The issues of generation, delivery, and processing of information which have been treated importantly in information design field have evolved along with the evolution of the humankind. In the modern society, the vast amount of, complex, and artificial forms of information such as big-data is accounted for the majority and claims of interest focusing on how to effectively design those kinds of information are being increased. This study explored the visualization methods applied with the natural objects as motives as one of the ways for users to easily get their perception and cognition to the information. Nature has long influenced on the human figural activities. The natural objects take the optimum visual shapes and provide the diverse inspiration and emotion to the designers in the various design fields such as product design, architecture design, and so on. Through the literature studies, we suggested the compositional principles of natural objects and the principles for observing and analysing natural objects as a principle to use the natural objects for information design domain. We, also, suggested the information design approach model which is inspired the natural objects by linking those two kinds of principles to the information design's visual realization factors and explored the possibilities of utilizing of the approach model by the case studies.
Full-length Animation has been producing very actively with a large of U.S.A and growing rapidly as a pare of entertainment industry since the middle of the 1990's. However, in actual fact, Korea Animation doesn't have any characteristics as compared with Japan Animation & U.S.A Animation's growth. It is owing to in financial difficulty and that there's no conversion about consciousness that Animation is only for children. This study is constructed with color information as the central figure from a gradation of information delivery and analyzed ‘Image Color’ of full-length animation which is produced by large studio in U.S.A. This study predicts about past, present and future of animation centering around a color that visual sensitivity factor which recognize enormous information very quickly among sensitivity stimulus of human being. With this study analysis a color of U.S.A animation, looking for sensitivity color factor that react to elaborate and delicate stimulus, and then expressed color from developed animation skill apply to sensitivity industry.
Recently, while sharing various values of an individual through fast information delivery with the consciousness change of consumers, the trend is now changing by needs of consumers from the trend that companies took the lead in the past. In addition, while jewelries are changed to fashion's consumer goods, it is time that the domestic jewelry industry also needs development of products applied with various colors and visual emotion that consumers demand. Accordingly, much interest in natural colorful gems and the consumption market are being increased in the jewelry industry. Accordingly, this research has progressed the necessity, the status analysis and consumer preference analysis of products development using Semiprecious Stone, and extracted the target market by style and needs of consumers through a consumer trend survey and image analysis survey for development of products. And, this research has set a design directionality by extracting adjectives that can be applied to design preference images by age. This study has confirmed the necessity and possibility of Semiprecious Stone products development based on the analysis of jewelry market.
Widgets are the instrument for representing user's character and embossing the value of blogs. The compound word of the Windows and Gadget the application, widgets are the functional program to displayed on the screen graphical user interface (GUI) tools as a kind of service that user want to see. On the operating system, the Web, and mobile area, widgets offer the delivery of information, convenience and efficiency. However widgets have been never gave satisfaction to user because it focused transmitting information and representing circumstance than fun. This study is for recognized fun elements that user feel interest and categorized fun elements each type of widgets. Fun elements of widget never been defined, we use fun elements on design and product area and emotional word that is representative of affectivity. And we make up an online questionnaire to blog users. The widget selected by popular degree among the domestic widgets and the Japanese widget. And the results of the questionnaire that 5-scales used based on user preferences to identify the elements that are fun.
The purpose of this study was to perform the fetal education effectively for the delivered woman and her husband. This study was conducted by the questionnaire survey on 199 delivered women and their 171 husbands at several hospitals located in Seoul and Kyonggi Province from February 28 to March 26, 2002. The contents of questionnaire included the purposes, the cognition and the practice of fetal education. The SAS program was used for the statistical analysis of the data. The character of subject was analyzed by the percentage. The difference between the cognition and practice of fetal education was analyzed by t-test, ANOVA, Wilcoxon rank sum test. The factor analysis affected on the practice of fetal education was adopted by Multiple regression. The results were as follows; 1. In the purpose of fetal education, the well- balanced emotion showed the highest mark. The cognition of fetal education(woman:$4.39{\pm}0.52$, husband:$3.88{\pm}0.70$) and the practice (woman:$3.88{\pm}0.60$, husband:$3.83{\pm}0.70$) showed the relatively high mark, but the score of cognition showed higher than that of practice. 2. In the comparison of the cognition between the delivered woman and the husband for the fetal education the item of the mental or health state would affect unborn baby, which occupied the highest mark in both woman and the husband(woman:$4.81{\pm}0.44$, husband:$4.81{\pm}0.50$). But they were prohibited to eat the deformed food, which showed the lowest mark(woman:$3.19{\pm}1.12$, husband:$3.21{\pm}1.29$). 3. In the comparison of the practice for the fetal education between the delivered woman and the husband, the practice for the healthy baby showed the highest mark in woman ($4.51{\pm}0.71$), which had a statistically significant difference(P=0.025), compared with that of the husband($4.13{\pm}0.99$). 4. In the comparison of cognition and practice for the fetal education, the general character was associated with the duration of marriage, the satisfaction with marriage and the support of husband on pregnancy. The mark was associated with the age of woman, the level of education and the first birth. 5. The significant factors influencing on the practice for the fetal education were connected with the cognition of fetal education, age, satisfaction with marriage, the support of husband on pregnancy, the type of family, the experience of delivery and the state of health during the period of pregnancy. etc. In conclusion, it is indicated to make effort for transforming and developing the traditional fetal education in accordance with the modern fetal education. And it is suggested that the fetal education might be recognized by all members of family, and the importance of husband's role for the fetal education should be informed as well as that of woman's.
In recent days, most of mothers prefer bottle feeding to breast feeding. Even mothers who started with breast feeding, change to bottle feeding in a short period. Many factors were reported causing the trend, but a significant influencing latter was revealed the mothers' perception that their breast milk wasn't enough for their babies. The purpose of this study were to identify how mothers of 30 years ago kept breastfeeding longer period for their child, and what were the diet they used in order to keep adequate breast milk secretion. The subjects of this study were 95 women who are over 60 years or older. Data were gathered by 13 authors by interview using structured questionnare. There were 16 questions related to subject's demographic informations and the specific recipe which they used, and 7 questions related to breast feeding techniques they used. Data were analyzed by SPSS/PC and content analysis. Results were as follows. 1. The subjects reflected that their milk secretion was enough to feed their tables. 2. More than half of the subject started breast feeding on the 3rd day after delivery and had continued breast feeding until they were pregnant again. 3. The subjects tried to eat as much rice and seaweed (MiYuk) soup as possible and didn't take any other specific diet during the breast feeding period. 4. The subjects didn't pay specific attention to the breast, general health. emotion, home environment. The only thing they did was being careful not to press breast when not feed. 5. Many subjects perceived that breast feeding made them healthy, and only 7% of subjects responded that they had some health problem during the breast feeding period.
Journal of the Korean Institute of Landscape Architecture
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v.38
no.3
/
pp.115-125
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2010
A theme park is not just a recreational space for leisure activities, but also a place of storytelling as collected around abstract boundaries called themes. These stories are 'a space that tells the meaning' that the visitor is looking for and the Robot Land space offers robots, humans, and nature. This study is a description of the design strategy and content of the work which was elected as a subject of the subsequent rank negotiation of the Masan Robot Land design contest for the selection of a private contractor. The focus of the plan is, first, the organizational power of each space and the delivery power of a theme for the history of revisits, which might be considered depending on whether or not the theme park has been successful in the visitor's mind. Second, it is to actively use the potential of Masan, which is not only the key hub of the mechanical industry but also has beautiful coastal resources. First, they created a space that can flexibly react depending on the user's desire and the change of form, minimizing environmental damage by using a linear metabolism that can provide an amalgam of the elemental characteristics of robots, humans, and nature as motifs. They introduced a planting plan for the admissions square, an existing forest, slope, vacation spot, the inside of a complex, and Eco Island, etc. by utilizing symbolic meaning and adjusting to the spatial characteristics of each space. In addition, they sought a detailed space by setting up zones tailored to the use and character of the subject area, having exhibitions and education about robots, vacation facilities for lodgers, various recreational and commercial facilities, and space for utopian gardens as themes. They planned Masan Robot Land to be a true cultural space that creates mental richness on the basis of not only the economical effects but also local emotion.
This study aims to study the relationship and narrative structure through types of conscious shown through characters of animation. Regardless of professional knowledge, animation viewers are able to decide sympathy cognitively during watching. There are previous studies examining elements regarding the sympathy felt by viewers, "how much sympathy one feels about the story" conveyed by character is one of the most significant element. "Sympathizing" is reacting to the emotion of character, which does not concentrate on visual phenomenon revealing from appearance and mise en scene, but from "conscious" establishing relationship from behavior and practice. In other words, it starts from in-depth insight regarding the types of conscious and relationship between characters. Therefore, this thesis aims to analyze the types of conscious of main character Simon of Japanese animation which was aired in Korea in 27 episodes, and analyze how it conducted meaning structuralization of relationship with surrounding characters in the growth process of every episode. When analyzing the animation, the study concentrated on analyzing the conscious formation process of character, completeness of relationship and structure rather than the plot or power of delivery of direction, to insist that animation should not only convey humor or fun but secure the in-dept self discernment.
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.
The purpose of this study is to analyze the effect of art and culture experience according to art and culture perception on art and culture consumption. Accordingly, the perception expressed through the experiences of consumers was defined as the delivery of art and culture marketing strategies, and the behavior of consumers enjoying art and culture was measured. The research data were analyzed through an online survey. As a result of the analysis, sense, relation had a significant effect on the hedonistic factor, and the act, sense, emotion and relation had significant effects on the other's consciousness, and the behavioral and emotional factors had a significant effect on the intentional factors. The implication from the experience of relationships with others was found to have a negative(-) effect on all factors, which means to be the result of consumers' anxiety in enjoying art due to the pandemic. It is necessary to develop an online business model for consumers who naturally avoid it, and to narrow the gap between online and offline art and culture. Second, it is thought that sponsorship from companies is necessary so that artists who provide art and culture can produce high-quality contents. In the future, if it was studied the relationship between not only consumers who enjoy art and culture, but also suppliers and artists who provide art and culture, it will be able to understand the culture in-depth.
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