Proceedings of the Korea Contents Association Conference
/
2006.11a
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pp.227-231
/
2006
As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This reserch was conducted as we thought sufficient study on various situations are required, and among them, for the reserch of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into catagories of "happiness, anger, sadness, pleasure" and "fear, astonishment and dislike" and based on these catagories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would read the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.
This study is targeted to understand the giving of time and money among citizens in Seoul. It explores predictors of different combinations of giving behaviors: only volunteering, only donating, doing both, and neither. In exploring predictors, it also considers the effects of intensity in giving with differential measurement of general participation and regular participation. For the analysis, this study utilizes Seoul Welfare Panel Survey Data in 2008 and 2010 and employes a multi-nominal logistic regression model with selection of citizens' demographic factors, pro-social attitude factors, and psycho-social factors on these four type of giving behaviors. The findings show that previous giving experiences(+) and religious activities(+) have statistically significant effects on both selective and combined giving behavior. Gender(woman), income(+), education(+) have statistically significant effects on giving behaviors(only donating and doing both) related with donation. In the case of employment state, unemployment is significantly related to volunteering while employment is significantly related to donating. Finally, happiness(+) has significantly positive effect on intensive giving such as regular giving rather than general giving. This analysis has made a start in a new area of inquiry attempting to explain different giving behaviors with broadening and promoting understanding on giving behaviors. Moreover, it raises several implications for future research and strategic practice for resource mobilization of NPOs.
Journal of the Korean Institute of Landscape Architecture
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v.34
no.6
s.119
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pp.87-100
/
2007
This study analyzed the key words in Korea's leading apartment brands and newspaper advertisements to examine especially their view-oriented advertising characteristics and green marketing properties. Four study topics were established and examined for this purpose. The following are the results; 1. The key words on apartment brands and catch phrases are $\ulcorner$emotion-oriented$\lrcorner$ words, such as taste, pride, and happiness, and $\ulcorner$environment-oriented$\lrcorner$ to appeal to customers with beautiful views of the nature. Also key words on newspaper advertisement headlines stress views for $\ulcorner$environment-oriented$\lrcorner$ characteristics as well as $\ulcorner$emotion-oriented$\lrcorner$ characteristics for elegance and luxury, and $\ulcorner$function-oriented$\lrcorner$ characteristics for the future. Views, nature and park are key words and everything about illustration that are especially emphasized even on the headlines of newspaper advertisements. 2. Unlike brands or headlines, sub-headlines and body copies stress $\ulcorner$modern-oriented$\lrcorner$ characteristics for life, culture, and accessibility, followed by $\ulcorner$emotion-oriented$\lrcorner$ characteristics. Key words on caption were also highly $\ulcorner$modern-oriented$\lrcorner$, followed by $\ulcorner$environment-oriented$\lrcorner$ and $\ulcorner$function-oriented$\lrcorner$ characteristics for practical aspects. 3. In result of $X^2-test$, $\ulcorner$environment-oriented$\lrcorner$ key words that convey good views, naturalism, parks, and nature are the major representation of green marketing strategies of apartment brands and newspaper advertisements. However, brands were strongly $\ulcorner$emotion-oriented$\lrcorner$, whereas captions were $\ulcorner$modern-oriented$\lrcorner$ and body copies were $\ulcorner$investment-oriented$\lrcorner$. Both apartment brands and advertisements were consistently $\ulcorner$environment-oriented$\lrcorner$, but were not consistent in other factors. 4. Different parts of newspaper advertisements are focusing on green marketing strategies in terms of environmental protection, but are actually leaning toward modern-oriented lifestyles and accessibility. Thus, it is more well-being marketing rather than green marketing. To pursue true green marketing despite the limits of newspaper advertisements, it is necessary to present products and pricing strategies that represent sustainable.
Journal of the Korean Institute of Landscape Architecture
/
v.46
no.3
/
pp.92-102
/
2018
The purpose of this study is to investigate if subjective well-being could be improved by visiting urban forests near residential areas. Because visiting an urban forest is not an intense positive experience, this research is focused on frequency of affective experience rather than intensity. The independent variables are number of visits and length of stay. The dependent variables are positive affect, negative affect, and life satisfaction. A polling agency was employed to select 600 respondents by quota sampling, and data was collected by online survey. The results of ANOVA showed that there was no interaction between the number of visits and length of stay. Regardless of the number of visits, the subjective well-being of visitors of urban forests was enhanced: (a) positive affect of respondents who had visited in the past 2 weeks was increased while negative affect was decreased, and (b) life satisfaction for those who had visited at least 1 time per month was enhanced among usual visitors. The stay of length, however, had little effect on the increase or decrease of these three variables. The results of this study support the existing theory that one could reset their genetically determined happiness set point to a higher level by participating in intentional activities such as visiting urban forests that offer ways to achieve long-lasting changes in well-being. This means that it would be a valuable government investment to construct and maintain urban forests for improving citizens' welfare. A few comments were suggested regarding data collection and inclusion of influencing variables to make future subjective well-being studies more reliable.
This study was conducted for the purpose of empirically analyzing the effects of the adolescents' relationships with major adults as the protection factors for their game addiction. Specifically, the discriminatory effects of adolescents' relationships with their parents, school teacher, and educational institute teachers on game addiction among elementary, middle, and high school students were compared. Analyzing the data from "2019 Korean Children and Youth Happiness Index" (N=7,454), it was found that adult relationships are significant factors explaining the level of game addiction even after controlling the influence of adolescents' demographic and social characteristics, game use behavior, and friend relationship factors. In the case of elementary school students, the relationship with their mothers reduces the risk of game addiction, while for middle and high school students, the relationship with fathers acts as a protection factor for game addiction. Meanwhile, the protection effects of the relationship between teenagers and school teachers on game addiction was found only in middle school students, and contrary to expectations, the relationship with the educational institute teacher did not have a significant impact on the game addiction of teenagers. Based on the above major research results, this study discussed on the development of programs and policies for the prevention and intervention of youth game addiction and provided suggestions for the follow-up research in the future.
This study is on the effects of lifelong education participative motivation, self-efficacy, and self-directed learning on subjective happiness of middle age adults. Middle age adults 40-64 years old are questionnaire survey target in Incheon and Gyeonggido and total 289 copies among 300 were analyzed through SPSS 21.0. The major findings of this study con be seen as follows: The variables more affected on educational satisfaction of middle age adults are goal-oriented motivation and activity-oriented motivation in lifelong education participative motivation, self-regulated efficacy in self-efficacy, and each personality, recognition and environment in self-directed learning. In conclusion, new paradigm is needed for middle age adults in lifelong learning society. This program should provide them with knowledge and information for adapting the future society, Furthermore, middle age adults can achieve their own self exploration, self-development and self-realization through the lifelong education program. Given a chance of lifelong education, middle age adults should be provided with the specific programs.
As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This research was conducted as we thought sufficient study on various situations are required, and among them for the research of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into categories of 'happiness, anger, sadness, pleasure' and 'fear, astonishment and dislike' and based on these categories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would recognize the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.
The Journal of Korean society of community based occupational therapy
/
v.1
no.1
/
pp.29-39
/
2011
Object : The relationships between the TSQ(Time structure questionnaire) and Well-being were examined. Methods : TSQ and questionnaire about Well-being were executed for 223 university students from April 26th to May 7th, 2010. The questionnaire adapted the item of the TSQ and Korean WHOQOL-BREF, SWLS(Satisfaction with Life Scale), LSES(Life Satisfaction Expectancy Scale), SHS(Subjective Happiness Scale). The questionnaires were distributed directly to the participants. Relativity between the TSQ and questionnaire about Well-being were analyzed using Pearson's correlation analysis. Results : As a result of the relationship between the TSQ and questionnaire about Well-being, overall there was a positive correlation. TSQ(sense of purpose, structured routine, persistence, past orientation) and questionnaire about Well-being showed a statistically significant correlation(p<.05). Conclusion : A structured time use and well-being by investigating the relationship, we were able to see the importance of time management. Currently, clinical occupational therapy focused on performance components, in future, intervention of personal time management to help make ones live well-being.
Journal of the Korean Institute of Landscape Architecture
/
v.42
no.3
/
pp.25-34
/
2014
The purposes of this study are two folds: (a) to identify the influences of tourism on subjective well-being, and (b) to understand the roles of travel motivation, constraint and personal value in subjective well-being. A polling agency was employed to select 500 respondents by quota sampling, and data was collected by online survey. ANOVA and regression results showed that tourism participants, compared to the non-participants, have a tendency to select tourism as a mean to enhance their subjective well-being because they are more self-motivated people. Their high motivation to take a trip lead to set up their feasible goals to achieve by the tourism experience and their relatively few constraints help them to have trip easily. The people's satisfaction in tourism contributes to the satisfaction in his/her leisure life, which in turn contributes to his/her subjective well-being. It is also revealed that tourism participation and subjective income level are significant variables affecting subjective well-being, which explain 21.1 percent of the variance. The research suggests various managerial implications to reduce constraints and several ideas for future researches.
Journal of the Economic Geographical Society of Korea
/
v.16
no.2
/
pp.310-321
/
2013
The paper aims to understand the concept of social innovation and its development stages emerging as a new regional development policy trend and to define the role of public sector for social innovation. Spatial policy issues that urban development corporations to carry out development projects for regional policy need to deal with have expanded to include crucial social issues such as poverty, quality of life and happiness. Therefore it is increasingly significant for them to take social innovation into consideration. In this context, this study formulates evaluation framework for the role of public sector in social innovation and investigates its position and limitation in social innovation practices. As a result, almost all corporations have made various efforts for promoting both public purposes of housing and land development and social contribution for the community. However, few corporations have achieved organizational capacity building and idea implementation for social innovation. Growing demand for social innovation in both spatial and regional policies tends to bring up profound challenges to public regional development agencies including urban development corporations. It is then a time to seek to carry out related researches and policy option formulation for social innovation in the near future.
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