• Title/Summary/Keyword: play characteristics

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Study on the Characters' Role and Personality Difference in the Series Animation Works (시리즈 애니메이션 캐릭터의 역할과 성격 변화에 대한 고찰)

  • Kong, Hyunhee;Sung, Rea
    • Journal of Information Technology Applications and Management
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    • v.29 no.4
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    • pp.51-60
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    • 2022
  • This study was conducted on characters who play the main character of the spin-off work based on the image in the original. Through the analysis of the original and spin-off works, the role type and characteristics according to the characters' roles were analyzed. It was analyzed that Rex, Bo Peep, and Forky, the main characters of the Toy Story spin-off works, had characteristics described in the original, which were not the main characters, and changed when they appeared in the spin-off works. First, it shows a tendency to add a new personality to play the role of the main character who solves problems and leads the story development while maintaining the existing personality characteristics in the original. Second, in order to play the main character in the spin-off work, these main characters are strongly revealed in the characteristics of the faithful type 6, and the achiever type 3, respectively. The reason why the characters' personality in the existing original have continuity is that if the personality of the existing characters change rapidly, they may contradict the audience's existing perception, preventing them from being immersed in the spin-off protagonist itself and the story development. However, the main characteristics of personality type 6 and personality type 3 are described only by considering the character's role as a helper to solve the problem and the characters' characteristics, but in order to solve the problem in spin-off, the animation producers are determined to achieve the goal. An understanding of this result will greatly help animation producers plan the character in consideration.

A Study on Deriving Process of a Design Alternative to the Forest Experience Center for Children through Preschooler Participatory (유아참여를 통한 유아숲체험원 설계안 도출과정에 관한 연구)

  • Kang, Tae-Sun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.5
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    • pp.1-13
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    • 2019
  • This study is to derive a design alternative to the FECC (Forest Experience Center for Children) that meets the preschooler's preferences. For this purpose, preschooler participation is included in each phase of the FECC, the site perception phase, the deriving design elements phase, and the deriving design alternative phase. In this study, the process of the deriving design alternative phase was carried out with kindergarteners and preschoolers (6, 7 years olds; all 41 students) at Songsan-mulbit FECC in Gwangsan-gu, Gwangju. In order to derive the design alternatives, three detailed design processes (preschooler participation 2 times, researcher analysis 1 time), tool construction, and a preschooler participation workshop were conducted. The results of this study are as follows. First, as a result of the preschooler's design process, 41 designs were drawn, and an average of 7.66 spaces were drawn by each preschooler. The 6-year-old males designed the least (average 6.80 spaces) and the 7-year-old females designed the most (9.0 spaces). The physical and adventure play spaces were most common (38.9% to 48.7%) regardless of gender or age. To analyze the feasibility of the preschooler's design using a base map, the appearance of the physical environmental characteristics (7 items) in the site were analyzed in each of the 41 designs. As a result, the environmental characteristics were apparent a total 72 times overall. Similar environmental characteristics appearing more than once were apparent in 87.8% (26 designs) of designs. Second, three design alternatives were derived: APS- types (intensive planning of active play facility spaces) was presented in 15 designs, NS-types (planning focused on nature spaces) was presented in 14 designs, and SPS-types (planning focused on static play facility spaces) were presented 12 designs. Third, NS-type, which were finally selected through a preference assessment (5-point scale) and a comparative assessment of the three alternatives, has mainly natural spaces (forest space, forest path, shelter, natural exploration space, and ecological pond) and active play facility spaces, water play space and soil (sand) play spaces was appropriately designed. Therefore, the NS-type was analyzed as the design alternative that can fully accomplish all types of cognitive development through developed through play (functional play, constructive play, dramatic(symbolic) play).

QoS control function for Triple Play Service based on E-PON (E-PON기반 Triple Play Service를 위한 QoS 제어 기능)

  • Park, Chun-Kwan;Song, Han-Young;Jeon, Byung-Chun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.3 s.357
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    • pp.68-77
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    • 2007
  • In this paper, we address TPS (Triple Play Service) based on E-PON and also develop QoS control function for both directions, which is disadvantage of E-PON. E-PON technology has the configuration suitable for TPS, but relatively the large delay characteristics in upstream, so if QoS control function must be supported to transfer the real time traffic for both directions, E-PON technology can support TPS efficiently. Therefore, in this paper, we address the diverse requirements of quality for TPS, and then develop TPS platform to verify the quality characteristics according to QoS characteristics of each element in real environment based on this. This result will be used to improve the quality of TPS that become conventional in near future. ISP will use this result as the basis in establishing quality reference and as the guidance in developing new system.

Analysis on the Characteristics of Activity Areas in Classrooms of Childcare Centers Depending on Age Groups (어린이집 사례분석에 의한 연령별 보육실의 흥미영역 특성분석)

  • Park, Jung-A;Choi, Mock-Wha
    • Journal of the Korean housing association
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    • v.23 no.1
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    • pp.89-96
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    • 2012
  • The purpose of this study is to find out the characteristics of activity areas according to the age difference and provide the alternatives for space planning of activity areas in classroom of childcare centers. This study used the content analysis method for field survey data collected from 36 classrooms of 9 childcare centers in the Daejeon area. Floor plans were converted to Autocad drawings to analyze the characteristics of activity areas. The results of this study were as follows; 1) In case of 0 to 2-year-old classrooms, they had 6 activity areas such as gross-motor area, role play, block building, language, creative expression, exploration/manipulation area. The activity area with the most low frequency was gross-motor area. 2) In case of 0 to 2-year-old classrooms, the size of activity area was in order of gross-motor area > role play > block building > language > creative expression > exploration/manipulation area. In case of 3 to 5-year-old classrooms, the size of activity area was in order of language > art > role play > math > block building > science > tone and rhythmic area. 3) The central areas with easy access in 0 to 2-year-old classrooms were Large-motor and Imaginary Play Areas. Also, more isolated areas were Manupulatives and Block Areas. The central areas with easy access in 3 to 5-year-old classrooms were Arts, Numbers and Manupulatives. While more isolated areas were Music, Movement and Science Areas.

Analysis of the relationship between play experience, playfulness, and grit of pre-service early childhood teachers (예비유아교사의 놀이경험과 놀이성, 그릿 간의 관계 분석)

  • Park, Seon-Mi
    • Journal of the Health Care and Life Science
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    • v.9 no.1
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    • pp.41-49
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    • 2021
  • The purpose of this study is to analyze the relationship between play experience, playfulness, and grit of pre-service early childhood teachers and to find out the factors that affect grit. For these, a survey was conducted using Google questionnaire targeting a total of 164 students in the 2nd and 3rd year of early childhood education department of colleges in Seoul, Chungnam and Jeonbuk. The results are as follows. First, as a result of analyzing general characteristics and differences by grade of variable General characteristics and differences by grade of variable, it was found that the pre-service teachers' playfulness was slightly higher than the average, and the grit was at the average level. Second, there were some significant correlations between play experience, playfulness, and grit. Third, for grit, it was found that play experience had an explanatory power of about 10% and playfulness about 30%. Based on the above research results, suggestions for grit enhancement programs for pre-service early childhood teachers and follow-up studies were presented.

Metaphor Analysis on Block Play of Day Care Center Teachers (어린이집 교사의 쌓기놀이에 대한 은유 분석)

  • Lee, Jin-Hee;Lim, Jin-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.287-295
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    • 2020
  • The purpose of this study is to find out the tendency and meaning of metaphors for block play. For this purpose, responses from 165 teachers in J area day care centers were collected using sentence completion metaphors. Collected data were analyzed through a categorization process using a qualitative research method based on previous research into metaphor analysis. From the results, first, block play trends from the metaphors were classified into two categories: content of block play, and characteristics of block play. The frequency in the order for Building Value of Play was higher. For the content of block play, composition had the highest frequency for trait of block play, and the basis of growth and development had the highest frequency in the Value of Block Play category. Second, the meanings of block play metaphors are composing, expressing, imagining, pleasure, freedom, and value of block play under Category Play, which was recognized as the basis of development, emotional development, social development, and creativity. Based on the results of the study, the value and role of block play in early childhood teacher education and in-service education should be further emphasized.

Study on Self-Reflexivity of Changgeuk Seopyenje (창극 <서편제>의 자기반영성 연구)

  • LEE, JINJOO
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.333-370
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    • 2016
  • This study examines self-reflexive scenes of Changgeuk [창극; Korean classical opera] Seopyenje [서편제]. This show deals with Pansori [판소리; a kind of Korean folk play] and its singers. The uniqueness of this show is that although it is a new creative work of Changgeuk, the traditional Pansori music is used intactly. These characteristics are related to some self-reflexive scenes in the show: the narcissistic reference of Pansori makes to seem that this show inherits a artistry of Pansori; a play within a play and a role-play reinforce a reality on the action and characters of outer play; an intertextuality, bringing the narrative and music of Pansori Simcheong-ga [심청가] in this show, it makes audiences spontaneously discover a connection between the cited original text and the hypertext. Namely, the self-reflexivity of Changgeuk Seopyenje doesn't destroy an illusion, but rather it presents a kind of conservative self-reflexivity which uncovers a part of tricks for the illusion in order to create new illusion.

Perception and experience of dental communication education based on the role played by some dental hygiene students (치위생의사소통 교육에서의 역할극 수업에 대한 인식과 경험에 대한 연구)

  • Choi, Yong-Keum;Moon, Hee-Jung;Jeon, Hyun-Sun
    • Journal of Korean Dental Hygiene Science
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    • v.5 no.1
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    • pp.1-11
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    • 2022
  • Background: This study aimed to examine the effectiveness of role-play in dental hygiene education by analyzing learners' perceptions and experiences of role-play classes. Methods: Role-play was used as a teaching method to run dental medical communication and practice classes for 31 3rd graders in the Department of Dental Hygiene to investigate the learner's perception of role-play classes, effectiveness of the classes, and learner's perception of the experience. The Mann-Whitney U test was used to analyze the differences in learners' perceptions of the role-play classes according to the main characteristics related to dental health communication education. Results: The correlation coefficient between awareness of dental communication education (4.74 ± 0.35) and awareness of role-play classes (4.44 ± 0.48) was an Rs of 0.634, showing a significant positive correlation (p<0.001). Conclusion: Learners recognized that dental hygiene communication competency is important for dental hygienists. In addition, a strategic teaching design is necessary to reduce the learner's burden on role-play considering the learner's experience, which is perceived as a disadvantage of role-play

Perceived Importance of B2B Electronic Commerce Success Factors: An Empirical Evidence of Enterprise′s IS and EC Characteristics (기업의 IS/EC 특성에 따른 B2B 전자상거래 성공요인의 중요도 분석에 관한 실증적 연구)

  • 정대율
    • The Journal of Information Systems
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    • v.11 no.2
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    • pp.47-72
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    • 2002
  • In the beginning of new millennium, Business-to-Business(B2B) Electronic Commerce(EC) is a hot issues of the world business and economic communities. The market of B2B EC is increasing rapidly, and become a more complex and competitive because many participants and intermediaries are play on their own objectives and strategies. To cope with the situation, participants of B2B EC market should make play with a competitive strategies. So, the participant enterprises must know the critical success factors of their own EC market. This study identifies B2B EC success factor measurement sets, and explores several success factors based on the perceived importance of B2B EC practitioner in the manufacturing enterprises. The study tests the differences of success factors by IS level, EC business model characteristics, and EC introduction and operating characteristics.

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Structural Model Analysis of the Relationships Between Socio-economic Status of Family, Home Environment Stimulation, Children's Behavioral Problems, and Interactive Peer Play of Preschool Children (유아의 또래놀이 상호작용에 영향을 미치는 사회경제적 지위, 가정환경자극 및 유아의 행동문제 간의 구조적 관계)

  • Kim, Seri;Lee, Kangyi
    • Korean Journal of Childcare and Education
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    • v.12 no.6
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    • pp.41-58
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    • 2016
  • This study investigated the relationships between socio-economic status of family, home environment stimulation, children's behavioral problems, and interactive peer play of preschool children. Surveys of 2,150 Korean mothers with their preschool children(Mean age= 51.9 months) from the Panel Study of Korean Children by Korea Institute of Child Care and Education were analyzed using structural equation modeling. Each variable's confirmatory factor analysis showed the correlation coefficient below .85, which made a satisfactory level of discriminant validity. The model fit to the data well, with an agreeable level of index. The major findings were as follows. First, SES did not significantly affected children's interactive peer play. Second, SES significantly affected home environment stimulation and children's behavioral problems. And the relationship between SES and children's behavioral problems are significantly mediated by home environment stimulation. Third, the relationship between SES and children's interactive peer play are significantly mediated by home environment stimulation and children's behavioral problems. These results help better understand the paths among the home characteristics and children's behavioral problems on children's social development. Interpretation and implication of the results have been discussed.