• Title/Summary/Keyword: Cartoons

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Educational Status and Needs of Premature Birth Prevention and Its Association with Preconception Health Behavior among Women of Childbearing Age in Korea

  • Kim, Sun-Hee;Hong, Ji-Yeon;Park, Mi Kyung
    • Research in Community and Public Health Nursing
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    • v.33 no.4
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    • pp.372-384
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    • 2022
  • Purpose: The aim of this study was to investigate the educational status and needs of premature birth prevention, and to identify factors associated with preconception health behaviors. Methods: The study design was a crosssectional descriptive study. Data were collected through an online questionnaire survey, and the subjects were 192 women of childbearing age in Korea. Data were analyzed using the Mann-Whitney U test, Kruskal-Wallis test, Spearman's correlation coefficients, and multiple regression. Results: The proportion of subjects who received education on premature birth prevention was 8.9%, and 75.5% of subjects answered that they needed education on premature birth prevention. They demanded education through online media, small groups, cases, cartoons (webtoon) with stories, pictures, and videos. A related factor of preconception health behavior was self-efficacy for high-risk pregnancy health care (β=.20, p=.012), which accounted for 8.2% of the total variance related to preconception health behavior. Conclusion: There was a need for more development of education programs to prevent premature birth for women of childbearing age. Its education programs should be applied with online, small group activities using various educational media. It is also required to promote preconception health behavior through self-efficacy for high-risk pregnancy health care.

A Study on Design and Implementation for Web-toon Archives (웹툰 아카이브 설계 및 구축에 관한 연구)

  • Lee, Jae-Na;Kim, Yong;Oh, Hyo-Jung;Kim, Geon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.4
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    • pp.123-149
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    • 2015
  • As a mixture of both words 'Web' and 'Cartoon'. Webtoon is a sort of cartoons that come up with development of information technology. Web-toon is not just a cartoon but an OSMU for culture industries such as movies, dramas, games and more. While Web-toon's value is increasing, activities of securing and managing it as archives seem quite slow. To preserve web-toon as a web archives and digital contents which has long-term archival value effectively web archiving system should be required. This study analyzes webtoon's type and features. Also, requirements for web archiving system are extracted from case analysis of existing digital archives. With the results, this study proposes a method to design and implement web-toon archives based on OAIS reference model.

A Study on Space Planning for Children's Room -Special Reference to Preschool (아동실의 공간계획에 관한 연구 -유아기 아동을 중심으로-)

  • Oh, Hye-Kyung
    • Journal of Families and Better Life
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    • v.10 no.1 s.19
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    • pp.171-190
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    • 1992
  • The purpose of this study was to set up the objective standards of a space design for preschool children's room. In order to perform the above purpose, this study was organized into three sections. First, literature review to understand the relationship between preschool children's development and children's room, design elements and correlated variables of children's room. Second, survey research to seek a standard of children's room size, necessary furnitures, prefeerred colors and motifs. Third suggestions of objective and concrete alternative plan through the literature review and survey research. The major findings from the survey research were summarized as follows : 1) The mean size of contempory preschool children's room was 3.1 pyong and that of ldeal room was 4.7 pyong. 2) Necessary Furnitures with which more than two-thirds of parents want to furnish were bed, wardrobe, chest of drawers, toy shelves, toy boxes, book cases, chalkboard. Necessary furnitures for different ages were found to vary. For the age 2-5, the funitures for play were major, where as for the age 5-6, the furnitures for study were major. 3) The colors of contemporary preschool children's room were red, yellow, pink, blue, those of parent's favorites were Light colors(pink, skyblue, lemon yellow, Light green, Light purple). The rooms for boy were found with more cold colors, those for girl with more warm colors. 4) The motifs of contemporary preschool children's room were plants, lines, figures from cartoons of fairy tales. Boy's parents prefreerd space science and vehicles, while girl's parents preferred sky scenery and plants for their children's room.

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The Elementary and Middle School Students' Perceptions of Global Warming and Climate Change (초·중학생의 지구온난화와 기후변화에 대한 인식)

  • Lee, Ji Sook;Park, Hye Gyeong;Cheong, Cheol
    • Journal of Science Education
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    • v.35 no.2
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    • pp.274-282
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    • 2011
  • The purpose of this study was to investigate elementary and middle school (grade 5 and 7) students' perceptions of global warming and climate change. A total of 239 students completed opened-form questionnaire consisting of cartoons regarding global warming and climate change. The results showed that are as follows. Elementary and middle school students had low level of perception of global warming and climate change. A majority of students rightly believed that the global warming is related to greenhouse gases, glacier, environmental pollution, etc. Also, Many students had scientific concepts about the cause of global warming while some of the students had misconceptions that destruction of the ozone layer will cause an global warming. We have found that some of the students of elementary and middle school had confused between the cause of global warming and ozone depletions.

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A Study on the Meanings of Signs represented in Contemporary Fashion - Focusing on Fashion Collections since 1990 - (현대(現代)패션에 나타난 기호(記號)의 의미(意味) 분석(分析) - 1990년(年) 이후(以後)의 패션 컬렉션을 중심(中心)으로 -)

  • Lim, Song-Mi;Lee, Mi-Sook
    • Journal of Fashion Business
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    • v.7 no.1
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    • pp.84-100
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    • 2003
  • The purpose of this study is to analyze the meanings of signs represented in contemporary fashion based on the Peirce's trisection theory in order to present various types of sign representation that satisfies aesthetic value and characteristics of the age of information and image. Types of signs represented in contemporary fashion can be summarized into letters, numbers, codes, pictures, logos, characters and emblems. The meanings of signs were analyzed based on the Peirce's trisection theory, resulting in representation of play, brandsymbol, eroticism and suggestion. The play was categorized into infantile and parodic. The former inspires unexpected interest and laughter from contemporary people in the age of disorder through humorous characters, cartoons and illustrations. The latter inspires laughter by parodying things and it's intention is to release the isolation of people and their relative poverty through pictures for which techniques of parody and surrealism were used. Most of the brandsymbols represented by logos, used for textile and clothing design as well as accessories are optimal signs that construct brand images. Eroticism means emotion, impulses, senses of value and sexual attraction. A desire to represent sexual attraction is an expression of eroticism and self-expression to adjust in a changing society. Suggestion tends to pursue the image of harmony with nature in a world which is pressed by material civilization. Humans represent illuminating messages through direct slogans by characters, natural objects and motives of social phenomenon in pursuit of the benefits of abundant material civilization in the structure of a highly advanced scientific civilization and industrial society.

Direction in Health Education of Drinking Prevention for Elementary School Children (초등학생의 음주예방 보건교육 방향에 관한 연구 - 초등학교 교사들의 의견을 기반으로 -)

  • Moon Jung-Soon;Park Ho-Ran;Lee Eun-Sook
    • Journal of Korean Public Health Nursing
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    • v.14 no.1
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    • pp.68-79
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    • 2000
  • In order to provide a desirable direction for the health education on preventing drinking of elementary school students. by understanding the views held by elementary school teachers on drinking prevention education. 529 teachers at elementary schools located in Seoul were responded by constructed questionnaires during the period of Nov. 15 to Dec. 18 1999. The results of the survey analysis were as follows: 1. $84.6\%$ of the respondents said that schools should offer education programs on preventing drinking, and this view was more strongly shared by teachers with religions than non-religious ones. 2. $35.0\%$ of teachers responded that the education should start with 6th graders, while $28.3\%$ opted for 4th to 5th grades. With regard to the appropriate class in providing such education, $41.0\%$ selected physical education (PE), followed by extracurricular activity class with $35.4\%.\; 45.6\%$ of the respondents said discussion would be the most effective education method. while $35.4\%$ recommended using experiments. Growth and developmental defect and fall in diseases were pointed out as the most interesting topic for students by $39.4%$ and $31.2\%$ of the surveyed, respectively. As for the most effective media for education, $56.0\%$ recommended video, followed by cartoons $(21.5\%)$ and computer games $(19.5\%),\;63.7\%$ of the teachers picked school nurses as the most appropriate person in carrying out the education. The results of the finding show that it would be most desirable to provide health education on preventing drinking to senior elementary schoolers during the PE or extracurricular activity class by school nurses. The program would be structured to first show video clips on growth and developmental defect or fall in diseases resulting from drinking and to have discussions or experiments on related matters.

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Effects of Contents Narrativity on the Related Contents Preference: Surveying on Korean College Students (문화콘텐츠의 서사성이 그와 연관된 콘텐츠 선호도에 미치는 영향: 한국의 대학생을 대상으로)

  • Lee, Yun-Jeong;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.62-69
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    • 2015
  • This study examined the effects of the level of narrativity of a culture content on the level of preference of a related culture content. The culture contents were categorized into novels, cartoons and TV programs according to the content type, and into dramas, comedies, and actions by the contents genre because previous studies found a high level of narrativity in novels and dramas. Based on the survey data on the movie preference, the following were found. First, when people prefer novels with high-level narrativity, rather than TV programs, which have low-level narrativity in a certain genre, they prefer watching movies in the same genre. Second, this relationship is even more reinforced when the genre of the original of the movie is drama, which has high-level narrativity, rather than comedies or actions, which have low-level narrativity. Narrativity plays an important role in the movie preference, especially when it comes to movie originals.

Promoting the regional cultural industries through the animation festival : WAF case study (애니메이션 페스티벌 공모전과 지역문화산업 육성전략의 연계 모델 연구 : WAF 사례 분석을 중심으로)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.129-150
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    • 2008
  • The article concerns the relationship between the animation festival and the regional cultural industries. In particular, the article studies the WAF(Web Animation Festival) case, in which has hold since 2004 by the Gwangju Information & Culture industry Promotion Agency in the city of Gwangju. The WAF case will be examined in terms of the promotion of the selected web cartoons and animations in the festival competition. As a result, the competion festival has been managed in connection with the support programs for the promotion of the regional cultural industries. In the process, the Gwangju Information & Culture industry Promotion Agency has sought to connect the selected arts works with the CEOs in the field of content business and media business. The article concludes the WAF need to be reestablished in the context of the development of the Gwangu cultural industries cluster and the reinforcement of the international exchange and networking through the grand project of Asian Cultural Capital Gwangu.

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Cartoon Distribution Environment and Strategies for Sport Webtoon Development

  • MOON, Bo-Ra;HAN, Seung-Jin;SEO, Won-Jae
    • The Journal of Industrial Distribution & Business
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    • v.11 no.11
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    • pp.39-53
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    • 2020
  • Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.

The Current Service Status and the Developmental Direction of Webtoon 2.0: Focusing on the Changing of User Interface and the Applying of Multimedia Effects (웹툰 2.0의 서비스 현황과 발전 방향: 사용자 인터페이스 변화와 멀티미디어 효과 적용을 중심으로)

  • Lee, Suji;Jun, Bong Gwan
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.96-108
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    • 2015
  • The market of webtoon is expanding and the main users' acceptance environment of webtoon is changing from web to mobile. Among this phenomena, platform companies combined various digital technologies and a new user interface to the webtoon. The major directions of change in webtoon are applying multimedia effects and actualize the optimized form for the mobile environment represented by a smartphone. This study defined these types of webtoon as 'Webtoon 2.0' and built a separate concept from 'Webtoon 1.0' which means the early form of webtoon. Through this, we propose a new standard in classifying various types of cartoons that are sporadically serviced to users. Also, through experiments with users, we checked the current status of webtoon 2.0 and webtoon 1.0 by quantitatively measuring and analyzing the degree of user satisfaction with the current webtoon. Through this, this study suggest technical and aesthetic development application of Korean webtoon which is available to platform operators, writers and users.