• Title/Summary/Keyword: playfulness

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Carol Christian Poell's Art Works from a Fluxus Perspective -Focused on the Comparison with Nam June Paik's Performance- (플럭서스 관점에서 본 캐롤 크리스찬 포엘(Carol Christian Poell)의 작품세계 -백남준의 퍼포먼스와의 비교를 중심으로-)

  • Hong, Junyoung;Chun, Jaehoon
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.296-309
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    • 2020
  • Carol Christian Poell is a designer famous for experimental designs and presentations. Poell's actions in the fashion-world resemble Fluxus, an anti-art group that started working in the 1950s. This study analyzed the works of Poell based on the characteristics of Fluxus and then compared the works of Poell with the performance of Nam June Paik, a Fluxus artist. We conducted literature studies and case studies. We examined the works of Poell and Paik based on the four characteristics of Fluxus: iconoclasm, unity of art and life, playfulness and chance. The results were as follows. First, they were engaged in anti-aesthetic works. While Paik concentrated on the content aspect of works, Poell was more focused on formal aspects. Second, neither of them distinguished between art and life. Paik achieved it by including audiences in his works; however, Poell attained it by adopting daily spaces as a place to display presentations and use ready-made forms. Third, they showed playfulness with a satirical nuance. Paik expressed it in an erotic way; however, Poell implied it through the irrational settings of circumstance. Finally, they created works by utilizing chance. Paik focused on auditory elements and the content aspects of works; however, Poell used the coincidence of visual and tactile elements when creating his works. This study compared the works of Poell with Paik and has its significance in its usefulness to understand designers with Fluxus characteristics in the fashion industry.

Social media and its impact on management performance and recognition: focusing on social media utilization of senior corporate (소셜미디어 특성이 경영성과 및 인지도에 미치는 영향: 시니어기업의 고객·마케팅관리를 중심으로)

  • Kim, In-Ki;Jeon, In-oh
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.195-207
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    • 2015
  • Social media marketing should be approached in a different way from traditional media marketing. This study uses a theoritical and empirical method to analyze what impact social media's key elements - provide information, interactivity and playfulness - have on corporate performance and awareness. As a result, the increase in the level of provide information, and the level of interactivity turned out to have positive impact on corporate performance and awareness. To improve the impact of social media on corporate performance, it is better to use it more extensively for customer management and marketing, rather than simply focusing on a specific part of social media. In conclusion, it is important to have a better understanding of the key elements of social media in order to improve corporate performance and image. In a situation where senior firms are increasingly adopting social media, it is increasingly important to have social media-related PR marketing subject included in senior education.

An Empirical Study on the Factors and Resolution Methods of the Smart Divide of Older Adults (노년층의 스마트 정보격차 요인 및 해소방안에 관한 실증적 연구)

  • Paek, Kihun;Bong, Jinsook;Shin, Yongtae
    • Journal of KIISE
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    • v.42 no.10
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    • pp.1207-1221
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    • 2015
  • This research was conducted both to analyze the determining factors of and to suggest resolution methods for the smart divide of adults over 65 years of age in the rapidly aging society of the 2000s and the smart society of the 2010s following the information society of the 1990s. The research model based on the Technology Acceptance Model (TAM) includes 6 determining factors derived from existing studies: Self Efficacy, Training, Accessibility, Playfulness, Cost Rationality, and Policy Support. Research data were collected through a survey given to a total of 243 older adults in 14 Senior Welfare Centers nationwide, and research hypotheses were verified by structural equation model (SEM) analysis. The results of this research that gives priority to the order of Political Support, Playfulness, Self Efficacy, Accessibility, Cost Rationality, and Training can be used to develop various resolution methods for the smart divide of adults over 65 years of age.

Impact of the Characteristics of ICT Convergence Sports Game Device on Game Satisfaction and Intention to Reuse (ICT융합 스포츠 게임기기의 특성이 만족도 및 재사용의도에 미치는 영향력 분석)

  • Han, Seung-Gyun;Choi, Moon-Jong;Ahn, Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.796-805
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    • 2016
  • This study aimed to investigate the influence of the various factors ICT Convergence of Sports Game device on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Extended Technology Acceptance Model, a research model was constructed that consists of playfulness, usefulness, convenience. The proposed model is analyzed to target 271 customers in Daegu National Science Museum experienced ICT Convergence Sports Game Device using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Playfulness, Usefulness, Convenience showed positively significant impact on Game satisfaction. Second, Game satisfaction positively influenced Reuse Intention. Thus, based on the results of the study, ICT Convergence of Sports Game Device seems to help in the development of a contents.

Plasticity of Transparent Design Expressed in Contemporary Fashion (현대 복식에 표현된 투명디자인의 조형성)

  • 정연자
    • Journal of the Korea Fashion and Costume Design Association
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    • v.3 no.2
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    • pp.51-62
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    • 2001
  • This study was intended to investigate the contemporary meaning of transparent design expressed in contemporary fashion by inquiring into its plasticity expressed in contemporary design and fashion and analyzing the association between them. It used the comparative anesthetic method widely used by H. W lfflin and other scholars in eliciting the differences and similarities in styles. It attempted to investigate the plasticity of transparent design expressed in contemporary design by dividing it into the epidermal, spatial and ideological effects. Contemporary design expressed the epidermal effects such as lightness(nimbleness), smoothness, contrast and stress It expressed the spatial effects such as spatial flexibility through the interpenetration of interior and exterior spaces, expansion of the space and the like. And it expressed ideological effects such as openness, pureness, playfulness and the like. In terms of lightness, contemporary design expressed actual or visual lightness by using transparent materials. In terms of the interpenetration of interior and exterior spaces, it expressed the interpenetration of the interior space into the exterior spaces and vice versa. In terms of spatial expansion, contemporary design expressed the infinite spatial connection by drawing the exterior space into the interior space. Contrast and stress were formed by imposing visual unity on contemporary fashion by using opaque and transparent materials. In terms of openness, contemporary design expressed contemporary people's candor and dependability by making the inside of the building or object look outward. To express pureness, contemporary design used the clear and transparent image by using the glass or translucent materials taking on the pure property. To express playfulness, contemporary made use of the vagueness of the spatial boundary, the locational switching of inner and outer spaces, and interesting external forms occurring when light pass through opaque and transparent materials.

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An Empirical Study on the Factors Affecting e-Learning Learners Satisfaction (e-Learning 학습자 만족도 영향요인에 관한 연구)

  • Seo, Chang-Gab;Lee, Seok-Yong
    • The Journal of Information Systems
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    • v.18 no.3
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    • pp.1-25
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    • 2009
  • As many universities introduce e-Learning classes as formal courses, numerous research topics relating to c-Learning such as, defining e-Learning, identifying factors affecting successful e-Learning deployment and examining relationships between the factors in e-Learning classes need to be focused on. However, most researches thai have been undertaken only consider the positive side or right functional dimension. This can result in e-Learning dissemination at universities being overlooked. In accordance with this indispensability, the negative factors, which are potentially inherent in e-Learning learner's perception and affect personnel e-Learning acceptance in university classes need 10 be acknowledged. The purpose of this study was to identify the negative factors affecting personnel e-Learning acceptance and to analyze the interrelation among the factors in this research model. The two independent variables avoidable convenience and reliant convenience, based on pilot test results, and self-efficacy and perceived playfulness, based on the relevant literature, are used to examine the research model. The research problem was tested with data collected from 446 respondents in 12 universities. This study developed and empirically analyzed a model representing the relationship by using the Structural Equation Model. The major findings of this study are, firstly, that the higher reliant convenience is negatively affecting the degree of system use and learner satisfaction, whereas avoidable convenience is only affecting the learner satisfaction. Secondly, the higher self-efficacy and stronger perceived playfulness affects the degree of system use as well as learner satisfaction. Finally, the degree of system use affects the learner satisfaction.

The Effect of STEAM-based Unplugged Play Activities Using Robots on the Improvement of Children's Creative and Social Personalities (STEAM교육 접근에 의한 언플러그드 로봇 놀이프로그램이 유아의 창의적 및 사회적 인성 함양에 미치는 효과)

  • Chun, Hui Young;Park, Soyeon
    • Korean Journal of Childcare and Education
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    • v.16 no.5
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    • pp.1-26
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    • 2020
  • Objective: This study investigated 5-year-old children's developmental levels for creative and social personalities according to gender, and whether participation in STEAM-based unplugged robotic activities can improve their creative and social personalities. Methods: Participants were 5-year-old children (N=125) from 11 child care centers. The experimental group included 29 boys and 24 girls enrolled in classrooms that implemented an unplugged activities curriculum over five weeks. The control group consisted of 38 boys and 34 girls. Data were analyzed using a t-test and analysis of covariance, and Hedges' g was used to measure effect size. Results: First, the participating children's mean scores on creative and social personalities were 3.20 and 3.53 on a 5-point Likert scale, respectively. Girls scored higher than boys in sensitivity-various interests and imagination-playfulness domains of creative personality and all three domains of social personality. Second, children in the experimental group showed improvement in all domains of social personality and the effect size was large. They also improved in three domains (openness-humor, imagination-playfulness, independency-immersion) of creative personality, although the effect size was small. Conclusion/Implications: The results imply that implementing a robotics curriculum with unplugged play activities in early childhood classrooms contributes to 5-year-old children's development of creative and social personalities.

A Study on the Characteristics of Digital Graffiti and Expression in Fashion (패션에 활용된 디지털 그라피티의 특성과 표현방법)

  • Kim, Taehee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.65 no.8
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    • pp.50-63
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    • 2015
  • The purpose of this study is to explore the potential of digital graffiti as a new creative tool in fashion through analysis of its expressive features and methods merged in fashion. The results from the analysis of fashion cases using digital graffiti may be summarized as follows. First, 'Mixing of Materials and Non-materials' matched immaterial lights and images with physical clothing materials and space, effectively expressing imaginary spheres that were not expressible with the existing materials. Second, 'Fantastic Storytelling' expressed theme such as 'Sun', 'UFO', 'Science Fiction Film', 'Fantasy Fairy Tale', and 'Universe' through lasers, lights, augmented reality and LED graffiti. Third, 'Convergence with Human and Digital Media' accentuated the active participation of spectators thereby causing human and digital media to interact with each other. Designer's ideas and unexpected responses of spectators realized various digital graffiti effects, which came across by sheer chance. Fourth, 'Utilizing of Site-Specificity' met with the best results when the digital graffiti was expressed in context of a place or location where fashion performance is taking place. Fifth, ' Playfulness by Consumer Participation' intended to induce voluntary participation from consumers by providing the fashion digital graffiti as play tools, and created new fashion digital graffiti or altered existing stereotypes, thereby invoking new visual and tactile experiences. Likewise, today's digital graffiti are emerging in various fields, and the trend of fashion-digital graffiti integration has already created interesting works.

Determinants of Paid-VOD Re-Purchasing Intention in IPTV Platform (IPTV 이용자의 유료 VOD 재구매 의도 결정 요인)

  • Cho, Shin;Kim, Hee Sun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.447-465
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    • 2016
  • This paper investigated main determinants of paid-VOD user satisfaction and re-purchasing intention in IPTV platform. The findings showed that 'perceived system quality' was the significant antecedent variable influencing 'perceived usefulness' and 'perceived cost'. Meanwhile, 'perceived content quality' had the insignificant effect on 'perceived cost, while strongly and positively affecting 'perceived playfulness'. Regarding the relative size effect on the relationship between the belief variables and re-purchasing intention, content quality, cost, usefulness and playfulness were higher in the order, implying that functional benefits, like price and quality is the most crucial factor facilitating re-purchasing paid-VOD. Likewise, several variables associated with user characteristics and situation were employed as moderating variables to examine their impact on the process of formation of belief, satisfaction and intention. We found that there were distinct differences in value cognition and satisfaction level among users, depending on IPTV acceptance period, paid-VOD purchasing frequency, age and income level.

A Meta-analysis and Review of External Factors based on the Technology Acceptance Model : Focusing on the Journals Related to Smartphone in Korea (기술수용모델 선행요인에 관한 문헌적 고찰 및 메타분석)

  • Nam, Soo-Tai;Shin, Seong-Yoon;Jin, Chan-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.848-854
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    • 2014
  • A Meta-analysis refers to a statistical literature synthesis method from the quantitative results of many known empirical studies. We conducted a meta-analysis and review of external factors based on the technology acceptance model for Smartphone-related researches. This study surveyed 106 research papers that established causal relationships in the technology acceptance model published in Korean academic journals during 2008 and 2013. The result of the meta-analysis might be summarized that the playfulness has the highest effect size in the path from external factors to the perceived usefulness, with the effect size(0.536). Also the self efficacy showed the highest effect size(0.626) in the path from external factors to the perceived ease of use. Based on these findings, several theoretical and practical implications were suggested and discussed with the difference from previous researches.