• Title/Summary/Keyword: adult character

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A Study About Adult Character Portrayed in Picture Books (그림책에 그려진 성인 등장인물에 대한 연구)

  • Jang, Hae Mi;Hyun, Eun Ja
    • Korean Journal of Child Studies
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    • v.29 no.4
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    • pp.15-26
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    • 2008
  • This study analyzed the portrayal of adult characters in 176 picture books published in Korea by variables of character's external condition(sex, name, age and occupation), type(3-dimensional or flat), conflicts, and image. Standards for analysis of the picture books were devised by the researcher. Results showed that (1) adult male characters appeared much more frequently than female; they appeared most often without names and in order of older, middle aged, young adult. They appeared most often without occupations. (2) 3-dimensional characters appeared much more than flat ones. (3) Adult conflict situations were rare and were mostly interpersonal. They often resolved their conflicts by themselves. (4) The 20 kinds of images of the adult characters were mostly humorous, warm-hearted and attentive.

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A Study of the Beautiful Girls' Fashion Styles in the Japan Animations (일본 애니메이션에 나타난 미소녀 캐릭터 패션 연구)

  • Choi, Yoo-Jin
    • Journal of the Korean Home Economics Association
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    • v.49 no.3
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    • pp.67-77
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    • 2011
  • The purpose of this study was to clarify the symbolic meanings of the beautiful girls' character fashion in modern Japanese animations. This study investigated the currency and characteristics of the beautiful girls' characters from the 80's to the present. The fashion style of a beautiful girl's character was categorized into four styles: trendy style, adult style, Lolita style and fantasy style. These fashion styles were analyzed, and as a result, three symbolic meanings of the fashion style of a beautiful girl's character are discussed. Firstly, these occidentalized body styles represented idealized body images that are not traditionally Japanese. Secondly, the adult style (growth) represented coming out, i.e. the desires to develop from a child into an adult. Thirdly, the adult (transformation), Lolita and fantastic styles appealed to maniac consumers, having a "Moe" feeling.

Analysis of Young Adult Information Concentrating on the Significance of Application of Cartoon Characters on Garments (캐릭터를 의류상품에 응용하기 위한 신세대 소비자 정보 분석)

  • 김칠순;조예진
    • Journal of the Korean Society of Costume
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    • v.51 no.4
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    • pp.31-42
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    • 2001
  • The purpose of this study was to develop a large representative data base for character goods marketing strategy. The study was to determine character name awareness in relation to segmented distribution regions and such demographic variables as sex and age. The author also analyzed preferred design. A total of 360 questionnaires were distributed and 359 reliable ones were used for statistical analysis. A SAS statistical package including frequency tables and Chi square test and factor analysis and Kendall′s relation analyses was used. The results are as follow : character name awareness involves "character name decognition" based on asking subjects to identify character names from 50 given names. "Tele-tubbies" was found to be a dominant commercial character name as a result of the recognition test, and "Sailer-moon" was found to be a dominant animation character goods as a result of the recognition test. Character recognition was significantly different in the segmented distribution legions, three age groups and different sex groups. People considered design first in purchasing any character goods, and they considered color second in purchasing them. The most favored part of garment far character to be stitch to was the center front in the T-shirt/dress shirt, the center back in the Jumper/jacket, back pocket in the trousers/skirt. The results of a Chi-square test showed that preferred part in the trousers/skirt of character was related with age variables.

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The Effect of Character Strength and Self-Efficacy on Subjective Happiness of Adult Learners of Distance Nursing Education (원격간호교육 성인학습자의 성격강점, 자기효능감이 주관적 행복감에 미치는 영향)

  • Kim, Jeong-Hee;Park, Young Suk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.353-362
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    • 2018
  • The purpose of this study was to investigate the effect of character strength and self-efficacy on subjective happiness of adult learners of distance nursing education. The subjects were 261 adult learners of Bachelor Science in nursing course for Registered Nurse of a national open university. The mean score of subjective happiness of subjects was a little lower. 'Transcendence and Humanity' among Character Strength was the highest and 'Justice' was the lowest. Multiple regressions showed that positive integrity, hardiness, and perceived health status explained 38.0% of subjective happiness and positive integrity was the main influencing factor. The learning supporting strategies focusing on reinforcing these factors are needed to improve the subjective happiness of nurses who are continuing their learning through distance education.

Children's COA & Psychological-social Character by Parent's Problem Drinking (문제음주부모를 둔 청소년의 성인아이성향과 심리사회적 특성)

  • Yang, Hye-Jin
    • Journal of Families and Better Life
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    • v.25 no.2 s.86
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    • pp.1-12
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    • 2007
  • This is an investigative study to consider children's COA by parent's problem drinking and their psychological-social character by the COA. According to the results of this study, almost half of the children's COA, among those who have problem drinking parents, demonstrated high dangerous lever in the lower factors, such as emotional character, personnel relative character, and co-dependent character. Results of the inspection into the differences between the psyrhological-social characters, according to the danger lever of the children's COA, suggested the children's danger lever is higher, the self-efficiency and adaptable flexibility, which are the psychological-social characters, are lower, and there are no special differences in the social-support.

Effect of Sensory Processing Patterns on Temperament and Character Traits in Undergraduate Students (대학생의 기질 및 성격발달에 감각처리가 미치는 영향)

  • Kim, Seul-Kee;Kang, Chan Mi;Kwon, Jin Ha;Kim, Min-Kyu;Kim, Seong-Hyun;Cho, Yu-Jeong;Kim, Eun Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.20 no.3
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    • pp.38-47
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    • 2022
  • Objective : We investigated how sensory processing patterns contribute to temperament and character traits in undergraduate students. Methods : A total of 107 undergraduate students were recruited in September 2022 via convenient sampling method. They completed the Adolescent/Adult Sensory Profile and the Temperament and Character Inventory. Multiple regression models were applied to analyze the effect of sensory processing quadrants (low registration, sensation seeking, sensory sensitivity, sensation avoiding) on each temperament (novelty seeking, harm avoidance, reward dependence, persistence) and character (self-directedness, cooperativeness, self-transcendence) traits. Results : Sensation seeking significantly predicted high levels of novelty seeking, reward dependence, persistence, self-directedness, and self-transcendence but low harm avoidance. Low registration predicted high harm avoidance but low levels of reward dependence, persistence, and self-directedness. Reward dependence was predicted by high sensory sensitivity and low sensation avoiding. Conclusion : This study demonstrated that sensory processing patterns affected novelty seeking, harm avoidance, reward dependence, persistence, self-directedness, and self-transcendence in young adults.

The Meaning of Death Seen by Nursing Students through Art Works (간호학생이 예술작품을 통해 본 죽음의 의미 분석)

  • Kim, Yeong-Kyeong;Jo, Kae-Hwa;Kim, Myoung-Ja
    • Korean Journal of Adult Nursing
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    • v.17 no.4
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    • pp.602-611
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    • 2005
  • Purpose: To understand the meaning of death seen by nursing students through art works. Method: The qualitative research method and the content analysis were used. The text were essays written by 42 senior nursing students about their impressions on death through art works. Result: Statements were classified into six categories and twenty six themes. The six categories include definitions of death, feelings about the death of a main character, responses to the death of the main character, feelings of significant others about the death of the main character, feelings of participants in this study, and oaths of the participants in this study. Conclusion: It is shown that participants recognize their position as nursing students, although they may not escape the fear of death, will learn to cope with death, and the dying in a suitably professional manner. In this respect, the study is considered to be helpful for the students in learning the knowledge and information which are needed for hospice nursing care more effectively.

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A Study on the effects of one's blood type on emotional character and antistress of adults (성인들의 혈액형과 성격 및 항 스트레스와의 관련성 연구)

  • Kim, Choong-Shik;Yi, Seon-Gyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2554-2560
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    • 2011
  • This study is focused on the effects of one's blood type on emotional character and anti-stress by comparing each individual's brain wave. Observed records are from those kids who volunteered for KRIJUS(Korea Research Institute of Jungshin Science)'s brain wave measurement from September 2006 to December 2009. The whole 4636 adult(20-59 age) group consists of 3221 female and 1415 male. Blood types are as follows; A>B>O>AB dominately ordered. The result shown no relations between the blood types of adult and their emotional character. But meaningful difference had been revealed between the blood type and stress resistancy; type O rated higher scores in awarness and stress resistancy then other types, which shows that type O has more ability to redudce its stress. This study revealed meaningful relation between blood types and emotional character among several categoties, while suggesting follow-up researches figuring out more detailed explanations for its effect and genetic role.

A Research on the Suit Wearing Conditions for Korean Adult Men (성인(成人) 남성(男性)의 신사복(紳士服) 착용(着用) 실태(實態) 조사(調査))

  • Park, Jin-Young;Sohn, Hee-Soon
    • Journal of Fashion Business
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    • v.4 no.3
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    • pp.35-45
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    • 2000
  • The purpose of this research is to offer basic data for the study of men's suit by investigating the wearing conditions of men’s suit. For data collection, a questionnaire was composed of the number of times and the reason of wearing the suit and the number of suits they possessed etc. The subjects were male who aged 25-39 and resided in Seoul, kyunggi and Chungnam region. The results of the research are summarized as the following : 1. The mean age of wearing the suit for the first time is 22.3 years old. 2. A number of times of suit wearing for a week is less than 2 days mostly. In the case of job, office men is wearing suit many times more than others. Most of the adult men is wearing the suit as a ceremonial costume. 3. As a general rule, men have about 1.5 business suits for spring/fall/winter, and few character suit.. Korean adult men like character suit more than business suit. Also their favorite suit brand is Gallaxy and Intermezo.

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An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans (모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석)

  • Choi, Rebekah Mijung;Paik, Paul Chul-ho;Park, Jin-won
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.85-94
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    • 2017
  • Over the recent years, there has been a sudden surge in interest over character-related products among mobile game developers in South Korea as a business strategy to extend mobile game lifespans. However, even with the majority of mobile game players aging around 18~35 and higher, there has been a lack of study regarding design preferences and consumption tendencies of adult players-or kidults-when it comes to character-related products. In this study, three distinctive decision patterns among kidults were identified using an online Q-Sort method: (a) Character Oriented, (b) Item Oriented, and (c) Character-item Oriented. The similarities and differences of these three types are further analyzed to provide insight into important factors that play decisive roles in purchasing decisions made by kidults. The results from this study can aid mobile game developers in establishing reference points for future character business directions.