• Title/Summary/Keyword: the situation of play

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A Study on the Multi-functional Clothing Design (복합기능(Multi-functional) 의상의 디자인에 관한 연구)

  • 이정희
    • The Research Journal of the Costume Culture
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    • v.7 no.1
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    • pp.100-116
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    • 1999
  • The specific purpose of this was to investigate if ir was feasible to design and execute garments that were multi-functional in purpose for women living in an expended world of social and occupational interaction which rerequired flexibility and convenience in their clothing appropriate to their multiple roles in society. The study was to carry out based on the selected situations(business situation-social situation and private situation-social situation) and designs deduced from the situations. The garments could permit flexibility in style through adjustable features which could be attached to, or detached from, the garment depending on the occasion and need of the wearer. As the results of the study, the characteristics of multi-functional garments were found as follows : First, the garments could bring about flexibility in garment formation through adjustable details, overlay and patch, in order to increase the multi-functional usage of the garments. Second, the style of garments could be expressed design images to meet the needs of flexibility and convenience for the various occassions. Third, the multi-functional garments could meet the needs for time and economic values for the women who play multple roles.

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The Effects of Multiplication Play Activities on Elementary School Students' Mathematical Thinking Ability and Mathematical Attitude (곱셈구구 놀이활동이 수학적 사고력과 수학적 태도에 미치는 영향)

  • Oh, Sujin;Sohn, Gyoyong
    • East Asian mathematical journal
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    • v.36 no.2
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    • pp.253-271
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    • 2020
  • The purpose of this study was to see the effects of a learning method of the multiplication play activities on improving the mathematical thinking ability and mathematical attitude of 2nd grade students in elementary school. We chose 19 students of the 2nd grade experimental group of D elementary school in the D city to conduct this research. The result of this study are as follows. First, Classes using multiplicative play activities have a positive effect on students' mathematical thinking ability. When analyzing transcripts and activities, students were able to think of strategies that could solve the problem according to the situation. Second, Classes using multiplicative play activities, in result of this they have positive effect mathematical attitude than using textbook in terms of attitude about mathematical subject and habits of study. In conclusion, the multiplication play activities are effective to improve mathematical thinking ability and attitude of second elementary school students. It can be a implication for the method of improving mathematical thinking ability and attitude.

Theatricality of Absence: Male Identity and O'Neill's Self-reflection in Before Breakfast (부재의 연극성-『조식 전』에서 남성 정체성과 오닐의 자기반영)

  • Park, Jungman
    • Journal of English Language & Literature
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    • v.58 no.2
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    • pp.249-277
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    • 2012
  • Eugene O'Neill's one-act play Before Breakfast (1916) depicts a morning scene of a married couple who live in a slovenly flat at Greenwich Village. There is no apparent dramatic action occurring in the play. Instead, the play is full of Mrs. Rowland's incessant complaints about her husband Alfred's loafing around bars with artists friends, neglecting his role as breadwinner. An irony is that every morning she prepares breakfast for the good-for-nothing husband even in the moment of complaining. It is worth noting that Alfred is an 'unseen character' who is never directly observed by the audience but is only described by her wife. Deprived of all chances to speak and present himself on stage, he is kept in the room throughout the play. In contrast, Mrs. Rowland dominates the stage, monopolizing language and action. The audience has to listen to her, judge from her statements, and take her one-sided complaints. The accused husband, with zero chance of showing up and defending himself, has no choice but to be the sinner as the wife intends. Another irony is that the audience's feeling about the situation is quite different from what is expected. The wife's complaints are regarded to be unfair and groundless in the reason that the situation is monopolized by her. In case of the husband, in contrast, the loss of voice and presence stresses the injustice of his dead-lock situation. In other words, the 'absent' quality of Alfred works to evoke the audience's sympathy for himself and subsequently makes his presence recognized, not visually but emotionally, by the audience throughout the play. Discovered in this paradoxical moment where the spectators understand or 'see' the status of the unseen and the devoiced message is successfully conveyed to the listeners, is the theatricality of absence. Adding to the function as theatrical device, the 'unseen character' Alfred works as a device of self-reflection to mirror the author's own life. Alfred, the alter-ego of O'Neill, effectively exorcises the author's life-long feeling of guilty as the unfaithful husband and father in the unhappy first marriage, successfully evoking the audience's sympathy for himself.

On the Situation Analysis and Developing Plan for International Seaborne Trade among South Korea, North Korea and China

  • Lu, Dongqin;Park, Gyei-Kark
    • Journal of Korea Port Economic Association
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    • v.29 no.1
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    • pp.195-213
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    • 2013
  • Since 1990, North Korea's economic situation has drawn the international community's attention and became an important factor to analyze and judge the situation in North Korea, in the Korean Peninsula and even in the whole Northeast Asia. As North Korea's neighbors, Sino-Korean trade and Inter-Korean trade play an important role in North Korea's foreign trade. Based on situation analysis, the great connection and difference between Sino-Korean trade and Inter-Korean trade are given an introduction. Also by exploring reasons for Sino-Korean trade development, we can gather some insights for Inter-Korean trade development.

Preschoolers' naturalistic entry behaviors and the responses of the play group in relation to the structural characteristics of the group (자유놀이 상황에서 5세 유아의 놀이집단 가입에 관한 연구)

  • Kim, Song-Yee;Lee, Jae-Seon
    • Journal of the Korean Home Economics Association
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    • v.44 no.10
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    • pp.35-45
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    • 2006
  • The purpose of this study was to investigate preschoolers' entry behaviors into a play group and the responses of the play group in relation to the structural characteristics of the group in a natural situation. The entry behaviors of 43 preschoolers and the responses of the play group were time-sampled. In addition the structural characteristics, including size and sex composition of the play group, and existence of a friend in the group, were checked. The following results were obtained. (1) The subjects used frequently participating behavior and wandering behavior among their entry behaviors. The wandering behavior increased and the participating behavior decreased as the size of the play group increased. Also, the subjects used wandering behaviors in the mixed group more than in the same-sex group or opposite-sex group. There was no difference in the entry behaviors according to the existence of a friend in the group. (2) The play group ignored 56% of the entry behaviors, and accepted 38% of them. The positive response of the group increased with decreasing size of the play group, whereas the entry bids were increasingly ignored as the size of the group increased. The mixed group ignored the entry bids more than the same-sex or opposite-sex group did. Also, in the presence of a friend in the group, the play group responded more positively than the group with no friend did.

The Development of the Teaching-Learning Model Applying Role Play to High School Home Economics Education (고등학교 가정교과 가족관계 영역을 중심으로한 역할놀이 수업모형의 개발 및 적용)

  • 이시경;유태명
    • Journal of Korean Home Economics Education Association
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    • v.9 no.2
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    • pp.101-114
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    • 1997
  • The objectives of the unit ‘Family Relations’in high school Home Economics Education is to help the students cultivating proper values and self-esteem, maintaining harmonious personal relations not only by understanding human relationships in family, but also by acquiring role play, and is to wisely cope with many problems occurring in social life, which are indispensable for those living in modern society. But at present it is hard for the students to gain those abilities mentioned above, for the present unit ‘Family Relations’lays special emphasis only on memorizing specific knowledge about the understanding of a family. To improve the present educational situation, this study develops a new teaching-learning method based on the role play model concerning the ‘Family Relation’area of high school Home Economics Education curriculum. This study is theoretically based on the literature and previous studies on present problems of our various family relations, and solving its problems, and suggests lesson model of role play and its effect. This study was performed as following procedures: the ‘Family Relation’unit of the present high school Home Economics Education curriculum was analyzed, and surveyed students to discover the conflicts and their solutions the high school students are now experiencing in their family relations. Accordingly, a new lesson model of the ‘Family Relation’area, applying role play was developed. Based on the developed lesson plan, two-hour classes were experimented and positive evaluation was given by students.

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Effects of Cockpit Display and Control Complexity on Pilot Situation Awareness (조종실 계기 및 제어 복잡성이 조종사의 상황인식에 미치는 영향)

  • Kim, Min-Young;Seol, Jae-Wook;Kim, Yong-Seok;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.6 no.3
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    • pp.73-87
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    • 2003
  • This research extends a general theory of human cognition to an applied domain of piloting skills. We examined how fast and accurately pilots achieve and maintain situation awareness in flight by measuring their consistency judgment between a written statement describing a flight situation and a cockpit display showing a current state of an aircraft. The goal of this research is to determine whether situation awareness is influenced by expertise level as a Auction of two different kinds of flight situation variables. It was revealed that flight situation variables representing relations between flight elements had an effect on situation awareness. Working memory was found to play a critical role in integrating a variety of flight information form multiple sources. It was also revealed that flight situation variables representing the contents of flight elements had influence on situation awareness in flight. These results were explained in a theoretical framework of a construction-integration model to reveal the cognitive processes underlying situation awareness in flight.

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Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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