• Title/Summary/Keyword: Fun-재미

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Analysis of types of conscious and relationship in animation - Focusing on TV series (애니메이션 속 자아유형과 관계분석 - TV장편 <천원돌파 그렌라간>을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.45
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    • pp.1-25
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    • 2016
  • 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.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Development of Cinenurducation Based on Kolb's Experiential Learning Model for Understanding Child Growth and Development (아동성장발달 이해를 위한 경험학습모델 기반 영화간호교육 개발)

  • Oh, Jina;Im, Mihae;Roh, Hyerin
    • Child Health Nursing Research
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    • v.20 no.2
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    • pp.96-104
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    • 2014
  • Purpose: Nurse educators can use film effectively to promote nursing students' motivation and indirect experiences. The purpose of this study was to develop a teaching-learning design using films based on Kolb's experiential learning model for understanding of child growth and development, and to evaluate students' satisfaction with cinenurducation according to learning type and content. Methods: Participants were seventy-four first year nursing students in the spring semester of 2013 at a private university located in Busan. In each class, participants watched film, participated in peer-to-group discussion and an educator's lecture, and wrote a composition based on Kolb's four learning stages. After class, participants filled out a questionnaire developed by the researchers. Results: Results showed a high satisfaction with cinenurducation regardless of learning type and content concerning child growth and development. Advantages of cinenurducation included it being "fun and interesting," "helpful to understand the characteristics of children," and "develop critical thinking through discussions." Disadvantages included "length of time needed," and "burdensome." Conclusion: Films are advantageous in that they provide indirect experience for nursing students. Selection of appropriate films and evaluation of learning goal achievements are important to maximize the effectiveness of cinenurducation.

A Study on Internet Addiction of Teenagers and College Students, and Development of Therapeutic Techniques (청소년과 대학생의 인터넷 중독 실태 및 치료기법 개발에 관한 연구)

  • Lee, Hun-Jae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.157-165
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    • 2012
  • The purpose of this study is to treat the students addicted to the internet by implementing a program using computers. In order to accomplish the purpose, the program was created by combining the game making activities using scratch programming, self-examination activities, and future occupation search activities. This treatment program will have major positive effects on the students who are addicted to the internet. First, it will be effective for reducing the time for using the internet and it will also improve the addictiveness such as being immersed in playing games. Second, there will be a change in attitude toward the internet and an improvement in intellectual capacity of the students. They will realize the fun of making and sharing the programs with friends, and their thinking skills will be improved by getting training for algorithmic and creative thinking. Third, this treatment program will have positive effects on the students' affective domain. They will have deeper and wider perspective on occupation by searching their future occupation, and discover the meta-ego through self-examination., which in turn, help them gain confidence and feel a sense of accomplishment.

Credibility Judgement of Information by Tweens (트윈세대의 정보 신뢰성 판단에 관한 연구)

  • Chung, Jin Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.303-324
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    • 2020
  • This study investigates the credibility judgements of information by tweens using digital media and information. Particularly, the study focused on tweens' perception of internet research and information use and on their credibility judgement of source and message, internet service providers, and on consulting with others for their credibility judgement. The survey methodology was used to collect data from grade 5 and 6 students in two elementary schools whose parents are likely in middle and upper class. 336 valid questionnaires were collected among 400. Descriptive statistics, factor analysis, and t-test were used to analyze the data collected using SPSS 25. Findings suggested that tweens understood the importance of using smart media and computers, that they used Youtube, Naver, Kakao talk, Naver JisikIN much in sequence, and that they believed the Internet research was easy and fun. Using exploratory factor analysis, the survey questions for credibility judgement were classified into three factors: Internet service providers, sources and information, and consulting with others. Tweens used sources and information credibility, consulting with others credibility, Internet service providers credibility in sequence. However, it was interesting to find that there were greater deviation in answers on knowing how to find out the cognitive authority of the authors and on the importance of using current information. This study suggests the critical need for tweens' credibility judgement research for promoting critical thinking skills as well as for proactive educational practices in schools and libraries on information literacy.

The Case study of using MTBL(Music Technology-Based Learning) in a Teaching Profession Course: A Case Study on the Instructional Methods and Educational Technology Class (교직과목 수업에서 음악 테크놀로지 기반 학습(Music Technology-Based Learning: MTBL) 활용 사례 연구: 교육방법 및 교육공학 수업사례)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.497-510
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    • 2013
  • The researcher's objective is to analyze a case study from the teaching profession course entitled "Instructional Methods and Educational Technology: IMET," in which the instructional method 'Music Technology-Based Learning: MTBL' has been implemented. In addition to the analysis and the completion of the associated 16-week coursework, the researcher conducted an open-ended survey, and conducted and analyzed in-depth interviews, with participants in the case study. Using MTBL in IMET has elicited mostly favorable responses from participants such as "interesting" and "fun." They also mentioned "active learning participation." There were also negative responses to MTBL, citing "the lack of interconnection between MTBL and other teaching profession courses," "the difficulty of hybrid and convergence classes," and "the need for additional time and attention in an individual study." The analysis of this case study indicates that the use of MTBL in teaching profession courses somewhat enhances the understanding of the general concept of integrating technology into education, although some difficulties remain. The analysis of more case studies is required in order to establish more effective training courses, in which learning is not limited to the theoretical aspects of education. Using MTBL as an integrated part of the educational method would help to foster more creative and professional teachers.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.

Children's Perception about Rest and Naps in Early Child Care and Education Centers Based on the View of Respecting Children's Rights (아동권리 존중 측면에서 본 휴식 및 낮잠에 대한 유아들의 인식)

  • Lee, Soon Hee;Suh, Young Sook
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.335-355
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    • 2013
  • The purpose of this study was to investigate children's recognition and needs about rest and naps at child care education centers, in the view of respecting children's rights. The participants were 40 children(20 4 year olds and 20 5 year olds), attending B Public Child Care Education Center in Seoul. The research methods were accomplished by participant observation in project activities and interviews with semi-structured questions. The collections of this process which were recorded document materials and video materials were analyzed by transcribed method. The results of this study were as follows: First, the meaning of the children's recognized rest showed time for family together, time for fun play, time required when they were very stressful and angry, and time for eating delicious meals. Second, children recognized that nap time in the child care center was time for a forced nap, time for listening to quiet music, and time for feeling good after a nap. Third, as for the needs to take a rest and a nap for children, they wanted to rest when they came together at full day class after their friends had returned home, they wanted a special area except the classroom, and they wanted to be cared for by familiar adults. Based on these results of the study, future research directions were proposed in terms of respecting children's rights of enjoying a rest and a nap.

A Study on the Effects of Job Education and Training Program on task Efficiency and Job Satisfaction -Focused on job satisfaction of midsize and large businesses in Cheongju- (직무교육·훈련프로그램이 업무효율성 및 직무만족에 미치는 영향에 관한 연구 -청주지역 중견 및 대기업의 직무만족을 중심으로-)

  • Lee, Ji-Hun;Kang, Jun-Mo
    • Journal of Convergence for Information Technology
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    • v.8 no.2
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    • pp.171-181
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    • 2018
  • The purpose of this study is to suggest the implications for maximizing the efficiency of job training conducted by companies through studying the effects of job education and training programs on job efficiency and job satisfaction. This study surveyed 300 employees of medium and large companies in Cheongju. The causality was verified based on the collected questionnaires. The results of the study are as follows. First, companies should understand the educational needs of heir employees and develop and operate employee-centered education programs. Second, companies need to have an autonomous system in order to allow voluntary application of education that can help employees to perform their duties among the external education programs. Third, companies should uncover the needs of their employees in various ways and build up the latest educational materials and educational environment to establish new knowledge and learning conditions. Finally, companies should recognize their employees as a concept of their partners and respect each employee's capabilities so that they can have autonomy and fun in their work activities.

Expression of image contents based on property of digital signage - Focuses on the Digital Signage in Public Transport (디지털 사이니지의 특성에 따른 영상콘텐츠의 변화 -버스와 지하철 내 디지털 사이니지를 중심으로)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.783-793
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    • 2015
  • TV display which existed only in house started to show up out of house around us and now it found naturally its place in everywhere like street, bus, subway and elevator. It is called digital signage which showed up through digitalization of sign, that is, sign board and bulletin board. The distinction of digital sign from existing signs is that the latter one should go through physical process like removal after installation every time its contents are changed but the former one can produce its various outputs flexibly once it is installed. Also existing sign may be static image or 2 or 3 pieces of image to express simple motion while digital sign can contain multi media contents luxurious in design and motion. This paper confined the range of contents in digital signage in bus and subway. It needs to analyze characteristics of mass transportation-people of use, consumer by place and time, accommodation environment for consumer etc and arrange planned contents along with time and place. Developments of dedicated contents suitable to those digital signages will harmonize with place and time and promote the realm of digital signage which provides variety of experience to consumer and with which communication is possible and which is distinctive. Furthermore we may expect the birth of smart signage as a new media, in which fun and art are combined.