• Title/Summary/Keyword: 表現

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Differential Effects of Humor Advertising by Expression Type and Receivers' Temperament (유머광고 표현유형과 수신자의 기질에 따른 유머광고의 차별적 효과)

  • Ha, Tae-Gil;Park, Myung-Ho;Yi, Huiuk
    • Asia Marketing Journal
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    • v.9 no.1
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    • pp.23-41
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    • 2007
  • The current study analyzed the relationship between expression type of humor ads and their advertising effects and the differences in advertising effects by expression type according to temperament as categorized by the Myers-Briggs Type Indicator (MBTI). Expression type of humor was classified into arousal-, incongruity-, and superiority-type humor ads. Advertising effects were measured by consumers' cognitive, affective, and conative responses. Three ads were created based on expression type of humor. A personality type, as measured by the MBTI, was categorized into four types of temperament, namely SP, SJ, NF, NT and used as moderating variables. As a result, the advertising effects varied according to the expression type of humor advertising. Interaction effects between ad expression type and temperament on ad feeling and ad preference were also found.

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The Influence of the Early Childhood Teacher's Emotional Expressiveness and Play Teaching Efficacy on the Children-Teacher Interaction (유아교사의 정서표현성과 놀이교수 효능감이 유아-교사 상호작용에 미치는 영향)

  • Choi, In Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.577-585
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    • 2020
  • This study examined the influence of early childhood teacher's emotional expressiveness and play teaching efficacy on children-teacher interactions. The subjects of the study were 272 early childhood teachers. The instruments were the Emotional Expressiveness Scale, Play Teaching Efficacy Scale, and Children-teacher Interaction Scale. The SPSS 22.0 program was used to analyze the results of this study, and the data were analyzed through frequency and percentage, Pearson's probability correlation, and multiple regression analysis. The results of this study were as follows. First, there was a positive correlation among positive emotional expressiveness, which is a subcategory of emotional expressiveness, play teaching efficacy, and children-teacher interaction of early childhood teachers. On the other hand, there was a negative correlation with negative emotional expressiveness, which is a subcategory of emotional expressiveness. Second, children-teacher interactions of early childhood teachers were influenced by their emotional expressiveness and play teaching efficacy. In conclusion, this study revealed a significant correlation between the emotional expression of early childhood teachers, play teaching efficacy, and the children-teacher interaction, and that both variables were factors influencing the children-teacher interactions.

Factors Influencing Anger Expression of Adults (성인의 분노표현 영향요인)

  • Kim, Hyo-Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.323-334
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    • 2018
  • This study was conducted to investigate the levels of life satisfaction, stress, belief in a just world, anger expression and to find factors influencing anger expression. Data were collected from September 3 to October 10, 2017 using questionnaires. The participants were 272. Data were analyzed using the SPSS 24.0 program. The results of this study were as follows: the mean score of life satisfaction was $14.75{\pm}4.51$, stress was $27.30{\pm}5.15$, and belief in a just world was $25.17{\pm}6.93$ and anger expression was $26.57{\pm}9.16$. There was a negative correlation between anger expression and life satisfaction, and belief in a just world, while there was a positive correlation between anger expression and stress. Factors influencing anger expression were sex, stress, belief in a just world. These factors explain 33.5% of the variance in anger expression. It is necessary to reduce stress for anger adjustment. Social institutional efforts are also needed to increase the belief in a just world. And anger control programs are required, considering the differences in expressing anger according to sex.

English Phoneme Recognition using Segmental-Feature HMM (분절 특징 HMM을 이용한 영어 음소 인식)

  • Yun, Young-Sun
    • Journal of KIISE:Software and Applications
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    • v.29 no.3
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    • pp.167-179
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    • 2002
  • In this paper, we propose a new acoustic model for characterizing segmental features and an algorithm based upon a general framework of hidden Markov models (HMMs) in order to compensate the weakness of HMM assumptions. The segmental features are represented as a trajectory of observed vector sequences by a polynomial regression function because the single frame feature cannot represent the temporal dynamics of speech signals effectively. To apply the segmental features to pattern classification, we adopted segmental HMM(SHMM) which is known as the effective method to represent the trend of speech signals. SHMM separates observation probability of the given state into extra- and intra-segmental variations that show the long-term and short-term variabilities, respectively. To consider the segmental characteristics in acoustic model, we present segmental-feature HMM(SFHMM) by modifying the SHMM. The SFHMM therefore represents the external- and internal-variation as the observation probability of the trajectory in a given state and trajectory estimation error for the given segment, respectively. We conducted several experiments on the TIMIT database to establish the effectiveness of the proposed method and the characteristics of the segmental features. From the experimental results, we conclude that the proposed method is valuable, if its number of parameters is greater than that of conventional HMM, in the flexible and informative feature representation and the performance improvement.

Zou Si Cong's Work (주사총(周思聰)의 작품세계)

  • Oh Se-Kwon
    • Journal of Science of Art and Design
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    • v.7
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    • pp.128-149
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    • 2005
  • Zou Si Cong is a very significant female artist from the period when China was forming its modern arts and culture. Zou Si Cong, who was influenced by China's political and social upheaval, was born in 1939 and died in 1996. Her actual work period was after China's 'Cultural Revolution' and lasted only 13 years, from 1978 to 1990. Her passion for art never stopped, even when she was suffering from severe arthritis with its torturing pain. There were big changes that occurred in her work; 'Early Work', 'Realistic Work', 'Mine Worker Painting', 'Yi Tribe' Painting', 'Lotus Paintings'. 'Mine Worker Painting', which represented a new figure by abandoning traditional techniques, dividing picture space, and changing and distorting forms, was the one that had the greatest impact of all on a lot of people and strongly influenced modern Chinese figurative painting. The characteristics of Zou Si Cong's work are in its 'Traditionalism', 'Realism, and 'Historical' aspects. Zou Si Cong developed her uniqueness, along with Western expressions, based on traditional Chinese painting techniques. Realism, through realistic rendering, appeared in her figurative paintings during the Cultural Revolution Period. 'Yi Tribe' paintings lively illustrated their lives. She creatively reinterpreted history in the composition of Mine Workers, which is based on the historical record of Chinese barbarity.

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Image Conversion in Digital Design (디지털디자인에서 이미지의 變換)

  • Kim, Hun
    • Archives of design research
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    • v.15 no.1
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    • pp.309-318
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    • 2002
  • An expression of image in visual communication design traditionally has a dose relationship with the mechanical part of several expression media. Especially, an image conversion becomes easter by converging various forms of image such as a pictorial expression, a drawing up a plan, an optical expression and a reflected image into digital data in the image expression using digital mode. In addition, synthesis between various forms of visual ,images is activated by the integration of all expression media into digital mode and thus the extent of the image expression becomes diversified. Moreover, there is a tendency that a various dimensional expression such as 3D and 4D is generalized in the image expression of digital design. A partial or whole image conversion has often occurred during the generalization process of several image forms. Such conversion summarized into two factors, a formative side and a technical side. We described the existing pictorial expression as a formative side, an optical expression as a photography, a materialization of image conversion theory of computer graphic image conversion according to data form as a technical side and specific content according to dimension. We summarized objective and demonstrative resets through a simple simulation using a computer for the contents required a technical and qualitative measure and presented an application program of the particular results from the study to the visual communication design work by a case.

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A Representation Method of Game Mechanics Using UML Notations in Game Design (UML 표기법을 활용한 게임메카닉스 설계내용 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.47-53
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    • 2006
  • In the game development differently with general software development, game planers, programers, and graphic designers, the specialists of the various fields, accomplished one team and they are advanced all to their goal. So it is very difficult for the development participants to communicate each other accurately and efficiently. For successful game development, all development participants should understand accurately the contents of the game design document. Specially the game mechanics as a major part of game design, requires the no-error contents, the no-error expression, and the no-error readings to all development participants because it contains almost game-play logic. It becomes more difficult for the development participants to understand accurately the game mechanics which becomes larger and complicated as the size of game development becomes larger. And configuration management of the game mechanics becomes more complicated and inefficient. In this paper, we propose a new representation method of game mechanics using UML notations for solving this problem. The proposed method satisfies the visual expression and the logical expression simultaneous for the requirements of the game mechanics because of UML notations. And the proposed method could be an efficient management of configuration because the management is based on the UML model management. The proposed representation of game mechanics of "Capture The Dude" game, shows good visual expression and good logical expression.

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Differentiation of expression on 5-day workweek concerned advertising -focused on lifestyle and cognitive inconsistency perspective (주5일 근무제 관련광고의 표현차별화 방식-라이프 스타일 및 인지 불균형의 관점에서)

  • 이현우
    • Archives of design research
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    • v.17 no.1
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    • pp.25-36
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    • 2004
  • The purpose of this study is to analyse and interpret the way of differentiated expression and changing creative trend following 5-day workweek which has been recently adopted. For this aim 11 pieces of distinctive advertising text were analysed. The criteria for selection of analysing text were relativeness with 5-day workweek and cognitive inconsistency. These texts were negative phrases, exaggerated expression, and excessively humorous appeals. The study revealed the followings: First, 5-day workweek concerned advertising texts were considered as high attention getting and successful in stimulating advertising audiences' curiosity by using the elements opposing the value and belief system formed in the existing audience. Second, consumption-driving lifestyle was found in most expressions for credit cards advertising. Third, hedonic need-oriented lifestyle was typical in young consumer products category. Fourth, family centered lifestyle emphasized meaning of rest and solidarity of family.

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The Effects of Visual Representations on Learning Proportional Expressions and Distributions (시각적 표현이 비례식과 비례배분 학습에 미치는 효과)

  • Son, Kyunghoon
    • Education of Primary School Mathematics
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    • v.21 no.4
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    • pp.445-459
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    • 2018
  • The purpose of this study is to provide a method to help elementary school students learn ratio-related concepts effectively through visual representations. This study was conducted to identify the differences in the composition of ratio-related concepts between Korean and Singaporean textbooks, reconstruct a unit of proportional expressions and distributions by using visual representations and confirm the differences in performance between an experimental and a comparison group of 6th grade students. While the experimental group mathematics lessons is from the reconstructed textbook, the comparison group lessons is from an existing textbook that does not include any reconstructive representations. A t-test of mean was applied to determine the differences between the experimental and comparison group. Analysis revealed significant differences in the mean between the experimental group and the comparison group, and the intermediate level group showed more improvement compared to the higher and lower level groups. An implication of this study is that the application of visual representations can assist students' understanding of ratio-related concepts.

A Study on the Learning of Polite Expressions Using M-learning (M-러닝을 활용한 공손 영어 표현 학습에 대한 연구)

  • Kim, Hye Jeong
    • Cross-Cultural Studies
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    • v.42
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    • pp.261-283
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    • 2016
  • The aim of this study is to consider the possibility of learning polite expressions of English using the mobile application Naver Band. To improve communicative competence, students need to develop sociolinguistic competence as well as grammatical and discourse competence. To be accordant to social context, the roles of the participants, and the purpose of the interaction, students have to make an appropriate utterance. When a hearer has a higher social status and is older than a speaker, or have low levels of familiarity, Korean native speaker tends to use polite expressions. Students need to learn polite expressions of English because English has a different honorific system from Korean. To realize the characteristics and function of polite language is one thing, but to learn it in a real classroom is another. This study attempts to apply the use of a mobile application, which is considered a user-friendly tool for students, into learning polite language using the UK historical drama, Downton Abbey. Two tests were administered to an experimental group that used the mobile application and a control group that used group work. The results of the two tests show that the use of the mobile application has a positive effect on learning polite expressions and is effective as an after-school activity. In an open-ended questionnaire, students tend to identify polite expressions as superior or high-level language forms and separate these forms from practical expressions. It should be noted as well that teachers need to consider instructing in modern English when using a historical drama in the teaching and learning of polite expressions.