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A Meta-Analysis of the Effect of Face (Chemyon) on Leisure Consumers' Consumption Behavior

  • KIM, Young-Doo
    • The Journal of Industrial Distribution & Business
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    • v.12 no.11
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    • pp.17-31
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    • 2021
  • Purpose: Despite the fact that face (i.e. Chemyon) is deeply-rooted in Korean culture and significantly affects the behavior of Korean people, the effect of face on leisure consumers' consumption behavior has only reported mixed findings, that is, significant and/or insignificant face effects have been reported. It is necessary to integrate prior research findings, and comprehensively examine the effect of face on leisure consumers' consumption behavior. The purpose of this study was to investigate the effect (i.e. effect size, and moderating variables) of face on leisure consumers' consumption behavior through meta-analysis. Research design, data and methodology: Among 1,019 face-related academic studies, retrieved from the academic research information services (RISS), 34 studies and 300 cases examining the effect of face on leisure consumers' consumption behavior were finally included for meta-analysis. Face measured as face sensitivity and/or a face sensitivity sub-component (shame-consciousness, formality-consciousness, and other-consciousness) were integrated in the meta-analysis. Leisure consumers' consumption behavior was classified as antecedents of purchase (overall conspicuous consumption tendency, overall symbolic consumption tendency, personality, high price, high quality, brand seeking, fashion seeking, enjoyment, other person (interpersonal) consideration, position, reference group, and attitude), purchase (purchase intention, unplanned purchase, purchase, and expenditure), and post-purchase (satisfaction, repurchase, and post-purchase). The data used in the meta-analysis was comprised of correlation coefficients, and the meta-analysis was performed using the R-program. Results: The overall mean effect size of face on leisure consumers' consumption behavior was .248. It was found that the effect size was the largest in the order of shame-consciousness face, formality-consciousness face, and other-consciousness face. Among the types of leisure consumers' consumption behavior categorized as dependent variables, the effect size was found to be largest in the order of position, attitude, reference group, post-purchase behavior, brand seeking, personality, trend seeking, etc. In addition, it was found that the leisure types moderated the effect size of face on leisure consumers' consumption behavior. The effect size was found to be largest in the order of skin diving, baseball, various leisure participation, dance, gambling, golf, etc. Conclusions: Face moderately or significantly influence leisure consumers' consumption behavior.

Development and Effects of a Person-Centered Fall Prevention Program for Older Adults with Dementia in Long-Term Care Hospitals: For Older Adults with Dementia and Caregivers in Long-Term Care Hospitals (요양병원 치매노인을 위한 대상자 중심 낙상 예방 프로그램의 개발 및 효과: 치매노인과 요양보호사 대상)

  • Lim, Jeong Ok;Gu, Mee Ock
    • Journal of Korean Academy of Nursing
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    • v.52 no.3
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    • pp.341-358
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    • 2022
  • Purpose: This study examined the effects of a person-centered fall prevention program for older adults with dementia in long-term care hospitals. Methods: A nonequivalent control group pretest-posttest design was used. The study sample included 42 older adults with dementia (experimental group: 21, control group: 21) and 42 caregivers (experimental group: 21, control group: 21). The program comprised 48 sessions held over 12 weeks and included exercise intervention with resistance and balance, dance walking (45~60 min, three times/week), cognitive and emotional intervention (35~50 min, once per week), and person-centered fall prevention education (10 min, once per week). The program for caregivers consisted of six educational sessions (i.e., fall prevention competency enhancement and person-centered care strategy education, 80 min, once per week) for six weeks. Data were collected before participation and 12 weeks after program completion from February 18 to May 12, 2019. Data analysis was conducted using the chi-square test, t-test, and Mann-Whitney U test with SPSS/WIN 21.0. Results: The experimental group of older adults with dementia showed significant improvement in physical and cognitive functions, and a decrease in depression, and behavioral and psychological symptoms, when compared with the control group. caregivers in the experimental group exhibited significant improvement in fall-related knowledge and person-centered care of older adults with dementia compared to the control group. Conclusion: The study findings indicate that this program was effective as a nursing intervention for fall prevention among older adults with dementia in long-term care hospitals.

The ballet dancer's self-management: The mechanism of monitoring and disciplining Space Studies (발레전공무용수의 자기관리: 무용공간에서 작동하는 감시와 훈육의 메커니즘 분석)

  • Lee, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5469-5476
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    • 2011
  • The purpose of this study was to analyze relating with Faucult's disciplinary power which factors influence a dancer's self-management (weight control)Total 10 ballet major undergraduate students of two respective universities in Seoul and Daijon were selected for the research and the chosen method was an interview with them. After the researchers analyzed the interview result, they found out the following several significant results. The first reason that major ballet dancers control their weight is to show their beautiful figures on the stage and to make their appearances look slender in the mirror. Dancers adapt various methods for effective weight management (diet control) such as dietary control, 1 food intake (potatoes, bananas, grapes, etc), physical force to advise or ingest (injection, taking medicines, reflexology, vomiting, etc.) Then, what is the hidden vision that makes such a practice of weight control maintain? The study presents a "mirror" as a tool of control playing a significant role, in terms that the power of discipline functions automatically in a dancer's body. In addition, another constant factor of dancers' weight management is monitoring each other's performance continuously, which is called "synopticon" Symptoms. Lastly, the fact that a question about placing a ruler could function in the continuous practice was also revealed.

Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults (삼차원 가상현실 운동 프로그램이 노인의 시공간적 보행변수에 미치는 효과)

  • Lee, Yongwoo
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.1
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    • pp.61-69
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    • 2016
  • PURPOSE: This study was conducted to investigate the effect of the virtual reality training (VRT) using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults. METHODS: The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait. RESULTS: After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05). CONCLUSION: The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.

A Study on how to use Namsadang Nori Deotboegi for Training Actors (남사당놀이 덧뵈기의 연기 훈련 활용 방향 연구)

  • Hwang, Seok-Ha
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.155-164
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    • 2019
  • This paper studies the possible ways to make the most of Namsadang Nori Deotboegi which has been designated as National Intangible Cultural Property No 3 as well as UNESCO World Intangible Cultural Heritage in training actors. Considering the fact that all six parts of a Namsadang performance were included as Important Intangible Cultural Properties, the historical and traditional value of the itinerant performance troupe is significant. The improvisatory characteristics of witty remarks, the 'Korenness' of the movement and breathing in Deotboegi dance, the spatial awareness realised through performing witty remarks with musician as well as the 'Koreaness' in the emotions conveyed are the particular values of Deotbeogi for training actors. The required ability to listen to the co-performer and not to anticipate what might be said next helps the performer do develop a strong focus to be able to stay in the moment. The heightened awareness of the body, and the ability to control it as well as the awareness of the space including the co-performers are helpful in the context of both traditional and contemporary performance.

Humanoid Robot Performance System for Performing in Public Places (공공장소에서 공연을 위한 휴머노이드 로봇 공연 시스템)

  • Hwang, Heesoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.190-196
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    • 2016
  • This paper proposes a humanoid robot performance system for performing in public places, such as an event, exhibition, or street performance. The system of modular structures can be moved easily, and can be played by a module or a combination of modules. The system developed with open source-based software and hardware is easy to adapt and improve. The robot performance control program for controlling robots, displays, audios, videos, and performance instruments was developed using the open source language, Processing. The performance instruments were developed using the open source hardware, Arduino. The contents of the robot performance were composed of scene-specific image, background audio, computer graphics, and videos. For their control and synchronization, the performance control program communicates with the humanoid robots and the performance instruments. In addition, performance accessories required to represent the performance concepts are produced by 3D modeling and printing. In a public place, the robot performance is performed with the theme of celebrating a Halloween day.

Necessary to reconsider the recognize of the disuniting of organizations holding intangible cultural assets. - From the viewpoint of Yangjubyeolsandae-nori - (무형문화재 보유단체 분열에 대한 인식(認識)의 재고(再考)를 요(要)함 -양주별산대놀이 사례 중심-)

  • Jeon, Pil-seub
    • (The) Research of the performance art and culture
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    • no.43
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    • pp.405-440
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    • 2021
  • The members of the holding group 'YangjuByeolsandae-nori' (National Important Intangible Cultural Heritage) were divided into two groups in 2010. This means that the internal groupwhich has been going on since the previous period exploded. The subject of the researchis to deal with thedisruption. The first purpose of the research is to record the cause·deployment·ending of the 'YangjuByeolsandaeTalnori'. The second purpose of the research is to reviewthe appropriateness of the administrative measures taken by the Cultural Heritage Administrationin intervention. The thirdpurpose of the research the Cultural Heritage Administration's contribution to the establishment of principles to cope with group disruption. The fourth purpose of the researchis to serve as a reference to the resolution of the disruption of other preservation groups. The result of the research suggests that the administration should recognize that the conflict of the ownership over the group must be resolved in order to boost the overall success of the project, and must establish and respond to the principles. The content is a reconstruction of the explanation. To deal with divisions is also considered to be a field of study. The research which deals directly with the main researcher's problems is put forward in hopes of contributing to the study and contributing to society.

An analysis study on the place and interactivity of immersive performances : Focusing on (이머시브 공연의 장소성과 상호작용성 분석 : <안산순례길>을 중심으로)

  • Sung, Ji-Sun
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.183-204
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    • 2021
  • This study analyzed the placement and interactivity of the immersive performance . In the sense of place, it was analyzed that first, walked and followed the living spaces and streets of the victims of the Sewol ferry, and second, through this, the participants induce a transfer experience to become the main character of the performance. In terms of interactivity, participants were able to carry out various forms of participation, and as a result, they analyzed that they had relieved debt consciousness or exerted healing effects. In addition, it was confirmed that they pursued solidarity and sympathy by focusing more on the city 'Ansan' rather than the story of the Sewol ferry. Through these results, it can be seen that has many social functions, a variety of art forms, and is differentiated from other immersive performances. So, it is necessary to consider the continuous holding.

A Study on Actor's Dramatics Expansion using Practical use of Media in Performing Arts (공연예술에 있어 영상 활용을 통한 배우의 연기술 확장에 관한 연구)

  • Eo, Il-Sun;Han, Jung-Soo;Jin, Won-Sung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.89-98
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    • 2019
  • Performing arts, for instance, theatre and dance that perform on the stage, should recognize the contemporary characters and also emphasize the trend of the times. Thus, the subject of those varies and provides the audience diversity contents and style. People who perform those try to put the contemporary characteristic and sociality into their stage by utilizing new technology for their stage to be more sophisticated in aesthetic and philosophic aspects. According to the trend of the times, science and technology have been making great progress. As a result, the stage technology continues to develop, contributing to enhance the aesthetic and philosophical completeness of the performing arts. Also, there are technical and formal researches or methods constantly that make the performing arts new and diverse. Therefore, it can be said that it is very important to widen a category of the performing arts that amplify the actor's acting and emotions on the stage and then give the audience an experience. This paper will analyze in the way which various image techniques utilize to widen the actor's technique in the performing arts and the actor's technique progresses in the era called the Fourth Industrial Revolution era that grafts the art onto new media. Through this paper, in the era of the Fourth Industrial Revolution, a new paradigm in actor's acting which is becoming a hot topic in performing arts is predicted and anticipated.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.