Journal of the Korean Institute of Landscape Architecture
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v.45
no.2
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pp.101-108
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2017
In Korea, playgrounds have been developed quantitatively and qualitatively. However, there is a lack of interest in the play needs of children with disabilities. With this in mind, this study is concerned about the planning and design process of the inclusive playground constructed in 2016 at Seoul Children's Grand Park. The case study covered the Kkumtle Kkumtle playground in Seoul Children's Grand Park and was completed in December 2015. This playground is the first case of an inclusive playground ever built in Korea. The concept of the inclusive playground established in this study is: (1) a playground where not only children with disabilities but both children with disabilities and children without disabilities can play together; (2) a playground for both children with disabilities accompanied by their families and children without disabilities accompanied by family members with disabilities; (3) a playground that ensures universal accessibility to the entire space including play facilities; and (4) a playground where the most essential functions of a playground-fun, curiosity, and adventure-are centered on various activities. In conclusion, we presented limitations and opinions for improvements to design and policy proposals for social expansion of inclusive playgrounds. There are three ways to overcome limitations in design. First, there is a need for an in-depth study of play characteristics by type of disabilities of children. Second, it is necessary to develop facilities suitable for the actual situation of Korea through various social experiments. Third, if the inclusive playground centered on facilities is presented in this study, then several types of integrated playgrounds should be implemented in the future.
73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.
The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.
The Journal of the Convergence on Culture Technology
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v.7
no.2
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pp.261-267
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2021
The enlightenment project raised in both Korea and China during the modern period worked as a part of the patriotic enlightenment movement against the imperial powers. Among them, "boy" appeared as the subject of enlightenment, and "sea" appeared as a medium. Specifically, through "Boy Discourse," Liang Qi Chao ultimately envisioned a nation for "subjects", and Choi Nam-seon also seeked to overcome the national crisis as "New Korea" and join the ranks of powerful nations. Liang Qiqiao proposes the concept of a "Boy Nation" and an "Old Nation" through boy discourse, and wishing for the development of the "Boy Nation" through "proficiency training". Choi Nam-seon also recognized that the future of the nation depends on "boys", influenced by Liang Qi-qiao's discourse on boys, and argues that Choseon should cultivate skills to become a "Boy Nation". In addition, Liang Qi-chao and Choi Nam-seon actively spread the "boy discourse" through the creation of poetry. Liang Qi Chao introduced the world's geography and history through poetries related to the sea, while at the same time inspiring a sense of challenge to recognize and pioneer the sea as a pathway that connects the world in a broad sense. Namseon Choi also created a poem that directly linked "the sea" and the "boy" to promote the "adventure at sea" and "the progressive spirit of the sea and the boy".
Rimbaud's prose poem, Barbare in Illuminations, is known for its abstruseness with regard to forms, themes, metaphors. This paper first analyzes the poem's grammatical structure to make sense of such an inscrutable piece of work, then discusses its autotextuality in order to decipher its meaning by comparison with Rimbaud's other works. Autotextuality, a method of literary interpretation of Rimbaud's prose poem presented by Steve Murphy, refers to the intertextuality between the author's works. Despite some previous researches focusing on the intertextuality of Barbare, previous authors have failed not only to find its meaning but also to determine its significance. The abstruseness of Rimbaud's Barbare is sometimes considered an example of the meaningless of Rimbaud's work. However, examining the textual structure and the autotextuality builds meaning, rather than rendering the work meaningless. Barbare which consists entirely of noun phrases and metaphors means destruction, fusion and the pure power of regeneration in the original context of Rimbaud's work. This poem is Rimbaud's answer to Baudelaire's poetic question, Any of where out of World, and presents a strange scenery that uses 'the eternal female voice' to reach the Vulcan in the North Pole. Interpretation of Barbare could provide a methodology for reading the difficult Illuminations. The kind of analyses used are, for example, analysis of the text, analysis of verbal indicators, autotextuality, and an understanding of the joy and the solitude in the silence of the poem. Understanding Barbare may provide a method of interpreting the abstruseness of Illuminations. Through this approach, we can connect and combine every fragment of the Illuminations, so that we can reconstruct the story and the adventure contained therein.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.8
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pp.286-294
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2019
The purpose of this study is to determine what children's rights to play are. For this purpose, we extracted the core contents of schools' play environments and we developed a checklist that schools can use to evaluate their own play environments. We reviewed the UN Committee on the Rights of Children and the General Comments No. 17. Through this process, we found 16 core contents that the play environment should have. We conducted focus group interviews with children, parents and teachers, who are principle people involved with school play. The focus group interviews discussed the basic elements of the school play environment. The contents' validity was reviewed by a group of professionals. Based on this, we created an evaluation checklist with 10 major areas of the school play environment. The 10 areas of the school play environment evaluation scale are as follows. The ten areas of the play environment assessment scale for the school environment to ensure children's right to play are sufficient play time, sufficient play space, a child's best interests and the child's participation, nondiscrimination, diversity and freedom, challenge and adventure, safety, school policy, the play has an educating component, and community cooperation.
Both Plato and More imagined alternative ways of organizing society. What is common to both authors, then, is the fact that they resorted to fiction to discuss other options. They differed, however, in the way they presented that fiction. The concept of utopia is no doubt an attribute of modern thought, and one of its most visible consequences. But one of the main features of utopia as a literary genre is its relationship with reality. Utopists depart from the observation of the society they live in, note down the aspects that need to be changed and imagine a place where those problems have been solved. After the two World Wars, the twentieth century was predominantly characterized by man's disappointment at the perception of his own nature. In this context, utopian ideals seemed absurd and the floor was inevitably left to dystopian discourse. Both The Road by Cormac MacCarthy and The Childhood of Jesus by J. M. Coetzee can be called critical dystopia and critical utopia as they represent the imaginary place and time that author intended a contemporaneous reader to view as better or worse than contemporary society but with difficult problems that the described society may or may not be able to solve. As a changed adventure narrative, they have something in common like open ending, father and son relationship and religious allegory. But the most important thing is that they express the utopian impulse that is still energetic and transforming in the post-modern society.
Bae, Ji Hye;Lee, Seung Hyun;Wang, Yeun Ju;Kim, Sun Young
Korean Association of Arts Management
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no.54
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pp.33-57
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2020
This study aimed to empirically analyze the effect of the appreciation of artwork in the workplace on creativity. To this end, two virtual workspace images with and without artwork were created, and an online survey was conducted with office workers. A regression analysis was performed on the results to investigate whether and how much the appreciation and recognition of artwork was effective for the creativity. As a result, among the factors of recognition according to the appreciation of artwork, "intellectual development" and "thinking" showed positive effects on the five sub-factors of creativity at work, such as original flexibility, alternative problem-solving skills, pursuit of adventure and freedom, individual independence, and exploratory immersion. Unlike most previous studies, however, "understanding" had a negative effect on original flexibility. In conclusion, it was found that some of the factors of the appreciation and recognition of artwork had a positive effect on creativity at work. This study provides implications that the appreciation of artwork in the workplace is effective for improving creativity at work and that it is important for each company to develop a streamlined approach based on its goal of pursuing a creative environment. In addition, it is expected that this study will contribute to the widespread use of artwork sharing services at workplaces as well as encouraging more empirical studies to be done on the effect of the services.
Journal of the Korean Society of Earth Science Education
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v.15
no.2
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pp.132-141
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2022
The purpose of this study is to investigate the effect of science classes using elementary school distance science classes on science academic achievement and creative personality. The research group and non-research group were selected for 6th grade elementary school students. After 10 weeks of experimental treatment, science classes were conducted with the contents of the elementary school science section, 'Changes of the seasons'. In the three domains of 'knowledge', 'inquiry', and 'attitude', which are sub-domains of science academic achievement, as a result of the pre-post test, there was a positive effect in 'inquiry' and 'attitude', which are sub-domains of science academic achievement. However, it was found that there was no positive effect in 'knowledge', a sub-domain of academic achievement. However, it was found that there was a positive effect in the overall test result of academic achievement. Therefore, it is interpreted that science classes using elementary school distance science classes had an effect on academic achievement. There was a significant effect in the sub-domains of the creative personality test, 'persistence/obsession', 'self-confidence', 'humor', 'imagination', 'openness', 'adventure', and 'independence'. However, it was found that there was no effect in the sub-domain 'curiosity'. The overall test results of the creative personality test showed a significant effect. Therefore, it is interpreted that science classes using elementary school distance science classes are effective in cultivating creative personality. Students' perceptions of science classes using elementary school distance science classes also showed positive responses.
Purpose: The aim of this study was to investigate the effects of physical therapy combined with a virtual reality (VR) game on pain, quality of life (QOL), engagement, and knee function in post-knee-surgery patients. Methods: Twenty-four patients who had undergone knee surgery four weeks or more before the study were recruited. Two withdrew from the study during the four-week experimental period, and a total of 22 patients were included in the final analysis. Routine physical therapy consisting of electrostimulation (10 min.) and therapeutic massage (10 min.) was the base intervention for all groups. The experimental group (n = 10) was additionally exposed to a VR game intervention, while the control group (n = 12) underwent an intervention involving similar motions as the experimental intervention but with no VR. The intervention for the experimental group used the game Rig Fit Adventure on Nintendo switch. Both groups underwent their respective interventions 3 times a week (35 min. per session) for 4 weeks. Pain was assessed using the numeric rating scale (NRS), and QOL was assessed using the EuroQol five-dimensional five-level questionnaire (EQ-5D-5L). Engagement was assessed using the Korea flow state scale (K-FSS). Finally, knee movement and function were assessed based on knee flexion and extension, range of motion (ROM), and Western Ontario and McMaster Universities Arthritis Index (WOMAC). Results: After the four-week physical therapy, both groups showed significant reductions in pain (on the NRS), increased knee ROM (flexion), better WOMAC scores, and increased EQ-5D-5L scores (p < 0.05), with the experimental group showing significantly better improvements in EQ-5D-5L and K-FSS scores (p < 0.05). Conclusion: The results of this study confirm that a VR-game-integrated intervention is effective for improving pain, QOL, engagement, and knee function in post-knee surgery patients and that VR-game-integrated interventions could be therapeutic alternatives for patients bedridden for prolonged periods with little motivation for rehabilitation.
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