• Title/Summary/Keyword: Motive flow

검색결과 52건 처리시간 0.021초

간호대학생의 긍정심리자본과 신체적 건강상태, 우울, 대인관계 및 학습몰입의 관련성 연구 (A Study on Relationship among Positive Psychological Capital, Physical Health Status, Depression, Interpersonal Relationship and Learning Flow in Nursing Students)

  • 김동옥;이혜진;이아영
    • 한국융합학회논문지
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    • 제11권1호
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    • pp.349-357
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    • 2020
  • 본 연구는 간호대학생의 긍정심리자본과 신체적 건강상태, 우울, 대인관계 및 학습몰입의 관련성을 파악하기 위한 서술적 조사연구이다. 연구대상은 일개 대학의 간호학과 재학생 181명으로 2019년 5월 8일부터 6월 20일까지 자료수집을 하였다. 자료 분석은 SPSS 22.0 프로그램을 사용하여 기술통계, t-test, 분산분석, 상관관계 및 다중회귀분석을 실시하였다. 간호대학생의 긍정심리자본은 연령, 학년, 학과 선택 동기, 전공 만족도 및 주관적 건강상태에 따라 통계적으로 유의한 차이가 있었다. 긍정심리자본은 우울(r=-.454, p<.001), 대인관계(r=.611, p<.001), 학습몰입(r=.452, p<.001)과 유의한 상관관계가 있었다. 본 연구에서 간호대학생의 학습몰입에는 긍정심리자본(β=.414, p<.001)이 가장 큰 영향을 미쳤으며, 그 외의 유의한 영향요인은 전공 만족도(β=.177, p=.014)와 학년(β=-.150, p=.026)이었고, 모형의 설명력은 24.4%로 나타났다(F=20.405, p<.001). 본 연구결과를 토대로 간호대학생의 웰빙과 학습 성과향상을 위해 긍정심리자본을 강화시킬 수 있는 프로그램의 개발 및 적용이 필요하다.

液休용 이젝터 性能에 관한 CAD와 實驗結果와의 比較 (The Comparison of Experimental Results of Liquid Ejector Performance to Predictions by the Computer Aided Design Program)

  • 김경근;김명환;홍영표;고상철
    • 대한기계학회논문집
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    • 제12권3호
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    • pp.520-527
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    • 1988
  • 본 연구에서는 액체용 이젝터의 성능을 결정하는 여러가지 제약인자중 특히 레이놀즈수 변화에 따른 구동노즐의 면적비 및 목부길이가 액체용 이제터성능에 미치 는 영향을 체계적인 실험을 통하여 연구함으로써 기 개발된 CAD용 전산프로그램의 타 당성을 보다 세밀히 검토하고 이에 보완을 가하는데 연구의 목적이 있다.

수작업을 통한 한지 패션 소재 디자인 개발 (The Design Development of Korean Paper Fashion Material through Manual Work)

  • 변미연;이인성
    • 한국생활과학회지
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    • 제17권6호
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    • pp.1205-1213
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    • 2008
  • Material is a factor for maximizing formative aspect among fashion design factors. Therefore, central axis of modern fashion is performing various trials for escaping from existing cloth and searching for artistic value. Especially, Korean paper is a formative material, which is manufactured through traditional manual work in Korea. The material is used in various fields on the basis of its aesthetic feature. Especially, fashion field performs handcraft activity on the basis of mulberry pulp, which is a prime material of Korean paper. Because the activity can be reinterpreted by world designers, who want to find motive of fashion material in the third world, it is necessary to perform experimental study for developing expressive form on the basis of diversity of Korean paper material. Therefore, the purpose of this study is to perform experimental study by focusing on the development of Korean paper material in order to express formative feature. The study purposes are as follows. The first purpose is to reinterprete the theory through actual work of fiber formation using Korean paper in the current flow where art and design field are fused and compromised. The second purpose is to suggest vision of material development on the basis of formative feature to fashion world focusing its eyesight to Asia and the third countries. The study results are as follows. First, Korean paper has been evaluated as proper material for the fusion of design and art because of its handicraft feature, long-term preservation, heat insulation, absorption, diversity and eastern feature. Second, the study performed various trials for artistic dress material by developing 12 Korean paper works and suggested the development of new material on the basis of formative feature of modem fashion industry.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

남전 불경계 계모형 서사의 북전 불경계 <심청전> 근원설화로의 틈입과 완판본 <심청전>의 계모형 서사 형성과정 (Stepmother Narrative from Southern Buddhist Texts to Root Folklore Affiliated with Northern Buddhist Texts and Formation Course of )

  • 권도경
    • 비교문화연구
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    • 제44권
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    • pp.147-189
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    • 2016
  • 본 연구는 뺑덕어멈이 공유하는 계모형 서사가 어떻게 <심청전> 속에 편입되게 되었는가의 문제를 규명하고자 했다. 이 아젠다를 규명하기 위해 본 연구가 선택한 접근 방법은 뺑덕어멈이 공유하는 계모형 서사가 근원설화에서부터 배태된 <심청전>이 완결된 형태를 구성한 이후에 확장되는 과정에서 삽화적으로 편입되었다고 보는 관점이다. 지금까지 <심청전>의 근원설화로 알려져 온 <전동자설화(專童子說話)> <법묘동자설화(法妙童子說話)> <소야희설화(小夜姬說話)> <목련구모설화(目連救母說話)> <선우태자설화(善友太子說話)> <원홍장설화(元洪莊說話) <황천의무가설화(黃泉巫歌說話)> <효녀지은설화(孝女知恩說話)>의 8편을 검토해 본 결과, <전동자설화> <법묘동자설화> <소야희설화> <선우태자설화> <목련구모설화> <원홍장설화>의 6편이 북전(北傳) 남전(南傳) 불경계 설화임이 확인되었기 때문에, 본 연구는 우선적으로 <심청전>의 불전계 근원설화의 제 계열에 따른 계모형 서사와의 관련성 검토에서 출발했다. 이들 <심청전> 근원설화 6편의 상호관련양상과 전개사를 검토해본 결과 계모형 서사가 특히 모친과 관련된 개안화소(開眼話素)와 일정한 상호관계 속에서 나타나고 있다는 사실을 확인하게 되었다. <심청전> 근원설화의 모친개안화소(母親開眼話素)가 남전(南傳) 불경계 설화와 밀접한 관련성을 갖고 있으며, <심청전> 근원설화 관련 계모형 서사는 이러한 남전 불경계 모친개안화소를 매개로 남전에 대한 북전의 상대적으로 우월한 감화력을 전파하고자 한 북전(北傳) 불경계 설화의 향유배경 속에서 탄생했다는 사실을 입증할 수 있었다. 다음으로 해당 계모형 맹인개안화소(盲人開眼話素)가 경판계 <심청전>에 틈입하여 완판계 <심청전>의 뺑덕어미 서사를 형성해 내게 된 배경을 완판계 <심청전>의 향유공간인 전라도 일대를 중심으로 한 문학지리와의 관련성 속에서 규명해 보았다. 인도 남전계 진경설화(眞經說話)가 중국에서 한역된 이후 최종적으로 국내 유입되는 과정에서, 계모의 모해에 직면한 부친의 자식에 대한 자애양육서사(慈愛養育敍事)가 북전 불경계 설화적 특수성과 결합된 결과 부친의 유사맹목(類似盲目)을 개안시키기 위한 자식의 희생효행서사로 재구성된 것이 바로 전라도 일대의 <우목낭상설화(寓目囊箱說話)>라는 사실을 확인할 수 있었다. 이러한 북전 불경계 설화와 남전 불경계 설화의 결합은 18세기 후반기 불교 세계관 체계에서 새롭게 대유행한 신조류였는데, 18세기 후반기부터 전라도 일대에서 판각인쇄 되어 <심청전> 향유사의 새로운 흐름을 형성한 완판본은 이처럼 북전 불경설화와 남전 불경설화가 습합되는 배경 속에서 남전 불경설화의 계모서사가 북전 불경계 설화에 기반한 초기 <심청전>에 틈입하여 형성된 것으로 보인다.

자동차 인테리어의 인스트루먼트 패널 디자인 경향 연구 (A Study on the Instrument Panel Design Trend for Automobile Interior)

  • 조경실;이명기
    • 디자인학연구
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    • 제18권4호
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    • pp.129-138
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    • 2005
  • 1990년대 초까지 자동차 제조사는 인테리어 디자인을 중요하게 생각하지 않았다. 주로 설계, 구동방식, 크기 등 기술적 구조를 체계화하기 위한 시도를 중점으로 발전을 거듭하였고 단순히 의장디자인과 비교하면서 인테리어를 개발하였다. 그러나 1990년대에 이러한 상황은 바뀌기 시작하는데 이유는 소비자가 차안에서 보내는 시간이 많아지면서 고객에게 편안함을 주고 기능적으로도 만족할 수 있는 기술을 개발하려는 의지를 보이기 시작했기 때문이다. 인간이 자동차 안에서 어떻게 하루를 보내며 사용하는지 관찰하고, 그 결과 인테리어를 새롭게 하는 트렌드가 무엇인지를 고려하는 즉, 전략적으로 브랜드 아이덴티티를 갖도록 인테리어의 개성을 강화하고 소비자의 감성적인 부분을 고려하는 사용자 중심의 가치관 전환을 가져온 중요 요인이 되었다. 오늘날 자동차 인테리어 디자인 은 다양한 요소 변화를 반영하는 컨셉트카를 매 해 선보이고 있는데, 향후에는 감지기능과 네비게이션 적용의 무인주행을 실현시킬 수 있는 첨단 기술을 반영한 디자인 적용이 미래 디자인의 핵심적 트렌드로 제기되고 있다. 또한 제품디자인, 패션, 가구 등 타 분야에서의 직접적인 영향으로 인테리어 디자인인의 다각적 컨셉트 적용을 시도하고 있는 현 시점에서 객관적인 관점으로 시대적 배경에 따라 자동차 인테리어 디자인 변화와 조형적 특징을 조사, 분석해야 함을 강조하고자 한다. 본 연구에서는 시대적 배경과 자동차 인테리어의 흐름을 크래쉬패드 중심으로 비교하여 다변화(多變化)하는 기술적 중요 요인과 함께 향후 자동차 인테리어 디자인 방향을 연구하고자한다.

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AC transport current loss analysis for a face-to-face stack of superconducting tapes

  • Yoo, Jaeun;Youm, Dojun;Oh, SangSoo
    • 한국초전도ㆍ저온공학회논문지
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    • 제15권2호
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    • pp.34-38
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    • 2013
  • AC Losses for face to face stacks of four identical coated conductors (CCs) were numerically calculated using the H-formulation combined with the E-J power law and the Kim model. The motive sample was the face to face stack of four 2 mm-wide CC tapes with 2 ${\mu}m$ thick superconducting layer of which the critical current density, $J_c$, was $2.16{\times}10^6A/cm^2$ on IBAD-MgO template, which was suggested for the mitigation of ac loss as a round shaped wire by Korea Electrotechnology Research Institute. For the calculation the cross section of the stack was simply modeled as vertically aligned 4 rectangles of superconducting (SC) layers with $E=E_o(J(x,y,t)/J_c(B))^n$ in x-y plane where $E_o$ was $10^{-6}$ V/cm, $J_c$(B) was the field dependence of current density and n was 21. The field dependence of the critical current of the sample measured in four-probe method was employed for $J_c$(B) in the equation. The model was implemented in the finite element method program by commercial software. The ac loss properties for the stacks were compared with those of single 4 cm-wide SC layers with the same critical current density or the same critical current. The constraint for the simulation was imposed in two different ways that the total current of the stack obtained by integrating J(x,y,t) over the cross sections was the same as that of the applied transport current: one is that one fourth of the external current was enforced to flow through each SC. In this case, the ac loss values for the stacks were lower than those of single wide SC layer. This mitigation of the loss is attributed to the reduction of the normal component of the magnetic field near the SC layers due to the strong expulsion of the magnetic field by the enforced transport current. On the contrary, for the other case of no such enforcement, the ac loss values were greater than those of single 4cm-wide SC layer and. In this case, the phase difference of the current flowing through the inner and the outer SC layers of the stack was observed as the transport current was increased, which was a cause of the abrupt increase of ac loss for higher transport current.

3차원 입자 결합 모델에서 콘크리트의 일축압축실험 모사 적용성 연구 (A Study for the Adaptation of Simulation of Uniaxial Compressive Strength Test for Concrete in 3-Dimensional Particle Bonded Model)

  • 이희광;전석원
    • 콘크리트학회논문집
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    • 제20권2호
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    • pp.147-156
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    • 2008
  • 콘크리트의 일축압축실험에서 축하중이 발생함에 따라 새로운 균열이 발생하고 이 균열의 확장이 파괴의 주된 원인이 되는 경우가 대부분인데 이는 입자 결합 모델에서 입자간의 결합이 파괴되어 해석 대상체의 균열 모사와 유사하게 해석될 수 있어 콘크리트의 표준 공시체에 대하여 일축압축실험의 모사 가능성을 연구하였다. 그러나 입자 결합 모델은 해석 대상체를 입자간의 집합체로 모사하기 때문에 입자간의 결합을 결정하는 미시변수에 의해서 해석 대상의 거시물성이 변하게 되어 이들 변수간의 정량적인 관계를 파악하는 것이 중요하다. 본 연구에서 사용된 접촉 결합 모델에서는 총 8개의 미시변수가 있어 이들 변수와 일축압축실험결과 나오는 거시물성-탄성계수, 일축압축강도, 포아송비-와 콘크리트의 압축파괴거동에 관련이 있는 균열 개시 응력과 일축압축강도와의 비로서 5개의 거시물성에 대하여 부분배치법 및 회귀분석을 통하여 이들 간의 정량적인 관계를 도출하였고 그 결과 일축압축강도를 가정한 가상시료 및 조사 자료로부터 얻은 일축압축강도를 비교적 잘 모사할 수 있었다. 또한 해석을 수행한 공시체의 응력-변형률 곡선이나 응력 수준별 균열 발생의 빈도 및 파괴거동을 관찰한 결과 일반적인 콘크리트의 일축압축하중 하에서의 파괴거동과 상당부분 유사함을 보여 입자 결합 모델을 이용하여 콘크리트 공시체에 대한 일축압축실험을 잘 모사할 수 있다고 본다.

전라북도 가로시설물의 디자인 제고를 위한 연구 (A Study on the Design Improvement of Street Facilities in Jeollabuk-do Province)

  • 김상현;김홍배
    • 한국농촌건축학회논문집
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    • 제25권2호
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    • pp.1-8
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    • 2023
  • This study reveals the absence of standard design guidelines by region through investigation and analysis centered on public design cases by region in Jeollabuk-do and design elements that can reflect the integration, identity, and diversity of public design in each region by five regions. Through this, the following conclusions could be obtained. First, to improve the quality of street facilities in Jeollabuk-do, the design elements (design motif, color, pattern) applicable to the standard design were analyzed by dividing them into five regions. As a design motif, it was possible to extract patterns containing straight lines, sophistication, dignity, and smartness. In the Northeast region, it is comfortable with the motif of the mountain ridge reflecting geographical characteristics, and it can be extracted elements that contain warm and natural colors. In the southeastern region, patterns that reflect design elements were extracted by applying safe, lively, and peaceful colors with the design motif of curves that blend nature and agriculture. In the southwestern region, design pattern elements that highlight nature, history, and culture were extracted with various cultural assets and natural greenery as motifs. Lastly, in the Saemangeum region, the ocean flow and greenery could be used as a design motif to reflect a positive, clear, future-oriented image in the design spot zones by region. Second, based on the standard design elements (design motive, color, pattern) by region extracted for the standard design development of street facilities in each region in Jeollabuk-do, an integrated zone(Form, structure, material, color, functional element) to which regional design guidelines can be applied. Third, an integrated zone (form, structure, material, color, functional elements) was composed. In addition, design spot zones (patterns and colors in city and county units) that can contain the diversity and identity of each region were designated. By designating design spot zones (patterns and colors in city and county units) that can contain the diversity and identity of each region, standard design development plans (integrated pillars, jaywalking prevention fences, roundabouts (urban type, rural type), street trees) Eight standard designs, including protective covers, street planters, flat benches, light benches, visual media for user guidance, and parking zones for personal mobile devices) were presented.

햄릿 공연을 위한 무대의상 디자인 (II) - 패턴 및 실물제작 - (Stage Costume Design for Performance Hamlet (II) - The Study on Pattern and Manufactured Product -)

  • 김순구;황성원
    • 한국의류산업학회지
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    • 제6권1호
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    • pp.41-50
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    • 2004
  • This research proposes the on-stage costumes for the play Hamlet of Shakespeare performed by Yunheedan Guhri Pae - the Street Theater Troupe. Stage costumes have an important role in displaying the characteristics of each characters to the audience and has big visual effects. However, in order to design the costumes in the object viewpoints of the audience, the survey on the images of the characters who had actually watched the performance was taken place and proposed the costume design according to the results of the survey. Hamlet a: This result was applied to propose a sweater in black color, black leather pants and vest. Hamlet b: This result was applied to propose hooded coat in purple in middle level of brightness and color spectrum and yellow coat. For free image, loose pants in blue and vest in the same color tone were proposed. Gertrude a: This result was applied to use purple (violet) with reddish tone to propose the formation of a dress applying tailored suit. Gertrude b: This result was applied to propose purple gown and the one-piece dress with black laces. Ophelia a: This result was applied to propose feminine white dress and cape in purple color tone. Ophelia b: This result was applied to propose dyed and weaved clothes. Through the surveys as above, the images of each character was driven in adjectives, and using the results driven from the brightness, coloration, and color, color images were proposed. Only one costume cannot make up for the stage costumes and because it exists as an element of stage production, it is true that costumes are limited in some areas. However, that limit can become the motive of the costume. There is a limit, which the designer cannot produce the costumes as he or she had designed but I believe it is the center of the on-stage customers to display the characteristics of the characters according to the given concept. The limit of this research is the fact that because the costumes were designed so they fit the conditions already given, thus it was difficult to regard the process of designing and producing the costume as a project done according to the interaction. And in the future, if it is possible, I wish for the joint research with the people responsible for stage art to take place as a practical stage art. It was possible to produce practical costume since they were produced for actual performance and the production of costumes considering the dance steps, line of flow, and acting, was able to reduce the trial and error on stage. Through this research, I felt that the understanding and smooth interaction on diverse other areas not limited to the costume design should be taken place and believe that this was a research that proposes new research method since there had been only a few previous research regarding the on-stage costumes for actual performances. Therefore, this research had depended on the surveys given to the audiences to endow objectivity, however, I wish this research can contribute to defining effective process and methods for the on-stage costumes with more active researches with diverse methods and in diverse areas. I am sorry that the costume production for all the characters and all the scenes in Hamlet couldn't be done due to many limitations. As the following research assignment, I am planning on designing the costumes for all the scenes.