• Title/Summary/Keyword: Boredom

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Kim-Won Dental Clinic Interior Design (김원치과의원 실내디자인)

  • Choi, Sun-Hee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.99-100
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    • 2006
  • The concept of dental clinic have been changed along the advanced dental science to meet the need of setting up high-technology-digital appliances. As the general idea about the dental clinic has been changed from systematic connection, the expansion of zoning needs to become more accurate and mote detailed. In the spacious waiting room. the interment cafe has been established to supply the information services, and the various multi-imaged channels, which were built in, will relieve the boredom of the waiting time. The formation of water space leads to the effect of humidification and makes parents share visual and auditory sympathy All of the unit-chairs attached cameras in the consultation room enables people to diagnose more quickly and precisely through the computerized system. Partitions have been set of to put it in and to help diagnosis process to be done smoothly in the formational space. The whole atmosphere is intended to be harmony with the natural surroundings in Je-Ju. It will inspire people visiting this clinic to image the deep blue sea in Je-Ju. By using projective non-material a lot, especially material wooden windows and doors, it is believed to create the bright and stable atmosphere. It will lead patients feel comfortable.

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A Study on the Effects of Flow on the Utilization of Mobile Phone Service (플로우 경험이 휴대폰 서비스 이용에 미치는 영향에 관한 연구)

  • Park, Yoon-Seo;Lee, Seung-In;Lee, Hyo-Sun
    • Korean Management Science Review
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    • v.27 no.3
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    • pp.117-135
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    • 2010
  • The purpose of this study is to segment the mobile phone users based on the flow types and to understand the differences in mobile phone usage behavior between the segmented groups. The 'flow' construct, which was introduced first in marketing by Hoffman and Novak[44], has been used as an important keyword for understanding consumer behavior on the World Wide Web. In this paper, we will try to use the flow aspect for the mobile market segmentation, which is one of the most fundamental tools for developing a successful marketing strategy on the mobile phone service market. We collected survey data from consumers and analyzed the data with the SPSS 12.0 package where we did ${\chi}^2$-test, factor analysis, one-way ANOVA and cluster analysis. Main results of this study are as follow. First, the flow types of the mobile phone users were classified into five types, which are named as the 'Flow' type, 'Apathy' type, 'Anxiety' type, 'Boredom' type, 'Control' type. Second, most of the results related to the usage of mobile phone service showed statistically significant differences between flow types. These findings suggest that the mobile phone service marketers should consider the various flow types of users and work out effective market segmentation strategies based on these consumer flow types.

A Study on the Sports Coaching System for Child Population (아동인구를 위한 체육 코칭 시스템에 관한 연구)

  • Yoon, Soo-Young;Kwon, Mee-Rhan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.125-130
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    • 2014
  • In recent years, the IT conversions have rapidly developed along the development of the information technologies and devices. The overuse of IT devices caused by this trend has weakened the physical condition of children these days, compared to the past, therefore a study for this problem is necessary. This study intends to improve the health of children, easy to lack physical activities caused by the addiction to PC and smart phones, by proposing a health care application for them using Kinect. This application will introduce some simple aerobic/anaerobic exercises that could be done in home and will help children to forget the boredom by exercising alone and to coach them by using it.

A Study on Coaching System for Disabled and Elderly People (장애인 및 노령인구를 위해 코칭 시스템에 관한 연구)

  • Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.237-242
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    • 2013
  • There are some limitations to use the fitness center frequently by various reasons, excessive business workload, geographic location and time limit. This research specially focuses on the developement of health care application tool for aerobic/anaerobic exercise in a house accompanied by training coach, simply for the purpose of preventing from a boredom moment by exercing alone. This study newly proposes the realization of program tool by using Microsoft Kinect hardware tool which can be seen easily in the internet stores and can recognize the user. In addition, this program are designed to take care of movement control, weight and calory by maping the perceived user implementing modeling of 3D model.

The structural relationship among task value, self-efficacy, goal structure, and academic emotions for promoting self-regulated learning in e-learning course (이러닝 수업에서 대학생의 자기조절학습에 영향을 미치는 과제가치, 자기효능감, 수업 성취목표구조, 학업정서 간의 구조적 관계)

  • You, Ji-Won
    • The Journal of Korean Association of Computer Education
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    • v.15 no.4
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    • pp.61-77
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    • 2012
  • The purpose of this study was to examine the structural relationship among task value, self-efficacy, classroom goal structure, and academic emotions(enjoyment, fear, boredom) for promoting self-regulated learning in e-learning course. The results showed that task value, self-efficacy, class goal structure influenced academic emotions and self-regulated learning, and enjoyment had mediation effects among exogenous variables and self-regulated learning. The findings offer implications of facilitating self-regulated learning while considering academic emotions.

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Drinking Status and Dietary habits of Middle School Students in Chungcheong Area (충청일부지역 중학생의 음주실태, 음주행동과 식습관)

  • 정은희
    • The Korean Journal of Community Living Science
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    • v.15 no.2
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    • pp.73-82
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    • 2004
  • There are many concerns about the use and abuse of both licit and illicit substances among adolescents. This study was performed to understand the drinking status and drinking behaviur of middle school students. Self reports on drinking behaviur, dietary habits and one-day dietary records were obtained from 213 boys and 202 girls using anonymous questionnaires. One hundred and forty five of 415 students(34.9%) have experienced drinking and 48.3% of them initiated it at primary school. The motivation for first drinking was different between boys and girls; ' after sacrificial rite' for boys, ' curiosity' for girls. The most plausible reasons for drinking were ' boredom' and ' stress reduction' , and they felt the strongest desire to drink when they felt ' anger or frustration' Drinking behavior was not significantly different between male and female student except in the motivation for first drinking. But interestingly, the girls drank with friends mostly, while the boys drank with their parents. Drinking-experienced students showed significantly high rates of skipping meals and in particular skipping breakfast. DVS was found as $14.71\pm{4.51}$ and $13.95\pm{4.69}$ in non-drinking and drinking, respectively. This study showed that the drinking experience of middle school students were initiated earlier in primary school, and that drinking behavior of female students was not different with that of male student.

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A Study on Combination Aspects of Fun and Learning in Educational Serious Games (교육용 기능성 게임의 재미와 학습 요소 결합 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.15-24
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    • 2011
  • The convergence of education and game came from efforts to compensate for the boredom of learning. As the digital technology has been developed, this new integrated field accrued to the birth of the Educational Serious Game. It has been noted on both side of industry and academic research. Despite all natural concerns, studies of the educational Serious Game tend to show the partial directivity on the learning aspects rather than the nature of the Educational Serious Game. Therefore in this study the combination aspects of fun and learning in the Educational Serious Game through various case studies is to analyse.

Emotional Responses to e-Magazine Published with Cinemagraph Images

  • Park, Ji Seob;Bae, Jin Hwa;Cho, Kwang Su
    • Agribusiness and Information Management
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    • v.7 no.1
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    • pp.10-20
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    • 2015
  • This study aims to compare and analyze the differences of emotional responses between two types of e-magazines published - one with cinemagraph images and another with general still images. To conduct this study, a total of nine pages were prepared with different contents according to each theme and samples of e-magazine with a total of nineteen sections of images were exposed to a total of thirty persons of subjects. Fifteen persons were assigned to the experimental group viewing the cinemagraph images, and other fifteen persons were assigned to the control group viewing the general still images. As a result of the experiment, the emotional responses of the experimental group and the control group were significantly different. Twenty-eight items of positive emotional responses out of forty-two items of the emotional responses were more found in the experimental group, and fourteen items of negative emotional responses affected the control group more. In the experimental group where the differences in the mean value and significant differences were found, negative emotional responses were not examined but fourteen positive emotional response items such as Loveliness, Merriness, Freshness, Activeness, Attractiveness, Powerfulness, Heartwarming, Joyfulness, Interesting, Confidence, Excitement, Cheerfulness, Humorousness, and Amazement were found; in the control group, positive emotional responses were not found but three items of negative emotional responses such as Ambiguousness, Stuffiness, and Boredom were found.

Experiences of Participation in Dementia Prevention Program for Older Adults in Nursing Homes (요양시설노인의 치매예방 프로그램 참여 경험)

  • Lim, Sun Ok;Jo, Hyun Mi
    • The Korean Journal of Rehabilitation Nursing
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    • v.19 no.2
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    • pp.128-137
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    • 2016
  • Purpose: This study was designed to describe the experiences of dementia prevention program for older adults in nursing homes. Methods: Four focus group interviews (FGI) after the program were conducted with 35 participants. All interviews were audio-taped and transcribed verbatim. The transcribed data were analyzed by Colaizzi's phenomenological method. Results: Four themes emerged as a result of analysis. Participants without dementia reported "I don't have dementia yet." This statement probably reflects ignoring potential dementia. Motivation for participating the dementia prevention program were to reduce boredom, to enjoy exercising and communicating with others, and to follow group activities. Participants reported the positive effects of the program; (a) benefits from the repeating learned activities; (b) improvements of memory and emotional stability. A few participants reported their inability to follow the program due to physical and environmental limits. However, other participants reported their efforts to overcome physical limits and perform the activities regardless their limits. People who performed the activities with physical limits reported that their self-satisfaction was increased. Conclusion: Results of this study showed that participants without dementia were able to actively participate in dementia prevention programs and showed memory, emotional and behavioral improvements. Therefore, these findings can be used for developing customized dementia prevention programs in nursing homes.

Analysis of Physiological Responses and Use of Fuzzy Information Granulation-Based Neural Network for Recognition of Three Emotions

  • Park, Byoung-Jun;Jang, Eun-Hye;Kim, Kyong-Ho;Kim, Sang-Hyeob
    • ETRI Journal
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    • v.37 no.6
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    • pp.1231-1241
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    • 2015
  • In this study, we investigate the relationship between emotions and the physiological responses, with emotion recognition, using the proposed fuzzy information granulation-based neural network (FIGNN) for boredom, pain, and surprise emotions. For an analysis of the physiological responses, three emotions are induced through emotional stimuli, and the physiological signals are obtained from the evoked emotions. To recognize the emotions, we design an FIGNN recognizer and deal with the feature selection through an analysis of the physiological signals. The proposed method is accomplished in premise, consequence, and aggregation design phases. The premise phase takes information granulation using fuzzy c-means clustering, the consequence phase adopts a polynomial function, and the aggregation phase resorts to a general fuzzy inference. Experiments show that a suitable methodology and a substantial reduction of the feature space can be accomplished, and that the proposed FIGNN has a high recognition accuracy for the three emotions using physiological signals.