• Title/Summary/Keyword: development figure

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A Study on the Case and Preference of The Art-toy Body Ratio (아트토이 등신 비율 사례 및 선호도 분석 연구)

  • Yeon, Sang-Min;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.162-171
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    • 2022
  • According to <2020 Industry character white paper> No.1 character products are toys, which are 58%, and every year. the Art-toy development is receiving attention. Because of this situation, the Art-toy market is growing, and the number of Art-toy artists and companies is also rising. As the Art-toy markets are growing variety of Art-toy needs to be created, and also need to analyze and researched about Art-toy. The Art-toy is primarily personified and is created based on a human proportion body figure. The research conducted a case analysis of Art-toys and a preference survey for general adult men and women through the head-to-head ratio, which is a measurement standard for human proportions. As a result, The Art-toy has an ideal shape ratio and crafting area according to the body ratio. As preference research from men and women, men show seven heads life-sized and women appeared to three heads life-sized figures are most popular. The two and three heads life-sized have a high preference, and the Art-toy case had a relationship. As the Art-toy case and research of preference help to develop the Art-toy design, and following this research will be used as basic data when creating or researching about the Art-toy in the future.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

Development and Evaluation of Children's Smart Photonic Safety Clothing ( 어린이의 스마트 포토닉 안전의복의 개발 및 평가)

  • Soon-Ja Park;Dae-jin, Ko;Sung-eun, Jang
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.129-140
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    • 2023
  • Following ISO 20471, in this study, first, two sets of safety clothes and safety vests were made by designing and attaching animal and bird patterns preferred by children to retroreflective films and black fabrics on those fluorescent fabrics and retroreflective materials prescribed by international standards. Second, by mounting a smart photonic device on the safety clothing so that the body can be recognized from a distance even without an ambient light source at night, children can emit three types of light depending on the situation with just one-touch of the button. From a result of comparison with visibility a day and night by dressing a mannequin in the made smart safety clothing, the difference in visibility was evident at night, it was confirmed that we can see the figure of a person even at a distance of approximately 70 m. Therefore, it is expected to contribute to the prevention of traffic and other accidents on the road, as the drivers driving at night or in bad weather can recognize a person from a distance. Third, in case of the energy is exhausted and cannot maintain the stability of the light-emitting function of the optical faber, we can use energy harvesting device, and the light-emitting time will be extended. As a result it comes up to emit light stably for a long time. And this prove that smart photonic safety clothing can also be used for night workers. Therefore, optical fiber safety clothing is expected to be highly wearable not only in real life but also in dark industrial sites due to stable charging by applying the energy harvesting provided by solar cells.

A Correlational Study on ICU Nurses' Job Stress, the Way of Coping, and the Turnover Intention (중환자실 간호사의 직무스트레스와 대응방법, 이직의도에 대한 연구)

  • Cho, Yong Ae;Kim, Geum Soon;Kim, Eul Soon;Park, Han Mi;Yoo, Mi;Lim, Eun Ok;Hyun, Suk Gyung;Kim, Jung Yeon
    • Journal of Korean Clinical Nursing Research
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    • v.15 no.3
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    • pp.129-141
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    • 2009
  • Purpose: This descriptive survey was aimed to investigate the ICU nurses' job stress, the way of coping, and the turnover intention and to identify the correlation among them. Methods: A 58 items-questionnaire composed of 7 sub-dimensions revised by Park, J. S. (2003) was used to measure the ICU nurses' job stress, and an questionnaire by Han, J. S. and Oh, G. S. (1990) which has 34 items from 6 sub-dimensions were used to measure the ICU nurses' way of coping. To figure out the ICU nurses' turnover intention, a 3 items-questionnaire used. A total of 456 nurses were participated in the study. Results: The participants' job stress was 2.86(4-point scale), and the way of stress coping was 2.27. Job stress had a positive correlation with the way of coping (r=.134, p=.004) and the turnover intention. The 54.1% of nurses addressed that they had some level of turnover intention. The turnover intention had a significant difference according to job stress(t=-2.041, p=.042), the type of hospital (${\chi}^2=8.052$, p=.005) and the total number of hospital beds (${\chi}^2=9.232$, p=.010). Conclusion: The findings of the study illustrated that the ICU nurses had at least moderate-high level of stress. The subjects' job stress showed a positive correlation with the way of coping and the turnover intention. These findings demonstrate necessity to develop an intervention for ICU nurses' stress management.

South Korean Society and Disciplined Travel Fantasy in the 1960s -Focusing on Kim Chan-Sam's 『世界一周無錢旅行記』(1962) (규율된 여행 판타지의 60년대적 구성 -김찬삼의 『세계일주무전여행기(世界一周無錢旅行記)』(1962)를 중심으로)

  • Lim, Tae-Hun
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.289-319
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    • 2019
  • Kim Chan-sam's 『世界一周無錢旅行記』 was released in 1962. This was a time when the general public was strongly restricted from traveling abroad. Most of the people lived in 'domestic'. Low development and political upheaval continued. The readership wanted a fantasy, which came out of a desire to escape from the peninsula. So was to become more popular around the popular characters called 'Kim Chan-sam'. Kim Chan-sam had to be a pushover to the public. This figure had to be secular and de-politicized. Above all, ideological bias had to be removed. The book's imaginary geography is the "world as a non-communist state" with a high purity. The Cold War ideology was prevalent throughout South Korean society. Kim Chan-sam knew exactly what he could and could not tell the South Korean reader. He couldn't tell you the reality of my readers not being able to travel abroad. Not to mention a society locked up 'domestic' on the Korean reality. The study analyzes Kim Chan-sam's storytelling strategy. Looking at the meaning of the travel fantasy,agenre of the 1960s, I would like to ask why travel writing in our time is still bound by its past limitations.

Development of the Large-Capacity Mooring Fittings according to MEG4(Mooring Equipment Guideline 4) (MEG4(Mooring Equipment Guideline 4) 적용에 따른 대용량 무어링 피팅 개발)

  • Myung-Su Yi;Kwang-Cheol Seo;Joo-Shin Park
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.7
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    • pp.950-957
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    • 2023
  • For safe mooring and towing between the ship and port, the equipment must be designed in accordance with the relevant international regulations. However, some small shipyards and engineering companies often do not fully comprehend the core contents. Therefore, the international regulations regarding towing and mooring equipment are reviewed and the bollard and chock are newly developed based on the Mooring Equipment Guideline 4 (MEG4) standards. A bollard is a mooring equipment used to fix a mooring rope to the hull. It has two columns and is mostly used in a figure eight pattern knots under the mooring condition. The chock, which is used to change the mooring rope direction coming into the ship from outside, is manufactured using a casting with curvature. The two mooring equipment are widely used in the stern, bow, and mid-side. Owing to the increase in the size of container vessels and LNG ships, the mooring rope load has increased and the safe working load of the mooring equipment must be revised. This study summarizes and examines the results of the allowable stress method obtained using finite element analysis modelling. To consider the mesh size effect, a reasonable criteria was suggested by referring the existing class guidance. Additionally, the safe working load was verified through nonlinear collapse analysis, and the elastic region against load increments was confirmed. Furthermore, the proposed evaluation method can be used to develop similar equipment in the near future.

A Study on the Buddhist Sculptures of Modern Buddhist Artist SeokhaSichan (근대기 금어(金魚) 석하시찬(石霞施讚)의 불상 연구)

  • LEE Jumin
    • Korean Journal of Heritage: History & Science
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    • v.57 no.2
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    • pp.52-78
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    • 2024
  • This study analyzes the sculptural art of SeokhaSichan(石霞施讚, 1893-1958), a significant figure in modern Korean Buddhist art, to re-examine his contributions and standing in the history of Korean Buddhist art. Sichan expanded the boundaries of modern Korean Buddhist art by developing a unique style based on the traditional sculptural techniques he learned from his mentor, Wanho Nakhyeon (玩虎洛現, 1869~1933). This study explores Sichan's artistic development, focusing on his artistic characteristics and sculptural evolution. Sichan's early works are characterized by small sculptures modeled after the main Buddha of Seokguram Grotto and heavily influenced by his mentor, WanhoNakhyeon. In his later works, notable features include a sense of massive volume, larger scale, upright postures, integration of the Buddha statue with its pedestal, and decorative treatment of drapery. These changes are interpreted as Sichan's response to social changes and his reflection of inner contemplation and artistic exploration in his works. This study reveals the influences of Wanho Nakhyeon, collaborations with Toewon Woneil(退雲圓日, 1877~1939), interactions with patron Kim Jiseonghwa(金至誠華), and master-disciple relationship with successor Geumchun Seongpil(金春性必) through literature review and newly discovered works by Sichan. His works and his artistic evolution are pivotal milestones in the history of modern Korean Buddhist sculpture, demonstrating a unique integration of traditional and modern aesthetics. This study provides valuable insights into how Sichan's artistic legacy was inherited and developed by subsequent generations and offers crucial materials for the study of modern Korean Buddhist sculpture history.

A Study on the Evaluative Models and Indicators for Diagnosis of Urban Visual Landscape - Focusing on Seoul City - (도시경관 진단을 위한 평가모델 및 지표개발 연구 - 서울시를 중심으로 -)

  • Kim, Seung-Ju;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.1
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    • pp.78-86
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    • 2009
  • Recently, there seems to besome problems in the urban visual landscape as a result of continuous economic growth and industrial development. At the same time, the public has begun to be aware of the importance of visual resources, and the necessity for visual landscape conservation and improvement. Therefore, the development of evaluative indicators for systematic visual landscape planning and design is urgent. The purpose ofthis study is to discover evaluative models and indicators for the diagnosis of urban visual landscapes. This study included the selection of 18 physical indicators(statistical data) by literature reviews, adoption of field and questionnaire surveys at 12 autonomous districts in Seoul and surrounding major mountain valleys and river streams(i.e. Mt. Nam and Han-River). The content of the questionnaire is scenic beauty. Moreover, the linear regression analysis between the scenic beauty mean scores and the physical indicator scores figure out the scenic beauty prediction model. As this study suggests, the most important indicators in urban visual landscapes are 'Greens', 'Park' and 'the number of apartment buildings(higher than 20 stories).' Based on the results, greens and parks should be priority elements to considerin urban landscape planning and design. Moreover, since the number of apartment buildings that are higher than 20 stories has a negative correlation with the scenic beauty score, it can be used as basic data for landscape planning. For the scenic beauty prediction models and evaluative indicators suggest a direction of urban management, each indicator becomes basic data for visual landscape planning and design. In following studies, if physical indicators and case studies are added, the scenic beauty prediction models and evaluative indicators could be more synthetic and systematic. Moreover, the development of physical indicators in three dimensions(3D)(i.e. results from visual district analysis, view surface analysis) could be expected to obtain more general and varied results.

Chinese relationship between animation and best pole - Focused on the aesthetic principles of the Cultural Revolution period (중국 애니메이션과 모범극의 상관관계 연구 - 문화대혁명 시기의 미학 원칙을 중심으로)

  • Kong, De Wei
    • Cartoon and Animation Studies
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    • s.39
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    • pp.215-231
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    • 2015
  • The Cultural Revolution in the history of Chinese animation hinder the development of the initial animation, and after a negative assessment instrument provided the cause is to become sluggish growth of the Chinese animation. So this time animation are things that are the subject of academic research studies or analysis has been depreciating almost uniformly without evaluation. However, of all the cultural and artistic creation it is developing in its own specific historical conditions and has the aesthetic results. This paper puts the primary purpose is to hold in consideration the aesthetic principles that led to cultural and artistic creativity and objective perspective the achievements the Chinese animation of the time period of the Cultural Revolution. Cultural Revolution is avoided to the previous period in accordance with the socialist ideology of Mao Ze-dong(毛澤東) sikindaneun highlight the culture of the proletariat and placed our goal to create a new class culture. Therefore, cultural and artistic creation of this period is often inconsistent with this part of our aesthetic principles generally accepted character has a non- elitist and anti properties. Best drama is a creative one hand as a model to implement the principles of aesthetics, art and culture Cultural Revolution period kkophimyeo reference for understanding the aesthetic principles that animated the Chinese Cultural Revolution period of orientation. This paper has San Tu Chu(三突出), Hong Guang Liang(紅光亮), and Gao Da Quan(高大全) at the time of the Cultural Revolution aesthetic principles are reflected in how the concrete work, the Cultural Revolution when the animation is how to accommodate these aesthetic principles and placed emphasis on comparative studies on best pole and correlation of the Cultural Revolution when the Chinese animation to ensure that adaptation in own way. First, after analyzing whether the aesthetic principles of focusing on the similarities of the best pole time of the Cultural Revolution and China, and how to implement animation in the works, these aesthetic principles according to the analysis of positive and negative influence on the creation of Chinese animation It was described as neutral. The detailed analysis and comparative study courses were trying to access in two significant aspects of the characters and scenes directing. In terms of character animation of the Cultural Revolution in China when a young boy or girl, emphasis should emphasize the health tinged with red lips and cheek blush to highlight the desired Gong Nong Bing(工農兵) shape as the main character and smooth texture and sophisticated highlights the glittering feeling to the touch, it was confirmed focused hayeoteum to implement the principle of 'Hong Guang Liang', highlighting the brilliant colors with a clean, bright colors. Highlighting a number of protagoniste compared to the antagonist in the animated scene of the Cultural Revolution a few times in terms of production and, among a number of protagoniste also emphasizes the outstanding hero figure, "yet three outstanding heroes heroic figures also emphasize the leading figures among the the director of the extrusion step-by-step approach "('San Tu Chu')was used. In addition, the hero figure is generally high and low angle by directing a large and perfect aesthetic appearance was to faithfully implement the principle of 'high-charged'('Gao Da Quan').

A Case Study(II) on Development and Application of 'Literature-Art-Science' Integrated Education Programs ('문학-미술-과학' 융합교육 프로그램의 개발 및 적용 사례 연구(II))

  • Choi, Byung Kil
    • Korea Science and Art Forum
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    • v.32
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    • pp.319-334
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    • 2018
  • This research is a case study to make sure the enhancement of students' imagination and creativity through developing and applying the Literature-Art-Science Integrated Education Program. Its research object was totally 25 persons of 29 students of the 1st to the 4 th Grades from Gunsan Sulsan Elementary School. Its research period lasted for 4 months from September to December, 2017, and I, as the research place, used the art room at Gunsan Sulsan Elementary School. The programs were totally 10 sessions with a unit of 1 session per each grade for 2 hours from 1:00 to 3:00 in the afternoon from Monday through Friday. I fixed ten themes of this program-eight plane modeling, and two solid modeling, and finished the work of storytelling during summer vacation. And I arranged their levels as low:middle:high(3:5:2) ones. The former was 'A Film of Monster Gorilla'(L), 'Learning the Spirit of Gyeongju Choi's Family'(M), 'A Tale of My Friend Made of Natural Materials'(L), 'The Reading of My Dream'(M), 'Gathering the Objects in My Mobile'(M), 'A Mock Trial of Marrying Off'(M), 'Painting My Favorite Children's Poem'(H), and 'Painting My Favorite Children's Song'(H), and the latter was 'Seeking for a Bluebird in My Mind'(L), and 'Making My Cherished Object' (M). Then I used the unique art expression technique per each theme, which were in sequence marbling, Korean paper art, combine painting, collage, imaginary painting, imaginary painting, play dough art, imaginary painting techniques. And I delivered to the students the scientific knowledge in terms of growing or manufacturing processes of materials used for making artworks. Prior to and after the processing this program, I surveyed about the students' ability of integrated thinking and emotional experience by 'Figure B Type' and 'Figure A Type' of The Torrance Tests of Creative Thinking, and took statistics with the resultant data. And I executed a paired t-test in order to verify the significance of mean difference in the result of investigation with those data. From the analyzed result according to the elements of creativity and the mean quotients of creativity, there showed a significant difference (t=3.47, p<.01) in 'fluency', and also a significant difference(t=3.59, p<.01) in 'creativity.' Judging from the statistic values of two fields such as the student's ability of integrated thinking and emotional experience, I estimate that over the majority of the students showed the enhancement in self-confident creative expression as well as higher interest and concern through this program. The result that I arranged and analyzed the making process of artworks, the photos of the resultant, etc. as such is as follows : Firstly, from this program being proceeded as art-centered STEAM class, the student's systematic problem-solving ability was improved in his ability of integrated thinking to transform the literary contents into artistic one. Secondly, the student obtained the emotional experience such as interest in the class, self-confidence, intellectual satisfaction, self-fulfillment, etc. through art-centered STEAM class using ten art expression techniques. Thirdly, the student's mind willing to cooperate, communicate with his friends, and care for them was ripened in the process of problem-solving. Fourth, the student's self-confidence was further instilled when presenting famous artists and their artworks in the introduction and finale of ten art expression techniques. Likewise, the statistic values on the fields of student's ability of integrated thinking and emotional experience illustrate that over the majority of the students showed improvement in the ability of creative expression with confidence as well as higher interest and concern upon this program.