Journal of the Korea Fashion and Costume Design Association
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v.17
no.2
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pp.11-25
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2015
This study analyzed features in contemporary men's collection to provide data for characteristics of kitsch in men's collection. The research method was to see background of the concept of kitsch through the domestic and international publications, the Internet, paper. Five designers' collections that have characteristics of kitsch were selected. The range of collection is from the 2000 S/S to 2011 F/W in Men's collection. The results are as follows: kitsch characteristics could be classified by amusements, inappropriateness, satire. First, exaggerative amusements in men's collection appeared exaggerated form, large size, which is ridiculous at the same time. Infantile amusements represents the image of a pure concentric matching accessories such as toys to the children express. sensual amusements reveals the sexual instincts and desires and people can feel satisfaction through sensual amusements. Second, inappropriateness is characteristic of kitsch to escape from normal life. Clothing does not fit the body and destroyed the design or design of this feature appears. It looks clumsy and strange. Inappropriateness characteristic in men's collection can be divided into inadequate performance and sexual inappropriateness. Third, satire can be divided into resistant satire, imitative satire, and popular satire. Resistance satire with anti-social tendencies through their clothing is achieved by expressing their needs. It was affected by sub-culture like Hippie or Punk. Imitative satire is to imitate other culture, customs and race. It is to resolve complaints through the consumption of things in disparities of wealth and materialism in the society. Popular satire is to express emotions that are free using materials that can recycling like can, bottle or paper.
The purposes of this study are to find the values of playful design by exploring what forms of playful expressions and characteristics appear in the haute couture collections that feature "high culture" other than street fashion or popular fashion and to help expand the scope to include newer and more creative design ideas. Concerning theoretical background, the study reviewed the literature to understand the concept of playfulness and see what types of playfulness there are and how it is expressed. Based on the results, the study examined the features of playfulness by analyzing the works of haute couture collections which since 2000. The results can be summarized as follows: First, designers in the haute couture collections constructed their own identities by expressing their instinctive desire for playfulness through graffiti such as cartoons or scribbles and delivering direct and specific messages or ambiguous and symbolic meanings through such things. Second, the haute couture collections revealed the human body in a transformed or distorted shape through deformation of clothes or accessories presented brand-new dressing styles by breaking away from the past ways of dressing; and expressed playfulness intentionally with distorted materials. Third, is the "depaysement" technique. This collage technique selects all possible objects going beyond inartistic routine matters or boundaries of which we are aware and changes their positions and purposes of use to express the playfulness of "harmony in disharmony." Fourth, the haute couture collections created a feeling of playfulness by featuring parodies of retro elements, a slice of popular culture, or a variety of painting styles. Finally, like using dolls or toys as accessories or making direct use of parts of clothes, combinations between attributes given by the images of those accessories themselves and creativities found in haute couture dresses are just as fun of authoritarian bias in favor of prestigiousness.
The purpose of this paper is to establish an emotional expression factors of digital eye contents that can be applied to digital environments. The emotion which can be applied to the smart doll is derived and we suggest guidelines for expressive factors of each emotion. For this paper, first, we research the concepts and characteristics of emotional expression are shown in eyes by the publications, animation and actual video. Second, we identified six emotions -Happy, Angry, Sad, Relaxed, Sexy, Pure- and extracted the emotional expression factors. Third, we analyzed the extracted factors to establish guideline for emotional expression of digital eyes. As a result, this study found that the factors to distinguish and represent each emotion are classified four categories as eye shape, gaze, iris size and effect. These can be used as a way to enhance emotional communication effects such as digital contents including animations, robots and smart toys.
There is a demand for a complex cultural space of play, leisure and education, a kids cafe, which will replace a playground just for kids as awareness for the need of a space where parents can spend leisure time with their own children and can take a rest grows, Thus, this study aims to find features for user satisfying kids cafes by conducting observations of the kids cafes and user survey. This study selected 12 kids cafes, 3 kids cafes per type (play focused, cafe or restaurant focused, education focused, multipurpose focused), in Seoul which were built after 2007 and conducted surveys on space planning and spatial characteristics by users and types and the level of satisfaction. As a result, the play focused kids cafes are used the most and the multipurpose focused kids cafes are used the second most. So the reason for using kids cafes is for the play of children. Also the overall satisfaction level for kid cafes were above the average except for the price. The result of this study showed that there was differences of satisfaction based on the type of user satisfaction, size of children space, finishes, colors, furniture and accessories, sanitary conditions. For the overall satisfaction, users were satisfied with the interior space, however, users were unsatisfied with functional parts, such as toys, foods and educational program. The results of the analysis showed that based on the types of the kids cafes, users' satisfaction rate for space size for the children, finishes, colors, furniture and accessories, sanitary conditions were different and for the functional parts, the satisfaction rate was different in all aspects. Also, in overall, the educational focused type users showed higher satisfaction rate than other users. Finally, the level of satisfaction is different by type of kids cafes and we have to consider the level of satisfaction of the users in order to plan kids cafes which meet the demand of the users.
Kim, Dong-Hee;Cho, Min Kyoung;Park, Mi Kyung;Kang, Shin Ae;Kim, Bo Young;Park, Sang Kyun;Yu, Hak Sun
Parasites, Hosts and Diseases
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v.51
no.1
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pp.139-142
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2013
Pinworm infection can occur through contact with contaminated surfaces followed by ingestion or even through inhalation of infective eggs. We have limited information regarding environmental contamination by eggs of Enterobius vermicularis. In order to determine environmental risk factors associated with the rate of E. vermicularis infection, we investigated possible environmental risk factors using a questionnaire from 46 kindergartens in 3 different cities of the southeast area of Korea. In total, using the cellotape anal swab technique, 3,422 children were examined for E. vermicularis infection. We evaluated E. vermicularis egg of books, educational materials, toys, room door handles, dusts of window edges, desks, chairs, tables, and dusts of classrooms. The overall egg-positive rate for E. vermicularis was 6.0%, and the prevalence of enterobiasis in each kindergarten ranged between 0% and 16.9%. We found that 78.9% of egg positive kindergartens were managed by private foundations, which was significantly higher, compared with kindergartens managed by public foundations or the nation. Compared with public or national kindergartens, most private kindergartens were located in residential areas and the number of children in these areas was significantly higher. In conclusion, numbers of children in kindergartens was found to be an environmental risk factor associated with transmission of enterobiasis in Korea.
The objective of this research is to explore a method to utilize a programmable robot, as a potential learning tool in the elementary school's curricula. Due to their programmability and operational ease of use, programmable robots are among digital toys that today offer specially instructive features. In this research, we developed the robot game-based project contents as a tool for teaching the elementary school children to learn the algorithm, the essential part of computer programming. The LEGO material, selected as the construction kit for robot, consists of a mechanical assembly system, a set of sensors and actuators, a central control unit, a programming environment. The project requires the children to complete 3 separate tasks, each of which is developed based on the principles of algorithm. The classroom feedback supports that the robotic experiences provided the children with fun and absorption. It is likely that implementing learning with robot in regular classroom in elementary school can bring new possibilities to the educational system, provided that a thorough preparation backs up the plan.
This research aims to develop cultural products for professional sales after producing creative products utilizing dinosaur characters, which are the representative exhibited item of dinosaur-centered museum. There are seven museums in Korea whose theme is dinosaur. There are three dinosaur museums among them, Goseong Dinosaur Museum at Kyungnam, Mokpo Natural History Museum, and Seodaemun Museum of Natural History. While inspecting cultural products within the museum shops of these three museums, general products occupy more than 80% of all the products rather than products related to dinosaurs, and has a problem that most products are decorative ones. This resulted from that enterprises supplying these products are not professional ones and are irrelevent to cultural industry; as result, purpose of conveying culture through products is lost. This research develops dinosaur characters utilizing computer 3D techniques in order to imbue unique characteristics to dinosaur museums and informing cultural speciality of our country. In addition, this research presented design method of cultural products by grafting traditional symbols onto these characters, and actually produced 11 items of 5 kinds: toys(dolls), clothes(T-shirts, pajamas, socks), stationery(notebooks, memo), accessaries (bags, umbrellas, handkerchief), and others(cups). On the items above, dinosaur characters are variously utilized in form of printing, embroidery, and stickers by using computer 3D technique. A cultural product is a tangible form which could show variety of cultural characteristics of our nation that could spread the culture through the consumers, and such type of purchasing could increase values of cultural industry by creating economic profits; such points are the significance of this study.
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.
Objectives: This study was conducted to investigate the boron concentrations in 30 slime products and estimate children's dermal exposure to boron. Methods: Thirty slime products from online and offline stores were purchased for boron analysis. The boron content of each slime sample was analyzed using ICP-OES. A nationwide survey was performed to determine use patterns of slimes by a home-visit survey of 10,000 children divided into three age groups: 0-2, 3-6, and 7-12 years. The dermal exposure to boron was calculated using an exposure algorithm for child slime users. Results: The proportion of the child population using slime was 45.8%, and the mean use frequency was $2.5{\pm}3.8$ per week (range: 0.08-35). Mean time spent playing with slime was $19.6{\pm}11.3min$ (range: 1-100). Twenty-five of the thirty slimes contained a boron concentration exceeding the EU limit for toys made with sticky material of 300 mg/kg. Dermal exposure ranged from $0.0008-13.78{\mu}g/kg/day$ with the maximum weight fractions of boron in the 30 products. The dermal exposure estimate was the highest in 7-12 years old group. Conclusion: Slime use among Korean children may cause high exposure to boron. Regulation is needed to minimize boron exposure from slime products.
Mkwanazi, Mbusiseni Vusumuzi;Ncobela, Cypril Ndumiso;Kanengoni, Arnold Tapera;Chimonyo, Michael
Asian-Australasian Journal of Animal Sciences
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v.32
no.1
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pp.1-13
/
2019
This paper aims to critically analyse and synthesise existing knowledge concerning the use of environmental enrichment and its effect on behavior, physiology and performance of pigs housed in intensive production systems. The objective is also to provide clarity as to what constitutes successful enrichment and recommend when and how enrichment should be used. Environmental enrichment is usually understood as an attempt to improve animal welfare and to a lesser extent, performance. Common enrichment objects used are straw bedding, suspended ropes and wood shavings, toys, rubber tubings, colored plastic keys, table tennis balls, chains and strings. These substrates need to be chewable, deformable, destructible and ingestible. For enrichment to be successful four goals are essential. Firstly, enrichment should increase the number and range of normal behaviors; secondly, it should prevent the phenomenon of anomalous behaviors or reduce their frequency; thirdly, it should increase positive use of the environment such as space and fourthly it should increase the ability of the animals to deal with behavioral and physiological challenges. The performance, behavior and physiology of pigs in enriched environments is similar or in some cases slightly better when compared with barren environments. In studies where there was no improvement, it should be borne in mind that enriching the environment may not always be practical and yield positive results due to factors such as type of enrichment substrates, duration of provision and type of enrichment used. The review also identifies possible areas that still need further research, especially in understanding the role of enrichment, novelty, breed differences and other enrichment alternatives.
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