• Title/Summary/Keyword: Emotional touch

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Exploring the Characteristics of STEAM Program Developed by Docents and its educational impact in the Natural History Museum

  • Park, Young-Shin;Park, Jin-Hee;Ryu, Hyo-Suk
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.75-90
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    • 2014
  • The purpose of this study was to explore the characteristics of STEAM program developed and implemented by two docents and its educational impact for the use of natural history museum. Two docents developed this program with the help of science educators who ran five times of workshop during five months. The STEAM program implemented in the natural history museum demonstrated the following characteristics. The exhibitions in museum were reached by visitors only for learning science concepts (S) out of five components in STEAM. The other components, T (technology) and E (engineering), were delivered through lectures in the room, not exhibition hall. M (Mathematics)was achieved by guessing the animal's size, or calculating the walking or running speed with the clue of foot prints. The three phases of STEAM program (presentation of context, creatively design the investigation, and emotional touch) were explicitly implemented but partially successful. Two docents participating in this study responded that they formed new or extended the understandings about STEAM education, but they had the difficulties in implementing STEAM program for various type of visitors. All visitors who participated in this study displayed the favorable responses in educational impact by STEAM program in natural history museum. The heavier emphasis on E and T of STEAM program is recommended through community-based learning. In addition, educator professional program through which docents can bridge theory into practice is suggested for revitalization of STEAM education.

Fashion Cultural Products Design using Folk Belief Symbols - Focused on Changsuengs and Sotdaes - (민속신앙 상징물에 의한 패션문화상품 디자인 연구 - 장승과 솟대를 중심으로 -)

  • Kim, Ji Young
    • Journal of the Korean Society of Costume
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    • v.65 no.1
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    • pp.89-103
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    • 2015
  • The purpose of this study is to design fashion-cultural products by reviewing the symbolism in Changseung and Sotdae, which are folk belief sculptures. This study was performed by literature reviews of Changseung and Sotdae in order to look into the characteristics of folk belief and traditional culture, and the designs were developed from the symbolism extracted from Changseung and Sotdae with photoshop CS5 and illustrator CS5. The Symbolism of Changseung and Sotdae were as follows: First, Changseung and Sotdae express the 'symbiotic world view' that human beings need to devote one's life to nature. Second, original materials were saved in order to achieve the 'pursuit of essence'. Third, 'simple esthetic expression' was symbolized through the undivided condition between art, religion and life. And fourth, 'empathic humor' was seen through the basis of emotional sense of affinity. The first concept of design development was 'Pursuit of Essence', which was inspired by the characteristics of 'symbiotic world view' and 'pursuit of essence'. Changseungs were expressed as simple and abstract, and Sotdaes as simplified and modern by symmetrical and rotating copy. The second concept, 'Touch of Humor' was inspired by 'simple esthetic expression' and 'emphatic humor'. The face of Changseungs was exaggerated in a humorous ways and Sotdae was developed as sub-motives. The items for the fashion-cultural design were T-shirts, bags, and scarves. Total of 24 items were developed with 4 differently styled designs for each concept. This study was based on basic culture and attempted to diversify the traditional culture items. It hopes to raise the value of traditional culture, and furthermore help build up national competitiveness.

A Study on the Type Analysis and Comparison of Space Contents in the Culture and Art City (문화예술 도시의 공간 콘텐츠 유형분석 및 비교에 관한 연구)

  • Cho, Yeon;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.109-116
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    • 2011
  • As urbanization has evolved, a number of cities have been engaged in building creative power through branding. Cities contain much creative space and creative space within cities develops them. Cities are connected with space, which have a great influence each other, in particular, in cities of culture and art. Space contents in cities have various forms and types and work as important factors for branding of cities. In this high-touch generation, cities of culture and art have special meaning in that design of emotional generation, and cultural meaning of tangible and intangible assets in cities are their competitive power and sources of high added value. The cities of culture and art are oriented toward creative future globally and nationally. In cities of culture which seek for urban development by excavating artistic meaning and value through artistic and cultural development, their cultural meaning itself can become a brand, which effectively leads to building creative cities and marketing of urban brands. This study aims to analyse cases of cities developed through discovering or reactivating art and cultural meaning and value of urban space based on urban space contents. Then it analyses through what urban image, brands and marketing space contents were developed and suggests necessity of space contents development in small and middle sized cities. Therefore, based on the cases of art and cultural cities developed depending on space contents, it analyses and differentiate their various types and contents, aiming to show that any cities can be based on art and culture and creativity depending on creation, regeneration and development of space contents.

Inflatable Mouse: Volume-adjustable Mouse with Air-pressure-sensitive Input and Haptic Feedback (부풀어지는 마우스: 기압센서를 이용한 입력과 햅틱 피드백을 갖는 부피가 변하는 마우스)

  • Kim, Seok-Tae;Lee, Bo-Ram;Kim, Hyun-Jung;Nam, Tek-Jin;Lee, Woo-Hun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.323-328
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    • 2008
  • Inflatable Mouse is a volume-adjustable user interface. It can be inflated up to the volume of a familiar mouse, but be deflated and stored flat in a PC card slot of a laptop computer when not in use. Inflatable Mouse functions just like a typical mouse; moreover, it provides new interaction techniques by sensing the air pressure in the balloon of the mouse. It also addresses some issues associated with pressure-sensing interactions such as the lack of bi-directional control and the lack of effective feedback. Moreover, it can be used as both a control tool and a display tool. In this paper, the design of an Inflatable Mouse prototype is described and potential application scenarios such as zooming in/out and fast scrolling using pressure control are explained. We also discuss the potential use of Inflatable Mouse as an emotional communication tool.

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Textile Design with CAD for Apparel Employing Motives from Korean Traditional Paintings (한국화 모티브를 활용한 어패럴용 텍스타일 CAD 디자인)

  • Kim, Chil-Soon;Cho, Yong-Joo
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.3
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    • pp.101-110
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    • 2008
  • We believe distinguishable product development to be competitive against foreign products, and realize the need to expand domestic business worldwide. In order to be competitive, we should produce fashion items that meets global taste, and at the same time contain exclusive Korean culture and emotional beauty. This article examines and creates unique textile design with the touch of Korean art. Desigus have been proceeded under the following three themes: 'Strong Ego,' 'Gorgeous Days' and 'Song Eternal Seeking Love' using Primavision Computer-aided Design ("CAD"). We have put our interestes in Korean traditional paintings called Hangukhwa. Suitable design motives had been selected and modified from the four gracious plants (bamboos, peonies etc.), and paintings of birds and flowers. Primavision, a CAD software, had been used to manipulate those desigus, and to add instant changes in color, scale, and layout. We had modified Korean traditional motives to make modem image, and had arranged layouts which can be suitable for half-drop repeat and square repeat. The use of color is essential in pattern design. Thus, we explored coloring ways for each design to meet the trends, and the final mapping had been conducted in western style of dresses. We have tried to mix Korean image of textile designs with Western clothing style, expressing hybrid in the mapping process. With global movements, we need to develop products with Korean traditional exotic taste to attract foreign consumers. Therefore, we selected symbolic motives from Korean paintings to express deep spiritual significance. We developed textile design and processed mapping on selected western designer's dress, employing current trend colors and making crossover coordination. We realized Korean painting would be an excellent source for exclusive fabric design, and tried to create a modernized design which maintains Korean ethnical identities.

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The Analysis of Research Trends on STEAM Instructional Program and the Development of Mathematics-Centered STEAM Instructional Program (STEAM 교수-학습 프로그램의 개발 동향 분석 및 수학교과 중심의 STEAM 교수-학습 프로그램의 개발)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.27 no.4
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    • pp.523-545
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    • 2013
  • The purposes of the study were to analyze STEAM instructional materials to find research trends on STEAM instructional program and to develop mathematics-centered STEAM instructional program for middle school second graders. To conduct this study, the researcher collected total 123 research papers and thesis focused on the development of STEAM instructional material and deduced implications for the development of mathematics-centered STEAM instrucational materials from the findings. The researcher found that important components of such as 'context for learning', 'internalization-mmersion', 'new challenge', and 'self-assessment' in STEAM education were not reflected properly in 19 mathematics-centered STEAM instructional programs. Therefore, the researcher put more emphasis on those components in the process of developing mathematics-centered STEAM program.

The Effects of Nursing Education using CD ROM on the Anxiety and Knowledge of Patients having Minor Surgery (CD ROM을 이용한 교육프로그램이 단기입원수술 환자의 수술 전 불안과 수술 후 자가간호 수행을 위한 지식에 미치는 효과)

  • Hwang, Yeon-Ja;Park, Yeon-Hwan;Park, In-Seon;Kim, Nam-Yee;Kim, Jeng Mee;Kim, Jin Young
    • Korean Journal of Adult Nursing
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    • v.16 no.1
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    • pp.82-89
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    • 2004
  • Purpose: The purpose of this study was to investigate the effect of nursing education using a CD ROM on the anxiety and knowledge of the patients having minor surgery. Method: Forty patients hospitalized in K hospital in Seoul from April to August 2002 participated in this study. In the experimental group, twenty patients received nursing education on the operational procedures and post-operational care. The control group, received conventional nursing care only. Anxiety experienced by patients was measured by Spielberger's State-Trait Anxiety Inventory, and knowledge was measured by an instrument developed by Rahe et al. The data were analyzed by SPSS statistical program. Result: There were no significant differences in anxiety level between two groups. However, subjects in the experimental group were found to have significantly higher postoperative knowledge levels than those in the control group, and were very satisfied with the CD ROM program. Conclusion: The nursing education program using CD ROM before minor surgery proved to be an effective nursing intervention to increase knowledge of patients and contribute to their self care after discharge. To decrease anxiety of the surgery, the nursing education program should be combined with supprortive emotional nursing intervention, such as touch, and massage.

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Redesigning of STEAM Learning/Teaching Program for Robot (로봇 STEAM 교수학습 프로그램 제안)

  • Park, HyunJu;Baek, Yoon Su
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.3-10
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    • 2015
  • The purpose of this study was to analyze STEAM learning/teaching program that relates robots and to develop and redesign STEAM teaching/learning program with a robot for elementary and secondary schools. 'Learning with a robot' is considered as one of the best candidates for STEAM education. This article mainly concerns a robot that can be helpful to improve students' interests in learning science and mathematics in schools. As the results of the STEAM learning/teaching program analyzing, the program for elementary schools contained more contents of liberal arts and fine arts, and the program for secondary schools contained more contents of science, technology, and math. In the middle school program, context for learning, class activities of creative design and emotional touch, evaluation, and job and career information were evenly implemented. In the elementary and high school program, there were few information about robotics career. We extracted all robot utilizable subjects and units from school curriculums, and redesigned contents which can be applicable to regular classes for schools. As the result of this study, we conclude that 'learning with a robot' can encourage students' interests in STEM area.

A Contents Analysis of Nursing Needs at Labor Pain (분만통증 관련 간호요구에 대한 내용분석)

  • Yeo, Jung-Hee;Baek, Seol-Hyang
    • Women's Health Nursing
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    • v.7 no.4
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    • pp.499-507
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    • 2001
  • The purpose of this study was to explore nursing needs during labor pain that had been suffered by women who have given birth. It is essential to identify the nursing needs in order to solve nursing problems and to provide better care for the parturients. The sample consisted of 20 women of primiparas and 17 women of multiparas. They underwent normal labor and delivered a healthy baby at term. The data had been collected through the unstructured interviews conducted 1-2 days after delivery in the admission room from March 1998 to March 1999. On average, the interviews lasted for about 30 minutes. Interviews were taken with the consent of the subjects. The data are categorized according to the similarities of their contents. Seventeen subordinate categories and six superordinate categories have been identified. Six superordinate categories are 1) physical nursing needs 2) nursing needs of medical behavior 3) emotional nursing needs 4) informational and teaching nursing needs 5) nursing needs of pain control 6) nursing needs of respect(personality). Seventeen subordinate categories include: comfortable posture, touch, professional knowledge and techniques, duty execution, support, company and talk, stable surroundings, reassurance, information on delivery, explanation of medical behavior, information on surroundings, instruction on the case of pain, arbitrary adjustment, artificial adjustment, respect, interest and reflection of opinions. The result of this research is the same as that of foreign research and the items of the questionnaire in Korea are the same as the foreign one. Despite the same result, however, this dissertation is significant in that the research identifies the parturients nursing needs and classified the data and thus the basis has been formed to develop the tools to assess the nursing needs of the Korean parturients. The findings can be used as the guide for nursing intervention of parturients.

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Study on Background Music of Distributors (유통점의 배경음악에 관한 연구)

  • LEE, Joon-Pyo;HWANG, Hee-Joong
    • Journal of Distribution Science
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    • v.17 no.9
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    • pp.127-131
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    • 2019
  • Purpose - This study focuses on clues that can clearly amplify the effects of background music. Review which store environments have a direct and positive impact on consumer responses, such as purchases. Research design, data, and methodology - This study focuses on clues that can clearly amplify the effects of background music. The purpose of this study is to examine what kind of store environment, combined with background music, has a direct and positive effect on consumer reactions such as purchase, and suggest future research directions. Results - The manager decides to use background music in the store because it is relatively inexpensive and easy to identify the emotional response of the consumer. In addition, appropriate background music lowers the psychological purchasing barriers of consumers. Previous studies have often not conducted a basic review of whether consumers perceive background music when it is used in retail stores. For example, it is necessary to make sure that the volume of the background music is loud enough and that the noise is properly excluded despite the congestion of the store so that the pure influence of the background music on the consumer can be measured. A way for store managers to clarify and differentiate their identity is to create a unique and satisfying store atmosphere for their customers. In order to help customers focus on their purchases, store managers must use marketing elements to integrate the five senses. And they should plan background music aiming at synergy effect of these five senses. In other words, in order to make the store atmosphere positive, it is not enough to have a suitable visual design interior or background music in the store, and consumers should have the opportunity to smell, taste and touch it directly. Conclusions - In conclusion, we hope that the following issues will be studied by several scholars in the future. It should be clarified that the impact of background music on customers varies depending on the customer's movement in the store, the selection of the background music genre order, and the timing (interval) of background music exposure to the customer.