• Title/Summary/Keyword: Joy

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Confucius' viewpoint of happiness: Focusing on Analects (공자의 행복관 : 『논어(論語)』를 중심으로)

  • Ahn, Woe-Soon
    • (The)Study of the Eastern Classic
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    • no.41
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    • pp.303-331
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    • 2010
  • The theme, 'Good Life', is one of the most classical questions all over the oriental and European societies in the history of politic ideas. Confucius (BC. 551 ~ BC. 479), a philosopher representing oriental ideas, also sought 'Good World' by proposing new world, and such 'Good World' cannot be separated from 'Good Life', which is 'Happy Life', so that his foundation of Confucius School means that he dreamt of 'Confucianism based Happiness' in another words. This study is aimed to look into Confucius' viewpoint of happiness using Analects that best shows his ideas, words and behaviors. In the Chapter 2, I checked good life and happy life dealt in the ancient European societies to get a general cognition of them. Then, I looked into the details written in the Chapter 1 Introduction, Section 1 'HakEe(學而)', Analects, in which Confucius thought that the genuine happiness of human was the process toward internal joy from learning, external joy from communicating with society and humanistic human that was the completion of oneself, which I used as the keys for this study. In the Chapter 3, 4 and 5, therefore, I investigated how such keys shown in the Chapter 1 of the Section 'HakEe' were achieved all through Analects.

An Analysis of Changes in Perception of Metaverse through Big Data - Comparing Before and After COVID-19 - (빅데이터 분석을 통한 메타버스에 대한 인식 변화 분석 - 코로나19 발생 전후 비교를 중심으로 -)

  • Kang, Yu Rim;Kim, Mun Young
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.593-604
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    • 2022
  • The purpose of this study is to analyze the flow of change in perception of metaverse before and after COVID-19 through big data analysis. This research method used Textom to collect all data, including metaverse for two years before COVID-19 (2018.1.1~2019.11.30) and after COVID-19 outbreak (2020.1.11~2021.12.31), and the collection channels were selected by Naver and Google. The collected data were text mining, and word frequency, TF-IDF, word cloud, network analysis, and emotional analysis were conducted. As a result of the analysis, first, hotels, weddings, and glades were commonly extracted as social issues related to metaverse before and after COVID-19, and keywords such as robots and launches were derived, so the frequency of keywords related to hotels and weddings was high. Second, the association of the pre-COVID-19 metaverse keywords was platform-oriented, content-oriented, economic-oriented, and online promotion-oriented, and post-COVID-19 clusters were event-oriented, ontact sales-oriented, stock-oriented, and new businesses. Third, positive keywords such as likes, interest, and joy before COVID-19 were high, and positive keywords such as likes, joy, and interest after COVID-19. In conclusion, through this study, it was found that metaverse has firmly established itself as a new platform business model that can be used in various fields such as tourism, travel, festivals, and education using smart technology and metaverse.

A Study on Emotional Characteristics Using Upper Gastrointestinal Endoscopic Findings and The Core Seven Emotions Inventory-Short Form (상부위장관내시경 소견과 핵심칠정척도 단축형을 활용한 정서적 특성 연구)

  • Kim, Gwang Woo;Ko, Kyeong Jin;Han, Min Seok;Kang, Seong Hyeon;Kang, Hyung Won;Lyu, Yeoung Su
    • Journal of Oriental Neuropsychiatry
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    • v.33 no.1
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    • pp.21-31
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    • 2022
  • Objectives: To perform correlation analysis between the Core Seven Emotions Inventory-Short Form (CSEI-s), Beck Anxiety Inventory (BAI), Beck Depression Inventory (BDI), upper gastrointestinal symptoms, and gastroscopic findings and to compare emotional characteristics with upper gastrointestinal endoscopic findings. Methods: In this study, medical records of 38 participants who visited the hospital for examination purposes or complained upper gastrointestinal symptoms and completed the CSEI-s, BAI, BDI, and Questionnaire for upper gastrointestinal symptoms were analyzed using SPSS (Statistical Package for the Social Sciences) version 25.0. Frequency Analysis, Descriptive Analysis, Independent t-test, Mann-Whitney's U-test, and Correlation analysis were performed. Results: The upper gastrointestinal symptom group showed higher levels of anger, sorrow, depression, and anxiety than the asymptomatic group. On gastroscopy, the normal group had higher levels of Joy than the abnormal group. The reflux esophagitis group showed higher levels of thought, depression, sorrow, and anxiety than the non-reflux esophagitis group. Joy showed a negative correlation with BDI score. However, anger, depression, sorrow, BAI, and BDI score showed positive correlations. Conclusions: Results of this study suggest that CSEI-s can be used to treat patients with upper gastrointestinal symptoms and reflux esophagitis.

Assessing Relative Preference for Hot/Spicy Sauces by Conjoint Analysis, Focusing on English Consumers (컨조인트 분석을 적용한 영국 소비자 집단의 매운 소스 선호도 조사)

  • Lim, Seong-Il;Han, Kyung-Soo;Burgess, Peter;Kim, Jae-Ho;Seo, Kyung-Mi
    • Journal of the Korean Society of Food Culture
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    • v.24 no.1
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    • pp.51-57
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    • 2009
  • The purpose of the study was to assess the relative preference for hot & spicy sauces using conjoint analysis, with focus on English consumers. From the results of the study, we were able to derive a standard with the best sauce attributes. The respondent group was selected from the CCFRA's customer database. The qualification criteria for inclusion in the sample were: the primary grocery shopper in the household, a consumer of a range of home cooked oriental & far eastern cuisines, enjoyed hot & spicy chili-based foods, and willing to buy hot chili-based oriental sauces. A total of 676 respondents completed the survey in which 76% were women, and all respondents were between the ages of 18 and 65 years. An online survey method was used and a conjoint analysis was adopted. In conjoint analysis, a product is described as a combination of a set of attribute levels, where a utility value is estimated for each attribute level. In summing up the results of this study, the sensory property (flavor) attribute was most important, the second was brand, and the third was price. For the sensory property attribute, a mild chili sauce of blended garlic, sugar, and lime scored highest. In terms of brand, Blue Dragon was selected as the best. The lesser known Korean Kochujang brand of "Hot&Joy" scored lowest with respect to brand value. Encouraging, however, was the description based on the Hot&Joy product: a hot chili sauce blended with ginger and garlic, which held appeal across age groups and genders. In terms of price, 75p per bottle had the best score.

Design Strategy for the Implementation of Cooperative Group Games in Motion Based Arcade Game System

  • Joh, Yun-Sook
    • International Journal of Contents
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    • v.7 no.4
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    • pp.10-18
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    • 2011
  • Cooperative Group Games (CGG) emphasize participation, challenges and fun by cooperation among group members rather than competition. CGGs have been proven to be an efficient education method that teaches the value of cultivating cooperation skills, discipline, and sense of public order for tackling problems together through various types of interactions. When integrated with computer game technology, the general classic CGG can be reborn with new educational and entertaining aspects. To combine the joy of physical movement of group games and the richness of computer game contents, a motion based arcade CGG has been developed in this study, based on the original ideas and structures of classic off-line CGGs. While implementing the classic game concepts in arcade environment, various design attributes have been considered and applied, which were supposed to promote cooperative game play. Overall, the process of the implementation and test results of our four CGGs suggest several design strategies for effective arcade CGGs.

An Analysis of Health and Economic Status of the Urban Elderly According to Their Lifestyles (도시노인의 라이프스타일에 따른 건강 및 경제실태 분석)

  • 문숙재;최혜경;정순희
    • Journal of the Korean Home Economics Association
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    • v.37 no.7
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    • pp.127-141
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    • 1999
  • The purpose of this study is to classify the elderly over the age of 60 according to their lifestyles and analyze the health and economic status of them that are classified. Data were obtained from 463 elderly living in urban areas. Factor analysis was used for examining dimensions of lifestyles and cluster analysis for classifying the elderly by lifestyles. This study found six different types of lifestyles, Le., the actively self-developing type, the individualist seeing the negative aspects of the world, the sensuous joy oriented type, the obedient to the tradition type, the conservative with discontented attitude toward the world, and the introspective self-fulfilling type. There were significant differences in living status as well as socio-economic characteristics of the elderly among six types of lifestyles. From the results of this study, it is found that the elderly have various lifestyles and, therefore, the understanding the lifestyles of the elderly will enable researchers to capture the problems the elderly face and provide more insight into their living status.

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Current Status of Mobile Commerce Research (모바일 상거래 연구의 최근 동향)

  • Park, Tong-Jin;Saplan, Victoria Joy G.
    • The Journal of Information Systems
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    • v.20 no.1
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    • pp.41-74
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    • 2011
  • 최근 수년간 모바일 상거래는 점점 더 많은 관심을 끌고 있다. 그것은 도달성과 이동성이라는 점에서 전자상거래에 비해 강점을 지니고 있어 모바일 상거래는 주목받는 이슈가 되었다. 모바일 상거래의 현황을 검토하고 미래를 조망한 문헌을 연구해 보는 것은 흥미로운 시도이다. 이 연구는 Varshney and Vetter(2002)와 Ngai and Gunasekaran(2007)가 제시한 분류기준을 참조하되 세부내용을 일부 수정하여 모바일 상거래의 이론과 연구, 모바일 상거래의 애플리케이션과 사례, 무선 사용자 인프라스트럭처, 모바일 미들웨어, 무선 네트워크 인프라스트럭처 등 5가지 대분류기준에 따라 선행연구들을 검토하였다. 여기에는 최근 부각되는 모바일러닝, 모바일라이브러리, M-CRM과 M-SCM 같은 주제도 포함하였다. 연구결과 많은 논문들이 모바일 상거래의 이론과 연구 그리고 모바일 상거래의 애플리케이션과 사례를 다루고 있었다. 그리고 모바일 상거래의 성공은 서로 다른 애플리케이션의 강점과 필요한 기술을 잘 수용한 결과라는 점을 보여주었다. 마지막으로 모바일 상거래의 현황과 미래 방향에 관한 함의를 기술하였다.

The Study of the Interrelations between Game Components and Flow (게임구성요소와 몰입과의 상관관계에 대한 연구)

  • Park, Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.819-823
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    • 2006
  • In games, immersion is the most important factor that makes the player play game continuously. The user's inability to immerse in game makes him/her not interested in game, so it makes the user give up. So, we must perceive the immersion factor that the games have. By applying the factors that causes immersion to the game development, we will be able to multiply the joy of game to the user, and bring high profit to the game developing enterprises. To this, this study finds out the interrelations between the factor of immersion existing inside the game and the components of the game to experience the highest immersion status to the user.

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Study on the Motion Acting in a Game Character Animation (게임캐릭터애니메이션 동작연기연구)

  • Hwang Kil-Nam
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.116-123
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    • 2006
  • This study aims to develop the game character to encompass more complicated motions, an upgrade from simple actions, to demonstrate different emotional state. The character takes a medium role in describing various situations by applying the motion of pantomimist and making a connection to the 3D character action. Motion acting is an upgraded version of the basic motion to show various emotional phases such as joy, anger, sorrow and pleasure. Moreover, it delivers clear messages through emotional acting in opposition to symbolic language and provides various perspectives of motion acting.

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Implementation and Evaluation of an HMM-Based Speech Synthesis System for the Tagalog Language

  • Mesa, Quennie Joy;Kim, Kyung-Tae;Kim, Jong-Jin
    • MALSORI
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    • v.68
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    • pp.49-63
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    • 2008
  • This paper describes the development and assessment of a hidden Markov model (HMM) based Tagalog speech synthesis system, where Tagalog is the most widely spoken indigenous language of the Philippines. Several aspects of the design process are discussed here. In order to build the synthesizer a speech database is recorded and phonetically segmented. The constructed speech corpus contains approximately 89 minutes of Tagalog speech organized in 596 spoken utterances. Furthermore, contextual information is determined. The quality of the synthesized speech is assessed by subjective tests employing 25 native Tagalog speakers as respondents. Experimental results show that the new system is able to obtain a 3.29 MOS which indicates that the developed system is able to produce highly intelligible neutral Tagalog speech with stable quality even when a small amount of speech data is used for HMM training.

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