• Title/Summary/Keyword: Play Motive

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The Study of Expression Types and Aesthetic Meanings of Domestic Fashion Photographs Adopting Parody Storytelling (패러디 스토리텔링을 활용한 국내 패션화보의 유형 및 의미 연구)

  • Kwon, Gi Young
    • Human Ecology Research
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    • v.52 no.4
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    • pp.383-394
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    • 2014
  • The purpose of this study is to analyze the expression types and aesthetic meanings of fashion photographs adopting parody storytelling. The expressions of parody storytelling in advertising into the following five 5 types: parody of literature, movies, TV programs, art, and social issues. Therefore, in this study, we analyzed fashion photographs adopting parody storytelling from literature, movies, TV programs, art, and social issues, in fashion magazines. The meanings of fashion photographs adopting parody storytelling are as follows: First, the photographs adopting parody storytelling create new meanings with respect to a changeable narrative by transforming the original. Second, the humor of deviation comes from fun and interest generated the play of intent transformation and reconstruction of the original. Third, the photographs adopting parody storytelling of social issues suggest current messages. There is a growing tendency toward the value and the meanings of storytelling, and the various contents that have become the motive of the parody have important meanings. In particular, the analysis of expression methods and meanings of storytelling will contribute to raising the brand image through an effective fashion photographs project strategy. A story can be used as a source of inspiration and can contribute various ideas for a fashion photo-shoot and for fashion marketing.

I-Ching Storytelling Web-Cartoon Game (주역 스토리텔링 웹-카툰 게임)

  • Shim, Kwang-Hyun;Lee, Ki-Hyung;Kwon, Ho-Chang;Kim, Jin-Hee;Choi, Dae-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1265-1271
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    • 2009
  • 'I-Ching Storytelling Web-Cartoon Game' suggested by Prof. Shim and Research Group may provide users with the opportunity of writing story based on I-Ching. I-Ching is the cosmological thoughts intrinsic to East Asian culture. In the perspective of the narratology, I-Ching can bee seen as a kind of database of narratives since it classifies all events emerging from the meet between the actor(human-人) and the background(time/space-天地) as the story material into 384 narrative elements(sequence) and 64 themes(motive), and consistently constructs their causal relationships. So while trying to articulate I-ching with the digital storytelling methodology, we developed the web-cartoon game. With this game, users can creatively make their own story as a play by freely interpreting, retrieving, and recomposing those 386 narrative elements and 64 themes with the I-ching's narrative guideline.

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A Study on the Characteristics of Everydayness in Contemporary Architecture - Focused on the Contemporary Japanese Architectural Works - (현대건축에 나타난 일상성의 특징에 관한 연구 - 일본 현대건축의 사례를 중심으로 -)

  • Kim, Jeong-Suk;Choi, Wang-Don
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.39-47
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    • 2013
  • The purpose of this study is to search for values and meanings of everydayness as a design concept by organizing concepts of 'everydayness' shown in contemporary architecture and systematically describing its characteristics through various analysis methods. 'Eerydayness' shown in contemporary architecture is defined and the criteria of case study are suggested, so that characteristics of everyday can be identified by systematically classifying and analyzing the Japanese cases in order to find the values and meanings of everydayness. The findings of this study are as follows: first, materials that show users' everydayness has indefinite potential as an element of architecture concept, and they play the role of communication and sympathy between architecture and users; second, implementation of everydayness leads to design emergence; third, everydayness can be widely applied to architecture; fourth, everydayness can be implemented regardless of architecture uses. In conclusion, the value of everydayness in contemporary architecture is that it draws user-based diverse and fresh architectural expressions that lead to opulent designs. To users, everydayness improves satisfaction of life gained from architecture and provides rich life environment because it changed common human life to a form of art.

A study on the work life of dental hygienists : for dental hygienists and dental hygiene students (치과위생사의 직업 수명에 관한 연구 : 치과위생사와 치위생(학)과 학생 대상으로)

  • Heo, Nam-Suk;Lee, Yu-Hee
    • Journal of Korean society of Dental Hygiene
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    • v.20 no.2
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    • pp.209-220
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    • 2020
  • Objectives: Although dental hygienists have a high employment rate as professional workers, turnover and retirement rates are very high. This study analyzed the factors related to work life of dental hygienists to prepare an alternative for life extension. Methods: From August 1 to December 31, 2019, 224 dental hygienists and 446 dental hygiene students were examined. Results: The expected working years for dental hygienists were 10-14 years (25.4%) and over 31 years (22.4%) for dental hygiene students. The recognized working years for dental hygienists were 10-14 years (22.4%) and 20-24 years (26.0%) for dental hygiene students. Work values of dental hygienists and dental hygiene students averaged 3.85 and 3.86, respectively. Furthermore, the average motive for selecting a major in dental hygienists was 3.08 points and in dental hygiene students, 3.24 points. The average career identity of dental hygienists and dental hygiene students were 2.82 and 2.91 points, respectively. Conclusions: The perception difference between dental hygienists and dental hygiene students was compared, and the factors that could play a positive role in prolonging life were identified. Based on this study, further systematic comparative studies and preparation of alternatives for life extension are required.

Determinants of Commercial Banks' Efficiency in Bangladesh: Does Crisis Matter?

  • Banna, Hasanul;Ahmad, Rubi;Koh, Eric H.Y.
    • The Journal of Asian Finance, Economics and Business
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    • v.4 no.3
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    • pp.19-26
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    • 2017
  • Banks play a crucial role in bringing stability and economic development through their expected contribution in proper financial resource mobilisation across the economy. Despite the importance, there is little focus in recent literature which provided the empirical evidence how the global financial crisis affect the bank efficiency in Bangladesh. Thus, this paper aims to examine the effect of the global financial crisis and other factors on the efficiency of Bangladesh commercial banks. By employing the Data Envelopment Analysis (DEA) method, we computed the technical efficiency of individual banks operating in the Bangladesh banking sector during 2000 to 2013. The empirical findings indicate that the Bangladesh banking sector has exhibited the highest efficiency level during 2001, while efficiency seems to be at the lowest level during 2010. The study finds that crisis along with bank size, capital adequacy ratio, return on average equity and real interest rate have a significant effect on bank efficiency in Bangladesh. In order to keep the sound financial development of Bangladesh, banks operating in the Bangladesh banking sector have to consider all the potential technologies which could improve their profit efficiency levels, since the main motive of banks is to maximise shareholders' value or wealth through profit maximisation.

Human-ware Approach on the Difference between Industrial Relations of Korea and Japan -Based on the Identification of the Gene- (한국과 일본의 기업풍토 및 경영성과 차이에 대한 휴먼웨어적 접근 -동일 유전자 측면을 기초로 하여-)

  • 이철우;서윤정
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.23 no.55
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    • pp.97-106
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    • 2000
  • In this paper, we would be searching for the complemental aspects in industrial relations of Korea compared with that of Japan. It is very reasonable that historical, geographical, and especially gene analysis data are almost identical, considering that the general evaluations to the motive of Japan's industry are $\ulcorner$the modernization of the tradition$\lrcorner$. Although it is reported Korea accomplished the high economic growth rate, the economic growth rate(efficiency) could not be continued. This reason looks like that Korean proper(eigen) traits(:Gene-ware) have been oppressed and concealed by social climate such as jealousy, stratagem and hatred, we can find one of this facts in the criminal and complaint numbers as social trust measurement. There are many cases that Korean industry was distorted by the superiority/inferiority relations, for examples, the loss of the native(eigen or proper) resources, a distorted introduction of the production method and the unfolding of the industry which be not related to the characteristics of region. In this reasons, Korean industry could not play the role of Human-ware function which activates Gene-ware or, Gene-Nascence. In this Human-ware aspects, Japanese characteristics, such as $\ulcorner$Getting the basic right$\lrcorner$ and $\ulcorner$Tendency to the origin$\lrcorner$, are to be useful in the Nascence of Gene-ware in Korean industry.

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Selection of Machine Learning Techniques for Network Lifetime Parameters and Synchronization Issues in Wireless Networks

  • Srilakshmi, Nimmagadda;Sangaiah, Arun Kumar
    • Journal of Information Processing Systems
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    • v.15 no.4
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    • pp.833-852
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    • 2019
  • In real time applications, due to their effective cost and small size, wireless networks play an important role in receiving particular data and transmitting it to a base station for analysis, a process that can be easily deployed. Due to various internal and external factors, networks can change dynamically, which impacts the localisation of nodes, delays, routing mechanisms, geographical coverage, cross-layer design, the quality of links, fault detection, and quality of service, among others. Conventional methods were programmed, for static networks which made it difficult for networks to respond dynamically. Here, machine learning strategies can be applied for dynamic networks effecting self-learning and developing tools to react quickly and efficiently, with less human intervention and reprogramming. In this paper, we present a wireless networks survey based on different machine learning algorithms and network lifetime parameters, and include the advantages and drawbacks of such a system. Furthermore, we present learning algorithms and techniques for congestion, synchronisation, energy harvesting, and for scheduling mobile sinks. Finally, we present a statistical evaluation of the survey, the motive for choosing specific techniques to deal with wireless network problems, and a brief discussion on the challenges inherent in this area of research.

Facebook Users in United Arab Emirates: Underlying the Factors and Demographic Analysis

  • Mansumitrchai, Somkiat;Park, Choo-Hui;Chiu, Candy Lim
    • Asia Marketing Journal
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    • v.16 no.1
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    • pp.117-132
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    • 2014
  • This study examined the use of Facebook in United Arab Emirates. There were two objectives of this study. The first purpose was to identify the motive for the use of Facebook among people in U.A.E. This study conducted the survey using both qualitative and quantitative methods. One hundred eighty-three working people were used from the survey. Thirty-five questions identified from the interviews were used for the questionnaire design in quantitative method. Factor analysis showed six factors namely usefulness, usage, reliability, making new friends, ethical issue and openness of information. The total variance explained by all the factors was fifty-two percent. This study also examined the demographic variables whether they would play an important role in using the social network site. The study included two more variables, income and married status, which were not frequently examined by previous studies. MANOVA showed statistical significant differences (p < .01) across six factors. ANOVA results showed that gender variable affected only the factor of openness of information. Males were more likely to share their information compared to females. Income variable affected all the factors except the openness of information. The results showed that high-income people had the highest meanscores on three factors (usage, reliability, making new friends) while low-income people had the highest means on usefulness and ethical factors.Marital status had significant effects on usefulness, reliability, and ethical factors. Married people had the low scores on reliability and ethical factors. Lastly, education variable had no effect on all the factors examined.

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CHILD AND ADOLESCENT'S TRAUMATIC EXPERIENCES EXPRESSED IN MOVIES (영화에 나타난 소아, 청소년의 외상적 경험)

  • Kim, Jae-Won;Yoo, Hee-Jeong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.13 no.1
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    • pp.30-37
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    • 2002
  • The authors reviewed the child and adolescent's traumatic experiences expressed in movies through late 1950s to year 2002. The movies are roughly classified by 3 categories based on the methods that used to express protagonist's experience and to uncover the meaning that is implied, that is, an important motive of growth, a metaphor of socio-political issues, or merely an event to develop a drama. Movie is a product of repetition compulsion and an activity like symbolic play between creator and spectators through screen, which enables a kind of corrective emotional experience. The curative elements in movies were also reviewed. The authors suggest the importance of mutual communications between movie creators and psychiatrists because media images about psychiatric issues can make internal stereotypes in conscious and unconscious mind of spectators.

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A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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