• Title/Summary/Keyword: HandCraft

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Effects of Occupational Therapeutic Craft Activity on improvement cognitive function and hand function in acute patients with stroke (수공예 작업치료 프로그램 활동이 급성기 뇌졸중 환자의 손 기능에 미치는 효과)

  • Jang, Tae-Yong;Park, Bo-Ra;Yang, Yeong-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.355-365
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    • 2017
  • This study investigatedwhether occupational therapeutic craft activity improves cognitive function and hand function in patients with acute stroke, with the hope of providing clinically useful results for further studies. From March 2016 to November 2016, thirty acute patients with stroke at A general hospital and B rehabilitation hospital in Seoul and Gyeonggi-do, Korea were enrolled and randomly divided into two groups. One group was treated with occupational therapeutic craft activity,and the other general exercise. The subjects performed each activity for 30 minutestwice weekly, for four weeks. To test the effect of intervention, hand function was tested with the Box & Block Test and the Jebsen-Taylor Hand Function Test.Cognitive function measures were the NCSE and Trail-Making Test. Over the four weeks of treatment activities, in the occupational therapeutic craft activity group, hand function measures(p<.05) increased significantly,as did cognitive function measures(p<.05). This study shows that occupational therapeutic craft activity improves hand function and cognitive function effectively in patients with acute stroke. Occupational therapeutic craft activity programscan be based on this study to prepare intervention programs for further studies with acute stroke patients.

A Study on the Fashion Design imaged by Hand Work (핸드 워크 감각(感覺)의 패션 디자인 연구(硏究))

  • Yum, Hae-Jung
    • Journal of Fashion Business
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    • v.10 no.2
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    • pp.166-180
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    • 2006
  • The purpose of this study is to analyze the fashion images and the aesthetic characteristics of hand work imaged design. The 'hand work' has not only affected the contemporary life style but also the current fashion trend. The primary source of data has been a collection of recent books, news repots, and many articles from various kinds of mass media and fashion magazines since the year 2000. The results of this study can be summarized as follow. First, hand work imaged fashion design can be divided the background into three parts : post-materialism, aesthetics of slowness, personalize trend. Second, hand work imaged fashion design can be identified with the following images : folklore & craft image, second hand image, high touch image. Third, the aesthetic characteristics of hand work image reflects the concepts of sustainability and process communication.

Wharton Esherick: as a Pioneer of Studio Furniture Movement In the United States (미국 스튜디오퍼니쳐 운동에서 와튼 에쉬릭(1887-1970)의 선구자적 역할에 관한 연구)

  • 김명태;김정호;김성아
    • Journal of the Korea Furniture Society
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    • v.14 no.2
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    • pp.53-61
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    • 2003
  • Wharton Esherick (1887-1970) is the pioneer of the Studio Furniture movement which was emerging after the Second World War in the United States. As Esherick began to work on his studio at Paoli, Pennsylvania from 1926, he became enormously influential in the Stuido Furniture movement until his death in 1972. He was connecting the English Arts and Crafts ideal to the post-war craft revival. As the work of William Morris did, in the period of consumerism Esherick's furniture gave a chance to purchase unique furniture to people who wanted a different taste. Not only his furniture is unique and hand-crafted also has sculptural quality which made his followers to see furniture as a different possibilities. His work was influential to the people who followed him after the war such as Arthur Carpenter, Wendell Castle, and Sam Maloof. In the roots of the craft revival, it is hard to underestimate the contribution of Esherick's notion of sculptural furniture.

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The Effects of Handicraft Activities on Hand Promptness and Grasp in the Elderly

  • Lee, Jung-Sook;Noh, Kyung-Ok;Kim, Bo-Kyoung;Choi, Wan-Suk;Lee, Sang-Min;Moon, Ok-Kon;Park, Joo-Hyun;Kim, Sung-Won
    • Journal of International Academy of Physical Therapy Research
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    • v.2 no.2
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    • pp.308-317
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    • 2011
  • The purpose of this study was to investigate the influence of handicraft activities on hand promptness and grasp in the elderly. Subjects were comprised of 14 senior citizens between the ages of 70-85, with 7 subjects in the experiment group and 7 in the control group. Subjects in the experiment group practiced various handicrafts twice a day, while those in the control group did not participate in any special activity. The Jebsen Taylor Hand Function Test was used to evaluate the results, while a dynamometer and pinch gauge were used to measure hand promptness and grasp. The 7 senior citizens in the experiment group were able to increase their hand promptness and grasping skills. Conclusively, handicrafts can help improve hand promptness and grasp in the elderly. Furthermore, the development and improvement of such skills can have a positive influence on the daily lives of senior citizens. Such skills are expected to improve the overall neuro-function in the elderly population.

Innovation and craft in a climate of technological change and diffusion

  • Hann, Michael A.
    • The Research Journal of the Costume Culture
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    • v.25 no.5
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    • pp.708-717
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    • 2017
  • Industrial innovation in Britain, during the eighteenth and nineteenth centuries, stimulated the introduction of the factory system and the migration of people from rural agricultural communities to urban industrial societies. The factory system brought elevated levels of economic growth to the purveyors of capitalism, but forced people to migrate into cities where working conditions in factories were, in general, harsh and brutal, and living conditions were cramped, overcrowded and unsanitary. Industrial developments, known collectively as the 'Industrial Revolution', were driven initially by the harnessing of water and steam power, and the widespread construction of rail, shipping and road networks. Parallel with these changes, came the development of purchasing 'middle class', consumers. Various technological ripples (or waves of innovative activity) continued (worldwide) up to the early-twenty-first century. Of recent note are innovations in digital technology, with associated developments, for example, in artificial intelligence, robotics, 3-D printing, materials technology, computing, energy storage, nano-technology, data storage, biotechnology, 'smart textiles' and the introduction of what has become known as 'e-commerce'. This paper identifies the more important early technological innovations, their influence on textile manufacture, distribution and consumption, and the changed role of the designer and craftsperson over the course of these technological ripples. The implications of non-ethical production, globalisation and so-called 'fast fashion' and non-sustainability of manufacture are examined, and the potential benefits and opportunities offered by new and developing forms of social media are considered. The message is that hand-crafted products are ethical, sustainable and durable.

Bi-directional LSTM-CNN-CRF for Korean Named Entity Recognition System with Feature Augmentation (자질 보강과 양방향 LSTM-CNN-CRF 기반의 한국어 개체명 인식 모델)

  • Lee, DongYub;Yu, Wonhee;Lim, HeuiSeok
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.55-62
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    • 2017
  • The Named Entity Recognition system is a system that recognizes words or phrases with object names such as personal name (PS), place name (LC), and group name (OG) in the document as corresponding object names. Traditional approaches to named entity recognition include statistical-based models that learn models based on hand-crafted features. Recently, it has been proposed to construct the qualities expressing the sentence using models such as deep-learning based Recurrent Neural Networks (RNN) and long-short term memory (LSTM) to solve the problem of sequence labeling. In this research, to improve the performance of the Korean named entity recognition system, we used a hand-crafted feature, part-of-speech tagging information, and pre-built lexicon information to augment features for representing sentence. Experimental results show that the proposed method improves the performance of Korean named entity recognition system. The results of this study are presented through github for future collaborative research with researchers studying Korean Natural Language Processing (NLP) and named entity recognition system.

Technique and Type of Line Expression in Goryeo Dynasty Metal Craft Engraving (고려시대 금속공예 선각(線刻)기법의 기술과 유형)

  • Kim, Serine
    • Korean Journal of Heritage: History & Science
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    • v.53 no.3
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    • pp.24-41
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    • 2020
  • The engraved line expression in metal crafts is a detailed technique of carving or decorating metal surfaces. This technique engraves a line using a tool on the surface of a metal craft. This technique was used extensively in articles made of various metal materials during the Goryeo Dynasty, and the range of patterns that could be expressed and the width of users was wide. In this paper, based on relics and literature, the concept of line representation of this engraving technique used in the metal crafts of the Goryeo Dynasty and the perceptions and terms of the Goryeo Dynasty were examined. In addition, the users engaged in this craft and the specific patterns and patterns of decoration were reviewed. Through these means, it was possible to confirm various aspects of a technique that was thought previously to involve just simple expression of lines using tools. In addition, through the literature, Geumseokmun Gate, and relics currently being transmitted, it was possible to confirm the utilization patterns of techniques used in various types of objects. Various uses have led to the combination with other metal craft techniques that were popular at the time, and while utilizing unique characteristics of the techniques, this maximized the molding of various patterns. In the meantime, it is true that the intaglio technique in metal crafts has not received much attention compared to the decoration techniques of other metal crafts, such as inlay, embossing, and openwork techniques in which decorative effects are maximized due to the recognition that the technique was used so widely in relics. However, the universality of the technique is premised on its wide use across all eras. As such, it was used in metal craft relics that reflect the various cultural characteristics of Korea and various cultural aspects that are currently passed down. On the one hand, technology has been passed down as a form of intangible heritage that embodies a longstanding craft culture which continues to the present in the fields of sculpture and intangible cultural properties. As such, the universality of Seongak contains many cultural meanings. In addition, the uniqueness of the technique is distinct, and it is deeply related to Goryeo, who was in charge of the use of technology and craftsmanship of the Joseon Dynasty and the metal craft technology that is currently handed down. I think research on future techniques should be continued in depth.

Attention and Naïve Bayes Models based Lexicon Corpus and Applications for Korean (한국어에서 Attention 모델과 Naïve Bayes 모델 기반의 어휘 말뭉치 구축 및 응용에 관한 연구)

  • Yoon, Joosung;Kim, Hyeoncheol
    • Annual Conference on Human and Language Technology
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    • 2017.10a
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    • pp.13-16
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    • 2017
  • 감성 분석에서 어휘 말뭉치는 기존의 전통적인 기계학습 방법에서 중요한 특징으로 사용되었다. 최근 딥러닝의 발달로 hand-craft feature를 사용하지 않아도 되는 End-to-End 방식의 학습이 등장했다. 하지만 모델의 성능을 높이기 위해서는 여전히 어휘말뭉치와 같은 특징이 모델의 성능을 개선하는데 중요한 역할을 하고 있다. 본 논문에서는 이러한 어휘 말뭉치를 Attention 모델과 Naïve bayes 모델을 기반으로 구축하는 방법에 대해 소개하며 구축된 어휘 말뭉치가 성능에 끼치는 영향에 대해서 Hierarchical Attention Network 모델을 통해 분석하였다.

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Kids Color-design Playground Apparatus Proposal (아동 색채조형 놀이기구 디자인 제안)

  • Song, Ji Hong;Choi, Kyung Ran
    • Journal of the Korea Furniture Society
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    • v.25 no.4
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    • pp.239-249
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    • 2014
  • Color is an important subject of interest for cognitive developmental stages of children and it also correlate to emotional and physical development. Children can acquire concept of color by 'play'. Color play can be experienced to children through diversity activity and theses activities contain creative craft art activity. The color-paly with art activity for kids can be called 'kids color-design play'. Recently, indoor playgrounds are rapidly grow-up because parent's concern degree that about play activity get higher. The indoor playground being enlargement and it contains various paly contents. Color-design play is also enacted animatedly in kids indoor playground. The great part of color-design plays are enacted through program that needs teaching. On the other hand, color-design play facility that children can play spontaneously is not composed sufficiently. Therefore this study aim at design proposal of 'Kids color-design playground apparatus' in indoor playground.

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Attention and Naïve Bayes Models based Lexicon Corpus and Applications for Korean (한국어에서 Attention 모델과 Naïve Bayes 모델 기반의 어휘 말뭉치 구축 및 응용에 관한 연구)

  • Yoon, Joosung;Kim, Hyeoncheol
    • 한국어정보학회:학술대회논문집
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    • 2017.10a
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    • pp.13-16
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    • 2017
  • 감성 분석에서 어휘 말뭉치는 기존의 전통적인 기계학습 방법에서 중요한 특징으로 사용되었다. 최근 딥러닝의 발달로 hand-craft feature를 사용하지 않아도 되는 End-to-End 방식의 학습이 등장했다. 하지만 모델의 성능을 높이기 위해서는 여전히 어휘말뭉치와 같은 특징이 모델의 성능을 개선하는데 중요한 역할을 하고 있다. 본 논문에서는 이러한 어휘 말뭉치를 Attention 모델과 $Na{\ddot{i}}ve$ bayes 모델을 기반으로 구축하는 방법에 대해 소개하며 구축된 어휘 말뭉치가 성능에 끼치는 영향에 대해서 Hierarchical Attention Network 모델을 통해 분석하였다.

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