• 제목/요약/키워드: adult character

검색결과 81건 처리시간 0.023초

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

  • 장혜미;현은자
    • 아동학회지
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    • 제29권4호
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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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일본 애니메이션에 나타난 미소녀 캐릭터 패션 연구 (A Study of the Beautiful Girls' Fashion Styles in the Japan Animations)

  • 최유진
    • 대한가정학회지
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    • 제49권3호
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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.

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

  • 김칠순;조예진
    • 복식
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    • 제51권4호
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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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원격간호교육 성인학습자의 성격강점, 자기효능감이 주관적 행복감에 미치는 영향 (The Effect of Character Strength and Self-Efficacy on Subjective Happiness of Adult Learners of Distance Nursing Education)

  • 김정희;박영숙
    • 디지털융복합연구
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    • 제16권3호
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    • pp.353-362
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    • 2018
  • 본 연구는 원격간호교육 성인학습자의 성격강점, 자기효능감이 이들의 주관적 행복감에 미치는 영향을 파악하기 위한 서술적 조사연구이다. 자료는 2015년 9월부터 11월까지 일 국립원격대학교의 간호학사 특별편입과정 성인학습자 261명을 대상으로 성격강점, 자기효능감, 주관적 행복감 척도를 이용하여 수집하였다. 원격간호교육 성인학습자의 주관적 행복감의 평균 점수는 미국과 한국의 일반 성인 보다 약간 낮은 수준이었으며, 성격강점은 6개 하부영역 중에서 초월과 인간애가 가장 높았으며 정의감이 가장 낮았다. 다중회귀분석 결과, 원격간호교육 성인학습자의 주관적 행복감에 영향을 미치는 요인은 긍정적 통합성, 강인성과 지각된 건강상태이었다. 이들 변수가 주관적 행복감 총 변량의 38.0%를 설명하였으며, 긍정적 통합성이 가장 큰 영향을 미치는 요인이었다. 직업과 원격학습을 병행하는 간호사들의 주관적 행복감을 증진하기 위한 방안으로 긍정적 통합성과 강인성의 성격강점을 강화하고 건강상태를 효과적으로 관리할 수 있는 다양한 교육 및 학습 지원전략의 개발을 제언한다.

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

  • 양혜진
    • 가정과삶의질연구
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    • 제25권2호
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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.

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

  • 김슬기;강찬미;권진하;김민규;김성현;조유정;김은영
    • 대한감각통합치료학회지
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    • 제20권3호
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    • pp.38-47
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    • 2022
  • 목적 : 본 연구는 대학생의 감각처리가 기질과 성격 특성에 어떻게 영향을 주는지 알아보고자 하였다. 연구방법 : 대학생 참가자 107명이 편의표본 추출방법으로 2022년 9월에 모집되어 청소년/성인 감각프로파일(Adolescent/Adult Sensory Profile; AASP)과 기질 및 성격 검사(Temperament and Character Inventory; TCI)를 작성하였다. 다중회귀모형을 사용하여 기질 척도(자극추구, 위험회피, 사회적 민감성, 인내력) 및 성격 척도(자율성, 연대감, 자기초월)의 각 준거 변인에 대한 감각처리 사분면(저등록, 감각추구, 감각민감, 감각회피) 예언 변인의 영향을 분석하였다. 결과 : 감각추구 행동이 빈번할수록 자극추구, 사회적 민감성, 인내력 기질 및 자율성, 자기초월 성격이 높게 나타났고 위험회피 기질은 낮게 나타났다. 저등록 행동이 빈번할수록 위험회피 기질이 높은 반면, 사회적 민감성과 인내력 기질 및 자율성 성격은 낮게 나타났다. 감각민감 행동이 빈번할수록 사회적 민감성 기질이 높았지만 감각회피 행동이 빈번할수록 사회적 민감성 기질이 낮았다. 결론 : 본 연구는 초기 성인기의 감각처리 패턴이 자극추구, 위험회피, 사회적 민감성, 인내력 기질 및 자율성, 자기초월 성격에 영향을 미침을 제시한다.

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

  • 김영경;조계화;김명자
    • 성인간호학회지
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    • 제17권4호
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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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성인들의 혈액형과 성격 및 항 스트레스와의 관련성 연구 (A Study on the effects of one's blood type on emotional character and antistress of adults)

  • 김충식;이선규
    • 한국산학기술학회논문지
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    • 제12권6호
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    • pp.2554-2560
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    • 2011
  • 이 연구는 성인들의 혈액형이 성격이나 스트레스 저항능력과 상관관계가 있는지를 개인이 지닌 뇌신경 생리학적 지표인 뇌파 측정을 이용하여 비교 하여보았다. 대상자는 2006년 9월에서 2009년12월까지 한국정신과학 연구소에 뇌파측정 의뢰한 성인(20세-59세)들을 기준으로 선정한 자료이다. 남 1415 명, 여 3221명으로 총4636 명이다. 혈액형의 분포도는 A>B>O>AB형 순이었다. 분석 결과 성인들의 혈액형과 정서적 성향과는 무관 하였다. 하지만 스트레스 저항능력과는 유의미한 차이가 있었다. 즉, O형이 다른 혈액형에 비하여 주의 지수나 항스트레스 지수에서 높게 차이가 났다. 스트레스를 이겨낼 수 있는 능력이 높다고 할 수 있겠다. 이 연구 결과 몇 개의 범주에서 혈액형과 의의 있는 상관관계를 보여 주었으며 미치는 영향이나 유전적인 역할이 어떻게 영향을 주는지의 작용기전을 규명하는 연구가 필요하다고 사료 된다.

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

  • 박진영;손희순
    • 패션비즈니스
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    • 제4권3호
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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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모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석 (An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans)

  • 최미정;백철호;박진원
    • 한국게임학회 논문지
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    • 제17권2호
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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.