• Title/Summary/Keyword: Communication Motive

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A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
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    • v.3
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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A study on Motivation Factors and User Responses of Mods for PC Game and its Influences to Continuance Intention - Focusing on - (게임의 모드 이용 동기별 사용자 반응이 지속 사용 의도에 미치는 영향에 대한 연구)

  • Choi, Won-Bin;Chang, Byeng-Hee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.25-42
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    • 2021
  • This study investigated motivation factors of mods and their influence on user response to analyze IS Continuance. The data of 610 players of who used mods was analyzed by a Post Acceptance Model of IS Continuance, followed by empirical results. As a result of SEM, the motive factor was divided into the 'Media characteristic', 'Content characteristic', and 'Situational characteristic'. The motive factors significantly affected user response of 'Perceived Usefulness', 'Satisfaction', and 'IS Continuance'; each motivation factors have different influence and 'Content characteristic' significantly affected the IS Continuance.

A Music Technology-Based Interactive Music-Making for Improving the Social Communication Skills of Children With Autism Spectrum Disorder (자폐스펙트럼장애 아동의 사회적 의사소통 향상을 위한 음악제작 앱 기반 상호적 음악만들기 사례)

  • Yoon, Sol
    • Journal of Music and Human Behavior
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    • v.18 no.2
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    • pp.19-43
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    • 2021
  • The purpose of this case study was to examine whether an interactive music-making intervention using GarageBand was applicable to improve the social communication skills of school-age children with autism spectrum disorder (ASD). Two children with ASD (both male, ages = 8 and 11 yrs.) participated in this study. The interactive music-making intervention included three stages: 1) musical imitation, 2) musical expression and coordination, and 3) musical interaction. Each session lasted 40 minutes, and sessions took place twice a week over 4 weeks. The participants' social communication behaviors were observed and analyzed in terms of exchanging ideas with each other. Engagement in interactive behaviors (e.g., turn-taking, imitating or reflecting the investigator's music, and creating one's own music using the motive from the investigator) during music making was also analyzed. During the sessions, increases in the attempts to express their opinions on music making processes and requests for help for the process were observed. Engagement in turn-taking form of interactive playing and reflecting the musical motive from a partner (i.e., investigator) were also improved. The Social Responsiveness Scale-2 (SRS-2) ratings indicated negative social behaviors decreased after intervention in both participants. The findings of this study suggest that interactive music-making activities using GarageBand can be an effective method in clinical practice to improve social communication skills for school-aged children with ASD.

Multiclass Music Classification Approach Based on Genre and Emotion

  • Jonghwa Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.27-32
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    • 2024
  • Reliable and fine-grained musical metadata are required for efficient search of rapidly increasing music files. In particular, since the primary motive for listening to music is its emotional effect, diversion, and the memories it awakens, emotion classification along with genre classification of music is crucial. In this paper, as an initial approach towards a "ground-truth" dataset for music emotion and genre classification, we elaborately generated a music corpus through labeling of a large number of ordinary people. In order to verify the suitability of the dataset through the classification results, we extracted features according to MPEG-7 audio standard and applied different machine learning models based on statistics and deep neural network to automatically classify the dataset. By using standard hyperparameter setting, we reached an accuracy of 93% for genre classification and 80% for emotion classification, and believe that our dataset can be used as a meaningful comparative dataset in this research field.

Convergence effects of collaborative peer tutoring on communication ability and self-leadership of nursing students (협동동료교수학습이 간호대학생의 의사소통능력과 셀프리더십에 미치는 융합적 효과)

  • Jung, In-Sook
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.533-540
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    • 2018
  • This study is to find convergent effects of collaborative peer tutoring on communication ability and self-leadership of nursing students. According to the results of Mann-Whitney U and Kruskal-Wallis test using SPSS/WIN 19.0 for the survey of communication and self-leadership before and after experiments, there were significant differences of personality type, discussion preference and leadership in communication, and of motive of admission, leadership and school grades in self-leadership. There were positive correlations between communication and self-leadership before and after treatments. The results of Wilcoxon signed ranked test showed cooperative peer tutoring increased communication ability and self-leadership significantly each(p=.008, p<.001). These results could be used in developing intervention programs for enhancing communication and self-leadership of nursing students after further studies with wider range of subjects and setting control group.

Changes in Smokers' Perception about smoking before and after Participation in a Hospitalized Smoking Cessation Program (금연학교 입원프로그램 전과 후의 흡연자의 흡연에 대한 인식변화)

  • Chang, Sung Ok;Shin, Sung Rae;Kim, Hung Kyu;Kim, Sang Suk;Ju, Eun Ae
    • Journal of Korean Academy of Nursing
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    • v.35 no.6
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    • pp.1163-1173
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    • 2005
  • Purpose: This study was done to analyze the changes in smokers' subjectivity about smoking before and after participation in a 5-day hospitalized smoking cessation program. Design: Q-methodology, which provides a scientific method on subjectivity, was applied. Findings: Nine types of subjectivity changes about smoking were identified; Type I, Nicotine $craving{\to}Confident$ of self control for smoking; Type II, Nicotine $craving{\to}Cognition$ of the link between habituation and smoking, Type III, Nicotine craving ~ Nicotine craving, Type IV, smoking as a social $behavior{\to}Cognition$ of the link between habituation and smoking, Type V, smoking as a social $behavior{\to}Motive$ to turn away from being addicted to smoking to being healthy, Type VI, Habitual $smoking{\to}Confident$ of self control for smoking, Type VII, Habitual $smoking{\to}Cognition$ of the link between habituation and smoking, Type VIII, Habitual $smoking{\to}Motive$ to turn away from being addicted to smoking to being healthy and Type IX, Denial of the negative effects of $smoking{\to}Confident$ of self control for smoking Conclusion: The types of changes in smokers' subjectivity before and after the smoking cessation program in this study suggest a better tailored intervention for individual smokers. The types of changes on smokers' subjectivity provide insight about which factors of the interventions for smoking cessation are especially valued for a particular group of smokers.

Uses and Gratifications on Subscribed YouTube Channels : Centered on Motives for Ritualized use and Instrumental Use, Flow, and Satisfaction (유튜브 구독자의 이용과 충족에 관한 연구 : 의례적 이용동기, 도구적 이용동기, 몰입 및 만족을 중심으로)

  • Joo, Jihyuyk
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.223-233
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    • 2019
  • This study aimed to explore YouTube subscribers' uses and gratification through PLS path modeling. Especially, we identified the types of use motives grounded on ritualized (MR) and instrumental (MI) use motives; and then showed two motives have an effect on satisfaction directly and indirectly through mediating of flow. We employed PLS path modeling to analyze structural causalities among the constructs. We found all of the presented hypotheses are supported respectively. Two motives (MR and MI) had an effect on flow and satisfaction. Flow also had an effect on satisfactions. Namely, satisfaction was explained directly and indirectly, through mediated with flow, by MR and MI. Finally, we presented implications of findings and suggestion for future study.

A Study on the Factors Influencing the Satisfaction and Continued Use Intention of the Subscription Economy Service: Focusing on Use Motivations, Platform & Service Characteristics (구독경제 서비스 만족과 지속사용의도에 영향을 미치는 요인 연구: 이용동기와 플랫폼, 서비스 특성요인을 중심으로)

  • Minjung Kim;Tae-eun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.535-542
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    • 2023
  • This study attempted to identify various variables that affect satisfaction and continued use intention of the subscription economy services. Through previous research studies, individual characteristics and service characteristic variables were considered together. Finally, use motivation, platform characteristic factors, and product and service characteristic factors were classified and examined. As a result of the study, the motive for using the service that affects the satisfaction of the subscription economy service was found to be functional hedonic, and economic motive, and platform recency and convenience, economic utility, and perceived personalization had a positive effect. Functional and hedonic motives and convenience showed positive influences on continued use intention, while social motives showed negative influences. In addition, it was confirmed that economic motivation, platform recency, economic utility, and perceived personalization showed a positive influence on the intention to continued use intention by mediating satisfaction with subscription economy services.

A Study on the Effect of Applying Jigsaw Cooperative Learning on Mathematical Affective Characteristics of Vocational High School Students (Jigsaw 모형을 적용한 수학수업이 특성화고 학생의 정의적 발달에 미치는 영향)

  • You, Sang Eun;Son, Hong Chan
    • Journal of the Korean School Mathematics Society
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    • v.19 no.3
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    • pp.309-328
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    • 2016
  • In this study we aimed to find out if a mathematics lesson with Jigsaw model can help to change such negative mathematical affective characteristic to a positive one. The results of the study were as in the following. First, the mathematics lessons applied Jigsaw model can help to inspire curiosity and motivation of students. During the lessons, communication among students was vitalized. Such communication inspired learner's curiosity and learning motivation. The expert group and home group activities in the Jigsaw model made the learner's question-answering activities more instantaneous and frequent. Second, the mathematics lessons applied Jigsaw model can help students to become aware of the value of mathematical concepts and formula.

Comparison of Health Promoting Behavior in Rural Elderly by Complementary Alternative Medicine Utilization (농촌노인의 보완대체요법 사용에 따른 건강증진행위 비교)

  • Lee, Myung Suk
    • Korean Journal of Adult Nursing
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    • v.19 no.1
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    • pp.98-108
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    • 2007
  • Purpose: To compare the health promoting behavior in rural elderly people by complementary alternative medicine(CAM) utilization. Methods: The data were collected from March 06th to May 26th, 2006. The participants were 207 rural elderly persons in Korea. Data were collected using structured questionnaires and analyzed with the SAS win 8.0 program. Results: The rate of using CAM was 60.9%. Non-religious, perceived poor health and high concerns about health group used it more. The most common type was oriental medicine(35.7%), the most common motive was body protection(21.2%) and major source of information was other patients(35.9%). Almost all the subjects(90%) were satisfied with using CAM. The average score for the health promoting behavior was $2.67{\pm}.32$(range 1.65-3.71). The average scores for each subscale were, personal communication 2.98, self-actualization 2.79, nutrition 2.78, health responsibility 2.58, exercise 2.40, stress management 2.38. Significant differences in health promoting behavior were found according to CAM utilization: personal communication, self actualization. Conclusion: There were differences health promoting behavior between the elderly CAM utilization: Systemic guidelines of CAM use are needed.

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