• 제목/요약/키워드: 댄스

검색결과 208건 처리시간 0.035초

Biomechanical Analysis of Key Motion on BoA's No. 1 in K-Pop Dance (보아의 K-Pop 넘버원 댄스 핵심동작의 생체역학적 분석)

  • Hah, Chong-Ku;Jang, Young-Kwan;Ki, Jae-Sug
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제16권2호
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    • pp.970-977
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    • 2015
  • The purpose of this study was to investigate biomechanical factors on key motions in K-Pop dance(BoA's No.1). A professional choreographer who was BoA's K-Pop No. 1 dance participated in this study. ROMs(range of motion) of shoulder and elbow joints in AP direction were greater than other joints. Those of trunk and pelvis in ML direction were the greatest of other directions. The velocity of CoG in SI direction was greater than other directions, and also max angular velocities of shoulder, elbow, knee, and hip joints in AP direction were the greatest of all directions. But ROM and angular velocity of ankle joint were very small. Max rotational powers of shoulder and knee joints were larger than other joints.

A medium of Art as the Relational Circuit: Paul Ryan's Video Art (관계적 회로로서의 예술 미디어: 폴 라이언의 비디오아트)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • 제5권3호
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    • pp.101-106
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    • 2019
  • This paper considers the historicity and aesthetical implications of in the art world of Paul Ryan(1943-2013) who designed the aestheticization of relational circuit of society by realizing the value of social transformation being inherent in video with cultural practices and suggesting the interdisciplinary method of leaning and research in the early video art history. To do this, in Chapter II, I review the first artwork presented firstly in the art gallery exhibition "TV as a Creative Medium" in 1969, in which Ryan proposed a video medium as a communication system and experimented the concept of 'feedback' in Cybernetics. And Chapter III focuses Ryan's discursive activities contributed to magazine Radical Software and artist-collective Raindance Corporation with growing interest in communication technology. At this time, Ryan regarded video medium as the tool for cybernetic expansion. Finally Chapter IV deals with the development of ecological method based on "a shared perception of environmental realities" and verifies Ryan's vision that video medium would be most effective means of social change and communication.

Development of patterns for comfortable wrap-one-piece style dance sport practice wear in daily life for middle-aged women with abdominal obesity (중년기 복부 비만 여성의 생활형 랩 원피스 스타일 댄스 스포츠 연습복 패턴 개발)

  • Kim, Jeong Ha
    • The Research Journal of the Costume Culture
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    • 제28권6호
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    • pp.771-786
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    • 2020
  • This study aims to develop a life-friendly, wrap-one-piece style dance sports practice wear considering the physical characteristics of middle-aged, abdominally obese women. These types of practice wear allow people to enjoy exercise easily and to wear these garments as daily wear while meeting the requirements for dance sports wear. The three participants selected for this study were all women with five or more years of dance sports experience and were all average sized on Korea's abdominal obesity scale. In the first phase of the study, practice wear was created in a total of nine styles with three different styles of neckline depths for three different styles of dress skirt lengths. In the second phase of the study, the practice wear was created in 15 styles with five different styles of sleeve lengths for three different styles of waistline heights. After analyzing the design preferences of the participants, the fit preferences of the designs were evaluated and the final appearance was analyzed in order to suggest a pattern. The results of the subjects' first and second preference evaluations showed a preference for a 10 centimeter neckline depth, for high waistlines, and for elbow to wrist-length sleeves. The implementation of this research is expected to be extensive, as its results can be used as basic data for making lifestyle dance sports practice wear that covers the physical insecurities of middle-aged, abdominally obese women and enables them to enjoy their leisure time.

Developing a Learning Model based on Computational Thinking (컴퓨팅 사고기반 융합 수업모델 개발)

  • Yu, Jeong-Su;Jang, Yong-Woo
    • Journal of Industrial Convergence
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    • 제20권2호
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    • pp.29-36
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    • 2022
  • Computational thinking in the AI and Big Data era for digital society means a series of problem-solving methods that involve expressing problems and their solutions in ways that computers can execute. Computational thinking is an approach to solving problems, designing systems, and understanding human behavior by deriving basic concepts in computer science, and solving difficult problems and elusive puzzles for students. We recently studied 93 pre-service teachers who are currently a freshman at ◯◯ university. The results of the first semester class, the participants created a satisfactory algorithm of the video level. Also, the proposed model was found to contribute greatly to the understanding of the computational thinking of the students participating in the class.

Convergence between Dance and Computer Game (무용과 컴퓨터 게임 컨버전스 특성 연구)

  • Lee, Jeesun
    • Journal of Digital Contents Society
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    • 제14권4호
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    • pp.493-503
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    • 2013
  • Through everyday life to an art work creation, the computer technology is using intimately and infiltrated deeply in the digital era. Particularly dissemination and miniaturization of the computer cause remarkable development of computer and mobile game industry. Its popularity in general is reaching to the art field. This study contemplate the aesthetic changes and characteristics in game and dance convergence investigating the concept of art game and dance game as a new art form.

Effects of Dance Exercise on Exercise Intention and Exercise-related Affect of Postmenopausal Women (댄스운동 경험이 폐경여성의 운동의도와 운동관련 정서에 미치는 영향)

  • Lee Mi-Ra
    • Journal of Korean Academy of Nursing
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    • 제34권6호
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    • pp.1092-1096
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    • 2004
  • Purpose: A dance exercise program was performed to investigate the effects of exercise on exercise intention and exercise-related affect as these are important determinants of exercise behavior. Method: The subjects were overweight (23$\leq$BMI<25) or obese (BMI$\geq$25) postmenopausal women (n=14), who participated in an exercise program from May, 2003 through November, 2003 at one public health center located in Kyong-gi Province. Data was analyzed with an SAS PC program. Result: Exercise intention was significantly increased after the exercise program (t=-2.24, P=0.04). Exercise-related affect was also increased, but there was no statistically significant change (t=1.81, P=0.09). Conclusion: This study suggests that exercise participation can increase the level of future exercise behavior by increasing exercise intention and exercise-related affect.

An Analysis of Teachers' Instructional Case for Improving Computational Thinking (컴퓨팅 사고력 향상 방안에 대한 교사들의 수업 사례 분석)

  • Kim, Chang Suk;Chung, Jong-In;Kim, Eui-Jeong;Kang, Shin Cheon
    • Proceedings of The KACE
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    • 한국컴퓨터교육학회 2017년도 하계학술대회
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    • pp.251-252
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    • 2017
  • 본 논문에서는 컴퓨팅 사고력을 향상시키는 방안에 대한 교사들의 강의안에 대한 여러 가지 사례를 분석하였다. 연수에 참여한 정보 컴퓨터(특수 정보 컴퓨터 7명 포함) 교사 37명을 대상으로 실제 학교 현장에서 학생들을 대상으로 컴퓨팅 사고력을 향상시키는 여러 가지 방안을 제시한 후, 산출물을 분석하였다. 산출물 분석 결과 댄스 활동과 같은 학생들이 재미있어 하는 분야를 발굴하는 방법, 글쓰기와 같은 컴퓨터와 상관없는 일상생활의 사례를 활용하여 글쓰기 대회에 입상하는 사례, 수학여행 계획을 여러 학생이 함께 참여하여 완성하는 방법 등을 제시하였다. 본 논문에서는 여러 가지 사례들을 소개하고 사례들에서 컴퓨팅 사고력을 향상시키는 방안의 공통적인 요인을 도출하여 보고자 한다.

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Application Scheme of OSMU based on the Musical Culture Performance Contents (뮤지컬 문화공연 콘텐츠의 원소스 멀티유즈 활용방안)

  • Han, Hye-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2006년도 추계 종합학술대회 논문집
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    • pp.180-184
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    • 2006
  • 뮤지컬 문화공연 시장 규모의 확대로 인해 다양한 뮤지컬 작품을 관객들은 원하고 있으며, 이에 뮤지컬 문화공연 콘텐츠의 OSMU의 활용이 중요하다. 이러한 활용방안으로 첫째, 뮤지컬 문화공연 콘텐츠는 역사, 설화, 문학, 국악, 영상(드라마), 영화, 무용, 댄스 등의 다양한 소스(작품)들의 상호 조합으로 새로운 멀티 유즈로의 활용이다. 따라서 뮤지컬의 문화공연 콘텐츠의 OSMU의 활용을 위해서는 다양한 뮤지컬 소재의 발굴과 함께 문화공연 작품의 창작 활동이 중요한 것으로 생각된다. 둘째, 이미 작품화 된 뮤지컬 문화공연 콘텐츠는 다양한 부가가치 가지므로 공연 관련 상품을 가공, 판매를 하는 OSMU로의 활용이다. 이에 공연 기획 단계에서부터 부가 상품 판매에 대한 체계적인 마케팅 전략을 별도로 수립, 티켓 판매만이 아닌 다양한 부가 상품 개발을 통해 뮤지컬 문화공연 콘텐츠를 다양한 상품의 형태로 재 판매하는 OSMU 활용 방안이 필요하다.

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A Study on the fashion culture of Teenager influenced Dance Music - focused on Rap Music and Hiphop Fashion - (댄스음악이 10대 패션문화에 끼친 영향에 관한 연구 - 랩음악과 힙합패션을 중심으로 -)

  • 도규희
    • Archives of design research
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    • 제12권3호
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    • pp.93-103
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    • 1999
  • This study is investigated the formative characteristics of Rap Music and Hiphop fashion, and I try to comprehend about the fashion mind and fashion culture of teenager 1. Teenager's Hiphop Fashion is subcultures, the fashion culture of teenager reflects their unique identity. 2. The formative characters of Rap Music and Hiphop Fashion are the incompatibility ignored their body size and the popularity caused street fashion imitation, the unbalance ignored a principle of fashion design. 3. Hiphop Fashion is consist of jump-style jacket, hood -shirt, stripe T-shirt and drum pants, baggy pants, snowboard pants and so on. 4. The characters of Hiphop Fashion is the breaking of rule and the destruction. 5. They select something which they like, even though the price is high, so they is tendency to editing coordinate 6. Fashion business for teenager, it needs an ideal conversion not for 'company' but for 'individual' As this results, fashion culture of teenager came out to the surface of water, because of Hiphop Fashion.

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A Study on the Prototype of Swallow-tailed Coat for Sports Dance (스포츠댄스용 연미복의 Prototype에 관한 연구)

  • Oh, Young-Soon;Kim, Yeo-Sook
    • Fashion & Textile Research Journal
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    • 제8권4호
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    • pp.433-440
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    • 2006
  • This research was made to suggest a functional and fitted prototype of swallow-tailed coat for sports dance. We established the basic posture of standard dance from literature investigations, and grasped the changes of the body side-surface by motions through the gypsum-experiments with a man in twenty. The unfolded gypsum shells were overlapped on the basic swallow-tailed coats pattern drafted by their size of experimenter. From our results through analysis, our pattern of the swallow-tailed coats for sports dance was designed considering their functional and structural character. In case of upper body with the greatly increased shoulder width of garment and with the decreased front. When moving, owing to the rising of the armpit point, the side-line becomes longer with the shoulder length decreased greatly. In case of sleeves, the length of sleeves back increased greatly by the arm-bending motions while sleeve height becomes lowered.