• Title/Summary/Keyword: Amusement

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현지르뽀-네크워크화 되는 일본 아케이드 게임

  • Korea Database Promotion Center
    • Digital Contents
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    • no.12 s.151
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    • pp.108-113
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    • 2005
  • 일본 JAMMA(Japan Amusement Machinery Manufacturers Association)의 발표에 따르면, 2005년 일본 아케이드게임의 전체 시장 규모는 <표1>과 같이 전년 대비 7.2% 감소한 1조7,498억엔을 기록, 3년 연속감소세를 나타나고 있다. 이처럼 아케이드게임 시장 규모가 급격히 감소하고 있는 가운데 오히려 크게 성장하고 있는 아케이드게임의 네트워크화에 대해서는 눈여겨 볼 필요가 있다.

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Formative Characteristics of Graffiti in Fashion Since 2000 (2000년 이후 패션에 나타난 그라피티 이미지의 조형적 특성)

  • Ryu, Hyun-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.1
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    • pp.159-167
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    • 2011
  • The purpose of this study is to understand graffiti images in fashion trends since 2000 and to play a guiding role in the development of fashion designs. The methods of this study are an academic literature review as well as practical study through actual case studies about. The formative characteristics of graffiti in fashion since 2000 are summarized as amusement, abstract and improvisation as follows. First, amusement graffiti is humble, weak and unfinished, but the immature and informal characters give people vitality, composure and enjoyment. It stirs up memories of childhood and induces a close affinity and comfort, and so It expresses relaxing and cozy desire. Second, abstract graffiti represents ambiguity and obscurity beyond form. It is born by reacting to equality, symmetry, mechanism, man-created beauty and the completeness of modernism. The characteristics are disorder, uncertainty, incompletion, uniformity, freedom, nature and so on. Third, improvisation graffiti is deeply related to 'indeterminacy' of post modernism which cannot forecast a perfection. This is more important as a process than an effect. Improvisation pursues humanism which denies perfection and determinacy by reaction of new technology.

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The Study of Aesthetic Value in Cindy Sherman's Fashion Photographs (신디 셔먼(Cindy Sherman) 패션 사진의 미학적 가치 분석)

  • Yun, Young;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.17 no.3
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    • pp.447-458
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    • 2009
  • The advent of various arts and remarkable development of mass media since 1980s accelerate fashion photographs' advancement. The expression of fashion through photographs can represent characteristics of ages, societies, cultures, traits of designers and techniques of photographers. This study focuses on Cindy Sherman's fashion photographs, which represent different kinds of respect to the women's states and identity. Cindy Sherman describes neglected women, sexual characteristics, and tries to overcome the limitation existing in modern society. By analyzing her fashion photographs, women's identities can be examined and the new trial of fashion photographs' expression is able to be considered as well. The results are summarized into two traits. The first is grotesque images, which have strange cuts, dissolved and deformed bodies. Those are expressions to subvert the stereotype of women. The second is amusement, which is expressed with uncanny and ridiculous appearances. These fun images are challenges to depict human instinct and also symbolic plays.

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Formative Characteristics of Fun Image in Fashion and Pattern (패션과 문양에 나타난 펀 이미지의 조형적 특성)

  • Ryu, Hyun-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.4
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    • pp.41-50
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    • 2011
  • The purpose of this study is to help understanding of fun image in fashion & pattern to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Formative characteristics of fun image in fashion & pattern are summarized amusement, unexpecting, childishness, and incongruity as follows. First, Amusement pursuits pleasure, freedom, vitality of living and getting away from reality, while doing the mind gently. Second, Unexpecting leads to stop a moment by unforeseen circumstances which gives embarrassing. This embarrassing induces new ideas that led to a larger perspective on the will from exhilarating fun of the thrill of driving pleasure on fashion. Third, Childishness shows a pureness and relaxedness by approaching for innocent and naive child's Sights away from the desire required adult social roles. Fourth, Incongruity aim for fresh of fashion through humanism and freedom in mechanized and standardized society Recently fun images have received attention is interpreted that joy, pleasure, enjoyment because fun image gives emotional comfort in uncertainty, dissatisfaction, and rapid changes society.

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Aesthetic Value of Orient-West Culture Fusion Image in Fashion (패션에 나타난 동서양 문화 퓨전 이미지의 미적 가치에 대한 연구)

  • Ryu, Hyun-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.3
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    • pp.45-54
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    • 2011
  • The purpose of this study is to help understanding of east-west culture fusion in fashion since 2000 years, to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Tendency of east-west culture fusion in fashion since 2000 years is shape and performance, pattern, accessary. Shape and performance are reinterpreted through east folk fashion transforming on west fashion, pattern shows traditional pattern of each nations, but letters of typical of each nations appears for new pattern which expresses nation identification. Accessary is in the harmony with east -west fashion culture like that without transform. Aesthetic value of east-west culture fusion in fashion since 2000 years is summerised opening, co-ownership, and amusement. First, opening is positiveness of acception and acknowledgment for other. Second, co-ownership turns towards humanism, and proves participating in globalism and really global village. Third, amusement is to express freedom, and to reveal privately emotion concealing in public area.

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Analysis of Applications for Preschoolers' Korean Vocabulary Learning: Focusing on Tablet PC Applications (유아의 한국어 어휘학습용 어플리케이션 분석: 태블릿 PC 어플리케이션을 중심으로)

  • Sung, Mi Young
    • Human Ecology Research
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    • v.53 no.2
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    • pp.219-228
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    • 2015
  • This study evaluated the content of Korean vocabulary learning applications with a focus on tablet PC applications. We analyzed 51 Korean vocabulary learning applications. The instruments in this study were developed based on Yoo et al. (2012)' Vocabulary Learning Game Application Evaluation Criteria and Hyun et al. (2013)' Educational Application Evaluation Criteria. Data were analyzed using a t-test and one-way analysis of variance. The main results are as follows. First, each criteria's score was fairly good; the ease of use had the highest scores and the amusement had the lowest scores. Second, there was a significant difference in the interaction by vocabulary teaching approach. Applications based on a whole language-teaching method had higher scores than applications based on a phonics instructional teaching method inducing more operation and with immediate feedback. Third, there was significant difference in the sum of score and each criteria of developmental appropriateness, educational values, amusement, function and interaction by type of learning. Applications of combining type had higher scores in every criteria except for ease of use than applications of description type. These findings provide a preliminary evidence that the systematic Korean vocabulary learning application facilitates preschoolers' vocabulary learning.

A Study on the Aesthetic Consciousness of Japonisme (자포니슴(Japonisme)에 나타난 복식미 연구)

  • Ko, Young-Sook;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.13 no.2
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    • pp.30-49
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    • 2009
  • This study was intended to research how such Japonisme affected the western fashion and to consider that the unique Japanese fashion was implemented in the western mode as the traditional aesthetic sense got jointed with the western culture together and was expressed as the modern Japonisme beauty. The beauty of 'Date' was the aesthetic sense created focused on the noble culture of public family. On the contrary, 'Iki', 'Wabi', 'Sabi' and 'Shibusa' is the Japanese lower middle class's universal living aesthetics. 'Kawaii' is influence on an animation, cartoon and character industry as well as the whole world’s fashion style as one of the common aesthetic sense of the world people in the modern time. That is, Japanese fashion designers expressed the human body with such the aesthetic sense by the design of shape, space, fusion, amusement through clothes. It could be concluded that they created an autonomous amusement’s design world over the visual beauty of human body.

Effect of Upper Extremity Weight Bearing on Locomotion of Infant with Athetoid Cerebral Palsy (상지 체중부하 운동 프로그램이 무정위 운동성 뇌성마비유아의 이동운동에 미치는 영향)

  • Kim Chung-Sun
    • The Journal of Korean Physical Therapy
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    • v.8 no.1
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    • pp.1-14
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    • 1996
  • The present case study has a object to investigate the changes in locomotion patterns of infant with athetoid cerebral palsy would be occured by the program when it is applied with upper extremity weight bearing. The subject has been limited to one infant over one year of age, selected from the patients in the physical therapy clinic, Rehabilitation Center, Taegu University. Subject is normal in the visual and auditory sense, but he is unable to walk on his own Subject weighted 2.9kg at birth and underwent severe postnatal kernicterus, always on the baby-walker at homo. He disliked supine position characteristic in moving in athetoid type before he was under the program. The program was applied 7 months. Each session of the program is composed of 7 stages : (1) prebriefing between the therapist and the parents (2) pretherapy amusement time of the infant (3) warming-up (4) upper extremity weight bearing (5) cooling-down (6) post-therapy amusement time (7) postbriefing. The locomotion of the subject is proved to be influenced by the program. He showed a leftward circular movement as a result of the exercise, reducing the involuntary movement of his head when he was positioned for crawling. Later he proceeded to develop into creeping, crawling, kneeling and finally cruising. In conclusion, it appeared evident that the locomotive abilities of the subject is improved by the program explored in this study. The higher locomotive patterns could be achieved such as crawling, sitting, kneeling and cruising wich enable the upper extremities weight bearing.

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A Design of Serious Game for English Words Study (영어단어 학습을 위한 기능성 게임의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.165-169
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    • 2013
  • A serious game is to design for not amusement but special aim. It can be defined of the game which have various useful aspects. It is a different game which exists important the proper function through interactive action compared to general games. English education games have a goal which is the English Study in addition to amusement. It's important one which is to have an immersiveness to be accomplished studying through games for users. In this paper, an effective analysis and design method of serious game using UML, that is Objected Oriented Analysis and Design Method, and Storyboard to develop a serious game "Guessing correctly english words over playing joyfully" is presented.

A Customized Mobile Tour Guide System for Amusement Park based on GPS (GPS 기반 모바일 맞춤형 놀이공원 경로추천시스템의 설계 및 구현)

  • Yu, Seok-Jong
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.99-105
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    • 2010
  • Because in the amusement park, a number of people use various vehicles facilities complicated arraigned, it needs an effective way to search optimal path to reduce errors in touring a park. Particularly, when choosing a facility, searching a waiting time-based path as well as shortest path is important. This paper presents a path recommendation system which minimizes total park tour time based on tour distance and waiting time through GPS and wireless internet. This system can also recommend customized tour path based on the characteristics of user members as well as a simple shortest path.