• Title/Summary/Keyword: 청소년 문화

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Development of twosome collaboration dance game using Brain-Computer Interface (뇌-컴퓨터 인터페이스를 활용한 2인용 협동댄스게임 구현)

  • Park, Tae-Ryoung;Kim, Jai-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2575-2581
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    • 2011
  • Recently, systematic research on the brain has been conducted and BCI(Brain -Computer Interface) technology applying electroencephalogram has been actively researched. Especially, serious game technology using BCI device has been the subject of interest. This paper develops a "twosome collaboration dance game," which is a serious game that takes advantage of NeuroSky's SDK(System Development Kit) and helps developing the spirit of team work and sociality based on attention and meditation, unlike existing single player games. We expect that this game will help to visualize brain functions of people and to cure ADHD children and the elderly people with MCI(Mild Cognitive Disorder). It is also expected to play a role of social catalyst to the game culture of the adolescent.

A Study on the Popular music and Fashion of youthful subculture (청소년 하위문화에 나타난 대중음악과 복식에 대한 연구-1970년대 이후를 중심으로-)

  • 엄소희
    • Journal of the Korean Society of Costume
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    • v.26
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    • pp.101-121
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    • 1995
  • The Purpose of this study was to investigate homology between the Popular music and Fashion of youthful subculture and how the image of popular music have influenced on the 90's fashion. As the result, Korean youthful subculture analized to be different from western youthful subculture. In western countries, the style of youthful subculture groups spread to tricle up as developed themselves but represented tricle down phenomenon in Korea. Because life con-dition of Korean Youthful was different from westerns in everything. The Image of popular music have an influenced on the 90's fashion, it is be classified into the Jazz image, the Country & Western image, the Rock image, and Hip-Hop, Ragge image. 1. The jazz image from Jazz music has come back dandism of the nostalgia mood and intro-duce ethnic sense into fashion. 2. The Country & Western image is reflected in fashion of accessories details, materials and Coordination item. 3. The rock image from Acid Rock and Punk Rock effected the advent of hippie mood fashion, ethnic, ecology, new unisex fashion and Punk fashion trend. 4. The hip-hop, raggae image from Rap and Raggae music showed on fashion of primitive mood's naturism, Sports wear's generalization and dualism. After the 90th, youthful fashion of new gener-ation may be infered constantly on the move toward $\ulcorner Fashion democracy \lrcorner$formation.

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The Study on the Distorted Instances of Korean History in Japanese Game (일본 게임속에 나타난 한국 역사의 왜곡 사례에 관한 연구)

  • Ko, Byeong-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.512-516
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Tokto by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and The West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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< A study on Game design with minimized game addiction by application of Bio rhythm > (< 게임중독의 최소화를 위한 인체리듬의 적용과 인터페이스 디자인 >)

  • Kim, Du-Beom;Cho, Ok-Hue;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.597-601
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    • 2006
  • 게임 시장 규모는 하루가 다르게 성장 하고 있고 게임의 종류 또한 다양해지고 유저층도 넓어지고 있다. 그로 인한 새로운 하나의 여가문화가 생겼으며, 미디어 산업의 고부가 가치 창출을 이끌고 있다고 볼 수 있을 것이다. 하지만 재미로써의 기능과 그에 따른 병폐가 고부가가치 게임산업의 많은 부작용으로 대두되며, 최근 사회의 이슈가 되여 게임 중독성이 날로 심각해 지고 있는 실정이다. 게임 개발업체와 판매자 입장에선 유저들의 게임중독은 오히려 이득이 될 수 있겠지만, 장기적으로는 심각한 사회문제로 대두 될 것이다. 이런 사태를 미연에 방지 하기 위해서는 대책이 필요한데 불행히도 게임에 중독 되는 원인은 너무나도 다양하다. 또한 현재 게임 개발자들에게 이러한 인식과 대책이 미흡한 실정이고, 뒤늦게 나온 대책으로 청소년 PC방 출입을 아침9시부터 밤 10시까지로 제한한 사례도 있지만 현 실정에 큰 영향은 주지 못하고 있다. 게임 중독을 미연에 방지하기 위한 방안으로 법적인 제제가 필요하며, 게임 디자인에 시작에서부터 중독에 대한 고려가 필요하다. 이에 본 논문에서는 게임의 중독성을 방지하기 위한 인터페이스 디자인을 연구하는데 그 목적이 있다. 가상에서의 자신의 얼굴 ID나 캐릭터에 인체의 리듬을 적용하여 ID나 캐릭터도 쉬어야 한다는 개념을 심는 대안 시스템을 제작한다면 지금 까지 보아왔던 게임 속의 등장 캐릭터를 단순한 그래픽이 아닌 자신과 같은 인격체로 느낄 수 있으며, 이로 인해 게임의 몰입과 중독에 어떠한 효과가 나타나는지 분석하고 나온 결과를 근거로 인간에게 이로운 게임을 만드는 초석이 될 수 있을 것으로 기대해 본다.

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The Effects of Adolescents' Cultural Disposition and Self-Construal on the Reasons for Prosocial Behavior (청소년의 문화성향과 자기관이 친사회적 행동의 이유에 미치는 영향)

  • Bae, Seong-Hee;Han, Sae-Young
    • Human Ecology Research
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    • v.52 no.3
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    • pp.255-266
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    • 2014
  • The purpose of this paper is to analyze the difference in the self-construal and the reason for prosocial behavior by cultural disposition. Further, this paper also aims to analyze the relationships among adolescents' cultural disposition, self-construal, and prosocial behavior and to analyze the path to moral reasoning. Data were collected from self-report questionnaires filled out by 385 adolescents in Cheongju. These data were analyzed by factor analysis, Cronbach's ${\alpha}$, Pearson's correlation, simple regression analysis, and multiple regression analysis using SPSS ver. 12.0. The major results of the study were as follows: first, adolescents who perceived higher individualism showed a higher independent self-construal, and adolescents who perceived higher collectivism showed a higher interdependent self-construal. Second, adolescents who perceived higher collectivism attributed prosocial behavior to internal reasons and adolescents who perceived both higher individualism and collectivism attributed prosocial behavior to self-focused reasons as compared to the adolescents who perceived them to be lower. Third, as a result of the mediator analysis, the cultural disposition of adolescents including individualism and collectivism influenced the internal reasons for prosocial behavior through independent selfconstrual. Further, the cultural disposition of adolescents influenced internal reasons, self-focused reasons, and other focused reasons for prosocial behavior through interdependent self-construal. Based on these results, the implication was discussed and a follow-up study was suggested.

Youth Subcultural Styles in Britain Since World War II -the symbolical meanings of Teds, Mods, Skinheads, Hippies, and Punks- (2차대전 후 영국 청소년 하위문화 스타일 -Teddy Boys, Mods, Hippies, Skinheads 와 Punks 스타일의 상징성에 대하여-)

  • Kim Min Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.11 no.2 s.24
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    • pp.69-89
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    • 1987
  • The objective of this paper was to identify the general concept of subculture; to assess the symbolism of youth subculture style, such as Teds in the 40's, Mods in the 50's, Skinheads and Hippies in the 60's, and Punks in the 80's, giving an inspiration to many high fashion designers. The data were collected from eye-wittness reports, interviews, magazines such as Vogue, The Face, and The Sunday Times, postcards, and photos taken by authors. Youth subcultures were symbolized as 1) a social protest and disaffection against social class and racism, 2) an expression of shock value for nihilism, anarchism, and vandalism, 3) a meaningful sexual fetishism concerning gender confusion, and 4) an emotion of rage, fear, and alienation among working class youth. One cultural form in a subculture is its 'style.' Costumes, appearances, and accessories such as hair style, make-up, and jewellery were playing an important role in forming a subcultural style. The symbolism of youth subculture was well depicted on their clothing styles, which had influences on Zandra Rhodes's, Body Maps', and Hyper and Hyper's fashion design.

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Effects of Adolescents' Cultural Disposition and Self-Conscious Emotion on Empathy According to Gender and Age (성과 연령에 따라 청소년의 문화성향과 자의식적 정서가 공감에 미치는 영향)

  • Han, Sae-Young
    • Human Ecology Research
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    • v.53 no.5
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    • pp.581-594
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    • 2015
  • This paper analyzes the effects of adolescents' cultural disposition and self-conscious emotion on empathy according to gender and age. Data were collected from self-report questionnaires for 385 adolescents in Chungbuk province. The major results of the study were as follow: First, adolescents who perceived high collectivism showed a high ability on perspective taking. Additionally, girls who had high guilt showed a high ability on perspective taking. Sixth graders who had high guilt and low shame and eleventh graders who had high pride showed high ability on perspective taking. Second, boys who perceived high collectivism and guilt, and girls with high individualism, low shame, and high guilt showed a high ability towards fantasy. Sixth graders who had high individualism and guilt and low shame, eighth graders with high guilt and eleventh graders with high individualism, collectivism and guilt showed high ability towards fantasy. Third, adolescents with high collectivism showed high ability on empathic concern. Additionally, boys, girls, and eleventh graders with low shame and high guilt, and sixth graders with low shame showed a high level of empathic concern. Fourth, all adolescents with high guilt showed a high level of personal distress. Additionally, eighth graders with low individualism and eleventh graders with low pride showed a high level of personal distress. In conclusion, the significant relationships among cultural disposition, self-conscious emotion, and empathy are different for gender and age groups. Implications for future studies are provided.

Creating the Frame for the Future of Geography Education in Korea (지리 교육의 미래를 위한 구도 설정)

  • Kwon, Jung-Hwa
    • Journal of the Korean Geographical Society
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    • v.45 no.6
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    • pp.711-720
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    • 2010
  • The geography education in korea has contributed to citizenship education since the late 19th century. But today geography has seen crisis in the school curriculum. In order to overcome this crisis we investigate educational implication of social change. Based on M. Poster's theory of mode of information, we examine changing nature of knowledge and its implication on school. These aspects ret1ect teenager culture and emotional aspect of geography education. However we needs support from the national ethos. We suggest a few directions of geography education, contribution of cultural landscape to korean identity, housing and land justice, future cities, geopolitics and culture area.

The Study of Countermove and Distorted Instances about Korean History in Japanese Game (일본 게임에 나타난 한국 역사의 왜곡사례와 대응방안 연구)

  • Ko Byeong-Hee
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.1-8
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Dokdo by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and the West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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Eating Disorder (식이장애)

  • Lee, Jae-Sung
    • Journal of Korean Medicine for Obesity Research
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    • v.2 no.1
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    • pp.1-12
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    • 2002
  • Eating disorders are psychiatric disorders characterized by abnormal eating patterns and cognitive distortions related to food, weight and shape, which is in turn result in adverse effects on nutrition status, medical complications, and impaired health status and function. The American Psychiatric Association's DSMIVTR offers two diagnoses to describe disordered eating anorexia nervosa and bulimia nervosa. A third category, eating disorder not otherwise specified(EONOS) include binge eating disorder. The prevalence of eating disorder has greatly increased among adolescence and young adults since 1990's when rapid import of western culture took place. It is likely that patients who ask for weight loss are at high risk of having eating disorder. Severe dietary restriction for weight loss may cause eating disorder. Therefore it is recomendable for doctors to have appropriate understanding and guidelines of eating disorder to help their patients.

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