• Title/Summary/Keyword: toy

Search Result 311, Processing Time 0.023 seconds

A Study on Space Planning for Children's Room -Special Reference to Preschool (아동실의 공간계획에 관한 연구 -유아기 아동을 중심으로-)

  • Oh, Hye-Kyung
    • Journal of Families and Better Life
    • /
    • v.10 no.1 s.19
    • /
    • pp.171-190
    • /
    • 1992
  • The purpose of this study was to set up the objective standards of a space design for preschool children's room. In order to perform the above purpose, this study was organized into three sections. First, literature review to understand the relationship between preschool children's development and children's room, design elements and correlated variables of children's room. Second, survey research to seek a standard of children's room size, necessary furnitures, prefeerred colors and motifs. Third suggestions of objective and concrete alternative plan through the literature review and survey research. The major findings from the survey research were summarized as follows : 1) The mean size of contempory preschool children's room was 3.1 pyong and that of ldeal room was 4.7 pyong. 2) Necessary Furnitures with which more than two-thirds of parents want to furnish were bed, wardrobe, chest of drawers, toy shelves, toy boxes, book cases, chalkboard. Necessary furnitures for different ages were found to vary. For the age 2-5, the funitures for play were major, where as for the age 5-6, the furnitures for study were major. 3) The colors of contemporary preschool children's room were red, yellow, pink, blue, those of parent's favorites were Light colors(pink, skyblue, lemon yellow, Light green, Light purple). The rooms for boy were found with more cold colors, those for girl with more warm colors. 4) The motifs of contemporary preschool children's room were plants, lines, figures from cartoons of fairy tales. Boy's parents prefreerd space science and vehicles, while girl's parents preferred sky scenery and plants for their children's room.

  • PDF

A Study on the Contemplation and Design Development of Doll's Costume (인형의상의 문화적 고찰과 디자인 개발 연구)

  • Lee Young-Sun;Choy Hyon-Sook
    • Journal of the Korean Society of Costume
    • /
    • v.56 no.5 s.104
    • /
    • pp.44-58
    • /
    • 2006
  • Dolls which were recognized as children's toys are recently also recognized as one of the cultural products of adult's hobby. Thus this research is about dolls' fashion and the possibility of their industrial expansion. Moreover, the object of the research is to develop and manufacture high quality fashion doll products in Korea which are mostly imported from foreign countries. The research studied the origin and the path of the development of fashion dolls with the history of clothing and special books for dolls. By organizing the character and the fashion of dolls' costumes, the research has a meaning for not only to make an academic approach of dolls' costumes which was insufficient in Korea but also to provide useful information to toy enterprises. The conclusion of this research is as followed. First, dolls have a lot of possibilities to be developed as a high value added cultural product industry by emerging from their children's toy image. Second, since costumes of dolls also have a trend, it is necessary to develop products with the trend to satisfy customer's willing. Third, organization of both the books about the dolls' costumes and the information for their DIY is urgently needed for the domestic fashion doll manias. Forth, the necessity to scheme the expansion of fancy industry has been raise by using dolls' characterization and fashion. Fifth, the researcher who has researched the above necessities has manufactured 8 pieces of dolls' costumes and provided the actual solutions to the each point of the discussions. In sum, I suggest expanding the scope of both research subject and product manufacturing of the research results and also recommend for further researches to develop the products which consumers want.

A sutdy on the District Unit Design for CO2 Reduction of Transportation (교통부문 CO2 저감을 위한 지구단위설계 방법에 관한 연구)

  • Jin, Jang-Won;Park, Min-Kwan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.3
    • /
    • pp.1370-1376
    • /
    • 2012
  • This study tried to analyze $CO_2$ emission volume as green-house gases by application of land use patterns and transport policies in District Unit Design. It is postulated a Toy network and various scenarios which are combined land use patterns and transport policies for analyzing $CO_2$ gas reduction. As results, this study shows best District Unit Design technique is the policy that develop mid block and introduction of car free zone to inner 2 way streets. Worst design technique is the policy that make hierarchical network and introduction of access control to outer roads that have been known as a best road policy till nowadays. Therefore, we need more carefully introduce design technique for reduction of $CO_2$ in District Unit.

An Analysis on Humor Expression in Internet Banner Advertising (인터넷 배너광고의 유머 표현 분석)

  • Park, Sang-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.2
    • /
    • pp.170-177
    • /
    • 2011
  • As the Internet market develops and grows, the Internet advertising has emerged as a critical medium of advertisement and become important in a modern society. In addition, the Internet advertising is more fascinating and attractive than other media in terms of diversity and absorption. In the Internet banner advertising, for example, various expression methods which attract attention from users have been more than just visual advertisement, arousing curiosity and interest. Especially, humorous expressions in the Internet banner advertising have brought a new paradigm to advertising market. Therefore, this paper has investigated the patterns of humorous expressions in banner advertising and analyzed the related case studies to make a contribution to the effective production of the Internet banner advertising, which induces user awareness and selection. For this, it has been attempted to analyze humorous patterns and involvement that are found in humorous banner advertisings such as CIA Athletica, Panadol, Toy & Stok, Adidas and Lipton among the banners which have relatively high preference in Banner blogs.

New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.2
    • /
    • pp.127-140
    • /
    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

A Milli-Scale Double-sided Crawling Robot (양면 주행이 가능한 소형 12족 주행 로봇)

  • Kim, Sung-Hyun;Jung, Gwang-Pil
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.4
    • /
    • pp.356-361
    • /
    • 2020
  • This paper presents a lightweight milli-scale crawling robot that can crawl on both sides, which was inspired by the movement of insects. This robot has an excellent ability to overcome obstacles, such as the narrow gaps and the rough terrain. In addition, the robot can crawl steadily and rapidly through triangular alternation, such as ants or cockroaches. The process of smart composite microstructures (SCM) was employed to make a lightweight robot structure. The SCM process replaced the conventional mechanical parts with flexure joints and composite links, which allows the weight of the robot to be reduced. In addition, the robot structure was robust against external impacts owing to the compliance of the constituent materials. Using the SCM process, the robot weighed only 32g with twelve legs in total on both sides. The robot showed a crawling speed of 0.52m/s on the front side and 0.42m/s on the backside.

Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
    • /
    • v.17 no.5
    • /
    • pp.339-348
    • /
    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

ToyLotos/Ada : Object-Behavior Simulation System for Developing a Real-time Ada Software (ToyLotos/Ada : 실시간 Ada 소프트웨어 개발을 위한 객체행위 시뮬레이션 시스템)

  • Lee, Gwang-Yong;O, Yeong-Bae
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.7
    • /
    • pp.1789-1804
    • /
    • 1999
  • This paper presents a simulation-based system for verification and validation(V&V) of design implication of the Visual Real-time Object Model which is produced by existing object's behavior design method. This system can simulate the dynamic interactions using the executable Ada simulation machine, and can detect various logical and temporal problems in the visual real-time object model prior to the real implementation of the application systems. Also, the system can generate the Ada prototype code from the validated specification. This system is implemented by Visual C++ version 4.2. For simulation, this system is using the Ada language because Ada's real-time expression capabilities such as concurrent processes, rendezvous, temporal behavior expression, and etc, are competent compared to other languages. This work contributes to a tightly coupling of methodology-based visual models and formal-based simulation systems, and also contributes to a realization of automated specification V&V.

  • PDF

Effects of Osteotomy Angle on Tibial Angulation and Torsion During CORA-Based Leveling Osteotomy in Toy Breed Dogs: A Computer Modeling-Based Study

  • Jeong, Youngeun;Jeong, Jaemin;Cho, Cheongwoon;Jeong, SeongMok;Lee, Hae Beom
    • Journal of Veterinary Clinics
    • /
    • v.37 no.4
    • /
    • pp.175-179
    • /
    • 2020
  • The objective of this study was to determine the effect of osteotomy angle and tibial proximal segment rotation angle on angular and torsional tibial deformities and to assess the trends of these deformities during the rotation of the tibial proximal segment in a center of rotation of angulation (CORA)-based leveling osteotomy (CBLO) by performing computer modeling of the tibia. Four tibias of toy breed dogs with no history of lameness were used in this study. Osteotomies were performed in the proximal tibias at angles of 0°, 10°, 20°, -10°, and -20°, perpendicular to either the proximodistal or craniocaudal tibial axes. The mechanical medial proximal tibial angle (mMPTA) and transcondylar (TC) and distal cranial tibial (CnT) axes were used to measure angular and torsional deformities, respectively. All tibias showed an increase in angular and rotational deformities with an increase in the tibial plateau rotation angle. The tibia with osteotomies performed in the proximodistal and craniocaudal directions showed the highest magnitude of torsional and angular deformities, respectively. The results of this study revealed a tendency of occurrence of angular and torsional deformities with osteotomy performed along the proximodistal and craniocaudal directions in the CBLO.

Correlation between Stories and Emotional Responses for American Movies (영화 스토리와 관객 감성반응과의 상관성에 대한 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.7
    • /
    • pp.13-19
    • /
    • 2021
  • While watching the movie, the audience shows various emotional reactions. Emotional reactions such as sadness and anger, joy and anger appear depending on the storyline of the film. This aspect can be seen through the audience's brain wave response. This study is to examine the relationship between the movie story development and the movie story development through brain wave measurement of the emotional reaction of the audience in situations and events occurring in the movie development. Four American films, which represent each genre and are well known to many people, were selected for the study. These are of the adventure genre, of the animation genre, of the action genre, and of the drama genre. In order to measure the emotional response of these movies, four cases were set centered on the PPG of EEG and analyzed as a time series graph pattern. It can be seen that the emotional response on the graph has a certain relationship with the story development. It is expected that this study will help in selecting a genre when making a movie in the future, especially when deciding how to compose and develop a story, and it will help to induce the emotions of the audience.