• Title/Summary/Keyword: 음악요소

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Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.293-298
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    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.

A Study on the Place Specificity of Graffiti Arts Used as Fusion Design Elements in Urban Regeneration (융합 디자인 요소로서 도시재생에 활용된 그라피티의 장소특정성에 관한 연구)

  • Lim, Byung-Woo
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.455-461
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    • 2017
  • This study aims to clarify how the graffiti arts used in urban regeneration projects have come to possess the place specificity as public arts. For the research, the theoretical background of the place specificity of graffiti art was explored with the understanding of the concept of place specificity of public art, before comparing the difference of graffiti arts as public art applied to the urban regeneration projects, depending on their installation location and artist. In addition, the specificity of the place where graffiti artwork was installed and its significance in the context of urban regeneration project were explored. The case study is limited to graffiti arts installed in Bosan-dong, Dongducheon-si, where several urban regeneration projects have been pushed for since 2015. It was found from the analysis that the place specificity of individual art works is maximized when they are merged with cultural contents reflecting the history and place specificity of target cities, such as design, crafts, music and festivals, rather than with the place specificity of the works of individual artists. The result of this study suggests that when graffiti arts are fused with urban cultural contents as fusion design elements, their place specificity is maximized enough to elevate them to the level of public arts, and enable them to function as the media of urban regeneration.

A Study on the Validity of the Prediction of Binaural Parameters by 5 Channel Microphone System (5채널 마이크로폰 시스템을 활용한 공간감 지표 예측의 타당성에 관한 연구)

  • Jang Jae-Hee;Oh Yang-Ki;Jeong Dae-Up;Jeong Hyok
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.2
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    • pp.103-110
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    • 2005
  • Providing adequate amount of spatial impression for spaciousness) has been known to be one of the most important design considerations for the good acoustics of rooms for music. and the measurement, of room acoustics using parameters. such as LEF and IACC, forms an essential part of such evaluation. However. it is unavoidable to use different transducers (figure of eight microphones. head and torso) for the measurement of each parameter and it tends to make the measurement procedure complicated. The Present work tried to provide a simpler way to measure these binaural room acoustic parameters including monaural ones with a single measurement system using both spatial information collected through a 5-channel microphone and a trained neural network. A computer simulation program, CATT-Acoustic V7.2. which allowed us to obtain exactly the same spatial information as a 5-channel microphone was used. since it requires quite a large amount of data for practical training of a neural network. Since each reflection has different energy. delay and direction, energy should be integrated properly. the concept of ray tracing method was applied inversely in this work. Also applying weightings according to the delay times was considered in this work. Finally, predicted results were compared with the measured data md their correlations were analyzed and discussed.

A Study of design component of character that appear Mobile game (모바일게임에 나타난 캐릭터의 디자인요소에 관한 연구)

  • Choi, Tae-Jun;Ryu, Seuc-Ho;Lee, Heung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.204-210
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    • 2006
  • Mobile phone has become one of the most essential thing in modern life. In the past, it was only means of cummunication among people. But now, the function of mobile phone is getting diversified. People listen to music, take pictures and play games with their mobile phone. According to the Research in Jan. 2005, members of Korean 3 mobile cummunication companies were 36 million. And the Research in Jan. 2006 shows that number of 2 million and 16 thousand of members are incresed in a year. (36million to 38million 16 thousands) Mobile game is the most popular fuction among teenagers. People like mobile game becase they can enjoy the mobile game anywhere with easy and simple way. So some companies are even launching dedicated phone for mobile game. And with the unification of platform, people can enjoy various kinds of mobile game now. Most of the mobile character bobies are divided into 2 parts such as 'Head parts' and 'Body parts'. If the body is divided into more than 4 parts, it is difficult to express emotions and actions of the character becase of the small screen of mobile phone. That is why most of the characters have 2 parts - divided body. I stadied how the Design Factor of Mobile Characters such as materials of characters, shape of characters and Frame of accessory's movement are used in the mobile game.

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Community Orchestra Educational Activities and Development of Poor Children (지역사회 오케스트라 교육 활동과 빈곤아동 발달)

  • An, Eunmi
    • Korean Journal of Social Welfare
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    • v.68 no.1
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    • pp.225-248
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    • 2016
  • This study explores the effects on development of poor children by community-based orchestra educational activities and the orchestra educational activities factors for promoting the effects using longitudinal data are those collected for "The Evaluation of the Impact of Our Neighborhood Orchestra on Children's Learning" made by the Seoul Philharmonic Orchestra. For these purposes, this study employed a latent growth model analysis of the factors such as depression, aggressive behavior, communality and interpersonal relationship of development of poor children and evaluation, satisfaction, outsiders'attention and participation of facilitative factors. The result shows that they displayed significantly positive development in depression, aggressive behavior, and interpersonal relationship. It appears that the evaluation on music achievement had a positive impact on the rate of change in communality, while the evaluation on attitude had an impact in the initial value of depression, aggressive behavior, and communality, also the sense of satisfaction had a positive impact on the initial value of communality and interpersonal relationship in conditional models. And parents' attention and participation had a negative impact on the initial value of aggressive behavior, while the attention and participation of the community showed a positive impact on the initial value of depression and aggressive behavior. Based on these results, this study attempted to broaden the understanding of the development of poor children taking part in orchestra-based educational activities and provide a practical basis for social workers' direct invention, and look for new ways by shedding light on the merits of the cultural/art education of poor children that engage in the community-based orchestra educational activities.

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The Instructional Design Using Storytelling in Home Economics Education (가정교과에서의 스토리텔링(storytelling)을 활용한 수업 설계 방안)

  • Kim, Eun-Jeung
    • Journal of Korean Home Economics Education Association
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    • v.23 no.1
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    • pp.143-157
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    • 2011
  • It is a story through which people share their ideas and express their thoughts. Storytelling is temporally and spatially interconnected narration that consists of characters, background, its beginning and its conclusion. Furthermore, the story in storytelling is a means of delivering culture and history; thanks to the development of various media, delivering and exchanging the story are conducted in a variety of forms. Due to the technological advancement, the way storytelling is done has changed, which was a method called digital storytelling. This storytelling has been frequently used in education; that is, teachers utilize stories to communicate their thoughts. As receivers, students understand a shade of meaning and the role of language, thus reorganizing the important factors in the context of meaningful events. However, in practice the classes are so teacher-centered that the role of students are relegated to that of passive learners, thus debilitating the interaction between participants; as a result, this situation shows serious limitations in that it does not improve students' practical skills. Despite this situation, home economics has attempted to broaden students' practical knowledge and has enabled them to acquire procedural knowledge as its main objectives in the context of the entire life. To overcome this problem, this study attempts to demonstrate the lesson model utilizing the storytelling where the lively participation in the process and results of learning can increase learners' self-confidence and responsibility. This lesson model is believed to facilitate the communication among participants including teachers and students. Through this alternative teaching method, learners can participate in the process of learning so that they can acquire practical knowledge: this method can be a step-stone for further development. In conclusion, the development of curriculum and lesson plans should be encouraged.

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A study of reciting the formal poetries of Korea and French in digital era - Shijo(Korean verse) vs Sonnet (French) (콘텐츠를 위한 한ㆍ불 정형시가 낭송법의 비교 고찰)

  • 이산호
    • Sijohaknonchong
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    • v.19 no.1
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    • pp.85-106
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    • 2003
  • Recently, the sonnet and the shijo, each representing French and Korean formal poetries, are tend to be read with the eyes only, as were more accustomed to written literature. But even after almost three millennia of written literature and increased use of digitalized poems, poetry retains its appeal to the ear as well as to the eye. To read a poem only by eyes might be wrong because it is designed to be read aloud by mouth and understood by ear, and will decrease the aesthetic sense otherwise. It is essential to find the right way to recite a poem in this dramatically changed society, and is especially important when many shijos are changing into digitalized forms to adapt the new wave of our society. The sonnet and the shijo emphasize the importance of the harmony of sounds and rhythms with certain structure, and have their own prosodies. The emotions of the speaker in poems are expressed with words. When they are pronounced. each phoneme has its own phonemic characteristics. When comparing the The Broken Bell(Baudelaire) and Chopoong ga (Jong Seo Kim) in terms of prosody and phonetics. the speakers emotions are closely related with the phonetic structure of each word. In The Broken Bell, the phonetic value of rhymes, repeated phonemes, concentration of front and back vowels. rhythms of onesyllable words shape the overall image of this poem describing the productivity of bells as appose to the sterility of the soul. Chopoong ga also shows the determined and strong will of the speaker by frequent glottalized sounds. distribution and concentration of certain vowels. and frequent use of plosives. As you see in these examples, phones, beats, and rhythms are not the mere transmitter of meaning but possess their expressive values of their own and should be the first to be considered when reciting a poem.

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Basic Study on the Animation Culture Prototype: A Comparison of Korea and Japan (애니메이션에 나타난 문화원형에 관한 고찰: 한·일간 비교를 중심으로)

  • Kim, Yunho
    • Journal of International Area Studies (JIAS)
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    • v.16 no.2
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    • pp.73-94
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    • 2012
  • Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.

Reapearance and Introspection of Mysterious Reality : The Realistic Characters and Acts of Director Lee Chang-dong's Film (2018) (미스터리한 현실의 재현과 성찰 : 이창동 감독의 영화 <버닝>(2018)의 사실적인 캐릭터와 연기)

  • Lee, A-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.123-133
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    • 2019
  • Director Lee Chang-dong saying that the most important thing is to let the audience experience, find its meaning, interpret, and feel the pure sensation (whether it's image, sound or music) that the film has instead of narrative giving you the answers, through the film presenting the pure natural landscape as it is, but all the familiar things that can be taken as a riddle are conveyed in images, and all the elements that make up the film share its presence with each other and let us experience a mysterious weight of reality that cannot be defined through its strange symbolism and metaphors, and it reflects various human emotions, reflecting curiosity of reality, the words that are hardly spoken, meanings of life that we were not being aware of. Rather than having one definitive figure, through the character's personality expressing an imperfect character with a complex ambiguous behavior asks about the things that can't be explained logically and the fact of life that can't be divided into truth or lie. Also, the acting approaches emotionally and primitively rather than using artificial expressions, showing the invisible elements of emotions that are latent inside humans through temperate acting style, leads the audience to distant themselves and reflect more deeply into life. This study analyzed the characters and acting of the film based on director Lee Chang-dong's directing style.

Exercise Program Based on Preferences of Breast Cancer Survivors (유방암 생존자의 운동 선호에 대한 탐색)

  • Byeon, Ji Yong;Kang, Min Jae;Park, Ji Hye;Min, Ji Hee;Jeon, Justin Y.
    • 한국체육학회지인문사회과학편
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    • v.57 no.2
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    • pp.611-624
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    • 2018
  • The purpose of the present study was to investigate the exercise program preference of breast cancer survivors. The qualitative data on group exercise participation experiences of ten participants was acquired through in-depth interviews, and participant observation, using the thematic analysis. As a result, 4 themes indicated the preference of breast cancer survivors: (1) Supervised Exercise, (2) Group Exercise, (3) Specialized exercise program for breast cancer survivors, and (4) Enjoyment factor. First, the participating breast cancer survivors showed a preference towards supervised exercise by responding that a exercise specialist is needed along with a personalized exercise program. Second, breast cancer survivors preferred to participate in group exercise programs. Participants preferred to exercise with other breast cancer survivors and mentioned that group exercises cause a synergy effect that promotes exercise participation. Third, the participant's responses showed anticipation of and preference for a specialized exercise program for breast cancer survivors. Lastly, an important factor influencing the preference of breast cancer survivors was the enjoyment factor. Participants preferred enjoyable exercises and the most prevalent enjoyment factors included the element of music and self-felt enjoyment.