• Title/Summary/Keyword: 감상활동

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Analysis of Garden Preferences of Visitors to Korea Landscapes and Gardens Expo in 2017 - Focused on Location and Plant Characteristics - (2017년 대한민국 조경·정원박람회 방문객을 대상으로 한 정원선호도 분석 - 조성 장소 및 식물 특성을 대상으로 -)

  • Lee, Dong-Jin;Roh, Hee-Young;Kim, Min;Cho, Hyo-Jin;Lee, He-Min;Cho, Dong-Gil;Song, Yu-Jin;Cho, Hye-Ryeong;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.126-136
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    • 2017
  • Gardeners have a desire to not only enjoy a garden but to create the garden themselves and play the role of garden designer. However, they express a great difficulty in gardening activities such as planting and managing plants, the main materials of the garden, due to lack of expertise. Therefore, in order to encourage hobby gardening activities, it is necessary to understand the preferences of the gardeners so that they can easily experience and create a garden, and to provide information on gardening know-how and preferred plants according to places given high preference. This study analyzed the preference for places and plants characteristics according to the purpose of creating a garden. To this end, a questionnaire survey was conducted with visitors to the Korea Landscape and Garden Expo, expected to have been attended primarily by gardening enthusiasts. As a result, gardeners were divided into three groups: appraisal - purposed type, multifunctional type, and participation - purposed type. The group of appraisal purposed type preferred porches and terraces, and private home front yards as well as favored indoor places rather than outdoor places compared with other types. In selecting plants, they prefer plants that can be easily managed in an indoor environment and appreciate natural colors through the colors of flowers and leaves. The multifunctional type group preferred a private home front yard as a garden creation space. Compared with the other types, it showed a high preference for 'unoccupied land in urban housing' and 'community garden' and was analyzed as a group having a high understanding of garden activities. In selecting plants, this group preferred fruit trees or productive plants such as homegrown crops. The participation purposed type group preferred porches and terraces as well as private home front yards as a gardening space. For plants, they preferred plants that are easy to manage. It is meaningful that this study provided preferences for places and plant characteristics according to the creative purpose of the gardener and provided basic data for selecting the place and the plant characteristics of the garden according to the gardener's type.

Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.469-480
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    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.

A Study of Walking, Viewing and Fragrance-based Forest Therapy Programs Effect on Living Alone Adults' Dementia Prevention (걷기, 경관감상 그리고 향기를 이용한 산림치유프로그램이 독거노인의 치매예방에 미치는 효과 연구)

  • Kim, Il-Doo;Koo, Chang-Duck
    • Korean Journal of Environment and Ecology
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    • v.33 no.1
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    • pp.107-115
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    • 2019
  • The purpose of this study is to examine the effect of forest healing programs with walking, sightseeing, and forest scent among six healing forest treatments using forest environment on the cognitive function, depression, and quality of life of elderly living alone. The subjects of the study were 17 senior citizens living in Samcheok and complaining of severe depression and forgetfulness. They were divided into two groups, and each group participated in the six sessions of the weekly forest healing program. All of them were surveyed of a Korean version of the MMSE-K, BDI (Beck Depression Inventory Korean Version), and SF-36 (Short Form 36 health survey questionnaire) with the questionnaire designed for the one-group pre-post test to examine changes in cognitive function, depression, and quality of life. The results showed that the mental status, depression level, and quality of life of respondents were significantly higher after healing programs. These results suggest that participation in healing program activities using forest environment can improve cognitive function, relieve depression and improve quality of life for senior citizens living alone. Therefore, inducing older adults who live alone and avoid outside activities to participate in the regular forest healing program will contribute to the prevention of dementia due to age and environment.

Visual Information Tactile Transformation Display to Expand the Enjoyment of Art and Culture for the Blind (시각장애인 예술 문화 향유 확장을 위한 시각 정보 촉각 변환 디스플레이)

  • Sang-Don Lee;Ju-Hyeon Lee;Jae-Hyeong Hwang;Hyeon-Jung Hwang;Jae-Hun Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.996-997
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    • 2023
  • 시각 장애인들의 시각 정보에 대한 낮은 접근성은 문화, 예술 활동에 큰 제약을 가져다 주고 있다. 실제로 시각 장애인 중 약 절반 이상이 문화, 여가생활에 만족하지 못한다고 답하였고 전시회, 미술품 감상 또는 관람 활동은 약 5%만이[1] 참여하고 있는 것으로 나타났다. 이러한 한계를 극복하기 위해 시각이라는 감각의 한계를 뛰어넘어 시각 미디어를 즐길 수 있게 하는 서비스를 제작하였고, 이는 크게 웹서비스인 web view editor와 물리적인 촉각 디스플레이로 구성된다. 시각 미디어인 이미지는 8×8로 나눠 각 영역을 OpenCV 라이브러리와 K-means clustering 알고리즘을 이용하여 9 level로 분류시키고, 구분된 level에 맞게 cell의 높낮이 차이를 두기 위하여 Arduino를 통한 회전-선형 변환기를 제작했다. Arduino의 PWM 기능을 이용해 모터의 속도와 방향을 제어하며, 각 모터의 드라이버는 Arduino와 연결되어 있어 모터의 회전을 제어하게 했다. 결과적으로 본 연구에서는 cell의 높낮이 차이를 9 level로 구분하여 시각 정보를 촉각으로 수용할 수 있는 장치를 제작하였고, 이 장치를 통해 기존의 시각 장애인들이 문화 생활을 쉽게 향유하고 이를 바탕으로 창의성과 상상력을 증대시켜 더욱 밀접하게 사회와 연결되고 소통 할 수 있는 기회의 초석이 되기를 기대하는 바이다.

Career Development Art Program Using Avatars -Focused on Colorcode App- (아바타를 활용한 진로탐색 미술 프로그램 -칼라코드 앱을 중심으로-)

  • Kim, Jung-Young;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.181-187
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    • 2018
  • This study was to develop and apply the avatar art activity as a career search program to find out the possibility of oneself based on self-understanding and to find out the value of work. Furthermore, this study has suggested the effect obtained by appreciating their own business card and images in the use of color code media. Art program has been conducted for five sessions in 'past tense' 'present tense' and 'future tense' on first graders in Middle School. As a result education effect obtained from the art program for career exploration in manufacturing Avatar is as follows. First, there was an effect as to how students ended up knowing their inner strength through mind-map realizing their characteristics and personal interest. Secondly, Avatar was manufactured by enhancing an understanding about them through self-exploration. Third, students appreciated their 'business card' and 'video clip' by using color code media building self-leading attitude in realizing career design.

A Study On The Painting Applying With Optical Art (옵아트 기법을 응용한 회화에 관한 연구)

  • Byun, Sung-Tae
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.95-103
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    • 2021
  • I began to produce a series of works based upon the plastic element as a visual transmission -such as points, lines, sides, volumes and cubics, movements with in time, and space- which appeared in the optical art, that emerged in the 1950s and the early 1960. My works, which portray the natural scenes such as mountains, trees, and flowers that are commonly seen around us, are completed by drawing, erasing, filling with many points and overlapping. My works also ignore the scenography. All artistic activities must be based upon humanistic values and ultimately need to work for human being. The work with application of opt art did not use the perspective, but diverse colors. The work with application of opt art did not use the perspective, but diverse colors. The work tried to express more diverse impression rather than the emotion from the familiar perspective. We hope, therefore, my works give pleasure and satisfaction to these who come to see them.

An Analysis of Kindergarten Teacher's Understanding and Its Complementary Plan on Activities of Social Relationships & Art Experience Area in the Nuri-Curriculum (누리과정 사회관계 영역과 예술경험 영역의 교육활동에 대한 교원들의 이해도와 그 보완)

  • Chung, Da-Uon;Yoon, Yang-Su
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.345-358
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    • 2018
  • The goal of this study was to analyze the degree of kindergarten teacher's understanding with respect to educational activities of social relationships area & art experience area in the Nuri-curriculum and to provide complementary materials and educational programs for enhancing kindergarten teacher's professional development. The tool for this study was a number of questionnaires on teacher's understanding in two area. The number of survey participants were 650 teachers and 78 preliminary teachers, 728 in total. Statistical analysis to this research responses was done by SPSS 23 at the significance level of .05, .01, .001 each. Research findings reached a conclusion of proposing differentiated complementary materials and educational programs based on the types of kindergarten, qualification of teachers and their demographics. That is, it should be adjusted to the differences in establishment-operation types of kindergarten, location/size/ages of class, careers/ages/license of teachers, and current-preliminary teacher's understanding. The educational activities of social relationships area should be focused on an attitude of valuing oneself and family by browsing and practicing what one can do for oneself and family. The educational activities of art experience area should be focused on integrated experience of artistic expression and appreciation activities by exploring musical, movement and artistic elements.

Music Recommendation System Using Extended Collaborative Filtering Based On Emotion & Context Information Fusion (감성 및 상황 정보 융합 기반의 확장된 협업 필터링 기법을 이용한 음악추천시스템)

  • Choi, Hyunsuk;Bae, Hyochul;Seo, Jungjin;Yoon, Kyoungro
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.82-84
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    • 2011
  • 본 논문에서는 사용자의 개인적 취향에 맞는 음악을 추천할 수 있는 사용자 감성/상황 정보 융합 기반의 협업 필터링의 확장을 이용한 음악추천시스템을 소개한다. 본 논문에서 제안하는 시스템은 확장된 협업 필터링 방식을 사용하여 추천을 해준다. 이를 위해 본 논문에서는 추천의 근거가 되는 감성과 무드를 Thayer 음악 무드 모델을 이용하여 총 12 가지의 감성 정보, 8 cluster 의 무드 정보로 분류했다. 또한 사용자의 상황 정보, 활동 & 날씨 & 시간에 대해서도 분류하였다. 분류된 정보는 음악감상 UI 를 이용하여 사용자 별 감성, 상황 그리고 음원의 무드 정보로 수집이 되었고, 수집된 정보를 기반으로 사용자 감성과 청취 곡 횟수를 퓨전하여 평가치 매트릭스를 만들었으며, 이를 바탕으로 단계적 협업 필터링에 의해 사용자 취향에 맞는 음악을 추천해 주는 방법이다.

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Design and Implementation of a Courseware for Teaching & Learning Foreign Folk dance of Physical Education in Elementary School (초등 체육과 외국 민속춤 표현활동 코스웨어의 설계 및 구현)

  • Jeong, Cha-Song;Lee, Jae-Imm
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.217-225
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    • 2004
  • 민속춤은 민중에 의해 자연적으로 발생된 것으로, 그 민족의 생활, 풍습, 습관 둥 독특한 특성이 포함되고, 남녀 노소를 막론하고 쉽게 배우고 재미있게 즐길 수 있다. 재 7차 교육과정 체육과에는 다른 나라의 민속춤을 10가지 소개하고 있다. 우리나라의 민속춤은 자료의 접근이 용이하나 다른 나라의 민속춤은 자료가 부족하다. 또한 현직 교사들의 사전 연수기회 부족, 국가 수준의 적절한 지도자료 부족 등의 이유로 인해 충분한 지도가 이루어지지 못하고 있다. 본 연구는 동영상을 중심으로 각 나라의 문화, 춤의 기초 동작, 감상하기 등의 자료를 제작하여 다른 나라의 민속춤의 지도하고 이해하는데 도움이 될 것이다.

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Implementation of Wireless Stereoscopic Image Player for PC (PC용 무선 입체 영상 재생 장치 구현)

  • Kim, Kyong-Won;Cho, Hwa-Hyun;Kwon, Byong-Heon;Choi, Myung-Ryul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.555-558
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    • 2003
  • 본 논문에서는 PC용 투선 입체 영상 재생 장치의 원리를 제안하고 설계 및 구현하였다. 무선 LCD(Liquid Crystal Display) 셔터 고글은 적외선 방식을 이용하였다. 본 장비는 유선 장비에 비교하여 자유로운 활동을 보장하며 다수의 사용자가 별도 추가장비 없이 입체 영상을 감상할 수 있다. 본 논문에서는 입체 영상 원리, 입체 영상 재생 모드, 투선 LCD 셔터 고글 동작을 논하였다. 무선 LCD 모니터용 입체 영상 재생 장치의 필요성과 향후 연구 방향을 제시하였다.

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