• Title/Summary/Keyword: curiosity

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Recognition of General arts classes based on movie - Focused on the movie "Untouchables: 1% friendship" (영화 기반 교양교과 수업 활동 탐색 - 영화 「언터처블: 1%의 우정」 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.63-72
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    • 2017
  • This study made of centrally actual application in general arts classes based on movie in university. Especially, I analyzed the activities of the class with 'Untouchable: 1% friendship' among 6 films. The objects of this study are 44 students of D university in Busan Metropolitan City who take 'creative fusion from movie' general arts class which opened first semester in 2016. In this study, students were able to watch movies through the creative class, which was out of the traditional classroom method, and after 15 hours of learning the quiz online, they conducted 15 weeks as a teaching method to perform tasks, presentations, experiments, and experiences in regular class time. The results of this study are as follows. 'It is a general arts class that makes movements live,' 'It is a general arts class that shows movies from various perspectives,' and 'It is a general arts class that makes me know.' This suggests that the educational medium, which is easily accessible in everyday life, and the general arts class, which is active in the space outside the framework, are perceived as stimulating curiosity and adding fun to college students.

Interaction Analysis Between Visitors and Gesture-based Exhibits in Science Centers from Embodied Cognition Perspectives (체화된 인지의 관점에서 과학관 제스처 기반 전시물의 관람객 상호작용 분석)

  • So, Hyo-Jeong;Lee, Ji Hyang;Oh, Seung Ja
    • Korea Science and Art Forum
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    • v.25
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    • pp.227-240
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    • 2016
  • This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.

A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.19-31
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    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.

Evaluation of the Globalization of Korean Foods and Yak-sun among Nationalities of Foreigners Living in Korea (국내거주 국가별 외국인의 한식 및 약선의 세계화 평가)

  • Lim, Hyun-Jung;Lee, In-Hoe;Suk, Wan-Hee;Lee, Jeong-Min;Choue, Ryo-Won
    • Journal of the Korean Society of Food Culture
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    • v.25 no.6
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    • pp.671-679
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    • 2010
  • This study investigated the perception, evaluation, and the possibility for globalizing Korean foods and Yak-sun among different nationalities of foreigners living in Korea. A survey was conducted with 171 foreigners (eastern Asian, southeastern and central Asian, European, and American). The questionnaire was composed of three parts, including perception, evaluation, and the possibility for globalizing Korean foods and Yak-sun. The reason for choosing Korean foods cited by southeastern and central Asians and Americans was "taste", whereas eastern Asians and Europeans chose "culture" and "curiosity", respectively. Americans and Europeans considered "spiciness" as a reason not to choose Korean foods (P<0.001). Regarding the possibility of globalizing Korean foods, eastern Asians and Americans/Europeans/southeast Asians and central Asians responded "Korean dining culture" and "incomprehensive menus", respectively (P<0.05). An "explanation of the menu to foreigners" was regarded as the main suggestion for globalizing Korean food. Most of the respondents understood that Yak-sun is an oriental medicinal food that provides improved health and disease prevention. A number of Europeans and Americans expressed high interest in the conceptualization of Yak-sun (P<0.001). With regard to the priority for developing Yak-sun, eastern Asians, southeastern and central Asians, and Europeans picked out "health status improvement", whereas "improved nutritional status" was manifested in the majority of the American's responses (P<0.001). Therefore, it is crucial that "localization" be applied to Korean foods and Yak-sun to meet the international standard. Furthermore, it is necessary to provide simplified and correct Korean food content information to foreigners.

Reapearance and Introspection of Mysterious Reality : The Realistic Characters and Acts of Director Lee Chang-dong's Film (2018) (미스터리한 현실의 재현과 성찰 : 이창동 감독의 영화 <버닝>(2018)의 사실적인 캐릭터와 연기)

  • Lee, A-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.123-133
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    • 2019
  • Director Lee Chang-dong saying that the most important thing is to let the audience experience, find its meaning, interpret, and feel the pure sensation (whether it's image, sound or music) that the film has instead of narrative giving you the answers, through the film presenting the pure natural landscape as it is, but all the familiar things that can be taken as a riddle are conveyed in images, and all the elements that make up the film share its presence with each other and let us experience a mysterious weight of reality that cannot be defined through its strange symbolism and metaphors, and it reflects various human emotions, reflecting curiosity of reality, the words that are hardly spoken, meanings of life that we were not being aware of. Rather than having one definitive figure, through the character's personality expressing an imperfect character with a complex ambiguous behavior asks about the things that can't be explained logically and the fact of life that can't be divided into truth or lie. Also, the acting approaches emotionally and primitively rather than using artificial expressions, showing the invisible elements of emotions that are latent inside humans through temperate acting style, leads the audience to distant themselves and reflect more deeply into life. This study analyzed the characters and acting of the film based on director Lee Chang-dong's directing style.

The roles of perception and attitudes toward media reports of suicides in social learning effects (자살보도에 대한 지각과 인식: 사회학습효과의 검증)

  • Joonsung Bae ;Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.16 no.2
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    • pp.179-195
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    • 2010
  • Media reports of suicides has been found to increase suicide cases that were temporally and spacially proximal to the reports, but the psychological mechanisms, social learning, underlying the negative effects was not directly tested. The present study examined the cognitive processes of social learning that media reports of suicides, especially positive contents toward suicides, might change people's perception, memory, and attitudes toward suicides positively and subsequently increase subsequent suicide intentions and behaviors. Through an internet survey, 300 adults reported their perception, memory, and attitudes toward news reports of suicides, and rated whether the suicides were described positively or negatively in the reports. Finally they reported their suicide intentions and behaviors. The results revealed that people tended to remember more the contents of suicide reports suggested to increase copycat suicides. Also, people were found to have an ironic view to suicide reports of media that they acknowledged the dangers of suicides reports and approached the reports with curiosity. More importantly, the perception of the positive reward that suicides might achieved through suicides was related with positive attitudes toward suicides and behavioral intention to suicides. The present findings was discussed in the social learning understanding of copycat suicides and their implications for suicide-prevention strategies.

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Educational achievement in Korean society (II): Psychological analysis of academic success of Korean adolescents (한국 사회와 교육적 성취 (II): 한국 청소년의 학업성취에 대한 심리적 토대 분석)

  • Uichol Kim;Youngshin Park
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.63-109
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    • 2008
  • This article examines psychological factors that contribute to educational achievement of Korean adolescents. By reviewing empirical research, three core areas are outlined. First, positive and negative roles that Korean society play on academic achievement are analyzed. Compared to other countries, Korean society places a high premium, pressure an investment on educational achievement. This has contributed to the rapid economic growth and development, but at the same time it has created numerous social problems. Second, psychological and relational dynamics of investing in and achieving success in education are delineated. Through indigenous psychological analysis, the role parents play in motivating and regulating their children to succeed academically is reviewed. In addition, the role of teachers and friends and the coordinated efforts of Korean society are outlined. Third, future directions and transformations in education that are needed in Korean society are discussed. Although Korean adolescents are high achievers in high school, this is not the case at the university level. Since Korean students are interested in entering a prestigious university, they have developed skills in doing well in standardized tests. Educational reforms need to take into consideration individuals' personal interests, skills and creativity to ensure that the knowledge that they acquired can be used to further their career and improve their subjective well-being. Educational transformation does not imply simply adopting Western models, but developing indigenous models that can maximize human and cultural potential and stimulate curiosity, diversity and creativity that are necessary in the global era.

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A Reflection of Aging Society in Online Communities: An Exploratory Study on Changes in Conversation Style and Language Usage (온라인 커뮤니티에서 보여지는 노령화 사회의 단면: 대화 방식과 사용 언어의 변화에 대한 탐색적 연구)

  • Jung Lee;Jinyoung Han;Juyeon Ham
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.51-68
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    • 2023
  • With the emergence of the internet and the increasing use of online communities for over 20 years, the age range of users has also been rising. This study explores the linguistic changes that have occurred as the user age in online communities has increased. To do this, data was collected and analyzed from an online community that has been actively operating, despite new member registrations being closed nine years ago. By comparing the posts over an 11-year period from 2012 to 2022, changes such as an increase in average comments, a decrease in interrogative sentences, and a decrease in imperative statements were observed. The study also proposed loneliness due to aging and a decline in curiosity and confidence as potential causes of these changes. In South Korea, which is rapidly entering an aging society unprecedentedly fast on a global scale, the increase in single-person households has evolved loneliness from a personal issue to a social problem, manifested in an increase in solitary deaths and reclusive individuals. This research sheds light on one aspect of these social phenomena through the analysis of data from a large online community.

A Study on The Success Factors of Youth Enterprises (청년창업 성공요인에 관한 연구: 창업전문가를 대상으로)

  • Shim, Hyeon Min;Seol, Byung Moon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.2
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    • pp.1-13
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    • 2022
  • This study derived the success factors of youth enterprises by applying the Delphi Method to start-up experts. Through this, it aims to improve understanding of youth enterprises in entrepreneurship education and start-up support projects and contribute to the development of education and support programs suitable for youth enterprises. Also The purpose of this study is to help youth entrepreneurs solve their curiosity about the success factors of youth enterprises, identify the factors that youth entrepreneurs should first secure or perform among the factors they need to consider during start-ups, and use limited resources efficiently and effectively to succeed. In this study, the Delphi Survey was conducted twice in total. The first Delphi Survey utilized the Modified Delphi Method using structured closed-ended questions, and a pilot test was conducted on youth entrepreneurs and start-up experts to compensate for the problem of the Modified Delphi Method. In the first Delphi Survey, IBM SPSS Statistics 22 and Microsoft Office Excel 2016 were used to calculate the mean, standard deviation, median, interquartile range, and content validity ratio. In the Delphi 2nd survey, the same statistical values in the 1st survey and additionally cronbach's alpha were calculated. As a result of the Delphi Survey, four factors, such as the entrepreneurial characteristics, entrepreneurial preparation, entrepreneurial strategy, and entrepreneurial environment, and 22 sub-factors were derived as success factors for youth enterprises.

The Effects of Science-Related and Scientific Attitudes in Small-Scale Science Experimental Learning on 3rd Grade Middle School Students (Small-Scale Science를 활용한 과학 실험수업이 중3 학생들의 과학에 관련된 태도와 과학적 태도에 미치는 영향)

  • Yun, Jin-nyeo;Lee, Ji-Hwa;Moon, Seong-Bae
    • Journal of The Korean Association For Science Education
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    • v.27 no.1
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    • pp.1-8
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    • 2007
  • The purpose of this study was to examine the effects of science-related and scientific attitudes in Small-Scale Science (SSS) experimental learning on 3rd grade middle school students. Two classes were chosen from a middle school in Pohang and classified into two groups: the first group, the experimental group, composed of twenty-six students, undergoing SSS and the other group, comparison group, composed of twenty-five students who were taught experimental learning by the traditional teaching method. The major observations of this study are as follows: The SSS experimental learning significantly influenced the students' science-related and scientific attitudes within the experimental group. Also, there was a meaningful difference in the subcategory of science-related attitudes and scientific attitudes before and after the SSS experimental learning. Otherwise, there was no significant difference in comparison group. In conclusion, the class using the SSS was positively influenced in forming students' science-related and scientific attitudes. In particular, the effect on subcategories of science-related attitudes such as attitude towards science are more remarkable. The SSS experimental learning helps students to enhance the subcategorial factors of scientific attitude such as their curiosity, critical thinking, cooperation, self-participation, persistence and ingenuity. The SSS experimental learning, therefore, can improve learning attitudes.