• Title/Summary/Keyword: 흥미와 의미

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Mime Elements in Court Hagmu ; focusing on literature and expression of current practice (궁중 학무에 나타난 마임적 요소 - 문헌과 현행의 표출 현상을 중심으로 -)

  • Son, Sun Sook
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.47-72
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    • 2009
  • This study explores mime elements of court Hagmu(鶴舞) in literature and what is expressed in the practice of current Hagmu and examines what has been changed while others are kept intact. The content of Hagmu is that "attracted by lotus flowers in a pond, cranes dance around and peck at them, when the blossoms open wide with a girl [dancer] inside, upon which the surprised cranes fly away." The dance consists of 4 steps: the first step is for the entrance of cranes; in the second step the cranes dance moving across jidang(池塘) and the north; in the third step the cranes are curious about the lotus calyces, yeontong(蓮筒); and the cranes withdraw in the fourth step. The literature suggests that the dancing courses on the stage are limited to the east, the west, the south, and the north. The movement is limited to naeson (內旋) only in mujin(舞進) and mutoe(舞退). Furthermore, the gaze is only allowed toward the north and jidang. Motions are limited to naejog(內足), oego (外顧), and naego(內顧). However, the mime elements of current Hagmu are attributed to the effort of translating crane's life into a realistic story. It relates the life of cranes to that of human beings and implies love in it. Finally, the court Hagmu has entered the real world out of the literature, enriched with new elements. Under the transition from literature to practice the diversity of expression is added while the elements related with court codes such as courses, movements, directions, and motions are kept intact. These limitations, however, are coupled with the sensitive 'love' and the exposure of dancing instruments intrigues audience and creates dramatic effect. In conclusion the significance of mime elements in court Hagmu is in enhancing communication with audience.

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.315-325
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    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

The Effect of Youth Mentoring Program on Developmental Outcomes of At-risk Adolescents (고위험 청소년을 위한 멘토링 프로그램의 효과분석: 프로그램 과정산물의 매개효과를 중심으로)

  • Park, Hyun-Sun
    • Korean Journal of Social Welfare Studies
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    • v.41 no.1
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    • pp.175-201
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    • 2010
  • The purpose of this study was to examine the mechanism through which youth school-based mentoring program impacts mentees' psychological and school-related outcomes such as self-esteem, self-efficacy, and attitudes toward school. The hypothetical model was assumed that mentors could improve their mentees' developmental outcomes through positive relationships with mentors as good role models and enhancement of help-seeking orientation. To investigate the mediating effect of process-related outcomes, structural equation modeling was used. The 97 adolescents were recruited through referral and random selection from middle schools in Seoul. The result showed that the effects of program participation were mediated by proximal changes in connectedness to role models and development of help-seeking orientation that, in turn, led to facilitate more positive attitudes toward school and academic activity, and improve psychological outcomes. Practice and policy implications as well as further research topics were discussed to aid the search for highly effective mentoring programs.

A Study on the Zhaungam Tourism Storytelling Method for Enhance the Placeness (장소성 강화를 위한 자웅암 관광스토리텔링 방안 연구)

  • Lee, Kyungsuk;Kwon, Gichang
    • 지역과문화
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    • v.6 no.3
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    • pp.1-28
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    • 2019
  • These days sex has become a tool of interest, a constant stream of sex crimes occurs and it brings the age of population cliffs to an age of low birth rates. As an alternative to overcome these problems, we should establish the praying for a child, which has been our ancestors' way of life, as a sacred culture that holds the mystery of life-birth with a new awareness. Therefore, the purpose of this study is not to re-enact the Zhaungam area as a fun and interesting place, but as a sacred place to pray for the nobility, longevity and wealth of life. Based on the spirit of natural love, meeting, healing, and love based on the spirit of traditional culture, Doridori was chosen as the main theme of the project based on the spirit of natural love and life-respect, and the name "Doridori Secret Garden" was given out of 10 medals in Dandong for tourism storytelling. Cultural content becomes a marketing tool for the region and acts as a force for tourists to visit the area. In this context, it was confirmed that the creation of "Doridori Secret Garden" could lead to a high value-added industry that attracts tourists by enhancing the brand value of Andong and showing sufficient significance to become a new attraction. This study is intended to re-create the Zhaungam area as a sacred place to pray for the nobility of life and longevity and wealth of life, noting that people still pray for the birth of their children in Zhaungam and Zhagungam.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

Analysis of trends in Korean middle school students' affective attitudes toward mathematics based on the results of the recent 5 cycles of TIMSS (TIMSS 최근 5주기 결과에 기반한 우리나라 중학생의 수학 정의적 태도 변화 추이 분석)

  • Sooyun Han
    • The Mathematical Education
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    • v.63 no.1
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    • pp.35-61
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    • 2024
  • The purpose of this study is to examine changes in Korean middle school students' affective attitudes toward mathematics over the past 5 cycles of TIMSS. To this end, we first analyzed the changes in students' affective attitudes towards mathematics in five major countries, and then analyzed the changes in Korean students' affective attitudes toward mathematics by item. As a result of the study, there were positive changes in Korean students' interest, confidence, and value perception of mathematics during the recent 5 cycle of TIMSS. Korean male students' affective attitude toward mathematics is higher than that of female students, and the gender gap has been increasing recently. There was a large difference in the affective attitudes toward mathematics among Korean students, depending on their achievement level, and in particular, the affective attitudes toward mathematics of students at the lower achievement level remained significantly low. Item-level analysis revealed a decrease in Korean students' awareness of the necessity of mathematics in daily life. Based on these results, we discussed the implications for cultivating Korean students' affective attitudes. It is hoped that the results of this study will be meaningfully used as basic data for examining the performance of mathematics education in Korea and contribute to developing measures to foster students' positive attitudes toward mathematics.

Effectiveness of G-Learning(Teaching and Learning Methodology utilizing Game) adopted in an English Class for 5th Grade Elementary School Students (초등학교 5학년 영어수업에 적용된 G러닝(게임을 활용한 교수학습 방법)의 학습 효과)

  • Won, Eun-Sok;Wi, Jong-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.541-554
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    • 2012
  • This study suggests the effectiveness of G-learning English afterschool classes implemented to elementary school students at low achievement level in English. These days, the use of games in teaching and learning, known as G-learning, has gradually expanded, so it is necessary to consider how to adapt G-learning generally in English education. A G-learning afterschool English class was implemented to 23 low-level 5th grade students in an elementary school located in Daejon for 12 weeks. This study set two hypotheses aiming to determine the effectiveness in achievement and affectiveness of the participants. Pre and post achievement tests were conducted. Also, survey and FGI (focused group interview) were carried out twice with the participants. The study found that students' spelling awareness, vocabulary recognition and dialogue comprehension ability (hypothesis 1) were all improved with statistical significance. Moreover, after the class, participants' confidence and interest toward English study showed meaningful increases.

Analysis on Psychological and Educational Effects in Children and Home Robot Interaction (아동과 홈 로봇의 심리적.교육적 상호작용 분석)

  • Kim, Byung-Jun;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.501-510
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    • 2005
  • To facilitate interaction between home robot and humans, it's urgently needed to make in-depth research in Human-Robot Interaction(HRI). The purpose of this study was to examine how children interacted with a newly developed home robot named 'iRobi' in a bid to identify how the home robot affected their psychology and the effectiveness of learning through the home robot. Concerning the psychological effects of the home robot, the children became familiar with the robot, and found it possible to interact with it, and their initial anxiety was removed. As to its learning effect, the group that studied by using the home robot outperformed the others utilizing the other types of learning media (books, WBI)in attention, learning interest and academic achievement. Accordingly, home robot could serve as one of successful vehicles to expedite the psychological and educational interaction of children.

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A Comparative Study of the Situated Learning Model and the Traditional Learning Model for Computer Education in the Elementary School (초등학교 컴퓨터 교육을 위한 상황학습과 전통적학습의 비교 분석)

  • Lee, In-Soon;Lee, Soo-Jung;Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.145-156
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    • 2001
  • The purpose of this study is to set up the situated learning model for computer education and to investigate which method has better effect on the students' computer skill and learning attitude among the situated learning model and the traditional learning model. The result of this study is as follows. In order to investigate the effect of the students' learning attitude, students had been tested on six factors: the Understanding, the Interest, the Achievement, the Concentration, the Applicability, and the Spontaneity. As for the Understanding, the traditional learning model has better effect on students than the situated learning model. But the situated learning model was much superior in the other factors to the traditional learning model. Next, it had been examined how much students improved their computer skills under the situated learning model and under the traditional learning model. The study showed that the traditional learning model resulted in a little bit higher scores than the situated learning model. However, it was a great success to find out that the situated learning model is superior in the students' learning attitude to the traditional learning model.

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