• Title/Summary/Keyword: Creative Behavior

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A Study on the Creation Rural Experience Village Reflecting the Travel trends of the Post-Corona - A Case of Wi-bong Village in Jeollabuk-do - (포스트 코로나 시대 관광 트렌드를 반영한 농촌체험마을 조성방안 연구 - 전라북도 완주군 소양면 위봉마을을 사례로 -)

  • An, Phil-Gyun;Eom, Seong-Jun;Cho, Suk-Yeong;Kim, Sang-Bum
    • Journal of Korean Society of Rural Planning
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    • v.26 no.4
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    • pp.27-39
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    • 2020
  • With the COVID-19 pandemic, the global economy has stagnated and our daily lives have changed. The rural economy is also experiencing damage, such as an average of 65% or more decrease in the number of visitors to rural experience resort villages due to the spread of COVID-19. In order to minimize the damage arising from the prolonged coronavirus, a hospitality system in response to changes in rural tourism behavior and consumer demand is needed to revitalize rural areas and maintain continuous economic independence. Therefore, this study attempted to find ways to utilize landscape resources such as education, culture, history, and ecology in order to complement the existing experience programs in connection with local resources and local environment. Wibong Village, which is the subject of the study, attempted to revitalize the village using the resources through the "Creative village creation" project in 2015. Due to poor management of historical resources, difficulty in operating experience programs, and response to changes in the natural environment, the rate of implementation of the project plan was very low. Currently, the demand for experience is also decreasing due to the COVID-19 effect, so it was judged that it was necessary to develop an experience village program suitable for the needs of experienced visitors by discovering additional local resources for the continuous operation of the experience village. In order to solve the problem of the use of landscape resources and the spatial composition of the study site, additional investigations of local resources were made, and an experience program course that could be operated by theme was proposed by configuring a space suitable for the use of landscape resources. By dividing the additionally investigated landscape resources into history, ecology, and region, an experiential course was created to separate the traffic lines, and the space composition for large-scale experienced visitors that had been previously operated was constructed in a form suitable for the post-corona era. In addition, at least two experiential tour courses that can be operated by period were proposed to maintain economic effects. Starting with this study, if further research on the creation and spatial composition of a rural experience village centered on the connection with the region, it will be used as research results that can be referenced in projects such as village creation, rural space planning, and living area analysis. It is expected that it will be able to effectively cope with the construction of a rural area suitable for the post-corona era, where demand is expected to increase in the future.

A Study of a Semantic Web Driven Architecture in Information Retrieval: Developing an Exploratory Discovery Model Using Ontology and Social Tagging (정보검색의 시맨틱웹 지향 설계에 관한 연구 - 온톨로지와 소셜태깅을 활용한 탐험적 발견행위 모델개발을 중심으로 -)

  • Cho, Myung-Dae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.3
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    • pp.151-163
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    • 2010
  • It is necessary, due to changes in the information environment, to investigate problems in existing information retrieval systems. Ontologies and social tagging, which are a relatively new means of information organization, enable exploratory discovery of information. These two connect a thought of a user with the thoughts of numerous other people on the Internet. With these connection chains through the interactions, users are foraging information actively and exploratively. Thus, the purpose of this study is, through qualitative research methods, to identify numerous discovery facilitators provided by ontologies and social tagging, and to create an exploratory discovery model based on them. The results show that there are three uppermost categories in which 5, 4 and 4 subcategories are enumerated respectively. The first category, 'Browsing and Monitoring,' has 5 sub categories: Noticing the Needs, Being Aware, Perceiving, Stopping, and Examining a Resource. The second category, Actively Participating, has 4 categories: Constructing Meaning, Social Bookmarking and Tagging, Sharing on Social Networking, Specifying the Original Needs. The third category, Actively Extends Thinking, also has 4 categories: Social Learning, Emerging Fortuitous Discovery, Creative Thinking, Enhancing Problem Solving Abilities. This model could contribute to the design of information systems, which enhance the ability of exploratory discovery.

A Case Study of Therapeutic Song Making to Enhance the Self-identity of Adolescents in Residential Treatment Facility (시설보호청소년의 자아정체감 증진을 위한 치료적 노래만들기 사례)

  • Hwang, Hyejin;Song, Inryoeng
    • Journal of Music and Human Behavior
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    • v.19 no.1
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    • pp.43-67
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    • 2022
  • This is a case study of therapeutic song making activities aimed at improving the self-identity of adolescents in residential treatment facility. The participants were three male teenagers (16 to 18 years of age). The song making intervention was conducted individually with the participants once a week over 13 weeks, and each session lasted 60 minutes. The participants took the lead in making songs by discussing on the self-image and his/her role in the relationship and using musical elements to reflect his/her perception. For analysis, an evaluation method was used to analyze the pre- and post-test results for each sub-domain of the self-identity scale, and changes in the verbal and musical responses during each session. Two of the participants demonstrated higher post-test results compared to their pre-test performance, and their highest post-test scores were for the subdomains of intimacy and initiative respectively. In terms of verbal and musical responses per session, all three participants improved their subjectivity through the self-exploration process, which contributed to the establishment of a more positive self-image. This study suggests that facility youth engaging in making creative songs can positively change their perception of their present and future selves and have a positive effect on their sense of identity.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

The Taoist Ideology of Psychoanalytic Psychology and the Future Development Trend of Art Therapy (정신분석 심리학의 도교사상과 예술치료의 미래 발전 트렌드)

  • Li Huisshu
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.437-444
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    • 2023
  • With the development of modern society, society provides people with a quick and convenient life, but it also causes anxiety, depression, other psychological and mental illnesses, so art can also be used as a way and path to treating psychological disorders. Art therapy is a creative method of delivery used in therapy, resulting from the fusion of art and psychotherapy. Art is a service and public art activity, mainly aimed at solving human psychological problems, providing nonverbal expression and communication opportunities, and treating psychological and psychological entanglement by improving emotion, stability, and indirectly inappropriate behavior through multi-disciplinary convergence. Art therapy, as an independent discipline, began in Europe in the 3rd and 40th centuries and was mainly influenced by two psychologists, Sigmund Freud and Carl (Gustav Jung). We Starting with the theoretical foundation of psychoanalysis, this paper explores the effectiveness of modern people's psychotherapy, analyzes the similarities between the two ideas, explores the application of art therapy and the development of science and technology, and provides the public with various ways of art therapy and the validity of science and technology.

University Hospital Nurses' Experience of a Music-Based Online Burnout Prevention Program: A Qualitative Case Study (대학병원 간호사의 소진예방을 위한 비대면 음악기반 심리정서지원 프로그램 참여경험 연구)

  • Yun, Juri;Lee, Jin Hyung
    • Journal of Music and Human Behavior
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    • v.21 no.2
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    • pp.135-157
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    • 2024
  • In this study, the authors developed and implemented an online music-based support program to prevent burnout among university hospital nurses. This study involved 40 nurses from three university hospitals who shared their subjective experiences after participating in 8 music-based non-simultaneous online sessions. The responses were collected as qualitative data and analyzed using the qualitative content analysis method. The analysis identified 66 meaning units, 10 themes, and 3 categories, which included: 'Recovery of physical and psychological stability', 'Self-care and acceptance', and 'Rediscovery of pride and meaning as a nurse'. This study is significant for exploring the experiences of university hospital nurses who participated in a remotely implemented music-based psycho-emotional support program, with respect to burnout prevention. For future directions, we suggest a more in-depth exploration of specific burnout factors and an expansion of research through the diversification of research methods to refine programs aimed at alleviating nurse burnout.

The Effect of Robot-Used Play through Appreciation of Picture Books on Children's Sequential Thinking (그림책 감상을 통한 로봇 활용 놀이가 유아의 순서적 사고에 미치는 영향)

  • An Ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.357-365
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    • 2024
  • The purpose of this study is to investigate the effects of children's robot-based play on sequential thinking through appreciation of picture books. For this purpose, 15 children aged 5 years old in each kindergarten located in Seoul were selected and J kindergarten (experimental group) supported <Picture book appreciation robot play> and C kindergarten (comparison group) supported <Picture book appreciation free play>. In order to examine the difference in play experience between the two groups, the score data before and after play support was collected using the sequential thinking test tool, and the collected data were analyzed using SPSS 28.0 program to perform ANCOVA (Covariance Analysis). As a result, the experimental group that experienced robot-based play through picture book appreciation showed significant improvement in the total score of sequential thinking and the sub-areas of dynamics, behavior, and intention compared to the control group.The results of this study are valuable as a play study to discover the value of robots as a creative play medium led by young children and to promote sequential thinking ability, which is emphasized as the capacity of future society.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.73-85
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    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.

Musical Instrumental Playing Activity using Blues Music Structure for the Improvement of Self-Efficacy in Female Middle School Students who have Depressive Tendencies (우울성향 여중생의 블루스 음악형식을 활용한 자기효능감 증진 연주활동)

  • Koo, Sae Rom
    • Journal of Music and Human Behavior
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    • v.4 no.2
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    • pp.1-17
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    • 2007
  • Huge growth in developmental level, new accomplishment, and The period of adolescents is not only the transition stage but also improvement of academic level. In this level of stage, adolescents have difficulties in development, so they show psychological abnormality such as stress and depression. They could develop mental disorder such as depression or anxiety if they do not overcome the abnormality. According to the situation of the insufficiency of the decent program for adolescents' mental health in the current society, we are strongly requested to develop the psycho-therapeutic program for them. Therefore, in this study, we examined the effect of the musical activities as blues music structure on the improvement of the Self-Efficacy in the female middle school students who have depressive tendencies as well as what they experienced through the activities. The 3 participants were selected out of 70 students in the first year at the "D" middle school in Seoul by being tested with Child Depression Inventory(CDI) and Self-Efficacy Scale(SES). The musical activities were built with 3 steps. Of which, the first one was the introduction to each other, the formation of rapport, and induction of their interests to the musical activities through blues. The second one was letting participants learn the blues music structure by practice and play assigned music(including improvisation) during later 5 sessions with different difficulties at each session. The third one was giving them opportunities to play a music out of the acquired ones during the session or creative music by their own, which results in maximizing musical activities and an acquired experience. As a result, first of all, the scores of CDI test of 3 participants in 10 time sessions showed slight changes, suggesting the negative correlation between CDI and SES even though changes were not big differences. Secondly, the scores of SES test of 3 subjects in 10 time sessions were all changed and especially preference for tasking was significant. Thirdly, the scores of SES for musical playing test of 3 participants in 10 time sessions were all changed and especially preference for musical tasking was significant shown. Finally, according to answers of 3 participants in 10 time sessions for the after questionnaire on musical activities, participants experienced affirmative self-confidence and positive emotion. Taken together, it was suggested that musical activities using blues music structure could be promising therapeutic intervention method.

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Rediscovering the Interest of Science Education: Focus on the Meaning and Value of Interest (과학교육의 재미에 대한 재발견 -재미의 의미와 가치를 중심으로-)

  • Shin, Sein;Ha, Minsu;Lee, Jun-Ki
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.705-720
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    • 2018
  • The purpose of this study is to shed light on the meaning and value of interest (in Korean 'Jae-mi') in science education through literature analysis. Literature analyses were conducted on literature related to interest in various fields such as Korean language, psychology, philosophy, and education. Specifically, this study discussed the meaning of interest, the characteristics of the context of experiencing interest, the educational value of interest in science education, and the direction of science education to realize the value of interest. First, it was found that interest is an experience of emotional activation that can be felt through interaction with a specific object, and it is an emotional experience caused by the complex combination of various psychological factors, which is oriented sense, relationship, self, and object. Second, to understand the context of experience of interest, we conducted a topic modeling analysis with 1173 research articles related to interest. As a result of the analysis, it was confirmed that the context of interest is closely related with playfulness. And we addressed that this kind of playfulness is also found in science. Third, the educational values of interest in science education were discussed. In science education, fun is not only an instrumental value to induce science learning behavior, it is also one of the universal experiences that learners feel lively in science teaching-learning, and driving force of individual students' emotional development related to science. The students' active attitude to feel interest lead to creative thinking and action. Finally, we argued that the interest that should be aimed in science education should be active interest and experienced at trial and error, not passive interest induced by external stimuli. And science education culture should be encouraged to respect those who enjoy science. In particular, this study discussed the importance of each student's unique interest experience based on the philosophy of philosopher Deleuze (1976).