• Title/Summary/Keyword: 쾌감

Search Result 55, Processing Time 0.031 seconds

Comparisons positive psychology experience of high school students using PPE-M (PPE-M을 이용한 고등학생들의 긍정심리체험 비교)

  • Hong, Jin Kon;Kim, Tae Kuk
    • Communications of Mathematical Education
    • /
    • v.27 no.2
    • /
    • pp.135-163
    • /
    • 2013
  • This study dealt with the measurements of the positive psychological experience of high school students in relation to mathematics learning by using PPE-M. The purpose of this study is to compare the positive psychology of the high school students based on the grade and gender variables. Measured data for the purpose of this study examined the difference between the gifted students and the general students through a t-test. In addition, differences were analyzed by grade and gender variables. And One-way ANOVA was conducted to see the difference according to the course variables. The difference between the two groups was meaningful in PPE-M total score. There was meaningful difference in all of 5 areas and 19 factors except for 4 factors (Insight, Honesty, Full with pride, and Achievement). However, there was no difference according to grade levels. The comparison between the gender in the ordinary students shows meaningful difference in 11 factors, not in 12 (Judgment, Insight, Honesty, Prudence, Modesty & Kindness, Gratitude & Happiness, Flow, Superiority feeling, Achievement, High pleasure, Full with pride, and Self-efficacy). Affiliation makes meaningful difference in 22 factors except for Honesty.

A study on MMO RPG Online Game through Roger Callois's Theory (로제 카이와(Roger Caillois)의 놀이론을 통한 온라인 게임 고찰)

  • 안상혁
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.119-126
    • /
    • 2004
  • MMO RPG Online game as a new means of human computer interaction has been made rapid progress. Even though many kinds of online game have published, few games are being well received by its user. So we have a problem to be solved what is the fundamentals to attract game users. I will apply a game theory of the Roger Caillois who lived as an typical french thinker. Although Roger Caillois had never experienced a computer game since he died at 1978, his game theory was acknowledged that a game can be classified into four sections to grab the human's interest related with culture. Four sections of game were consisted of Ilinx, Mimicry, Alea, and Agon. The competition with people in game is essential to "Agon" that which stands on the basis of a pride when one is definitely superior to the others. In same way, "Alea" is that which stands on the basis of fortune, Mimicry is that which stands on the basis of simulation, Ilinx is that which stands on the basis of dizzy. In conclusion, I will explain that a game theory of the Roger Caillois is useful tool for deveoper to understand game fundamentals.d game fundamentals.

  • PDF

SURVEY OF SELF-CONCEPT AND DEPRESSION-ANXIETY OF THE ELEMENTARY SCHOOL BOYS WITH LEARNING DISABILITIES (학습장애를 가진 초등학교 남학생의 자아상 개념과 우울-불안 특성 조사)

  • Kim, Bong-Soo;Seong, Deock-Kyu;Jung, Yeong;Yoo, Hee-Jung;Cho, Soo-Churl;Shin, Sung-Woong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.12 no.1
    • /
    • pp.125-137
    • /
    • 2001
  • We investigated the self-concept, subjective depression, and state-trait anxiety of the school boys with learning disabilities(abbr. LD, n=86) and compared them with normal boys(n=52) using Piers-Harris Self-Concept Inventory, Child Depression Inventory(abbr. CDI), and State-Trait Anxiety Inventory(abbr. STAI). With regard to Piers-Harris Self-Concept Inventory total scores, there was no significant difference between two groups, but normal boys showed higher scores in intellectual and school status, physical appearance, and happiness-satisfaction subscales than patients with LD. The male patients with LD showed significantly higher ratings in CDI total scores, and CDI subscales - ineffectiveness, anhedonia, negative self-esteem than normal children. The patients with LD reported significantly higher state anxiety, but not trait anxiety. Correlation analyses revealed that self-concept decreased over time, and depression-anxiety increased across grades in the patients with LD, but not in normal children. Especially, negative mood, anhedonia, negative self-esteem subscales of CDI, and state-trait anxiety showed significant positive correlation with grades. In both groups, CDI scores were inversely correlated with Piers-Harris Self-Concept and positively with State-Trait anxiety. In conclusion, self-concept problems which were related with school achievement and self-esteem were more abundant in the patients with LD than normal children, self-image problem, depression and anxiety increased across grades. According to regression analysis, age, behavior subscale, intellectual-school status, anxiety, popularity, happiness-satisfaction, CDI-ineffectiveness, interpersonal problem, negative self-esteem, and state anxiety could explain the self-concept in the patients with LD, not in normal children. So, the self-concept of the patients with LD were found to be related to the school achievement and stress when comparing with peers. In conclusion, elementary school boys with LD showed lower self-concept, higher depression and anxiety, and these differences increased across grades. Since the patients with LD have concomitant depression and anxiety disorders, it is important that comorbidity with emotional problems should be explored and managed properly.

  • PDF

A study of 3D animation using projection mapping in the space on the utilization (프로젝션 매핑을 사용한 3D 애니메이션의 공간에 따른 활용 사례 분석 연구)

  • Lee, Sooyeon
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.449-467
    • /
    • 2013
  • Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.

The study of expressing Theme by symbolic images in film(Focusing on the Michelangelo Antonioni's film "Blow-up(1966)) (상징적 이미지를 통한 주제의제표현에 대한 연구 (미켈란젤로 안토니오니의 영화"확대(1966)"를 중심으로))

  • Lee, Tae-hoon
    • Journal of Digital Convergence
    • /
    • v.15 no.8
    • /
    • pp.401-407
    • /
    • 2017
  • The movie content, which is more firmly established as the best popular art, is the main entertainment content that reflects the current trend based on the most common contents and consensus on the culture of the global community. However, since modern films are more sensitive to popular tastes that appeal to amusement and stimulating emotions, reduction of opportunities for intellectual pleasure through appreciation of artistic expressions is inevitable and unavoidable. In this paper, however, we try to analyze the symbolic meaning of the short in the film, to grasp the inner nature of the film projected in the film, and ultimately to express the theme message. Effective symbolism exposes emotions to create moods and moods, and to express deeply with the audience, expressing the inner psychological state and will of the person. By conveying the meaning behind the surface image to the audience unconsciously, it is possible to transmit the message intentionally more effectively and strongly. In addition, it can be expected to create effects such as an associative action or an increase in contrast energy on the screen through collision of irony and image in the expectant emotion composition of the audience.

A Study on Fashion Design Using Geometric Pattern (기하학적 패턴을 활용한 패션디자인 연구)

  • 김신우;금기숙
    • Journal of the Korean Society of Costume
    • /
    • v.52 no.1
    • /
    • pp.53-67
    • /
    • 2002
  • 자연을 분석함으로써, 얻어진 기하학적 패턴은 이미 자연의 질서를 포함하고 있는 논리적이고 합리적인 기본형이기 때문에 간결하며 시각적으로 명쾌감을 준다. 이러한 기하학적 패턴은 복식 디자인에 있어서 20 세기 이후 여러 디자이너의 작품을 통해 재구성되어 현대적 이미지를 나타내는 중요한 모티브가 되고 있으며, 다양한 기법과 재료로 형성화하여 도입되고 있다. 이에 본 연구는 복식의 문양, 실루엣, 디테일에 사용되고 있는 기하학적 패턴을 연구함으로써 기하학적 패턴의 새로운 조형가치를 고찰하였다. 먼저 기하학의 용어 정의를 하였고 기하학적 패턴의 유형과 표현 기법을 분석하고 정리하여 현대 패션에 나타난 기하학적 패턴의 조형미와 그것을 바탕으로 패션 이미지를 추론해 보았다. 현대 패션에 나타난 기하학 패턴을 분석해 보면 유형으로는 첫째, 기하하적 문양으로 복식디자인에 있어서 주로 평면적인 형태로 많이 나타나지만, 크기가 다르고 동일한 기하학적 패턴을 조합시킴으로서 평면적인 형태에 공간감을 부여하기도 하며, 같은 기하학적 패턴의 표면이라도 배치구조에 의해 직선 혹은 사선으로 지각되므로 전혀 다른 이미지를 주었다. 또한 현대 패션에 나타난 기하학적 패턴이 종류는 세로 스트라이프, 가로 스트라이프, 격자 문양, 원, 사선 스트라이프, 마름모, 사각형, 삼각형 등의 순서로 많이 나타났다. 둘째, 색채는 단색의 복식에 강한 대비가 이루어지는 색상으로 표현되어 역동감과 유연한 운동감을 나타났다. 셋째, 기하학적 실루엣으로 단순한 라인의 형태를 나타내거나 입체적이고 부조적인 형태로 구성되어 전체적인 실루엣으로 사용되어 강한 조형감각을 보여주는데 원형을 이용한 실루엣이 가장 많았으며 사각형을 이용한 실루엣, 삼각형을 이용한 실루엣 순서로 나타났다. 넷째, 기하학적인 디테일로 복식의 어느 한 부분에 장식적으로 사용되거나 입체적 형태로 부출 되어 부조적인 느낌을 주는데 소매에 가장 많이 나타났으며 앞여밈, 칼라, 밑단, 주머니 순서로 장식되었다. 다섯째, 현대 패션에 표현된 기하학적 패턴의 표현기법으로는 프린팅, 퀼팅, piece기법, 패치워크, 엮기, 꼴라쥬, 아플리케 순서로 많이 나타났다. 위의 분석을 토대로 기하학 패턴을 활용한 디자인에 내재된 조형의지는 다음과 같이 정리되었다. 첫째, 기하학적 패턴이 지닌 단순성과 경직성을 완화하기 위하여 여러 가지 패브릭을 조합시켜 입체적인 표면효과로 시각적인 착시효과를 극대화하였다. 둘째, 표현기법은 입체파적 표현주의의 특성의 하나로 복시에 사용되는 소재의 왜곡으로 설명할 수 있으며, 새롭고 실험적인 소재의 도입으로 인해 의외성과 부조화를 유발시키는 통시에 유희직인 일면도 지니는 일종의 그로테스크를 나타냈다. 이상에서 정립된 조형의지를 바탕으로 현대 패션에 나타란 기하학 패턴은 절제된 단순함과 명확성으로 단순미가 유추되었고 강한 색상대비로 인한 시각적 집중효과로 주목성을 가지며 재현이 가능하므로 반복성이 유추되었다. 그리고 표준영역이 없는 창의적 표현으로 풍부한 독창성을 보여주고 있다. 또한 내재된 패션 이미지를 분석해 보면 정확함과 차가움의 의미를 지닌 이지적 이미지와 우주의 질서를 반영하는 상징적 이미지, 복잡한 자연으로부터 간결한 형태로의 경향성이 이루어낸 인공적 이미지를 느낄 수 있었으며, 미래적 이미지와 전통적 이미지의 상반된 개념의 이미지를 같이 내포하고 있음을 추론할 수 있었다. 이와 같이 현대 패션에 표현된 기하학적 패턴은 복식을 조형예술 분야로 확실히 인식시키고 발전시키는 데 중요한 촉매제 역할을 담당하고 있으며 또한 많은 디자이너들에게 창조적 욕구를 불러일으키고 영감을 주는데 중요한 모티브를 제공하고 있다.

The effect of hypersonic wave sound for EEG (초음파가 뇌파에 미치는 영향)

  • Jang, Seok Woo;Park, In Gil;Kim, Dae Kyeum;Choi, Hyun
    • Science of Emotion and Sensibility
    • /
    • v.17 no.2
    • /
    • pp.101-110
    • /
    • 2014
  • High-frequency is sound produced in non-audible area, which couldn't be heard in daily life. The frequency range above 22Khz is called 'high-frequency' and its components are called 'HFC(High-Frequency Components)'. It is known that ocean wave sound is rich in HFC, because it brings serenity and causes ${\alpha}$-waves in human mind. When this natural sound is combined with high-frequency, it seems to give a pleasurable feeling, indicated by an ${\alpha}$-wave increase and a ${\beta}$-wave decrease. We call this phenomena "the hypersonic effects". In this experiment, subjects listened to the ocean wave sound simultaneously with corresponding frequencies similar to ocean wave frequency components created artificially in a electric circuit. Brain waves were measured by an EEG system with 8 channels using 8 electrodes on Fp1, Fp2, F3, F4, T3, T4, O1, and O2. The results showed that ${\alpha}$-wave increase and ${\beta}$-wave decrease were statistically significant while subjects were listening to the ocean wave sound along with the high frequency components, reflecting the hypersonic effect.

A Comparative Study of Emotional Response to Korean Drama among Countries: With Drama 'Goblin' (한국 드라마 수용에 있어서 국가별 감정 반응 분석: 드라마 <도깨비>를 중심으로)

  • Lee, Yewon;Woo, Sungju
    • Science of Emotion and Sensibility
    • /
    • v.20 no.4
    • /
    • pp.31-40
    • /
    • 2017
  • This research aims to investigate 'Hallyu' contents consumption tendency of consumers from Korea, Japan, and the United States by analyzing their emotional responses. With the development of social media, research on emotion analysis by reviewing text materials has grown. Whereas environmental variables affect consumer demand towards 'Hallyu' contents, little comparative analyses have been conducted on the emotional responses of consumers from different countries. In this research, the emotional prototype model proposed by Russell(1980) used to extract and distinguish emotional words to clarify how people in the three countries differently perceive the Korean drama "Goblin". First of all, the SNS reviews were collected during a two-month period (February 12 to April 12). Second, significant factors were identified in the collected data according to Russell's emotion model. Third, random forest was applied to organize the selected variables in the order of variable importance. Fourth, the correlations among the emotional words were compared. Lastly, the accuracy of the trained model was measured using the test dataset. The results show that "Happy" was found to be the greatest factor in Korea and in the United States and "Pleased" in Japan. Emotional words correlations showed that when watching the drama "Goblin", "passive unpleasure" was the main factor associated with individual's interest in Korea whereas "passive pleasure" was associated with individual's interest in Japan and in the United States. Based on the results, this research suggests the possibility of developing evaluation guidelines for emotional responses of different countries towards 'Hallyu' contents.

Deokhu: Differences of investment activity and flow level according to self-perception, emotional change before-after deokhu activity (덕후: 자기 지각에 따른 투자 활동과 몰입 수준 차이, 덕후 활동 전후의 정서 변화)

  • KIM, SU-SIE;Lee, Heung-Pyo
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.1
    • /
    • pp.75-84
    • /
    • 2019
  • The purpose of this study was to investigate whether there is a difference between the deokhu activities and the flow level of the deokhu group. We also tested whether there are any real differences in emotion before and after the deokhu activities. The study included 227 adults and results were as follows. First, the deokhu group had a high cost of investing and a high rate of one-day investments, particularly for one-week activities and years of duration compare to the non-deokhu group. Second, the higher the degree to which they perceived themselves as deokhu and the level of deokhu activities were higher in flow. and the group of deokhu was more absorbed than the non-deokhu group. Third, there has been no change in positive and negative feelings before and after deokhu activities in the non-deokhu group. For the deokhu group, the positive emotions of happiness, joy, tranquility, pleasure increased and negative emotions such as anger, anxiety, sadness, shame, and guilt were significantly reduced after deokhu activities. The perception of deokhu and deokhu activities have positive functions that increase the level of flow, relieve negative feelings and enhance positive emotions.

The Role of Autophagy in Depression (우울증에서 자가소화작용의 역할)

  • Seo, Mi Kyoung;Park, Sung Woo;Seog, Dae-Hyun
    • Journal of Life Science
    • /
    • v.32 no.10
    • /
    • pp.812-820
    • /
    • 2022
  • Depression is a psychiatric disorder characterized by depressed mood, anhedonia, fatigue, and altered cognitive function, leading to a decline in daily functioning. In addition, depression is a serious and common mental illness not only in an individual's life but also in society, so it must be actively treated. Autophagy is involved in the pathophysiological mechanism of mental illness. According to a recent study, it is known that autophagy-induced apoptosis affects neuroplasticity and causes depression and that antidepressants regulate autophagy. Autophagy is a catabolic process that degradation and removes unnecessary organelles or proteins through a lysosome. And, it is essential for maintaining cellular homeostasis. Autophagy is activated in stress conditions, and depression is a stress-related disease. Stress causes damage to cellular homeostasis. Recently, although the role of autophagy mechanisms in neurons has been investigated, the autophagy of depression has not been fully studied. This review highlights the new evidence for the involvement of autophagy in the pathophysiological mechanisms and treatment of depression. To highlight the evidence, we present results from clinical and preclinical studies showing that autophagy is associated with depression. Understanding the relevance of autophagy to depression and the limitations of research suggest that autophagy regulation may provide a new direction for antidepressant development.