• Title/Summary/Keyword: Emotional Contents Design

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Toy Library Rental and Return Systems Based on Web (웹을 기반으로 한 장난감 도서관 대여 및 반납 시스템)

  • Kim, Eunkyeong;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.172-183
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    • 2019
  • Modern society has a tendency to raise fewer children. As a result, parents became more interested in their children's creative ways of thinking and began to look for new ways of teaching. The child care support center expects a positive effect by lending various toys and books to improve the physical, emotional and social characteristics of children and to help reduce household burden on parents. In this paper, we design and implement a rental return system to effectively utilize a toy library operated by the child care support center. The proposed system makes it easy for any user to search for items in any branch operated by the Child Care Support Center and to manage loan return records. The administrator can manage data such as loans, returns, and past due from the rental return processing system, and effectively operate the child care support center through statistics of data generated. Children are expected to be given a variety of entertainment cultures and cultural benefits to their families to ease the burden of parenting.

Analysis of Educational Needs for Developing a Consumer-oriented Regular Safety and Health Education Curriculum - Focusing on Management Supervisors (수요자 중심의 산업안전보건교육 과정 개발을 위한 요구분석 -관리감독자 정기안전보건교육을 중심으로-)

  • Choi, Ah Rum;Hwang, Jung ho;Kim, Jina
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.30 no.4
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    • pp.364-375
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    • 2020
  • Objectives: The purpose of this study is to suggest a direction for consumer-oriented curriculum development by analyzing the priorities of subjects and their preference for educational methods. Methods: The participants included 773 management supervisors and education practitioners in the workplace, and a survey was conducted from April 17 to August 30, 2019. Frequency analysis, t-test, Borich's Needs Analysis, and Locus for Focus Model analysis were performed using Microsoft Excel 2019 and IBM SPSS 21.0. Results: The highest perceived priorities for education subjects were as follows: ① 'CPR and First Aid Practice' and 'Occupational Disaster Prevention and First Aid Basics' in the manufacturing industry; and ② 'Emotional Labor and Job Stress Prevention', 'Occupational Disaster Prevention and First Aid basics, and 'Musculoskeletal Disorder Prevention' in the service industry. 'Collective education' was the most preferred method of education. 'School-type' was preferred for the seating arrangement, and the proper number of trainees was considered to be about 30. Respondents said the contents of the education was a top priority when they applied for education, and curriculum and appropriate textbooks should be considered in calculating the cost of education. Conclusions: Practical subjects and subjects related to major hazards by industry were required for management supervisor education. It was proposed in this study that the contents and operating methods of education be changed so that workers can easily comprehend essential subjects such as the Occupational Safety and Health Act. In conclusion, it is necessary to design the curriculum and apply educational methods suitable for each subject's characteristics in consideration of the priorities for subjects reflected in the needs of trainees.

A Exploratory Study on the Determinants Predicting Student Depature of Freshmen: Focusing on the Case of S University (대학 신입생 중도탈락 예측 요인 분석: S대학 사례를 중심으로)

  • Lee, Eun-jung;Lee, Jeong-hun
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.317-330
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    • 2021
  • This study aims to derive the main factors for predicting student departure of university freshmen and provide the basis for establishing policies to prevent student departure at the institutional level. For this purpose, a random forest model is developed with the data observed for 2 years at a four-year private university in Seoul. In the prediction model, 6 variables of school adjustment factors and 12 variables of institution satisfaction factors are applied. The top 6 variables presenting the highest MDA turn out to be emotional stability, financial conditions, assurance in the choice of major, satisfaction with the choice of university, educational method(systematic teaching method), educational method(effectiveness of major education). Based on the results of this study, it is suggested the necessity of institutional design supporting freshmen to adapt to university life and stably continue their studies.

The Expression of Postmodern Pop Art Style in Contemporary American Animation (현대 미국 애니메이션에서의 포스트모던 팝의 표현)

  • Wu, Ying;Chang, Wook-sang
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.727-741
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    • 2022
  • This article focused on contemporary American animation since the 1990s and later detailed clues to the theory that contemporary pop art style influenced contemporary American animation art creation expression and contemporary American animation. Knowing why American animation swept the world summarizes the art creation characteristics of modern American animation. After a combination of theoretical and actual animation works, the main manifestations of the postmodern pop art style in contemporary American animation: exaggerated and superficial shapes highlight character characteristics; rebellious colors reconstruct emotional perception; creation impacts the mass media-dependence; bizarre collage and repetition, embodying the postmodern pop spirit of jokes and spoofs, Etc. Through this, it is expected that the current analysis of American animation will provide new innovative ideas for domestic animation design and increase the competitiveness of domestic animation in international video animation.

A Study on Game Moral System Plan for the Moral Improvement of the Children and Teenagers (아동 및 청소년의 도덕성 향상을 위한 게임 도덕시스템 연구)

  • He, Yu-Xuan;Lee, Dong-Yeop;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.359-366
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    • 2015
  • In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.

A Study on Opinion of Korean Feminine Seniors on the Life Support Appliances for Healthy Ageing - Medication Dispenser, Video Phone, Activity Monitor, Sleep Monitor - (재가노인 생활지원기기에 대한 한국 여성노인의 인식 - 알약분배기, 비디오폰, 활동모니터, 취침모니터를 중심으로 -)

  • Steggell, Carmen D.;Park, Kyoung-Ok;Kim, Sun-Joong;Kwon, Myoung-Hee
    • Journal of the Korean Home Economics Association
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    • v.46 no.4
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    • pp.83-96
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    • 2008
  • The purpose of this study is to grasp the opinion of Korean feminine seniors on the life support appliances for their healthy ageing: medication dispenser, video phone, activity monitor and sleep monitor. The focus group interviews, asking the usability of the appliances, were answered by each 6 feminine seniors of more than 65 years, residing in Corvallis of U.S.(group I), Cheongju(group II), and Ulsan(group III) of Korea. The results are as follows. (1) The medication dispenser proved to be very useful to all the respondents. All the seniors, who take more than one medicine a day, felt it helpful that the medication dispenser makes them to take medicines at fixed time. In addition, they hoped the medicine envelope to be developed for the dispenser use by the supply side. (2) The seniors showed interest in the manner the video phone works; to work by the voice, rather than by the finger. They expressed the hope of the video phone to display the communication contents, in consideration of their weakening hearing. (3) The seniors who live alone, especially, felt intimacy to the activity monitor, thinking as if some helpers were beside them. The fact that it can send emergency calls immediately when situations happen, gave the seniors emotional safety as a patron. (4) The sleep monitor, although essential to the serious cases without moving ability, was proved less necessary to the healthy seniors. They expressed the hope of this appliance to be evolved for the use with the mattress without bed.

Study of Design for Digital Appliance Interlace Using Analog Metaphor (아날로그 메타포를 활용한 디지털 가전 제품의 인터페이스 디자인 연구)

  • Shim, Jae-Hee;Yang, Jeong-Hwa;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.334-339
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    • 2008
  • 요즈음 각종 미디어를 통해 '디지로그' 라는 신조어가 주목 받고 있다. 디지로그의 핵심은 디지털 기반의 이분법적인 사고의 틀을 보완하기 위해 아날로그적인 감성의 도입을 의미한다. 이는 기능중심적인사고로 해결할 수 없는 인간과 컴퓨터의 간극을 새롭게 조명할 수 있는 기회를 제공함으로서 HCI 문제의 새로운 대안으로 떠오르고 있다. 기존 생활가전제품 인터페이스의 중요한 목적은 사용성, 유용성과 같은 기능적인 측면 이었다. 이는 제품자체의 목적을 그 기능에 국한하였기 때문이다. 하지만 현재 에어컨, 냉장고와 같은 생활 가전제품들의 위상은 기능을 넘어 집안의 인테리어의 요소로써의 역할 뿐만 아니라 자신을 대변 할 수 있는 혹은 과시하고 싶은 명품 이미지로써 점차 자리잡기 시작하였다. 또한 TFT Color LCD의 도입은 제품의 상태를 단순히 전달해 주는 단계를 벗어나 심미적인 표현까지 가능하게 해주었다. 이를 계기로 수채화 표현기법과 같은 아날로그 메타포를 활용한 감성적 인터페이스가 시도될 수 있었다. 아날로그 메다포를 활용한 디지털 가전 인터페이스의 첫 번째 단계는 스타일이다. 아날로그적인 스타일을 가장 대표적으로 보여주는 것은 바로 회화영역이다. 에어컨 공기청정기능의 프로그레시브 영역에 수채화로 표현된 산과 들을 보여줌으로서 인터페이스가 하나의 풍경화로서의 접근이 가능하게 된다. 이는 소비자들에게 정신적인 만족감과 더불어 제품의 프리미엄의 이미지를 각인시킨다. 두 번째 단계는 스토리이다. 기능을 디지털의 On/Off에 의거하여 나열 하기보다 기능과 기능사이의 문맥을 스토리로 연결함으로서 아날로그적인 접근이 가능하다. 이러한 스토리의 기준은 사용자의 경험에 기인하여 만들어지게 된다. 마지막으로 활용할 수 있는 단계는 컨텐츠이다. 이제는 한가지로 집중된 기능만으로는 사용자를 만족 시킬 수 없다. 사용자에게 인간적인 체온이 느껴지는 아날로그적인 컨텐츠를 제공함으로서 인터페이스 자체로 감동을 줄 수 있게 된다. 이와 같은 변화는 디지털제품의 궁극적인 목표가 사용자에게 있다는 것을 다시 한번 확인시켜준다. 이제는 똑똑하고 편리한 인터페이스를 넘어 사용자체가 감성적 만족감을 주는 매력적인 인터페이스로 진화 하고 있는 것이다.

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Effects of Psychodrama Group Counselling on Physical and Mental Health of Nursing Students (심리극 집단상담이 간호학생의 신체$\cdot$정신건강에 미치는 효과)

  • Ko Young Aie
    • Journal of Korean Public Health Nursing
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    • v.17 no.1
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    • pp.132-143
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    • 2003
  • The purpose of this study was to verify the effects of psychodrama group counselling, and to determine its applicability as a nursing intervention for the promotion of mental health of clients in their developmental stages. Methodological triangulation was used for research design. For quantitative study, quasi experimental study design with nonequivalent control group was used to test the effects of psychodrama group counselling. For each experimental and control group convenient samples of 15 nursing students were selected, and observed from May to Nov. 2000. For experimental group, the treatment was given for 2 hours each week, totaling 20 hours. The questionnaire consisted of 24 items of physical symptoms from CMI. 40 items of Spielberger Anxiety Scale, and 21 items of Beck Depression Scale. Reflective journal was written by the experimental group. The data were analyzed using chi-square and Mann-Whitney U test. For the qualitative study, the contents of the reflective journal were analyzed into categories and classifications. The results of the study were as follows; 1. There was a significant difference on physical health status between the experimental and the control group 2. There was a significant difference between two groups on the mean scores of mental health before and after psychodrama group counselling. 3. The qualitative analysis of reflective journal resulted in 4 categories and 13 classifications, which was reflected by the experience of the psychodrama group counselling. The four categories were self introspection, psychological support, improvement of interpersonal relationship and self development. The thirteen classifications are self-discovery, discovering others, emotional catharsis, positive thinking, formation of consensus, comforting, being free, being comfortable, understanding, maturing personal relationship, acquiring self-confidence, new challenges, and planning for the future. Based on the study findings, the psychodrama group counselling had promoted not only physical but also mental health of nursing students. The characteristics identified by the study suggested the applicability of psychodrama group counselling as an effective measure of nursing intervention for clients.

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Surveying Expert Perceptions for Designing an Agro-Healing Virtual Reality Therapy System (가상치유농장시스템 설계를 위한 전문가 인식 조사)

  • Bae, Seung-Jong;Kim, Soo-Jin;Koo, Hee-Dong;Kim, Dae-Sik
    • Journal of Korean Society of Rural Planning
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    • v.29 no.4
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    • pp.211-219
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    • 2023
  • In this study, the importance of each design element was analyzed by surveying experts in the development of Agro-Healing Virtual Reality Therapy System. It was found that the results of experts content importance were consistent with the results of consumer preferences in previous studies, such as psychological and emotional stability as the main effect the importance of sight and hearing, a relatively short time of 30 minutes or less, a low price of 5,000 won or less, technical factors that can satisfy the five senses, and various contents. When the spatial elements of the Agro-Healing Virtual Reality Therapy System were categorized into three major categories: elements and equipment, lines and paths, and sites and spaces, 'flowers', 'playgrounds', 'paths', 'sidewalks', 'rest areas' and 'gardens' were found to be highly important. Among the components of Agro-Healing Virtual Reality Therapy System, the usability was divided into eight major categories, including searchability, attractiveness, cognition, error handling, control, consistency, convenience, and feedback, and the importance was analyzed for each component. The significance of this study is that it suggests the design direction of virtual healing farm systems and provides effective information that can be used in the development of related systems in the future.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.