• Title/Summary/Keyword: enjoyment methods

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A study on design methods and expressional characteristics of papercraft fashion (페이퍼크라프트(Papercraft) 패션의 디자인 방법과 표현 특성)

  • Hou, Ming Zhe;Yoo, Youngsun
    • The Research Journal of the Costume Culture
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    • v.25 no.3
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    • pp.315-326
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    • 2017
  • The purpose of this study is to investigate the design methods and characteristics of papercraft fashion from 2001 to 2015. The study has been conducted through theoretical research and case study. Overall, types of papercraft expressions are classified into the following four categories: narrative papercraft fashion, organic papercraft fashion, variable papercraft fashion, and recycling papercraft fashion. The characteristics and aspects of each type of papercraft is described below. First, narrative papercraft fashion expresses as factual description of the natural environment. These works convey fantastic image by showing fairy tale animals or plants using paper folding or cutting. Second, organic papercraft fashion creates a futuristic shape by expressing organic parts in nature. Also, it often depicts future-oriented images by repeatedly representing organic shapes using uniform patterns in nature. Third, variable papercraft fashion expresses a variety of changing shapes through a flexible design based on the style of wearing. This variation may be accomplished through changeable dress connected to human gestures. Variable papercraft represents play-fulness, which conveys enjoyment to the wearer and the audience. Fourth, recycling papercraft fashion uses paper materials of the past, and recreates them into artworks through handicraft techniques. Recycling papercraft conveys high value added fashion by dissolving the material into pulp.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

Nursing Student's Experiences in Team Based Simulation Learning (간호학생의 팀기반 시뮬레이션 학습경험)

  • Kang, Hee-Young;Choi, Eun-Young;Kim, Hae-Ran
    • The Journal of Korean Academic Society of Nursing Education
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    • v.19 no.1
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    • pp.5-15
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    • 2013
  • Purpose: The purpose of this study was to explore nursing students experiences in team based simulation learning. This study was based on a phenomenological research methodology. Methods: Fourteen nursing students participated in this study. The students gave in depth interviews and wrote reflective journals after participating in a team based simulation learning program, which was provided at C University in Gwangju for 8 weeks, 2011. These data were analyzed using Van Kaam's method. Results: 21 sub-themes and 9 themes were elicited from 55 significant statements. They were classified into 3 categories such as : 'First exposed to lessons on how Burden', 'the enjoyment of team based simulation learning', 'expansion of the clinical competence'. Conclusion: Teaching and learning strategy that combines a variety of simulation training to nursing students to develop critical skills to improve their care to give and take advantage of simulation training supplement is advised.

Formative Characteristics of Graffiti in Fashion Since 2000 (2000년 이후 패션에 나타난 그라피티 이미지의 조형적 특성)

  • Ryu, Hyun-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.1
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    • pp.159-167
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    • 2011
  • The purpose of this study is to understand graffiti images in fashion trends since 2000 and to play a guiding role in the development of fashion designs. The methods of this study are an academic literature review as well as practical study through actual case studies about. The formative characteristics of graffiti in fashion since 2000 are summarized as amusement, abstract and improvisation as follows. First, amusement graffiti is humble, weak and unfinished, but the immature and informal characters give people vitality, composure and enjoyment. It stirs up memories of childhood and induces a close affinity and comfort, and so It expresses relaxing and cozy desire. Second, abstract graffiti represents ambiguity and obscurity beyond form. It is born by reacting to equality, symmetry, mechanism, man-created beauty and the completeness of modernism. The characteristics are disorder, uncertainty, incompletion, uniformity, freedom, nature and so on. Third, improvisation graffiti is deeply related to 'indeterminacy' of post modernism which cannot forecast a perfection. This is more important as a process than an effect. Improvisation pursues humanism which denies perfection and determinacy by reaction of new technology.

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A Comparative Study on the Awareness of the Social Benefits of Rural Life among Korean Middle School Student (농촌과 도시지역 중학생의 농촌ㆍ농업공익기능 인식 비교 연구)

  • Kim Eun Ja;RLee Sang Young;Kim Young;Yang Hee Eun
    • The Korean Journal of Community Living Science
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    • v.15 no.4
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    • pp.33-44
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    • 2004
  • The characteristics of social and cultural life in agricultural regions in Korea encompass several positive external effects: quality of food services, awareness of environmental conservation, aesthetic enjoyment of nature and so on. The objectives of this study were (1) to measure the awareness among Korean youth of the benefits of rural life; (2) to delineate the differences between rural and urban youth; and (3) to promote an awareness of the importance of the social benefits of living in the country. To fulfill these purposes, a field survey method was used. The subjects were 211 third grade students from middle schools in rural and urban regions in Korea. The statistical methods used for this data included frequencies, percentages, 1-tests, etc. The study generatedconclusive findings about viewpoints toward the natural environment, urban and rural social culture, and perceptions of economic status. It showed significant differences between rural and urban youth's awareness of ideas such as'green field supply','labor power supply'and 'biodiversity conservation'.

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Development of a Multicultural Education Program for Nursing Students and Evaluation of its Effects on Multicultural Sensitivity and Efficacy (간호대학생을 위한 다문화 교육 프로그램 개발 및 다문화 감수성, 다문화 효능감에 미치는 효과)

  • Chae, Myeong Jeong;Kim, Jin-il
    • Journal of Korean Public Health Nursing
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    • v.30 no.1
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    • pp.70-82
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    • 2016
  • Purpose: The purpose of this study was to develop a multicultural education program for nursing students and to examine its effects on multicultural sensitivity and efficacy. Methods: A research design for this study was a non-equivalent control group, non-synchronized pre-post test. The experimental group (n=34) participated in a 13-week multicultural education program while the control group (n=35) attended regular classes having no relation with multiculture for the same period as that of the experimental group. Multicultural sensitivity and efficacy were measured before and after the program. Data were collected using self-administered questionnaires and analyzed using the PASW 18.0 program. Results: Total scores for multicultural sensitivity and efficacy were significantly increased in the experimental group compared with the control group after the program. The subcategories of multicultural sensitivity; 'respect for cultural differences', 'interaction enjoyment' and multicultural efficacy; 'general functions', 'considering multicultural families' were increased respectively, whereas others were not changed. Conclusion: Based on these results, it can be suggested that a 13-week multicultural education program is effective for improving nursing students' level of multicultural sensitivity and efficacy.

Trend Image and Major Trend of Fashion Since 2000 (2000년 이후 패션의 주요 트렌드와 트렌드 이미지)

  • Ryu, Hyun-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.12 no.3
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    • pp.73-82
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    • 2010
  • The purpose of this study is to help understanding of fashion trend since 2000 years, to play a guideline's role in the development on fashion designs study. The methods of this study are the study of academic literatures as well as practical study through expert investigation and analysis of case studies about actual works. Fashion trends since 2000 years are summarized classic, sporty, elegance, ethnic, natural, romantic, vintage, futurism by expert investigation and analysis of case studies about actual works. Image of fashion trends are abstracted that Classic image is harmony, moderation, accuracy, completeness, neatness, manish from keep an archetype to eliminate additional things, Sporty image is daily, active, enjoyment by the pursuit of a movement and freedom, Elegance image is feminine, grace from the tender moderated and feminity, Ethnic image is folkway, handicraft, vernacular to keep national character, local folkways and traditional ways. Natural image is nature, peaceful, purity, pastoral to the exclusion of artificiality and revert to natural, Romantic image is sensibility, fantastic, ornament, splendid from facing ideal world getting out of the reality, Vintage image is cozy, old, disorder, faden, freedom by expressing the flow of time and the mature beauty, Futurism image is future, experimental, avant-garde, man-made from positive perspective on future.

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Formative Characteristics of Fun Image in Fashion and Pattern (패션과 문양에 나타난 펀 이미지의 조형적 특성)

  • Ryu, Hyun-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.4
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    • pp.41-50
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    • 2011
  • The purpose of this study is to help understanding of fun image in fashion & pattern to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Formative characteristics of fun image in fashion & pattern are summarized amusement, unexpecting, childishness, and incongruity as follows. First, Amusement pursuits pleasure, freedom, vitality of living and getting away from reality, while doing the mind gently. Second, Unexpecting leads to stop a moment by unforeseen circumstances which gives embarrassing. This embarrassing induces new ideas that led to a larger perspective on the will from exhilarating fun of the thrill of driving pleasure on fashion. Third, Childishness shows a pureness and relaxedness by approaching for innocent and naive child's Sights away from the desire required adult social roles. Fourth, Incongruity aim for fresh of fashion through humanism and freedom in mechanized and standardized society Recently fun images have received attention is interpreted that joy, pleasure, enjoyment because fun image gives emotional comfort in uncertainty, dissatisfaction, and rapid changes society.

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Improved Extraction of Representative Motion Vector Using Background Information in Digital Cinema Environment (디지털 시네마 환경에서 배경정보를 이용한 대표 움직임 정보 추출)

  • Park, Il-Cheol;Kwon, Goo-Rak
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.731-736
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    • 2012
  • Latest digital cinema is getting more interest on recent days. The combination of visually immersive 3D movie with chair movements and other physical effects has added more enjoyment. The movement of the chair is controlled manually in these digital cinemas. By the analysis of the digital cinema's video sequences, movement of the chair can be controlled automatically. In the proposed method first of all the motion of focused object and the background is identified and then the motion vector information is extracted by using the 9-search range. The motion vector is determined only for the movement of background while the object is stationary. The extracted Motion information from the digital cinemas is used for the movement control of the chair. The experimental results show that the proposed method outperforms the existing methods in terms of accuracy.

Factors Influencing Use of Smartphone Applications for Healthcare Self-Management: An Extended Technology Acceptance Model

  • Jo, Heui-Sug;Jung, Su-Mi
    • Korean Journal of Health Education and Promotion
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    • v.31 no.4
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    • pp.25-36
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    • 2014
  • Objectives: The self-management of chronic diseases is currently receiving much attention. This study applied an extended technology acceptance model (ETAM) to analyze the factors influencing acceptance of a healthcare smartphone application. Methods: Three hundred people living in Seoul and Gyeonggi who used smartphones were quota sampled. A telephone survey was conducted using a structured questionnaire based on ETAM. A path analysis was carried out using the AMOS 17.0 program, and the model was verified. Results: The analysis revealed significant factors of perceived usefulness (.374, p < .001), enjoyment (.210, p < .001), subjective norms (.168, p < .001), perceived costs (.146, p < .001), and innovativeness (.138, p < .001). Cost directly influenced intention to use health applications; self-efficacy and perceived ease of use indirectly affected intention through innovation and perceived usefulness. Conclusions: This study helped to identify the main factors that influence usage intention of smartphone applications. These findings could contribute to promoting the self-management of chronic disease through future health applications using smartphones.