to-face classes or face-to-face classes. In this study a mobile application prototype inducing learner attention is developed taking account of learner emotion that is one of the factors affecting learner attention. When learner selects one of the four emotions displayed in the application, it shows the activity inducing the learner's attention related to the selected emotion. In order to evaluate the usability of the developed application, 32 middle and high school students are asked to run the application and then conduct a survey using 5 point Likert scale. The survey result indicates that there is a possibility that the developed application in this study induces learner attention as showing that the result point of 'I can pay attention' and 'I feel psychological stable' is respectively 3.56 and the result point of 'I feel useless thought disappear' is 3.6.

The Effects of Subjective Happiness and Status and Growth in the Virtual World on Changes in Their Subjective Happiness (주관적 행복과 가상 세계에서의 지위 및 성장이 주관적 행복 변화에 미치는 효과)

  • Lee, Guk-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.403-416
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    • 2022
  • This study was conducted to explore the relationship between social status and happiness in the virtual world, which was not dealt with in previous studies. In addition, this study checked whether people were interested in social status itself or social status growth according to their level of happiness. To this end, the researcher composed conditions of high and low social status, and conditions of large and small growth in social status in online games, and presented them differently depending on the participant. Next, the researcher measured how much happiness level changed before and after exposure to each condition. As a result, happy participants had less of an effect of status on happiness in online games. However, unhappy participants were found to be happy when their status in online games was high and unhappy when they were low. Happy participants also paid attention to whether their status in online game had grown. However, unhappy participants paid attention to their high and low status in online games. This study has implications in that it is a rare study on the effect of happiness on the judgment of social status in the virtual world.