• 제목/요약/키워드: Domestic Character

검색결과 216건 처리시간 0.025초

아동학대 예방을 위한 부모 인성역량 강화 프로그램 개발 연구 (A Study on the Development of Parents' Character Competency Reinforcement Program for the Prevention of Child Abuse)

  • 김봉제;권기남
    • 한국보육학회지
    • /
    • 제18권4호
    • /
    • pp.109-121
    • /
    • 2018
  • 본 연구는 아동학대 예방에 있어서 부모의 인성 변화가 가장 우선시 되어야 한다는 인식에 따라 인성교육진흥법에 제시된 핵심 역량에 근거하여 아동학대 예방을 위한 부모의 인성역량 강화 프로그램 개발하고자 하였다. 이를 위해 아동학대 부모의 특성을 파악하고자 어린이집/유치원 및 초등학교에서 아동학대 부모를 경험했던 교사를 대상으로 초점집단면접을 실시하였으며, 국내외 아동학대 예방 부모교육 프로그램 분석을 통해 부모에게 요구되는 인성역량과의 관련성을 확인하였다. 연구결과 아동학대 예방을 위한 부모의 인성역량 강화 프로그램은 크게 자기관리역량, 의사소통역량, 심미적감성역량, 공동체역량 강화의 4개 영역으로 구분되며, '나와 자녀 바로 알기', '부모 자신의 분노조절 훈련하기', '자녀와의 효과적 의사소통 기술 증진하기', '자녀와의 쌍방소통식 의사소통 연습하기', '자녀와 문화예술체험하기', '나와 자녀의 감정 이해하기', '한 자녀를 키우기 위한 온 마을이 필요하다'의 총 7개의 활동으로 구성되었다. 본 연구에서 개발한 아동학대 예방을 위한 부모 인성역량 강화 프로그램은 아동학대 예방을 위한 부모 인성교육 활성화에 기여할 수 있을 것이다.

크루즈 선박 객실 공간의 디자인 특성에 관한 사례 연구 (A study on the design character of stateroom spaces for cruise ships.)

  • 윤영선;이규백
    • 디자인학연구
    • /
    • 제15권4호
    • /
    • pp.285-294
    • /
    • 2002
  • 경제 성장에 따른 소득의 증가와 사회구조의 변화에 따른 자동화, 고속화, 여가화 등으로 1990년 이후 부부 동반, 가족 동반 여행이 급증하면서 이전의 패키지 여행이나 개별 여행에서 가족 여행의 추세로 변화하게 되어 크루즈 선박에도 많은 영향을 주었다. 최근에는 가족 단위의 공간이 필요하면서부터 객실의 호화 실내 의장을 한 크루즈 선들이 주목받고 있다. 본 연구는 크루즈 선박의 선실 중 고급형 객실(Royal suite, Suite)의 실내 공간 특성을 파악하여 향후 크루즈 선박을 개발하는데 있어 기초자료를 구축하고자 한다.

  • PDF

녹색을 중심으로한 복식의 색채계획 (Green Color for Color Planning in Apparel Fashion Design)

  • 김영인
    • 복식
    • /
    • 제31권
    • /
    • pp.33-46
    • /
    • 1997
  • The purpose of this study was to investigate color planning method for apparel fashion de-sign and to present the method of analysis of green color. Theoretical backgrouds of color planning for fashion design were scrutinized by documentary studies Fashion color planning has been developed through 4 steps: analysis of color environment analysis of color psy-chology presentation of coordination appli-cation to fashion design. Green color environment consisted of mar-ket informations and forecast informations The former were collected by color samples which were used for women's apparel of national brands from '93 spring/summer to '96 spring/summer and the latter were analyzed by fashion forecasting books. Green color psy-chology was investigated through the docu-mentary studiess. image of green color and these expressed in fashion were revealed through documentary studies. The results of this study were as follow: 1. 117 green color samples were collected from domestic womens brand. The character-istic of samples were the yellow green in hue and pale light bright in tone. forecast infor-mation was collected through fashion forecasting books from abroad and adaption of forecast information was investigated by mak-ing a comparison forecasting information be-tween market information. In consequence national market colors reflected the forecast information in concurrence with the character-istic colors of national women's apparel. 2. Affirmative images of green were nature youth health and abundance and negative images were extraordinary misfortune wind-fall. in these images nature youth and health were mostly used in fashion.

  • PDF

맥시멀리즘 특징을 이용한 패션디자인의 표현성 연구 (The Expression of Fashion Design Using a Maximalism Character)

  • 김현진;이은숙
    • 한국의류산업학회지
    • /
    • 제13권1호
    • /
    • pp.7-16
    • /
    • 2011
  • Maximalism is the code which has a power to interpret a fashion phenomenon expressed complexly and variously in the multicultural society. In the 21st century, maximalism which reappeared is not the expression by a method only. It is presenting the experimental design for the new pursuit through the mixture such as expansion, splendor, variety, decoration, distortion of configuration or transformation, and composition. Therefore, this study aims at analyzing expression of fashion design by four types(expansion, decoration, mixture, non-structure) materializing a feature of maximalism expressed in the domestic and foreign collection works from 2005 to 2010. The research results are as follows. 1. Expansion: It was showed artificial, formative, unique, and odd teatures through the expansion of the upper half of the body, the lower half of the body, and both of them. 2. Decoration: It was showed the actual decoration considering functionality and practicality and the decoration emphasizing and unique character and featuring domination and emphasis. 3. Mixture: It was showed through the mixture of the contrary textiles or the different sex image. 4. Non-structure: It showed the non-structure of the avant-garde trend and non-structure through decoration, detail, adjustment direction of a dress.

큐비즘(Cubism)이 활용된 현대 패션디자인의 조형적 특성 - 2010년 이후를 중심으로 - (The Formative Characteristics of Contemporary Fashion Design Adapting the Cubism - Focused on the Fashion since 2010 -)

  • 윤정아;이연희
    • 한국의상디자인학회지
    • /
    • 제15권4호
    • /
    • pp.209-221
    • /
    • 2013
  • This study has attempted to investigate the effect of cubism on fashion and figure out how its formative characteristics have been expressed in contemporary fashion in the 21st century, focusing on the period since 2010. The propose of the study is to broaden research scope in fashion design through analysis and inspection on formative aspects among the cases which have proposed brand - new fashion designs by adapting cubism in fashion. To find out the characteristics of cubism in painting and formative characteristics of contemporary fashion in which the characteristics of cubism are reflected, a literature review has been conducted by referring to domestic and foreign books, previous papers, academic journals and Internet resources on cubism. For an empirical study, in addition, photos of cubism-applied modern fashion have been collected and analyzed through http://www. samsungdesign.net. The following results have been obtained: First, the formative characteristics of cubism were obtained in following categories; character of figure, simultaneity, reiteration and facticity. Second, according to analysis on cases after applying the formative characteristics on contemporary fashion design, the character of figure by the geometric shape of cubism was observed in fashion as well. After dismantling and reconfiguring garments, simultaneity has been expressed in an exaggerated and distorted manner through regular and repetitive overlapping or overlapping of irregular shapes. In terms of facticity, novelty has been delivered with the use of heterogeneous materials, using collage and patchwork techniques. Third, simplicity and functionality in cubism - style garments in the early 20th century have disappeared in contemporary design in the 21st century. Now, a dynamic aspect is only found. Fourth, unlike common paintings, 2D textiles are added to a 3D body in fashion design. In addition, it can be observed from multiple angles depending on the movement so that it can display more diverse shapes. Therefore, it could be the origin of inspiration to many designers.

  • PDF

현대 남성 패션 이미지의 유형 및 특성 (The Type and Characteristics of the Modern Men's Fashion Images)

  • 홍윤정;김리라;임시은;김영인
    • 복식
    • /
    • 제64권5호
    • /
    • pp.18-29
    • /
    • 2014
  • Modern male has displayed an increased desire to express their social influence and image, and the male fashion market has had to provide various styles and images to fill these needs. The current domestic menswear market, however, is unable to satisfy the needs of male consumers who have a need for diversity in a rapidly changing society; more segmented fashion images and styles are needed. The purposes of this study are to classify fashion images and to establish character of the types. This study was done by performing a literature review and a survey. This study proposed 10 categories of fashion style images. Men's fashion style is classified into the classic image, sophisticated image, urban casual image, chic modern image, mods modern image, basic casual image, ethnic image, avant-garde image, active & outdoor image, and street-kitsch image. In the case of the classic images, common in formal setting, men's formal wear is the main focus with the classic suit. The sophisticated image is that of a colorful formal wear seasoned with elegance. Urban casual image is contemporary image, and therefore is meant for city life wear. Chic and modern image conveys an urban image by seeking a simple and chic feel. Mods modern image is retro yet dandy, giving off a sense of youthfulness compared to the other classic images. Ethnic image expresses the exotic quality of folklore as the main representatives of the character casual wear. Avant garde image portrays strong character casual wear with oversized silhouettes or exaggerated details. Active & Outdoor image is leisure life wear conveying active, functional images. Street Kitsch image is men's street casual wear with graphic patterns such as pop art and graffiti. This study's significance lies in its presentation of fashion style data, which can be utilized in the design and marketing of fashion targeted to males.

타투 관련 인터넷 동호회 사이트에 나타난 타투 문양 분석 - 국내.외 사이트를 중심으로 - (Analysis on the Tattoo Patterns used among Tattoo-related Internet Communities - Focusing on the Domestic and International Web Sites -)

  • 정경희;이미숙
    • 복식
    • /
    • 제57권3호
    • /
    • pp.1-13
    • /
    • 2007
  • The Purpose of this study is to analyze the kinds and positions of tattoo patterns on the body in tattoo-related internet communities and professional web sites. for this purpose, 1,892 tattoo patterns were analyzed by sex(man and woman). The results were as fellows; First, animal patterns(30.2%) occupied most, followed by character patterns(24.1%), geometric patterns(13.0%), natural patterns(10.3%), plant patterns(4.7%), mixed patterns(2.5%), and artificial patterns(2.2%). In patterns, dragon(10.3%) occupied most, followed by star(8.7%), trival(8.6%), woman(7.6%), skeleton(4.9%), and letter(4.8%). Second, men's preference to pattern groups included animal patterns(30.8%), character patterns (28.3%), geometric patterns (14.6%), and natural patterns(6.0%). Among patterns, dragon(13.4%) was the most frequent, followed by trival(10.9%), woman(10.7%), and skeleton(7.1%). Women's preference to patterns groups included animal patterns(31.4%), natural patterns(17.3%), character patterns(17.2%), geometric patterns(10.5%), and plant patterns(10.0%). Among patterns, star(15.3%) was the most frequent, followed by butter- fly(10.5%), elf(9.2%), and dragon(9.2%). Third, the positions of tattoos on the body included upper arm(26.6%), shoulder(10.8%), back(10.5%), the wrist(10.0%), the calf(7.5%), back bottom(7.0%) and the breast(6.3%). While men's preference to pattern positions included upper arm(38.2%), the wrist(13.7%), back(10.5%), the calf(9.4%), and shoulder(8.0%), women's preference to positions included back bottom(17.7%), shoulder(15.5%), back(10.5%), front bottom(8.2%), and the breast(7.8%).

온라인 게임의 아이템 경매 방식 전자상거래 설계 기법 (A Design Method of Auction type e-Commerce for Online Game Items exchange)

  • 김종수;김태석
    • 한국멀티미디어학회논문지
    • /
    • 제13권1호
    • /
    • pp.153-160
    • /
    • 2010
  • 일반적인 온라인 게임의 목표는 자신이 소유한 캐릭터의 레벨을 얻는 것인데, 캐릭터의 성장을 빠르게 하기 위해서는 캐릭터에 맞는 아이템을 갖추어야 한다. 그렇지만 각 유저들이 게임 중에 획득하는 아이템은 자신이 소유한 캐릭터의 특징과 맞지 않는 경우가 많다. 그래서 사용자들은 각자의 아이템을 교환한다. 아이템을 교환하는데 있어서 게임이 제공해주는 기능은 제한적인 경우가 많다. 게임 아이템을 효율적으로 매매하기 위해서는 인터넷 아이템 거래 사이트처럼 다양한 거래 방식을 게임 내에서도 지원할 필요가 있다. 일반적인 매매 방식 외에 경매와 같은 방법을 지원함으로써 사용자들은 아이템 거래를 편리하게 할 수 있다. 본 논문에서는 국내에서 인터넷으로 서비스되고 있는 몇몇 온라인 게임에서 구현된 아이템 매매 기능과 인터넷 아이템 거래 사이트의 기능을 분석하여 각각의 장점을 살린 경매방식 전자상거래 설계 기법을 제안한다. 제안하는 방법을 사용하면 특정한 아이템을 매매하고자하는 사용자들이 관련된 정보를 신속하게 얻을 수 있고, 다양한 거래 방법을 통하여 필요한 아이템을 매매할 수 있다.

토픽모델링을 활용한 국내 수학과 교육과정 연구 동향 분석 : 1997년부터 2019년까지 게재된 국내 수학교육 학술지 논문을 중심으로 (An analysis of domestic research trends of mathematics curriculum research through topic modeling: Focused on domestic journals published from 1997 to 2019)

  • 손태권;이광호
    • 한국수학교육학회지시리즈A:수학교육
    • /
    • 제59권3호
    • /
    • pp.201-216
    • /
    • 2020
  • 본 연구는 1997년부터 2019년까지 KCI 등재지에 게재된 493편의 국내 수학과 교육과정 논문을 LDA 토픽 모델링을 사용하여 연구 동향을 분석하였다. 그 결과, 국내 수학과 교육과정 연구는 8개의 토픽으로 분류할 수 있었으며 그 중 '교육과정 이행과 평가'의 비중이 가장 낮았다. 또한 교육과정 적용 시기에 따라 토픽들은 다르게 출현했으며 수학과 교육과정에서 강조하는 중점 방향과 부합하는 경향성을 보였다. 이러한 결과를 바탕으로 향후 수학과 교육과정의 발전을 위한 시사점들을 도출하였다.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
    • /
    • 제19권3호
    • /
    • pp.69-98
    • /
    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.