Until now, the carriage's design has been performed by built-carriage engineers in urban railway company without the notion of railway design. Furthermore, there is no prominent change the shape of exterior and interior design between the 1970's trains and the latest one. In terms of the notion of interior space, there are a lot of differences between Oriental and Western, also region of each countries. Especially, Among Orientals, Korean is not good at utilizing the small space and react effectively as compared to Japanese. Therefore, the interior space of public transportation needs to be relatively developed to highly reasonable level in Korea. The purpose of this paper is to apply vernacular design elements for developing interior design in Korean lightrail, which is the next generation public transportation. In order to develope ideal interior design, the interior layout in carriage considers the emotional aspect as well as functional one. Also, the research of vernacular design in urban train can provide national character and traditional design and can make a success in a practical use and a visual effect. This study focused on the application of vernacular design elements for developing the design-processed model will be proposed the outline of interior layout and the shape of interior trims in the public transportation in Korea.
The society changes very fast from the extended family system to the nuclear family system, as increasing a one-child family for the low birth-rate. Thus, it causes that the education, having been performed inside of the family group, is performed outside of the family nowadays such as an infant educational institution. Fundamentally, the space of educating infants must be considered their behavior and meet their needs. For infants, playing is not only studying, but also is related to physical, intellectual and emotional development. Therefore infants in a qualifiedly good playing environment, are easy to focus on their playing. But, variety of playing activities can help improve infants' development physically, socially, emotionally, linguistically and intellectually. So far, an infant educational institution has provided a general education than a special educationally considering their age and status of a development. However, it is necessary to provide an integrated and well-organized place for each infant because their playing is a studying and education that will be based of individuals' character when they are grown up. The objective of this thesis is to study on the new transition space for infants of their physical activities. For this study, at first, it is important to understand what are the points of well-built kindergarten around the world. They have the flexible space in common. The transition(flexible) space will be a solution for space for infants' development.
This study intends to discover characteristics and methods of retro image wedding dresses by analyzing prior studies about retro characteristics. The characteristics of retro image wedding dresses are as follows: 'Recreative Retro', Trend revival Retro', 'Nostalgic Retro' and 'Remixed Retro'. The expressional characteristics and methods of each character are as follows. The 'Recreated Retro' has been recreated in the wedding dresses worn by celebrities, actresses' wedding dresses in movies, and also in the famous designer's high end wedding dresses. These dresses do not merely duplicate the originals, but also reflect images, which were reproduced by combining modern technology. The 'Trend revival Retro' emerged as a combination of past fashion styles and new trends. It seems to stimulate the customers' reminiscence of past fashion trends and create unique designs through expressing the metaphor or the adaptation of past fashion styles. The 'Nostalgic Retro' started from the discovery of emotional values for something old or the inclination to be attracted to old styles. It has been expressed through design concepts with natural themes. The 'Remixed Retro' is from recombination of Retro elements. It is shown as a new interpretative code which explains how current time blends with different times.
The purpose of this research is to study university students' romantic experiences for this research, 1000 students participated by cyber lectures "marrige & families" and "sex & love". The results of this study are as follows: (1)Their first romantic experiences started in middle school(18.5%), high school(32.7%), or university(39.4%). Their first romantic experiences disappeared after one year. University students' first romantic experiences were universal and were made into a proximity principle. (2) University students' one-sided romantic experiences were 78%, but they loved someone senior to them or friends. They fell in love by attraction to character or appearance. University students' one-sided loving processes were made into friendship and the higher eye-level liking. (3) University students dated every day. They experienced the following sexual behaviors: kissing(90.2%), embracing(94.7%), or intercourse(34.7%.) Their dating life was made into a proximity principle. (4)University students experienced an emotional change from break-ups: solitude, longing, or regret, but their coping strategies were immersion in study or leisure, or meeting friends. They(70%) got over it and dated some body else.
Generally, the parts narrated by Esther in Bleak House has been considered less convincing and reliable than those by the anonymous narrator for some problematic qualities in her character and narration. However, Esther's narrative shows Dickens' masterly depiction of emotional deprivation, the psychic consequences of the Victorian sexual repression on its victim. Therefore, to restore the reliability of Esther's narrative is the prerequisite for claiming its value as an appropriate locus of the meanings of the text. On the other hand, the anonymous narrator is not so omniscient as he has been regarded. As the chapters proceed, his omniscient power and authority is conspicuously weakened, and even transferred to other characters such as Esther and Mr. Bucket. This shows that the identity of the omniscient voice is unstable and that Dickens does not intend his voice to be the sole center of meanings of the text. In short, these two narratives are the necessary partners in imagining and understanding the society in its wholeness. Alternating and sometimes intersecting each other throughout the novel, these opposing viewpoints make us see the contradictory multi-leveledness of the Victorian society. The equality of them implies Dickens' notion that more than single unified voice is needed to portray ideological conflicts of his age.
Journal of the Korean Academy of Child and Adolescent Psychiatry
/
v.33
no.2
/
pp.48-54
/
2022
Objectives: Among adolescent development tasks, being independent of parents is an essential process for emotional and physical separation. There are many conflicts of separation and individuation between parents and adolescents; however, most clinicians explore the process of separation and individuation only from adolescents' perspective. Whether simultaneously or sequentially, separation-individuation occurs between adolescents and parents, respectively. The authors have already introduced the theory of synchronized individuation in a clinical case to explain the concept of this intersubjective phenomena. This study also attempts to prove the synchronized individuation theory through the interaction of characters in a movie and a fairy tale. Methods: The authors present the basis for the theory of synchronized individuation of adolescence through the growing process of Mason Junior, the main character of the movie "Boyhood," and from the process of the separation of a hen, Sprout, and an orphaned duckling in "The hen who dreamed she could fly." Results: Synchronized individuation was developed and observed from Mason, the son's perspective in "Boyhood," and Sprout, the mother's subjective perspective in the story of the hen. Conclusion: Increasing conflict and mutual impact in the relationship between adolescents and parents, ambivalent feelings for separation, selective identification of each other, mutual respect through mutual recognition, and role changes in relationship position were confirmed. Sons and mothers were individualized with synchronization.
Through a story, the audience moves between fiction and reality. A story is an emotional experience that appeals to human feeling. The rational function of a story is to convey knowledge and information, and its emotional function is to touch the audience. Moreover, these aspects of a story are linked to its language, text, and imagery. This paper focuses on the emotional function of a story. In a experiential story, the audience's emotional response is a result of maximum dramatic communication between them and the characters. Through psychological and mental communion with the characters, the audience becomes immersed in the story when they emotionally identify with the characters, and dramatic communication is achieved. However, dramatic communication is mostly achieved instantaneously. The elements of a film need to be realized to sustain dramatic communication such that the audience continues to be immersed in the story. The audience can identify with the characters who are placed in real-life situations by considering the characters' external and internal aspects. External search pertains to the tangible aspects of the character such as its background, life, and conversation. Through the audience's external search, the characters communicate with the audience. Internal search deals with aspects of the characters' personality such as their self-concept, desires, and internal conflicts. Through internal search, the audience understands the inner side of the characters. In this process, a film director should ensure that the acting depicts the inner side of the characters. In other words, the director should perfectly depict the internal and external elements of a human on screen. Appropriate visualization can lead to dramatic communication with the characters and thereby create the audience's emotional response. Considering these techniques, this paper focuses on the scenes of the film "Poetry" in which dramatic communication with the characters creates the audience's emotional response. Accordingly, the audience plays a role in sustaining dramatic communication for the physical screen time of a film.
Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.
Inspite of the lots of studies on the harmfulness of cigarette smoking to the body published by many researchers since 1950, cigarette smoking people are increasing in number especially, cigarette smoking by young and women causes a serious problem. Examining the physiological motives of youth shows that, impulse which the youth want to immitate the adults, alluring curiousity, and defiant physiology of escaping from the norm of traditional groups which has been banned are cooperated well compoundly. As the period of the youth is the one which they accumulate knowledge and charactor by learning as well as the period of growth mentally, and physically they should be rightly educated about smoking before they addicted to smoking and it is desirable for us to make the youth to understand how harmfully the smoking is to effect to their growth and mental soundness simply not as a social norm which they should not smoke. The main motive of this study on the attitude of smoking by the youth is to give basic materials related on this field. For this study, 647 questionnaires were used as studying material which were able to analyze among 720 questionnaires of 2 classes of each grade of 3 high schools among the high schools of boys, girls and co-educated in Seoul from Oct. 21, 1988 through Oct. 26, 1988. Study Instrument are graded in Likert's 5 point from 40 questions which are 20 questions m affirmations and 20 questions in negations after analyzing the factors on 60 simple sentence questions which the students showed in preliminary studies. And these are systemized to be measured from 1 point which means they think smoking IS very bad to 5points which means they think smoking is really good. In these collected materials, technical statistics of frequency. percentage, average, standard deviation are used for general character and smoking attitude, $X^2-test$ for examinning Independant variables of physical. emotional, ethical and other areas pearson's coefficient of correlation for related direction and degree" and stepregression analysis for the degree of relative contribution of all variables which effect smoking attitude. The results of this study are as follows; 1. The smoking attitude of high school boys and girls showed average of 1.78 in physical area, 2.63 in emotional area, 2.61 in ethical area, 2.29 in other area respectively in a negative attitude generally also the negative attitude are expressed most strongly in physical area. I've can also say by this results that smoking is harmful to their health and further more it can be judged that this proves the youth in the period of preparation be adults have a strong curiousity in the emotional, ethical and other areas. 2. The most influential variables in each field as related factors effecting smoking attitude of the student can be explained from 13.2 in physical area the lowest experienced variables to 25.2 in emotional area the highest of degree of smoking experience. The fact that the more the smoking experienced students are increasing in number the higher tendency which accept the' smoking tells as the importance of health education about the population of latest student's smoking as important variables shown equally in each area. Those of grade, age, numbers of smoking people in house are showed meaningful in pure interrelation. Those related to the acceptance of teacher's smoking, sex, mothors education are shown meaningful in opposite interrelations. This means that the' increasing number' of smoking people in grade age, the number of smoker in family have a affirmative attitude. And people who are not interested in teacher's smoking wants to quit it, and whose mother's education is higher have a negative attitude. 3. The most negatively answered questions of the smoking attitude In physical, emotional, ethical and other areas are as belows; Firstly too much smoking is harmful to our health is 1.12 point. Secondly smoking have a ill-effect on pregnancy and embryo is 1.13 point. Thirdly smoking is harmful· to our health is 1.27 point. Fourthly smoking in crowed area with the people such as In a bus or subway should be prohibited is 1.27point. Fifthly smoking can ruin lungs is 1.31 point. And the most affirmatively answered questions are also as below; Firstly we showed smoke depending on time and place is 3.96 points. Secondly smoking is just habit is 3.83 points. Thirdly smoking people seem to be unable and deplorable is 3.69 point. Fourthly smoking should be prohibited by law is 3.56 points. Fifthly high school student's smoking is immitation of adults is 3.52 points.
A close-up shot, capturing all the fine details of an actor's face by filling up the frame, expresses an actor's performance more realistically than a stage where a living actor performs on. This is because a close-up generates an impact with its specific images and meanings seizing the attention of the audience and conjures up a psychological effect as if an actor's face is directly communicating with the audience at a minimum distance. Therefore, this study analyzed the film to examine the photographic effect and acting effect of close-up shots and recommend the need for acting training thereof. The film was selected since Song Kang-ho, to add more realism to his character acted going back and forth 20 years of age with a special makeup on face, his facial expressions, gestures, props in close-up successfully helped deliver the actor's performance by revealing the character's personality and emotions of the film, and generated an array of linguistic, visual and emotional meanings which are the key to film acting. This study is expected to contribute to helping actors to learn about the effect of close-ups and the key to film acting and find effective ways to express themselves in front of the camera.
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