• 제목/요약/키워드: boredom

검색결과 102건 처리시간 0.019초

성형외과 실내 계획을 위한 디자인 선호성향 조사 (A Survey on the Design Preference for a Plastic Surgery Interior Design)

  • 조정민;천진희
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 춘계학술발표대회 논문집
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    • pp.220-223
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    • 2006
  • As more people want plastic surgery for various reasons, the demand for pleasant and aesthetical environment has increased also. This study, therefore, conducted literature and portal sites research before surveying women in their 20's and 30's who are more likely to be interested in and have plastic surgery. And we worked out a questionnaire to predict the customer demand and a survey board using specific vocabulary conveying emotional information as well as designs, targeting 120 people in Gangnam and Myeongdong areas. As a result, the respondents preferred natural designs, followed by modern and casual one with slight differences based on the areas. Thus, this is open to further studies. The preference for natural designs is considered to be related with the current interests in well-being and nature-friendly trend, coupled with new naturalism in the 21C. Hence, in order to add more colorfulness, minimalism, and vitality to the existing natural environment, one needs to seek motives from nature but make use of high-tech materials with strong colors to avoid boredom but create a lively indoor environment.

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김원치과의원 실내디자인 (Kim-Won Dental Clinic Interior Design)

  • 최선희
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 춘계학술발표대회 논문집
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    • pp.99-100
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    • 2006
  • The concept of dental clinic have been changed along the advanced dental science to meet the need of setting up high-technology-digital appliances. As the general idea about the dental clinic has been changed from systematic connection, the expansion of zoning needs to become more accurate and mote detailed. In the spacious waiting room. the interment cafe has been established to supply the information services, and the various multi-imaged channels, which were built in, will relieve the boredom of the waiting time. The formation of water space leads to the effect of humidification and makes parents share visual and auditory sympathy All of the unit-chairs attached cameras in the consultation room enables people to diagnose more quickly and precisely through the computerized system. Partitions have been set of to put it in and to help diagnosis process to be done smoothly in the formational space. The whole atmosphere is intended to be harmony with the natural surroundings in Je-Ju. It will inspire people visiting this clinic to image the deep blue sea in Je-Ju. By using projective non-material a lot, especially material wooden windows and doors, it is believed to create the bright and stable atmosphere. It will lead patients feel comfortable.

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플로우 경험이 휴대폰 서비스 이용에 미치는 영향에 관한 연구 (A Study on the Effects of Flow on the Utilization of Mobile Phone Service)

  • 박윤서;이승인;이효선
    • 경영과학
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    • 제27권3호
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    • pp.117-135
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    • 2010
  • The purpose of this study is to segment the mobile phone users based on the flow types and to understand the differences in mobile phone usage behavior between the segmented groups. The 'flow' construct, which was introduced first in marketing by Hoffman and Novak[44], has been used as an important keyword for understanding consumer behavior on the World Wide Web. In this paper, we will try to use the flow aspect for the mobile market segmentation, which is one of the most fundamental tools for developing a successful marketing strategy on the mobile phone service market. We collected survey data from consumers and analyzed the data with the SPSS 12.0 package where we did ${\chi}^2$-test, factor analysis, one-way ANOVA and cluster analysis. Main results of this study are as follow. First, the flow types of the mobile phone users were classified into five types, which are named as the 'Flow' type, 'Apathy' type, 'Anxiety' type, 'Boredom' type, 'Control' type. Second, most of the results related to the usage of mobile phone service showed statistically significant differences between flow types. These findings suggest that the mobile phone service marketers should consider the various flow types of users and work out effective market segmentation strategies based on these consumer flow types.

아동인구를 위한 체육 코칭 시스템에 관한 연구 (A Study on the Sports Coaching System for Child Population)

  • 윤수영;권미란
    • 한국인터넷방송통신학회논문지
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    • 제14권6호
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    • pp.125-130
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    • 2014
  • 최근 정보통신 및 IT기기의 발달과 이를 활용한 IT 융합문화가 급속히 발전하고 있다. 이로 인한 정보기기의 과사용으로 과거의 아이들에 비해 요즘 아이들의 운동량이 상대적으로 줄어듦에 따라 신체건강의 문제가 대두되고 있어 이를 해결하기 위한 연구가 필요한 시점이다. 본 연구는 아동의 건강 개선을 위한 연구로 PC, 스마트폰 중독에 빠져 신체운동이 부족해지기 쉬운 아동이 집에서 Kinect를 활용하여 간단히 할 수 있는 유/무산소 운동을 제안하고 아동 혼자 운동하는 지루함을 잊게함과 동시에 옆에서 누군가 코치(케어)해 줄 수 있는, 아동을 위한 스포츠 코칭 어플리케이션 개발을 목적으로 한다.

장애인 및 노령인구를 위해 코칭 시스템에 관한 연구 (A Study on Coaching System for Disabled and Elderly People)

  • 신승중
    • 한국인터넷방송통신학회논문지
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    • 제13권6호
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    • pp.237-242
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    • 2013
  • 헬스장을 이용하고는 싶지만 과한 업무량과 지리적 위치, 시간 등 여러 가지 이유로 이용에 제한이 있다. 그래서 집에서 간단히 할 수 있는 유/무산소 운동을 즐기되, 혼자 하는 지루함을 잊게 하고 옆에서 누군가 코치(케어)해 줄 수 있는가에 대한 발상에 힘입어 헬스케어 어플리케이션 개발에 착수하게 되었다. 본 연구는 인터넷/매장에서 쉽게 접할 수 있는 MicroSoft Kinect 하드웨어를 사용하였고 키넥트를 이용 사용자를 인식하고, 3D 모델을 모델링하여 인식된 사용자와 맵핑시켜 동작을 컨트롤하고 몸무게, 칼로리를 케어하는 프로그램을 구현하였다.

이러닝 수업에서 대학생의 자기조절학습에 영향을 미치는 과제가치, 자기효능감, 수업 성취목표구조, 학업정서 간의 구조적 관계 (The structural relationship among task value, self-efficacy, goal structure, and academic emotions for promoting self-regulated learning in e-learning course)

  • 유지원
    • 컴퓨터교육학회논문지
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    • 제15권4호
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    • pp.61-77
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    • 2012
  • 본 연구는 이러닝 학습자의 자기조절학습에 영향을 미치는 학업정서와 선행요인들 간의 관계를 규명하고자 하였다. 통제-가치이론 및 선행연구 고찰을 통해 자기조절학습에 영향을 미치는 선행요인으로 지각된 과제가치, 자기효능감, 수업에서 강조되는 목표구조, 학업정서 중 즐거움, 두려움, 지루함을 선정하고 모형을 상정하였다. 상정된 모형은 국내 대학의 이러닝 수강생 535명의 자료를 바탕으로 검증되었다. 분석 결과, 상정된 모형은 타당하였고, 지각된 과제가치, 자기효능감과 수업에서의 성취목표구조는 학습자의 세부 학업정서에 영향을 미치는 것으로 확인되었다. 또한 학업정서 중 즐거움만이 자기조절학습에 유의한 영향을 미쳤으며, 수업성취목표구조에 따라 학업정서와 자기조절학습에 각기 다른 영향력을 나타내었다. 본 연구결과를 바탕으로 시사점을 논의하였다.

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충청일부지역 중학생의 음주실태, 음주행동과 식습관 (Drinking Status and Dietary habits of Middle School Students in Chungcheong Area)

  • 정은희
    • 한국지역사회생활과학회지
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    • 제15권2호
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    • pp.73-82
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    • 2004
  • There are many concerns about the use and abuse of both licit and illicit substances among adolescents. This study was performed to understand the drinking status and drinking behaviur of middle school students. Self reports on drinking behaviur, dietary habits and one-day dietary records were obtained from 213 boys and 202 girls using anonymous questionnaires. One hundred and forty five of 415 students(34.9%) have experienced drinking and 48.3% of them initiated it at primary school. The motivation for first drinking was different between boys and girls; ' after sacrificial rite' for boys, ' curiosity' for girls. The most plausible reasons for drinking were ' boredom' and ' stress reduction' , and they felt the strongest desire to drink when they felt ' anger or frustration' Drinking behavior was not significantly different between male and female student except in the motivation for first drinking. But interestingly, the girls drank with friends mostly, while the boys drank with their parents. Drinking-experienced students showed significantly high rates of skipping meals and in particular skipping breakfast. DVS was found as $14.71\pm{4.51}$ and $13.95\pm{4.69}$ in non-drinking and drinking, respectively. This study showed that the drinking experience of middle school students were initiated earlier in primary school, and that drinking behavior of female students was not different with that of male student.

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교육용 기능성 게임의 재미와 학습 요소 결합 양상 연구 (A Study on Combination Aspects of Fun and Learning in Educational Serious Games)

  • 이동은
    • 한국게임학회 논문지
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    • 제11권1호
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    • pp.15-24
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    • 2011
  • 교육과 게임의 융합은 교육의 지루함을 게임의 재미로 상쇄시키려는 노력에서 비롯되었으며, 디지털 기술의 발달로 그 융합은 교육용 기능성 게임이라는 장르를 탄생시키며 산업적, 학술적 측면에서 모두 주목을 받고 있다. 그러나 이제까지의 연구들은 결과론적인 측면, 즉 학습효과라는 측면에만 집중되어 있어 교육용 기능성 게임의 본질을 밝히는데 그 한계를 드러내고 있다. 따라서 본 논문에서는 교육용 기능성 게임에서 재미와 학습이라는 이질적인 두 요소의 결합 양상을 <마법천자문>과 <한자마루>의 분석을 통해 밝혀보고자 한다. 이와 같은 연구는 추후 훈련과 건강, 그리고 설득적 게임 등의 타 유형의 기능성 게임에서도 표면과 이면을 차지하고 있는 이질적 두 요소를 어떻게 하나로 결합하여 재미와 몰입을 유도할 것인지에 대한 선행연구로 그 의의를 가질 수 있으리라 여겨진다.

Emotional Responses to e-Magazine Published with Cinemagraph Images

  • Park, Ji Seob;Bae, Jin Hwa;Cho, Kwang Su
    • Agribusiness and Information Management
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    • 제7권1호
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    • pp.10-20
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    • 2015
  • This study aims to compare and analyze the differences of emotional responses between two types of e-magazines published - one with cinemagraph images and another with general still images. To conduct this study, a total of nine pages were prepared with different contents according to each theme and samples of e-magazine with a total of nineteen sections of images were exposed to a total of thirty persons of subjects. Fifteen persons were assigned to the experimental group viewing the cinemagraph images, and other fifteen persons were assigned to the control group viewing the general still images. As a result of the experiment, the emotional responses of the experimental group and the control group were significantly different. Twenty-eight items of positive emotional responses out of forty-two items of the emotional responses were more found in the experimental group, and fourteen items of negative emotional responses affected the control group more. In the experimental group where the differences in the mean value and significant differences were found, negative emotional responses were not examined but fourteen positive emotional response items such as Loveliness, Merriness, Freshness, Activeness, Attractiveness, Powerfulness, Heartwarming, Joyfulness, Interesting, Confidence, Excitement, Cheerfulness, Humorousness, and Amazement were found; in the control group, positive emotional responses were not found but three items of negative emotional responses such as Ambiguousness, Stuffiness, and Boredom were found.

요양시설노인의 치매예방 프로그램 참여 경험 (Experiences of Participation in Dementia Prevention Program for Older Adults in Nursing Homes)

  • 임선옥;조현미
    • 재활간호학회지
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    • 제19권2호
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    • pp.128-137
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    • 2016
  • Purpose: This study was designed to describe the experiences of dementia prevention program for older adults in nursing homes. Methods: Four focus group interviews (FGI) after the program were conducted with 35 participants. All interviews were audio-taped and transcribed verbatim. The transcribed data were analyzed by Colaizzi's phenomenological method. Results: Four themes emerged as a result of analysis. Participants without dementia reported "I don't have dementia yet." This statement probably reflects ignoring potential dementia. Motivation for participating the dementia prevention program were to reduce boredom, to enjoy exercising and communicating with others, and to follow group activities. Participants reported the positive effects of the program; (a) benefits from the repeating learned activities; (b) improvements of memory and emotional stability. A few participants reported their inability to follow the program due to physical and environmental limits. However, other participants reported their efforts to overcome physical limits and perform the activities regardless their limits. People who performed the activities with physical limits reported that their self-satisfaction was increased. Conclusion: Results of this study showed that participants without dementia were able to actively participate in dementia prevention programs and showed memory, emotional and behavioral improvements. Therefore, these findings can be used for developing customized dementia prevention programs in nursing homes.