• Title/Summary/Keyword: Amusements

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A Study on the Kitsch Characteristics of Hair Style and Head Dress in the 1990s (1990년대(年代) Hair Style과 Head Dress의 키치특성(特性)에 관(關)한 연구(硏究))

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.5 no.2
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    • pp.73-86
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    • 2001
  • This study aims at reviewing the Kitsch aesthetics, grasping the relation between the Kitsch and consumption culture, and pursuing the intrincis meanings and expressive characteristics of Kitsch in the hair style and head dress in the 1990s. Kitsch generally implies a vulgarity, and a bad taste, and can be considered to be a kind of vicarious experience, the aesthetic deception and self-deception. In spite of these negative inplications of Kitsch, the aesthetic categories of Kitsch have been spread to public and been accepted by the public, with the help of the powerful promotion of the modern day mass media. 1. The intrincis meanings of Kitsch convey 1) escapism, 2) conformity, 3) amusements, 4) identification. 2. The expressive characteristics of Kitsch represent 1) aesthetic inadequacy: hair style and head dress showing the imperpectness, accumulation(superfluous ornaments), vulgarity, untidines. 2) resistance: hair style and head dress featuring deconstructional and violent forms revealing the uneasiness, and unsatisfaction of the given regularity. 3) humor: hair style and head dress featuring the innocence, humor, and fun for a relaxation and diversion. 4) hedonism: hair style and head dress with the erotic and sexual feelings. 5) retro, romantism: hair style and head dress featuring the elegance, femininity, folklore, ethnic, and nostalgia.

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Comparative Study on the Characteristics of Interaction Design in the Design Hotel (디자인 호텔의 인터랙션디자인 속성 비교 연구)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.208-216
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    • 2010
  • The design hotel where new life styles of users were created and the exchange of one's identity and the culture was executed was employed the interaction design which considered the attendance and experience of users as the important motives. This study is to discuss on the relationship between the design hotel and interaction design, and to compare and analyze the differences in the expression methods of them. It was concluded that the design hotel had a close relation with the properties of information supply, amusements, narrative, personalization, and social exchange in the interaction design, and it mainly used the digital media of non-material, the juxtaposition of strangeness, the change of structure, substitution of values, appropriation of hybrid as a means of its expression. In addition, it was revealed that the properties above did not simply apply to an open space but were connected as a dominant-subordinate relationship into one subject. It is expected that the field of interaction design in the design hotel will be expanded due to the spread of digital technology and its role and importance will be increased. Therefore, it is thought that the study to provide the development of a variety of contents of design hotel should be kept through the study of organic relation between different subjects, avoiding the indiscriminate use of the contents.

A Study on the Literary Lyricism as Aesthetic Sense in Japanese Costume -Focusing on its Formation and Development- (일본복식문화에 나타나는 미의식으로서 문학적 서정 -그 형성과 전개-)

  • Huh Eun-Joo
    • Journal of the Korean Society of Costume
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    • v.56 no.7 s.106
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    • pp.79-95
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    • 2006
  • The relationships between costumes and literature are the remarkable characteristics in the history of Japanese costumes. Among them, the literary designs which have literary subject matters seem unique to Japan. In Japan, the history of the literary design traces far back and its examples are abundant in various literatures in the Heian era. It is particularly notable that the literary designs take a relatively large part of Kosode pattern in the pre-modern period, the Edo era, which can be cleary seen in Kosodehinagata-bon, a collection of Kosode pattern of those era, in addition to various sources of extant relics or paintings. These literary designs lie the tradition of the literary lyricism as aesthetic sense in the japanese costume history. The literary lyricism means the lyrical mood evoked by literature. The purpose of this study is to examine how the literary lyricism which has supported those literary designs was formed and developed. The literary designs on costumes related with the relationships between literature and formative art, for example painting. Those typical example, which started in the literature tournament, utaawase, was devised for matching up with the character of the assembly. They continued as a sort of the intellectual amusements. In the pre-modern period, the literary designs developed In relation to not only subject matters but those expression. Moreover, it shows the extremely typical example that a series of Kosodehiinagata-bons, consisted solely of literary designs, was enjoyed as a device of reading materials like poem anthology.

A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game (디지털 게임의 '생산적 소비' 행위에 관한 연구 : 레이버테인먼트 게임의 기호학적 분석을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.79-87
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    • 2010
  • Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.

Play Theory Comparative study with Amusement of Figure based on Image Contents and Roger Caillois (영상콘텐츠 기반 피규어의 유희성과 로제카이와의 놀이이론 비교)

  • Sohn, Jong-Nam;Chung, Jean-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.157-164
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    • 2010
  • Figure that make image contents of movie, animation, game etc. by base is one of representative industry of OSMU (One Source Multi Use). Figure that is culturally continuous as industrial while is growing scientific study that is lacking in many way consider. With amusement to the center as a preceding study about this and offered preceding research about theories that several scholars advocate, and divide into commerce, industry, imagination and amusement about characteristics of figure based on image contents and investigated. Investigated amusement characteristics of figure that is center of this study because do comparative analysis with insistence of Roger Caillois- Agon, Alea, Mimicry, Ilinks that classify to meaning that is four amusement characteristics competitions, fortune, conspiracy, dizziness - that is representative scholar of play theory and France's thinker. According to this study, we can know that there is close connection with amusement characteristics of four plays that Roger Caillois advocates in amusements of figure.

Correlation between alcohol use and juvenile criminal behavior patterns in Korea

  • Kim, Hyun-Sil
    • Journal of Korean Academy of Nursing
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    • v.29 no.5
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    • pp.1134-1146
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    • 1999
  • The purpose of this study was to examine the correlation between Juvenile alcohol use and their criminal patterns. The data were collected through questionnaire surveys. Subjects serving for this study were 971 delinquent adolescents in Korea, sampled from 6 juvenile corrective institutions and 2 classification judging institutions, using a census method. Their age range was between 12 and 21. Data were analysed by IBM PC using SAS program. Statistical methods employed were Chi-square and frequency analysis. 1. Of 877 respondents, the number of adolescents committed criminal behaviors while the intoxicated were 230(26.2%), and 647(73.8%) were in a non-intoxicated state. 2. Adolescent under intoxication showed a higher rate of aggressive crimes and assault crimes, whereas adolescents under the non-influence of liquor tended to commit property climes and violations of criminal special law Drunken state adolescents during committing criminal behaviors used knifes, stones or fist-kicking as criminal tools, whereas drug use or without weapons in non drunken state. Most crimes have happened without any tools in both group. 3. In comparison of the alcohol user and the non-user, most alcohol-related crimes among adolescents were committed at AM 0:00 to AM 4:00 during the weekend in the dark, cloudy, and stormy-rainy day, while non-alcohol related crimes were at afternoon of weekday in the clear day. The places that the criminal activities occurred were streets, amusement places such as disco-theque, fields and their own house among alcohol users, whereas victim's house, another person's house and restaurant were chosen among non-alcohol users. 4. The victims assaulted by Juvenile offenders in both drunken and non-drunken state were mostly passer-by(65.4%), followed by their friends(25.1%). And the conditions of victims showed a significant differences between the drunken adolescents and the non-drunken adolescents. The victim's conditions assaulted by intoxicated delinquent adolescents were in quarreling or drunken state, whereas non-alcohol related crimes were directed against victims in a sleeping or irresistible state. 5. Almost over the half of delinquent adolescents perceived their delinquency as wrong behaviors. and alcohol non-user tended to more significantly perceive their criminal acts as wrong conducts. About the half of respondents answered that they committed their criminal acts in spite of having a very good Judgement while doing crimes, the author did not found a significant difference between the two groups. The reasons given for crimes were manifested as follows: it can be seen that ‘to get money for amusements’(30.4 % of all motives) were most common, followed by ‘to commit accidentally the offences’(23.8%), ‘curiosity or heroism’(18.9%). alcohol related crimes tended to be accidental and impulsively without any clear planning, while non-alcohol related crimes tended to be purposeful, directed to make money motivated by curiosity or a desire to live heroically. In Conclusions. the correlation between alcohol use and Juvenile criminal behaviors has been examined in this study. Generally, alcohol use had been found to be highly correlated with aggressive assault crimes including robbery, burglary and rape etc.

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Perspective of Juvenile Problems by Musical (브로드웨이 뮤지컬 를 통하여 본 청소년 문제)

  • Kim, Hye-Jin
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.204-210
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    • 2016
  • The reason to research the musical is it has a lot of useful things for the various studies department not only Korea Musical Theatre own although it has been a successful musical theater on the Off-Broadway by Reboot culture era. Even though does not release on Korea, the popular of the show and powerful results of environments have delivered through the international magazines and Youtube channels to Korea. To study of Musical will be lead us to the world which adopted to the social problems as the youth school violence, family communication hurdle, and religion missing by script not only the musical drama but the interpretation for Teen-agers social problem. There are many kinds of Neo educations are proved by smart learning as STEAM. The students who have been studied with the smartphone, I-pad, personal computer, or laptop as smart tools for class are familliar as feedback processing speedly. It would make them learn the skill for their knowledge of a digital age, but it should not let them how to understand other people's emotion as real although STEAM has emtion part. Besides they have communicated on the social network not the ordinary man but the special ego by themselves, as mention or retweet as like their amusements and make the gossip group. This study would show the perspective for understanding Teen-agers Social Problem and who is the victims today's juvenile problems though the musical based on Jim Taulli's directing.

The Needs for Rehabilitation Day Care Center in Stroke Patients (뇌졸중 환자의 주간 재활간호센터에 대한 요구)

  • Ko, Sun-Hwa;Lee, Myung-Ha
    • Journal of Korean Academic Society of Home Health Care Nursing
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    • v.9 no.2
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    • pp.114-128
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    • 2002
  • In order to provide information for the establishment and maintenance of a rehabilitation day care center for stroke patients. this study is to assess needs for the rehabilitation day care center of the stroke patients and to identify the factors influencing the needs for the center. The data were collected face-to-face interview with 223 stroke patients. using a structured questionnaire. from September 24. 2001 to November 20. 2001. Major findings are as follows. 1. Most of the participants($94.6\%$) needed rehabilitation day care center for stroke patients. $95.5\%$ of participants were willing to use the rehabilitation day care center. 2. Also the score of the needs for the center's health services was $2.84\pm60$ out of 4.00. In regards to the sub-contents. while the physical exercise therapy showed the highest mark($3.54\pm71$) in the needs. the following marks showed physical therapy($3.48\pm79$), training for the memory. thinking and judgment($3.30\pm93$). training for ADL($3.09\pm99$). health education program($3.04\pm93$). In the meantime. the expected effects from the use of the center are $2.89\pm61$ out of 4 and its sub-contents showed that the center would promote their physical and mental well-being($3.30\pm74$) and the center would be more effective than in home care($3.12\pm70$). 3. Meanwhile. the desired frequency of use in the future and distance had significant interrelation with their families living together(p<.05). In addition those who paid to use it differentiated significantly according to their ages and the types of insurance they had(p<.05). 4. The needs in degrees of speech disorder therapy and hobbies & amusements. the patients with other disease had significantly higher degrees than those patients without it (p<.05). Also in regard to the need degrees for physical therapy. healthy education programs and individual counseling including their families. the degrees of the patients with speech disorders were significantly lower than those of the patients without the disorder (p<.05). On the other hand. the patients with speech disorders were significantly higher than those patients without it in the need degree of the speech disorder therapy (p=.000). And the needs in degree concerning about speech disorder therapy. physical exercise therapy. training for ADL. medicinal substances therapy and family education were negatively correlated with the ADL (r=-.236$\sim$.305, (p<.005). 5. Finally. the expected effect of using the rehabilitation day care center showed significant differences statistically according to whether or not they had other disease (p<.05). In conclusion. the study showed the stroke patients were willing to use the center and had a high requirements for it and they especially had relatively high need degrees for the physical exercise therapy. physical therapy. training for memory. thinking and judgment. and healthy education program. And significant factors for the use of the center were their ages. types of insurance. family cohabitation. complications and speech disorders. ADL and so forth. Accordingly. the rehabilitation day care center needs to be established for the stroke patients and the center should develop rehabilitation care programs. which are individual and special programs customized for each patient's characteristics and health conditions.

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The Leisure Activity and the Degree of Satisfaction for the Life by Aged persons in a Rural Area (일부(一部) 농촌노인(農村老人)의 여가활동(餘暇活動)과 생활만족도(生活滿足度)와 관련성(關聯性))

  • Kim, Jae-Soog;Park, Jong;Ryu, So-Yeon;Lee, Chul-Gab;Kim, Hak-Ryul;Kim, Yang-Ok
    • Journal of agricultural medicine and community health
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    • v.24 no.1
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    • pp.131-143
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    • 1999
  • This study was attempted to find the mutual relationship between leisure activities and life satisfaction by the aged persons in a rural area. The data was obtained by interview with questionnaire and the data from 209 persons aged over 65, residing in Dohwa-myeon and Podu-myeon, Koheung-kun, Chollanam-do were analysed. The survey was carried out from Feb. 16th to May 3rd in 1998 and the results are as follows: 1. The survey showed that the major leisure activities were TV watching followed by talking with friends, club activities, taking a walk, visiting friends' or relatives' home and breeding domestic animals. 2. The types of leisure activities were classified into 8 patterns as active self-enlightenment, passive self-enlightenment, temporal amusements, passive self-activities, cozy introspective activities, friend oriented activities, family oriented activities and religious activities. Among the above 8 patterns active self-enlightenment type contributed most to the life satisfaction. 3. The major factors affecting leisure activities were sex, age, average income, religion and educational status. And the major factors affecting life satisfaction were sex, age average income, educational status and a state of health. In conclusion the more the aged persons participated in leisure activities, the better they felt life satisfaction.

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The Future of Radio and its Role in the Era of Smart Media (스마트미디어 시대 속 라디오의 미래와 역할 고찰)

  • KWON, Youngsung;SONG, Haeryong
    • Trans-
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    • v.1
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    • pp.117-139
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    • 2016
  • Radio, the first broadcasting medium in history, is also the first mobile medium that meets the currently mobile ecology based on mobile communications network. As a result, it is easily approachable to consumers, can easily engage individual consumers, and its program contents have a huge appealing power to individual listeners, allowing it to form intimacy with audiences at the closest distance. However, the listening rating of radio has decreased greatly because it has experienced various changes by many other competitive media such as TV and internet and it has been influenced by relative constant hypothesis. Also, radio now faces a bigger competition due to the emergence of smartphone. In this circumstance, radio showed movements to evolve into a digital radio that presents improved sound, strengthened reception power, and increased number of channels, but it suddenly changed to DMB and portable multimedia DMB is having huge problems in its marketability due to smartphone. Yet, the listening rating of analogue radio broadcasting that remained unchanged was 13.99% in 2014, an increase by 47% from 2011, and the percentage of listeners under the age of 18 increased by 2.4 times from 2011 to 2014, which was a unique and interesting phenomenon. Accordingly, this paper compared the characteristics of internet and radio that have the traits of daily life, information, individuality, participatory, adventurousness, alternative media, expertise, and sound media. The paper then examined the listening method of radio, in which the direct groundwave antenna reception through a vehicular device is the most common form during the use of transportation means. Finally, it sought to investigate the future of radio based on the understanding of the increase in radio listening ratings, especially by comparing it to the characteristics of smart generation that focus on smartphone and the internet The study results demonstrated that entertainment and amusements are attempting at changes while they used to be obtained selectively by the smart generation from fragmentary information. In addition, radio is expected to become an influential medium in the future through its advantages of 'selected information' and reliability. However, considering such possibilities, radio needs to build the expertise and reliability of broadcasting contents much more at the same time as its digitalization, and it will be able to have its own competitiveness by focusing on various experiences and cultural exposures.

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