This study was to examine music preferences of school-aged cochlear implant(CI) recipients in comparison with normal hearing(NH) children. Participants were 12 CI recipients and 155 NH children. CI children were recruited from a hospital in Seoul and they had cochlear implants for longer than two years(M = 4.7). NH children were randomly sampled. All participants were asked to respond to a questionnaire and rate their music preferences. The results showed that while 58.33% of CI recipients preferred child voices, 71.61% of NH children preferred adult voices. For preferred frequency range, both of CI and NH groups preferred higher frequency. With regard to preferred musical styles, while CI children gave the highest rating(M = 3.58) to Korean folk songs on the 5-point Likert scale, popular music and TV and soundtrack music were found to be the highest-rated styles(M = 3.83) for NH children. These results indicate that self-rated music preferences of CI recipients may be affected by a musical environment that these children have experienced. The results also implies that the provision of appropriate musical input and experiences would significantly affect future music preferences and appreciation of CI children. Providing useful information about music preferences of CI recipients in comparison with NH children, this study has significant implications for further studies on this population.
This study examines the various expressions and immanent value of fashion and beauty style based on Craig Owens's Allegory theory. I analyzed four application elements of Borrow, Site Specificity, Accumulation of Strategy, and Hybridization in? Ladygaga's Music Videos. The results are as follows. 'Borrow' presents a kitsch style and playful Pop-art style, transformation of gender from Mini Mouse body suit, telephone headpiece, and can hair. 'Site specificity' presents the temporarity of fashion material through rebirth, aging, natural extinction from the chain over the black jump suit, crime scene tape, and skull-face makeup with masculine style. 'Accumulation of strategy' presents a futuristic chic fashion style from a layered style, retrospective fashion, repetition and duplication in Music Videos. It shows the physical beauty of an Asian warrior style in Poker Face. 'Hybridization' present Cyborg feminism and 'Will of Power' from iPOD LCD glasses and Pyro-Bra. The Pyro-Bra represents how the female body can be used as a weapon in the outfits of Lady Gaga. In addition, Immanent value is as follows. Textual interaction with high art is accomplished through a combination of contemporary social and cultural significance to understand the cultural code and to extend the value. Combined with high culture, popular music genre is accomplished through musical appreciation by a woman in fashion styling and sensual pleasures of the body as a tool to express a sublime advantage. Fashion style is accomplished by overcoming a self-transcendent body image representation. The way in which mutual coupling dismantling, destruction, and uncertainty is to re-launch the static, with a pluralistic context of Textuality.
Purpose: This research with one group pre-post design was carried out to test the practical feasibility to administrate the Music Movement program developed for the stroke patients. Subjects: 12 stroke survivors at "J" Public Health Center in Seoul. were participated in. The average age was 68 years old, the ratio of sex was almost 5.8:4.2, the duration of was almost over 1 year. Method: Music Movement program was conducted for 2 hours ${\times}$ 1day ${\times}$ 6 weeks. The contents of Music Movement program were consisted of the preparatory activities, main activities and the wrap up activities. The preparatory activities are ice braking, greeting, explanation of the aims of music movement program, and introduction of stroke disease and ROM exercise. The main activities are the body motions with singing and playing musical instruments. The wrap up activities are stretching and joints and discussion of home activities. Data Collection: The outcome variables are muscle strength, finger pinch power, ROMs, flexibility, depression, and life satisfaction. Depression was measured by CES-D(Kim, I. J., 1999), life satisfaction by ladder scale(McDowell & Newell, 1996), and ADL state(Holbrook & Skilbeck, 1983). Data Analysis: SPSS/PC 10.0 for Window was used. Wilcoxon Signed Ranks Test was used to analyze outcome measures. The level of statistical significance was set at p<.05. Results: This program was effective to decrease the depression level of subjects(p<.05). The muscle strength, hand grip power, ROMs, life satisfaction, and rehabilitation state of the subjects were slightly increased but no significant differences were found between the pre and post test. Additionally every patient replied that they were very satisfied and expressed their appreciation for this program very much. Of course they strongly want to continue to participate in and meet the peer group again. Conclusion: Considering these results, the practical feasibility of Music Movement program can be supported. Therefore, this Music Movement program can be examined with the quasi-experimental design with control group and ongoing reviews. After that, this program would be applied in public health centers, medical institutes, and welfare centers for the rehabilitation of stroke patients.
The Journal of the Convergence on Culture Technology
/
v.10
no.5
/
pp.659-666
/
2024
This study proposed the design of audience characters to increase the interactivity between audiences who enjoy music performances in the metaverse. As a research method, domestic and foreign performance videos were investigated, classified according to genre and scale, and facial expressions, gestures, and tools required for interaction were analyzed. As for the facial expressions of the audience characters in the metaverse performance, the facial expressions of cheers and appreciation were added to the nine facial expressions suggested in previous studies. Gestures were organized into 7 gestures after reviewing the video of the case performance, and new gestures were added that could reflect the interaction characteristics of the audience well. The tool classified and organized various tools found in the surveyed performance video by type, and designed and proposed them appropriately. In addition, the body ratio and shape of the characters were appropriately adjusted so that the audience could interact more naturally. The results of this study are expected to contribute to enhancing interaction among audiences by presenting a basic guide to character design for music performances in the metaverse.
The purpose of this study was to identify structural patterns in the subjectivity of Taegyo in pregnant woman and to provide a basis for nursing interventions. Thirty pregrant women were the subjects of this study. They were in the gestation period of pregnancy between 12 weeks to five days post partum and they lived in the city of Taejon. The research method employed Q-methodology which is based on self-psychology and abductive logics. The results revealed three different types of the Taegyo ; 1) Peaceful mind type, listening to music and appreciation of art for quietness of mind and also the support and concern of husband. 2) Self control type, recognizes herself as a pregrant woman and trys to do her works spontaneously and also adapt herself to changing of circumstances. 3) Dependent oriented type, needs absolute help from the surroundings under the specific condition of pregnancy. This results show that investigating the specific experience, characteristic and structure of the Taegyo of a pregnant woman can be used as a part of the nursing assessment and also provides useful basic data of nursing interventions during pregnancy.
This paper intends to propose a technology for recommending convergence/composite art playlist contents that are fused with tags suitable for the user's situational information and taste to users for non-face-to-face art appreciation education. For the implementation of the proposed technology, the characteristics of works of art are analyzed, and related music and works of art are matched based on the tags of the analyzed works. In addition, we would like to propose a technology that automatically creates content for fusion and complex art viewing playlists using matched works.
ADHD (Attention Deficit Hyperactivity Disorder) appears most in childhood and shows attention deficit, hyperactivity and impulsive activity. If these symptoms are left untreated, they consistently remain as difficulties throughout the childhood and in some cases they will last until adolescence and adulthood. Various researches on music therapy as well as psychological therapy and Korean classical music appreciation have currently been conducted. However, a variety of programs have introduced in the name of treatment but the improvement results through the application of programs and teaching methods, in reality, have hardly been a specific case. Thus, music educators as well as this researcher should make the efforts to form holistic characters and have interest in countless children with ADHD. Accordingly, this researcher, who has taught piano lessons, has performed a wide variety of convergence art teaching methods by applying methods of Dalcroze, Kodaly, and Orff to children with ADHD, misanthropy or lack of affection. As a result, symptoms have lessened and been treated for ADHD children with attention deficit. On the basis of this experience, there have appeared more educational effects by applying these to other children. This researcher is certain that this study will a foundation of music therapy education for children with each kind of syndrome.
This study investigated the harmonic preference of children and adolescents depending on age and musical training. A total of 684 primary and secondary school students participated in this study. For this study, a four-measure melody was composed and constructed in four levels of harmonic complexity, determined by the rate of nonharmonic notes used and immediacy of harmonic resolution. Participants rated the degree of their perceived complexity and their preferences after listening to each musical stimulus. Ratings from the participants were analyzed in terms of the effect of age and the length of musical training. The results showed that younger students demonstrated little to no change in their preference regardless of the complexity level. Middle and high school students showed significantly decreased preference with increased harmonic complexity. High school students with more musical instrument training perceived changes in harmonic complexity more sensitively and showd higher level of optimal complexity. Younger students was affected by musical training relatively less than older students. This study presents the baseline data to be considered when determining the appropriate level of harmonic complexity for music appreciation of young population.
Purpose: Will more expensive gifts be more pleasurable and appreciated? This is a general expectation of gift-givers. According to the previous study on Americans (Flynn and Adams 2009), recipients tend to appreciate gifts regardless of their price. It indicates that there is an interaction effect between position (giving / receiving) and gift price. This study expands the previous study and aims to answer the following two questions: "Are such an interaction effect observed in Korean, too?" and "What types of people prefer expensive gifts?" Research design, data, and methodology: Study 1 of the current research repeated the Study 3 of Flynn and Adams (2009), with an iPod (high-priced gift condition) and a music CD (low-priced gift condition). That is, a 2 (gift price: high / low) x 2 (position: giver / receiver) between-group design was used. Study 2 used gift certificates of 100,000 won (high-priced gift condition) and 5,000-won gift (low-priced gift condition). Unlike the previous study that measured only one dependent variable (gratitude), this study added five more dependent variables in an attempt to exclude alternative explanations, such as endowment effects or emotional conflicts. This study also measured individualism / collectivism, face sensitivity, and materialism to explore the types of people who prefer expensive gifts. Results: The interaction effect between gift price and position on the level of appreciation was not significant. Meanwhile the main effect of gift price and of position were significant. The gift-recipient was more appreciative than the gift-givers' expectation regardless of the price of gifts. To investigate individual differences, individualism/collectivism, face sensitivity, and materialism were examined, but none of these variables were significantly related to the preference for expensive gifts. Respondents who received gift certificates in Study 2 were less grateful than those who received iPods or music CDs in Study 1. Conclusions: This study found that Koreans tend to be more grateful if they receive expensive gifts, in contrast to the Flynn and Adams (2009)'s study with Americans. In addition, gift-recipients appreciated more than givers' expectation and were more grateful when they received tangible products rather than gift certificates.
Journal of the Korea Society of Computer and Information
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v.21
no.10
/
pp.21-28
/
2016
The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.
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