• Title/Summary/Keyword: Application Empathy

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Analysis of Application of Public Design Policy of Education Local Government Brand Slogan (교육지방행정기관 브랜드디자인정책 특성 분석)

  • Choi, Hyeong-Suk;Lee, Yong-Hwan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.16 no.3
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    • pp.18-26
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    • 2017
  • In order to realize the empathy of the local education community, the education local government should establish the brand design properly in accordance with the enterprise and the large-scale administrative agency and actively use it in the public design strategy and publicity strategy. And the identity and role of education local government that are differentiated from each other can be well communicated and help to achieve the vision. However, the development and utilization of brand design in the provincial education local government is sluggish. In this context, research on urban brand has been carried out variously, but there is no comprehensive analysis on change of education local government brand. The purpose of this research is to analyze the current characteristics of brand design in education local government in order to enhance the image of education direction and to enhance the brand value of education local government.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

Application of Culture Inclusiveness Concept for Hongdae-ap Case (홍대앞 사례를 통한 문화적 포용성 개념의 적용)

  • Park, Minha;Lee, Byungmin
    • Journal of the Economic Geographical Society of Korea
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    • v.22 no.4
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    • pp.539-554
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    • 2019
  • This study suggests a conceptualization model of 'cultural inclusiveness' organically connected to social inclusiveness, by expanding the implications of urban inclusiveness to the domain and relationship. Based on the process of necessity of relation, connection of space, and execution of act, the cultural inclusiveness could be connected to the formation of organic/learning relation, the creation of openness focusing on public space, and the practice of diverse subjects. Concretely, the concept of cultural inclusiveness is applied to the case of 'Hongdae-ap'. The recent Hongdae-ap is showing the value of coexistence such as the establishment of environment that could protect the diversity of individual subjects and groups(artists, residents, government officials, students, cultural activists, citizens, tourists, and etc.), the formation of public space such as 'Hongdae-up playground', 'pedestrian-friendly street', and 'Gyeongui-Line book street', social network service & horizontal network, and access.

A Study of Trend of Pop Culture in Digital Age (Focusing on the film "The Wailing"(2016)) (디지털 시대의 대중문화 현상과 트랜드 분석연구 (영화 "곡성(2016)"을 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.301-307
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    • 2017
  • Once, the faster the digital technology developed, the more provocative obscure commercial film has spread like a trend. Researching the aspect of the successful films, about 10 million audience in 2016, we can find the similarities that only social phenomenon, stands itself without real-existence, which makes public sentiment. I will list up all the problems that I mention above with audience's review and analyze the famous film "the wailing" with big social attention, having 6.8 million audience. I will seek the better way to developthis movie, in terms of artistic dignity and depth as an public-art. With great depth, the realistic application of cultural inheritance, holding mankind common, such as culture, philosophy, religion, history, would be an essential proposition for obtaining cultural emotional empathy from the people in the society. Based on this, the theme and massage from a director, should be expressed in order to be a master piece work beyond time and space in the film history.

A Study on Body Painting according to Physical Types (신체적 유형에 따른 바디페인팅 연구)

  • Park, Jeongshin
    • Journal of Fashion Business
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    • v.19 no.5
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    • pp.175-187
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    • 2015
  • Body painting according to physical types is a method to express the body as it exists in nature or as an active element of nature. There is a need to research physical formation that applies the trend of contemporary naturalism to the types of nature art by emphasizing the artistic value of body painting with natural environmental overtones. Importantly, body painting according to physical types attempts an intact reproduction of natural objects and the reflection of the beauty of natural objects in body painting. Thus, the purpose of this study was to analyze body painting according to physical types based on the types of nature art. The methodology of the study included theoretical and empirical review. Theoretical review examined the characteristics of physical formation in nature art and relevant nature art works and body painting of physical types through previous research and literature. The empirical review applied analyses to works extracted from web sites of body painting. The study included physical type cases extracted from body painting works from 2005 to 2015 in foreign web sites(www.ilovebodyart.com and www.angel cakebodyart.com). Body painting works were based on the characteristics of physical types. As a result, the body painting of physical types based on nature art is as follows. First, organic continuity with nature art through the artists'thoughts and beliefs. Second, the specificity of place that respects the natural phenomenon itself. Third, the creative diversity of formative shapes for the body. Fourth, the social implications of body painting with human empathy. Fifth, immediacy to embody the artistic will of the artist. Finally, the application of physical types according to affinity with nature, as well as an independent artistic entity.

Observation Training Research of Stanislavski School for Creating the Role (역할 창조를 위한 스타니슬랍스키 학파의 관찰훈련 연구)

  • Ha, Byoung-Hun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.585-593
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    • 2017
  • This study is about an observation, namely, the starting point of a role creation with playing a bridge role regarding the work of the role at the work with oneself in the actor training program of the stanislavsky school called the bible about the reenactment acting which is the most basic study of the performance, and in the circumstance of theatrical circles of Korea, which relatively have a lack of the research as mentioned earlier, it described the necessity, usefulness and types of the observation as well as methods of a stepwise observation. First of all, actors should capture observing targets suitable for a role in the play, and if the targets were captured, he needs to imitate and then learn it by using his own body In addition, it must go through the process of an extended application by an adjustment, an amplification, and the application depending on the circumstances of the role after understanding the principle of physical behavior. Also, in order to overcome the simple duplication of outward appearance, making it his own should be conducted through the process of learning it by body and identification by attempting empathy, and for become not the process of the observations which can be partially and fragmentarily finished but the whole acts handling the whole play, it requires the actors to continuously make efforts to create the role, designed to be appropriate for the role while comprehensively arranging each behavior of fragmented figures.

Development and Application of Teaching Competency Tool of University Teachers (대학 교원의 교수역량 도구 개발과 적용 연구)

  • Kang, Kyunghee;Park, Sun Hee
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.88-98
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    • 2017
  • The purpose of this study is to develop the teaching competency tool of university teachers with responsibility for college education and analyze the need for change. We have developed teaching competency to strengthen the competencies required for university professors' responsibilities and community activities in and out of universities and the contents validity was examined from 24 experts. The developed tools were used to diagnose the 83 teachers of K university in Chungcheongnam-do, and to derive basic competence, educational practice competence, and community competence through exploratory factor analysis and confirmatory factor analysis. The teaching competencies include 'Understanding of college education', 'Educational philosophy and attitude', 'Teacher attitude', 'Analysis design', 'Instruction execution', 'Guidance management', 'Evaluation feedback', 'Academic convergence', 'Sympathy learning culture', and 'Global sharing'. The results of the paired t-test and the analysis of the need for change through the analysis of Borich coefficient analysis were as follows: Understanding of university education (4th rank), analysis design (5th rank), instruction execution(2nd rank), empathy learning culture (1st rank), and global sharing (3rd rank). The competence of university teachers is not only the ability to practice teaching, but also the ability to understand university education and to empathize and share with the members of the university community. In the future, the university should actively develop and provide ongoing support programs to strengthen the capacity of professors.

Study on the integrative application program for cultivating primary school students' personal relationship skills (초등학생들의 대인관계 기술 함양을 위한 통합적 적용방안 연구)

  • Choi, Bokhee
    • The Journal of Korean Philosophical History
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    • no.25
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    • pp.71-71
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    • 2009
  • This study aims to provide a theoretical base for making a character education program on "how primary school students to cultivate their own right and good-minded characters." This study consists of three approaches: 1) an integrative approach based on the social and emotional learning, 2) development of integrative programs articulating three key domains directly and indirectly influencing students' character formation - school, family and local community(society), 3) maximum use of the educational institutes' moral education curriculums and the potential curriculums in the surrounding environment. In concrete, by specializing "social awareness and relationship skills" from various social and emotional ones, this study suggests an integrative program for the character education based on the theory of virtue in the Eastern philosophy. To develop such an Eastern philosophy-based integrative program for the cultivation of the social awareness and personal relationship skills, this study applies some virtue items of Eastern Ethics: for examples, 'rectification of the name(正名)' to improve skills for rational choice on the awareness and performance of social roles, 'empathy(忠恕)' to enhance the ability to share another person's feelings and emotions as if they were my own, 'reflect and seek in oneself(反求諸己)' to solve conflicts in peace and self-reflection, 'difficulty with countenance(色難)' to respond to others by understanding their situations and characters, 'select and follow good qualities of others and reform their bad qualities(擇其善者而從之, 其不善者而改之)' to make good results from various forms of personal relationship, and 'keep same respect as at first to old acquaintance(久而敬之)' to maintain good and emotional relationships. In particular, by underlining 'rectification of the name(正名)' and 'reflect and seek in oneself(反求諸己)', this study attempts to develop an alternative integrative program articulating three domains of school, family and local community.

Effects of the Multisensory Storytelling-Based Activity-Oriented Intervention on Social Interaction in Children with Cerebral Palsy (다감각스토리텔링 기반의 활동중심중재가 뇌성마비 아동의 사회적 상호작용에 미치는 영향)

  • Lee, Eun-Jung;Kwon, Hae-Yeon
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.139-148
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    • 2021
  • This study aimed to verify how a multisensory storytelling-based activity-based intervention affects social interaction in children with cerebral palsy. As a quasi-experimental investigation, this study used a single-blind, two-group pre-post test design. This study comprised 24 children aged 7 to 8 y who had been diagnosed with spastic cerebral palsy and were classified as having GMFCS stages I to III. Twelve children were randomly assigned to experimental and control groups, with neither the children nor their guardians knowing which group they were placed in. The group program comprised 16 sessions of 60 min each, twice a week for eight weeks. The experimental group engaged in an activity-centered intervention centered on multisensory storytelling, whereas the control group engaged in structured physical activity. The activities were assessed using the peer relations skills scale to determine the extent to which social interaction had changed prior to and during the child's intervention. The SPSS 25.0 for Windows (IBM Corp, USA) application was used to analyze the data, and the significance level (α) for statistical verification was set to 0.05. Furthermore, the Wilcoxon Signed-Rank and Mann-Whitney U tests were used to assess the differences in social interaction between the experimental and control groups. Significant differences were observed in the total of the peer relationship skill scale and cooperation and empathy areas of the subtest in the intragroup change of the peer relationship skill scale between the experimental and control groups. However, the experimental group demonstrated a significant difference in the initiative area, whereas the control group demonstrated no significant difference. A significant difference was observed in the amount of change between the two groups in the initiative area and total of the subtest of peer relationship skills but no significant difference in the collaboration and empathy areas. We gave a multisensory storytelling-based activity-based intervention based on multisensory storytelling to children with cerebral palsy and saw a significant improvement in peer relationship skills. It may be proposed as an effective intervention strategy for children with cerebral palsy who struggle with social contact.

A Study on the Influence of IT Education Service Quality on Educational Satisfaction, Work Application Intention, and Recommendation Intention: Focusing on the Moderating Effects of Learner Position and Participation Motivation (IT교육 서비스품질이 교육만족도, 현업적용의도 및 추천의도에 미치는 영향에 관한 연구: 학습자 직위 및 참여동기의 조절효과를 중심으로)

  • Kang, Ryeo-Eun;Yang, Sung-Byung
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.169-196
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    • 2017
  • The fourth industrial revolution represents a revolutionary change in the business environment and its ecosystem, which is a fusion of Information Technology (IT) and other industries. In line with these recent changes, the Ministry of Employment and Labor of South Korea announced 'the Fourth Industrial Revolution Leader Training Program,' which includes five key support areas such as (1) smart manufacturing, (2) Internet of Things (IoT), (3) big data including Artificial Intelligence (AI), (4) information security, and (5) bio innovation. Based on this program, we can get a glimpse of the South Korean government's efforts and willingness to emit leading human resource with advanced IT knowledge in various fusion technology-related and newly emerging industries. On the other hand, in order to nurture excellent IT manpower in preparation for the fourth industrial revolution, the role of educational institutions capable of providing high quality IT education services is most of importance. However, these days, most IT educational institutions have had difficulties in providing customized IT education services that meet the needs of consumers (i.e., learners), without breaking away from the traditional framework of providing supplier-oriented education services. From previous studies, it has been found that the provision of customized education services centered on learners leads to high satisfaction of learners, and that higher satisfaction increases not only task performance and the possibility of business application but also learners' recommendation intention. However, since research has not yet been conducted in a comprehensive way that consider both antecedent and consequent factors of the learner's satisfaction, more empirical research on this is highly desirable. With the advent of the fourth industrial revolution, a rising interest in various convergence technologies utilizing information technology (IT) has brought with the growing realization of the important role played by IT-related education services. However, research on the role of IT education service quality in the context of IT education is relatively scarce in spite of the fact that research on general education service quality and satisfaction has been actively conducted in various contexts. In this study, therefore, the five dimensions of IT education service quality (i.e., tangibles, reliability, responsiveness, assurance, and empathy) are derived from the context of IT education, based on the SERVPERF model and related previous studies. In addition, the effects of these detailed IT education service quality factors on learners' educational satisfaction and their work application/recommendation intentions are examined. Furthermore, the moderating roles of learner position (i.e., practitioner group vs. manager group) and participation motivation (i.e., voluntary participation vs. involuntary participation) in relationships between IT education service quality factors and learners' educational satisfaction, work application intention, and recommendation intention are also investigated. In an analysis using the structural equation model (SEM) technique based on a questionnaire given to 203 participants of IT education programs in an 'M' IT educational institution in Seoul, South Korea, tangibles, reliability, and assurance were found to have a significant effect on educational satisfaction. This educational satisfaction was found to have a significant effect on both work application intention and recommendation intention. Moreover, it was discovered that learner position and participation motivation have a partial moderating impact on the relationship between IT education service quality factors and educational satisfaction. This study holds academic implications in that it is one of the first studies to apply the SERVPERF model (rather than the SERVQUAL model, which has been widely adopted by prior studies) is to demonstrate the influence of IT education service quality on learners' educational satisfaction, work application intention, and recommendation intention in an IT education environment. The results of this study are expected to provide practical guidance for IT education service providers who wish to enhance learners' educational satisfaction and service management efficiency.