• Title/Summary/Keyword: play characteristics

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An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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Deconstruction Characteristics in Fashion Brand YouTube Campaign (패션 브랜드 유튜브 캠페인에 나타난 해체주의적 특성)

  • Youngjae Lee
    • Journal of Fashion Business
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    • v.27 no.3
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    • pp.35-49
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    • 2023
  • The purpose is to derive its aesthetic characteristics by objectifying the visual image of the YouTube campaign into adjectives. As a result, we intend to identify advertising strategies that use them as basic data for setting fashion design concepts. A group of experts in fashion majors watched each of them, wrote adjectives, and collected 75 adjectives. By analyzing the frequency of adjectives, aesthetic characteristics were derived with adjectives recording the upper number of times, and the results were obtained that they had the characteristics of deconstruction. The conclusions of this study are as follows. First, Tamburin's Jenny appeared to be strange, scary, rambling and charming. Among the internal meanings of deconstruction due to spatial, social, and psychological distance from consumers, it can be said that T.P.O's mutual textuality and play of interaction. Second, Gucci Cruise be chosen rural, strange, wild, unharmonious, and difficult, which is a mixture of intertextuality and play of T.P.O. Third, The Excise Gucci Campaign parodies that juxtaposes six films directed by Stanley Kubrick, making them strange, retro, difficult, interesting, and wrong. Deconstructionist de-genre and de-boundary Fourth, Kenzo World is weird, dynamic, wrong, difficult, difficult, and confused, which correspond to T.P.O's interactive textuality, play of the second half, and destruction and decomposition among the external expressions of deconstruction. Fifth, Burberry Hero emphasized the aesthetic value of traditional men, so it was ostensibly wild, free, powerful, sensual, and fantastic. Compared to the lifestyle of men who usually work at work, this corresponds to play of second best.

A Study on the Movements of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process (피아제 인지발달단계에 따른 어린이 박물관 선호전시체험과 어린이의 심리특성에 맞춘 관람동선에 관한 연구)

  • Yang, Hye-Jin;Kim, Nam-Hyo
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.37-45
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    • 2010
  • Children likes to play and learn by playing at anywhere as a psychological trait. Children's museum is designed for limited age of 'children,' they learn more actively by playing at the museum with interactive display. In this paper, we analyze Movement of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process. It is significant study to investigate user's needs space proposal by grasping user's mentality. After itinerary tracking, we found children's preferred and non-preferred experience displays and as a result, we divided children's Museums into three types, M museum is represented by preoperational period, called 'Go around play' type ; Y museum is represented by 'concrete operational period', called 'Smart road play' type ; and H museum is represented by 'formal operational period' called 'Open search play' type. The conclusions are children's cognitive development stages depending on the age discrimination that the development of play, and preferred plays are different by children cognitive development process. In order to take advantage of children playing in the children's museum by taking into account the developmental aspects will have to be designed. Efficient for viewing by age should be different on the basis. This study has shown that, when planning a children's museum, Planners should discriminate the movements of children and analysis of preferred experience of children's museum according to three museum types friendly to children's cognitive development process.

A Study on Digital Play Types of Virtuality through the Play Theory of Roger Caillois (로제카이와의 놀이론을 통한 가상성의 디지털 놀이 유형 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.383-390
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    • 2018
  • The purpose of this study is to find out how the evolution of digital play in virtualization and digital play tools are combined with and stereotyping the properties of traditional play. Virtualization characteristics and play theory were examined and the case was derived in four types and analyzed in four play properties with Roser Cailliois. In the case of Agon, the targets of mutual competition are expanded to singular and plural, computer and oneself of the future, and Mimicry showed the ambiguity of the segments and boundaries crossing the on-off line boundary, and in the case of Alea, the diversity of accident occurrence by immediacy and simultaneity has been strengthened, and in the case of Ilinx, the maximization of immersion has been developed and experimented with a variety of techniques for the utilization of senses and tools and the virtuality for this. As a result, play is developing due to the tendency to expand and coexist in time and space by various fusion combinations.

An Influence through the Mediating of Flows Play about the Attraction and Emotions Absorption of the Website (웹사이트의 매력성과 고객의 정서적 몰입에 대한 플로우의 매개적 영향 - 인터넷 쇼핑몰에서의 의류구매행동을 중심으로 -)

  • Kang, Sung-Ju
    • International Commerce and Information Review
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    • v.10 no.2
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    • pp.63-87
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    • 2008
  • This study investigates the relationship between perceived system characteristics of Internet shopping mall and loyalty, and examines how perceived website attractiveness and flow play mediating roles between perceived system characteristics of Internet shopping mall and affective commitment in the context of Internet clothing shopping mall. For these purposes, the author developed a structural model which consists of several variables. In this model, perceived system characteristics of Internet shopping mall that consist of such as familiarity, reputation, uniqueness, positive emotion, self-efficacy, and interactivity were proposed to affect the website attractiveness and flow, and in turn, result in higher affective commitment. Thus, perceived website attractiveness and flow were proposed as core mediating variables between perceived mobile service characteristics and affective commitment. To test unidimensionality and nomological validity of the measures of each construct, the author employed scale refinement procedure. The results of reliability test with Cronbach's, and confirmatory factor analysis warranted unidimensionality of the measures for each construct. In addition, nomological validity of the measures was warranted from the result of correlation analysis.

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The Effects of Gender-equal Parental Role Belief of Fathers and Maternal Gatekeeping Recognized by Fathers on Their Participation in Play and Father-Infants Intimacy (아버지의 양성평등한 부모역할신념과 어머니 문지기 역할이 아버지의 놀이참여와 영아기 자녀와의 친밀감에 미치는 영향)

  • Kim, KyungHee;Kim, Yumi
    • Korean Journal of Childcare and Education
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    • v.18 no.5
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    • pp.33-55
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    • 2022
  • Objective: The aims of this study is to investigate the internal and external environment surrounding fathers and to promote play-participation with children and father-Infants Intimacy by identifying the influence of a father's belief concerning gender-equal parental role and the mother's roles as a gatekeeper. Methods: The participants of this study were 291 fathers who had infants ranging from 1-36 months of age and were living in Seoul and South Chungcheong Province. The data were collected through the questionnaires and analyzed using the SPSS 24.0. Results: The main results are as follows. First, gender roles, livelihood keeper-father beliefs, importance of father rearing, and the mother's role as a doorkeeper affect the father's participation in play. This differs according to the characteristics of each type of play. Second, it was found that the father's gender roles and the mother's role as a doorkeeper had a significant effect on the intimacy between the father and the infant. Conclusion/Implications: The results of this study revealed that fathers' belief in gender-equal parenting and mothers' encouragement through opening the door as gatekeepers affect the formation of intimacy between fathers and their children in infancy, and are factors that influence play participation.

Sinjungsin Mask Play Study (신중신탈놀이 연구)

  • Yun, Dong-Hwan
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.163-192
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    • 2020
  • Sinjungsin Mask Play, one of Ttangseolbeop, is related to Seongjusin's life story. Sinjungsin Mask Play is a reconstruction of the story of the folk gods Seongjusin met while returning home. Seongjusin's life story proceeds in the form of Mask Play, and the monk who leads the sermon plays narration and main roles. Many believers play various roles and musicians. Sinjungsin Mask Play introduces many folk beliefs, sounds for intrigue, and talks. Sinjungsin Mask Play uses the same method of enumeration and repetition as the existing Mask Play. The repetition of a sentence or phrase plays a role in foreseeing the meaning of the context or foretelling the development of the plot to the audience. This repetition is intended to emphasize the situation of the scene and to create rhythm. Since Mask Play was exclusively for the common people, Mask Play actors use the repeating method commonly used in folk songs to form lines. This gives the audience a familiarity, effectively communicating the lines and responding to their tastes. Sinjungsin Mask Play borrowed people's way of playing for the public's mission. It inherits the dramatic forms of traditional traditional plays such as repetition of words or sentences or phrases, codification of words or sentences, borrowing of existing songs, and formal expression units. In addition, through repeated performances, believers can easily and easily learn and understand. This is the dramatic form and characteristics of Sinjungsin Mask Play. Sinjungsin Mask Play was handed down from Faith Communities and was used as a means of folk cultivation to spread illegality. Buddhism externalizes the process of accepting folk beliefs through Mask Play, and in the case of Shinto who participated directly or indirectly, they naturally acquire the belief system of Hwaeom Kyung through play. Sinjungsin Mask Play, one of Ttangseolbeop, can be said to have great value as an ICH, as well as popularization and mission.

The Relationship between Level of Participation in Children's play, Empathy Ability and Coping Behavior in Mothers of Children with Disabilities (장애아동 어머니의 놀이참여 수준과 공감능력, 대처행동과의 관계)

  • Cho, Mi-Lim
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.343-352
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    • 2020
  • The aim of this study was to investigate the relationship between level of participation in children's play, empathy ability and coping behavior in mothers of children with disabilities. The study included 94 mothers of children with disabilities and the study was conducted from May 2018 to August 2018 based on the questionnaire about the level of participation in children's play, empathy ability and coping behavior. According to the study, Mothers of children with disabilities actively participate in physical play with their children and have a higher emotional empathy compared to cognitive empathy, and have acted to actively solve the problems for their children. When children have been treated for more than 1 to 2 years, the level of participation in children's play and the coping behavior were the highest. The longer their children's treatment period, the higher the mothers' empathy. The correlation between level of participation in children's play and coping behavior were significant. And empathy and coping behavior had a strong positive linear relationship. These results suggest that there are differences in level of participation in children's play, empathy and coping behavior depending on mothers' of children with disabilities general characteristics and the higher level of mothers' of children with disabilities participation in children's play, the more empathetic they have. When individualized intervention is provided, we look forward to providing professional service that take into account the characteristics of mothers of children with disabilities.

Analysis of the Contents of the Play Songs of North Korean Children (북한 어린이들의 놀이노래가사의 의미 분석)

  • Yi, Soon-Hyung
    • Korean Journal of Child Studies
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    • v.21 no.2
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    • pp.5-16
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    • 2000
  • This study compared the meaning of words in the play songs of the Democratic Peoples Republic of Korea(DPRK). Sixteen children who had escaped from North Korea participated in this survey in Seoul by responding to a questionnaire. In the DPRK, children sing formal songs, used as instruments of ideological socialization. Among the songs were 4 composed prior to the creation of the DPRK in 1945. The other songs were composed after 1945 and exhibited ideological characteristics. Despite differences in sources, themes, and ideologies of play songs, some of them contained common themes, materials, rhythms, and typical Korean emotional structure. Considering the power of play songs in spreading cultural influence, they might be the key to resolving psychological conflicts of both Koreas after unification.

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A USB Device for Plug&Play of Sensor/Actuator In Linux (리눅스에서 센서/구동기의 Plug&Play를 위한 USB장치)

  • Eun, Seongbae;So, Sun Sup
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.2
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    • pp.329-332
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    • 2022
  • Since IoT devices include various sensors and drivers, application programmers need to understand the structure and characteristics of sensors and actuators. If the manufacturer provides the driver of the sensor or actuator, IoT development can be efficiently carried out, which is called the Plug & Play technique. What matters is that the technique proposed by this research team in the past are not suitable for Arduino or Raspberry-Pi, which are recently used. In this paper, we propose a USB sensor device that can be mounted on a Raspberry-Pi. When the device is plugged into the Raspberry-Pi, the built-in driver is transmitted and played. The configuration of the USB sensor device was presented, and considerations for chip selection for processing sensors and drivers were presented.