• Title/Summary/Keyword: amusement

검색결과 303건 처리시간 0.024초

현지르뽀-네크워크화 되는 일본 아케이드 게임

  • 한국데이터베이스진흥센터
    • 디지털콘텐츠
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    • 12호통권151호
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    • pp.108-113
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    • 2005
  • 일본 JAMMA(Japan Amusement Machinery Manufacturers Association)의 발표에 따르면, 2005년 일본 아케이드게임의 전체 시장 규모는 <표1>과 같이 전년 대비 7.2% 감소한 1조7,498억엔을 기록, 3년 연속감소세를 나타나고 있다. 이처럼 아케이드게임 시장 규모가 급격히 감소하고 있는 가운데 오히려 크게 성장하고 있는 아케이드게임의 네트워크화에 대해서는 눈여겨 볼 필요가 있다.

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2000년 이후 패션에 나타난 그라피티 이미지의 조형적 특성 (Formative Characteristics of Graffiti in Fashion Since 2000)

  • 유현정
    • 한국의상디자인학회지
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    • 제13권1호
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    • pp.159-167
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    • 2011
  • The purpose of this study is to understand graffiti images in fashion trends since 2000 and to play a guiding role in the development of fashion designs. The methods of this study are an academic literature review as well as practical study through actual case studies about. The formative characteristics of graffiti in fashion since 2000 are summarized as amusement, abstract and improvisation as follows. First, amusement graffiti is humble, weak and unfinished, but the immature and informal characters give people vitality, composure and enjoyment. It stirs up memories of childhood and induces a close affinity and comfort, and so It expresses relaxing and cozy desire. Second, abstract graffiti represents ambiguity and obscurity beyond form. It is born by reacting to equality, symmetry, mechanism, man-created beauty and the completeness of modernism. The characteristics are disorder, uncertainty, incompletion, uniformity, freedom, nature and so on. Third, improvisation graffiti is deeply related to 'indeterminacy' of post modernism which cannot forecast a perfection. This is more important as a process than an effect. Improvisation pursues humanism which denies perfection and determinacy by reaction of new technology.

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신디 셔먼(Cindy Sherman) 패션 사진의 미학적 가치 분석 (The Study of Aesthetic Value in Cindy Sherman's Fashion Photographs)

  • 윤영;양숙희
    • 복식문화연구
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    • 제17권3호
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    • pp.447-458
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    • 2009
  • The advent of various arts and remarkable development of mass media since 1980s accelerate fashion photographs' advancement. The expression of fashion through photographs can represent characteristics of ages, societies, cultures, traits of designers and techniques of photographers. This study focuses on Cindy Sherman's fashion photographs, which represent different kinds of respect to the women's states and identity. Cindy Sherman describes neglected women, sexual characteristics, and tries to overcome the limitation existing in modern society. By analyzing her fashion photographs, women's identities can be examined and the new trial of fashion photographs' expression is able to be considered as well. The results are summarized into two traits. The first is grotesque images, which have strange cuts, dissolved and deformed bodies. Those are expressions to subvert the stereotype of women. The second is amusement, which is expressed with uncanny and ridiculous appearances. These fun images are challenges to depict human instinct and also symbolic plays.

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패션과 문양에 나타난 펀 이미지의 조형적 특성 (Formative Characteristics of Fun Image in Fashion and Pattern)

  • 유현정
    • 한국의상디자인학회지
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    • 제13권4호
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    • pp.41-50
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    • 2011
  • The purpose of this study is to help understanding of fun image in fashion & pattern to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Formative characteristics of fun image in fashion & pattern are summarized amusement, unexpecting, childishness, and incongruity as follows. First, Amusement pursuits pleasure, freedom, vitality of living and getting away from reality, while doing the mind gently. Second, Unexpecting leads to stop a moment by unforeseen circumstances which gives embarrassing. This embarrassing induces new ideas that led to a larger perspective on the will from exhilarating fun of the thrill of driving pleasure on fashion. Third, Childishness shows a pureness and relaxedness by approaching for innocent and naive child's Sights away from the desire required adult social roles. Fourth, Incongruity aim for fresh of fashion through humanism and freedom in mechanized and standardized society Recently fun images have received attention is interpreted that joy, pleasure, enjoyment because fun image gives emotional comfort in uncertainty, dissatisfaction, and rapid changes society.

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패션에 나타난 동서양 문화 퓨전 이미지의 미적 가치에 대한 연구 (Aesthetic Value of Orient-West Culture Fusion Image in Fashion)

  • 유현정
    • 한국의상디자인학회지
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    • 제13권3호
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    • pp.45-54
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    • 2011
  • The purpose of this study is to help understanding of east-west culture fusion in fashion since 2000 years, to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Tendency of east-west culture fusion in fashion since 2000 years is shape and performance, pattern, accessary. Shape and performance are reinterpreted through east folk fashion transforming on west fashion, pattern shows traditional pattern of each nations, but letters of typical of each nations appears for new pattern which expresses nation identification. Accessary is in the harmony with east -west fashion culture like that without transform. Aesthetic value of east-west culture fusion in fashion since 2000 years is summerised opening, co-ownership, and amusement. First, opening is positiveness of acception and acknowledgment for other. Second, co-ownership turns towards humanism, and proves participating in globalism and really global village. Third, amusement is to express freedom, and to reveal privately emotion concealing in public area.

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유아의 한국어 어휘학습용 어플리케이션 분석: 태블릿 PC 어플리케이션을 중심으로 (Analysis of Applications for Preschoolers' Korean Vocabulary Learning: Focusing on Tablet PC Applications)

  • 성미영
    • Human Ecology Research
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    • 제53권2호
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    • pp.219-228
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    • 2015
  • This study evaluated the content of Korean vocabulary learning applications with a focus on tablet PC applications. We analyzed 51 Korean vocabulary learning applications. The instruments in this study were developed based on Yoo et al. (2012)' Vocabulary Learning Game Application Evaluation Criteria and Hyun et al. (2013)' Educational Application Evaluation Criteria. Data were analyzed using a t-test and one-way analysis of variance. The main results are as follows. First, each criteria's score was fairly good; the ease of use had the highest scores and the amusement had the lowest scores. Second, there was a significant difference in the interaction by vocabulary teaching approach. Applications based on a whole language-teaching method had higher scores than applications based on a phonics instructional teaching method inducing more operation and with immediate feedback. Third, there was significant difference in the sum of score and each criteria of developmental appropriateness, educational values, amusement, function and interaction by type of learning. Applications of combining type had higher scores in every criteria except for ease of use than applications of description type. These findings provide a preliminary evidence that the systematic Korean vocabulary learning application facilitates preschoolers' vocabulary learning.

자포니슴(Japonisme)에 나타난 복식미 연구 (A Study on the Aesthetic Consciousness of Japonisme)

  • 고영숙;조규화
    • 패션비즈니스
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    • 제13권2호
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    • pp.30-49
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    • 2009
  • This study was intended to research how such Japonisme affected the western fashion and to consider that the unique Japanese fashion was implemented in the western mode as the traditional aesthetic sense got jointed with the western culture together and was expressed as the modern Japonisme beauty. The beauty of 'Date' was the aesthetic sense created focused on the noble culture of public family. On the contrary, 'Iki', 'Wabi', 'Sabi' and 'Shibusa' is the Japanese lower middle class's universal living aesthetics. 'Kawaii' is influence on an animation, cartoon and character industry as well as the whole world’s fashion style as one of the common aesthetic sense of the world people in the modern time. That is, Japanese fashion designers expressed the human body with such the aesthetic sense by the design of shape, space, fusion, amusement through clothes. It could be concluded that they created an autonomous amusement’s design world over the visual beauty of human body.

상지 체중부하 운동 프로그램이 무정위 운동성 뇌성마비유아의 이동운동에 미치는 영향 (Effect of Upper Extremity Weight Bearing on Locomotion of Infant with Athetoid Cerebral Palsy)

  • 김중선
    • The Journal of Korean Physical Therapy
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    • 제8권1호
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    • pp.1-14
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    • 1996
  • The present case study has a object to investigate the changes in locomotion patterns of infant with athetoid cerebral palsy would be occured by the program when it is applied with upper extremity weight bearing. The subject has been limited to one infant over one year of age, selected from the patients in the physical therapy clinic, Rehabilitation Center, Taegu University. Subject is normal in the visual and auditory sense, but he is unable to walk on his own Subject weighted 2.9kg at birth and underwent severe postnatal kernicterus, always on the baby-walker at homo. He disliked supine position characteristic in moving in athetoid type before he was under the program. The program was applied 7 months. Each session of the program is composed of 7 stages : (1) prebriefing between the therapist and the parents (2) pretherapy amusement time of the infant (3) warming-up (4) upper extremity weight bearing (5) cooling-down (6) post-therapy amusement time (7) postbriefing. The locomotion of the subject is proved to be influenced by the program. He showed a leftward circular movement as a result of the exercise, reducing the involuntary movement of his head when he was positioned for crawling. Later he proceeded to develop into creeping, crawling, kneeling and finally cruising. In conclusion, it appeared evident that the locomotive abilities of the subject is improved by the program explored in this study. The higher locomotive patterns could be achieved such as crawling, sitting, kneeling and cruising wich enable the upper extremities weight bearing.

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영어단어 학습을 위한 기능성 게임의 설계 (A Design of Serious Game for English Words Study)

  • 조병호
    • 한국인터넷방송통신학회논문지
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    • 제13권4호
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    • pp.165-169
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    • 2013
  • 기능성 게임은 오락성 보다는 특별한 목적을 의도로 설계된 것으로 다양한 이로운 측면을 담고 있는 게임이라고 정의할 수 있다. 기능성 게임은 일반적인 게임과 비교해볼 때 상호작용을 통한 주요한 순기능 목적이 존재하는 다른 게임이다. 영어교육 게임은 재미 이외에 영어학습이라는 목적성을 가지며 게임유저에게 게임을 통해 학습이 가능하도록 몰입성을 갖도록 하는 것이 중요하다. 본 논문에서는 "신나게 놀며 영어단어 맞히기"라는 기능성 게임을 개발하는데 있어 객체지향 분석/설계 방법인 UML을 이용한 분석 방법과 스토리보드를 이용한 설계 방법을 통해 기능성 게임의 효과적인 분석 및 설계 방법을 제시하고자 한다.

GPS 기반 모바일 맞춤형 놀이공원 경로추천시스템의 설계 및 구현 (A Customized Mobile Tour Guide System for Amusement Park based on GPS)

  • 유석종
    • 한국컴퓨터정보학회논문지
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    • 제15권8호
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    • pp.99-105
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    • 2010
  • 놀이공원은 많은 사용자들이 복잡하게 배치되어 있는 놀이시설을 이용하기 때문에 시행착오를 줄이면서 효과적인 경로 탐색이 필요한 장소이다. 또한 놀이기구 이용시에는 최단경로뿐만 아니라 시설물 별 이용자 대기시간을 최소화하는 경로 탐색이 요구된다. 본 연구에서는 놀이공원에서 GPS와 무선인터넷을 통하여 놀이시설간의 이동거리와 대기시간에 기반한 효과적인 경로탐색 시스템을 설계 및 구현하였다. 본 시스템은 구성원 특성을 고려하는 맞춤형 이동경로탐색을 위한 인터페이스를 제공하고, 무선인터넷으로 데이터베이스 연동을 통해 대기시간 정보를 참조 할 수 있으며, 사용자의 GPS 위치정보를 고려하여 경로추천이 가능하다.