• Title/Summary/Keyword: 감성구조

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A Study on the Artistic Analysis of Modern Commercial Movies (Focusing on "1987(2017)") (현대 상업영화의 예술성 분석연구 (영화 "1987(2017)"을 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.425-433
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    • 2018
  • Korea's film industry structure is focused on commercial movies centering on large companies, and its diversity and artistry are relatively overlooked. In addition to trends in the digital media age, the flood of consumable contents on the basis of special effects such as C.G, And is losing popularity as a popular art. The popular art should lead the mature social culture with the educational enlightenment character which induces the indirect experience and the wide insight of the world through the material and expression about the humanities study of the individual and the society. The analysis of the society's artistry and artistry about the movie "(2017)" can be a measure of the definition and kind of artistry in commercial movies and methodology about the manifestation of artistry. As a research methodology, we try to measure the future of the film industry by analyzing the status of the film as popular art, such as intellectual exploration and logical completeness of the essence of society, Through analyzing and criticizing the artistic characteristics in commercial films, I would like to suggest some improvement points by deriving the indicators of the artistic nature of commercial films. The film "1987" is a good example of an ideal commercial film with an artistry that cultivates cultural literacy, promotes civic consciousness through enlightenment messages, and plays a role of self-reflection through art experience. In other words, it shows the possibilities of commercial film with artistry in popular culture, such as a humanistic examination of true history and society, and an introspective gaze of the director expressed through the film society.

Analysis of popular artistry of film industry on the trend of filming of Webtoon (Focusing on "Along with the Gods(2017)") (웹툰의 영화화 트렌드에 대한 영화산업의 대중예술성 분석연구 (영화 "신과 함께(2017)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.391-398
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    • 2018
  • Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.

A Study of Retro Design Trend -Focusing on Automobile Style- (레트로 디자인 동향 고찰 -자동차 스타일을 중심으로-)

  • 이명기
    • Archives of design research
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    • v.13 no.4
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    • pp.95-103
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    • 2000
  • In order to satisfy customers' desire that is becoming more diverse, and to create the unique character of a product in the fast changing social structure and living environment, today's designers have to make efforts to provide new ideas continuously. In the twentieth century, the development of design in various aspects could be possible through an epoch-making progress of technology and industrialization, and thus the meaning and style of design has changed differently according to the current of the times. The retro design, which borrows the designs and styles which were popular in the past and recreates the design of modern meaning and concept, is widely applied now and in the spotlight as a latest design trend. This phenomenon of revival style appears as an image that makes us recollect the past in various fields while being recognized as an another value of new sense. Considered from the history of style changes for the past 100 years, the automobile design, the most representative in product design fields, has gradually changed in its types according to continuous historical, social, and cultural changes and technological progress, while a variety of designs have been continuously presented. The recent current of automobile styles, according to the rapid progress of advanced scientific technology, shows the fast and various changes and the retro style is becoming a new trend arousing people's interests and reintroducing the past designs. The revival trend in automobile designs is expected to stimulate human sensitivity and restore humanity on a different level before the trend, and also expected to be recreated as a new design trend in modern sense, connecting us with the past culture and expanding the realms of future designs.

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Study on images of technical high school students toward 'engineering' through semantic differential method (의미분별법에 의한 공업계 고등학생의 '공학'에 대한 이미지 연구)

  • Kim, Ki-Soo;Lee, Chang-Hoon
    • 대한공업교육학회지
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    • v.35 no.2
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    • pp.25-42
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    • 2010
  • This research aims to understand how students of technical high schools view 'engineering' as well as to identify the main elements that contribute to the perception on 'engineering.' The research targets are 695 senior students of technical high schools nationwide. The researcher developed the measuring tool for the experiment by referencing the adjective value criteria utilized in the semantic difference method developed by Osgood (1957). There were a grand total of 30 criteria following the preliminary studies. The results of the research are as follows. Firstly, the average value of the overall perception of technical high school students on 'engineering' is 4.27 points. This value just exceeds the standard (4 points). Secondly, when examining the general tendency it can be noticed that there is a sense of stigma that although 'engineering' is significant and valuable it is a field that is overly difficult, complex and even dangerous. Thirdly, 6 main elements that influence the perception on 'engineering' were extracted as results of the factor analysis. The first element is practicality; the second element is emotions; the third element is aesthetics; the fourth is simplicity; the fifth is responsibility; and finally the sixth element is assertiveness. Fourthly, when comparing the average values of the perception on 'engineering' by region, it was seen that there existed a difference on the perception towards 'engineering' based on differing regions.

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A Study of the method about Improving engineer by YeGamChang creating mechanism (예술창조 매커니즘을 통한 창조적 공학인의 육성 방안 연구 -교육 사례를 중심으로-)

  • Kwon, Yong Rang;Lee, Kyung Hwan;Kim, Su Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.11-17
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    • 2011
  • As a rapid rate of social change and competitive, paradigm of industry environment manufacturing products and services is shifted. Engineers design, develop, manufacture the products and services are strongly asked competency of different new creative practices. This means while industrial structure has been shifted from mass production to various allied production and social engineering based production, qualifications of engineers are required to individual creative competency as alternatives. In order to improve the competency, engineer become the creative people have ability to develop the professional knowledge competency and expand the competency to convergence the new product and services with sensing the life and social structure shift, human engineering, psychology, and emotion. For the competency, we develop the training program "improving convergence, creativity through Art." we intend that the program should be composed of creative engineering mechanism combined creative arts mechanism. It has been operated to the engineers for 17 weeks. we will discuss the program result and research direction and utilization in depth.

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A research of thermoplastic elastomer PP(Poly Propylene)/SEBS(Styrene Ethylene Butylene Styrene) blends (열가소성 탄성중합체인 PP/SEBS 혼합 연구)

  • Han, Hyun Kak
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.8
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    • pp.562-570
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    • 2018
  • New physical properties of polymer materials were obtained by blending two or three different type of polymers. TPE is used widely in the display, automotive and electronics industries. Consumers have sought emotionally more sensitive and advanced interior automotive parts. A polymer with high foamibility (Ed note: Please check this.) and flowability would be more plausible. TPE composed of foam is a good polymer material to satisfy these trends. In this research, two different TPE were tested, focusing on foamibility and flowability. Two type of TPE were prepared. The first was blended Homo-PP, oil and SEBS. The second was Co-PP, oil and SEBS. The blending temperatures were $180^{\circ}C$, $190^{\circ}C$, and $260^{\circ}C$(second one). The blending speed was 50rpm and blending time was 5 min. The MI of the blended material was affected by the MI of PP and not affected by the blending temperature. The hardness and tensile elasticity were less affected by the MI of PP and blending temperature. The hardness and tensile elasticity were lower at a higher SEBS/Oil content ratio. The soft touch feel was higher with high SEBS/Oil contents. The IPN (Interpenentration polymer network) structure was observed by dissolving the SEBS/Oil layer in xylene. Strain-hardening phenomena also was observed. TPE behaves in a rubber and foamed closed-cell improved its stability.

The Influence of School Library Use Motivation on the Library Service Quality Perception: A Study Based on Self-Determination Theory (학교도서관 이용동기가 도서관 서비스품질인식에 미치는 영향: 자기결정성 이론(self-determination theory) 기반 연구)

  • Lee, Sung In;Park, Ji-Hong
    • Journal of the Korean Society for information Management
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    • v.37 no.1
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    • pp.51-78
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    • 2020
  • Recently, the emphasis on self-directed learning and lifelong education is increasing the importance of school libraries in the curriculum. Accordingly, various studies have been conducted mainly from a structural, institutional and operational point of view. However, more research is necessary on the micro topics such as school library users' autonomous intrinsic motivations in the sense that school libraries play key roles in autonomy-based self-directed education. This study aims at finding out what types of school library use motivations are more important and the degree to which the use motivations affect the school library service quality based on the self-determination theory. In addition, this study examines how the use motivations and the perceived service quality vary depending on the school grade of the library users. Based on a focus-group-interview pilot study, a questionnaire survey was administered on the effects of school library motivations on perceived library service quality to 588 students from 5 high schools and 2 middle schools in Seoul. When the service quality and its components, service affect, information control, and library as place were set as dependent variables, in all these four cases, intrinsic motivations were more significant than extrinsic motivations. In addition, when middle school students and high school students were selected as separate analysis target groups, the results of both analyses show that the higher the intrinsic motivations were, the higher the perceived service quality was. The contribution of this study is that it applies the self-determination theory to school library service, measures the influence of motivation type based on the theoretical basis, and focuses on micro aspects to improve school library services.

A Study on Consumer Value Perception through Social Big Data Analysis: Focus on Smartphone Brands (소셜 빅데이터 분석을 통한 소비자 가치 인식 연구: 신규 스마트폰을 중심으로)

  • Kim, Hyong-Jung;Kim, Jin-Hwa
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.123-146
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    • 2017
  • The information that consumers share in the SNS (Social Networking Service) has a great influence on the purchase of consumers. Therefore, it is necessary to pay attention to new research methodology and advertising strategy using Social Big Data. In this context, the purpose of this study is to quantitatively analyze customer value through Social Big Data. In this study, we analyzed the value structure of consumers for the three smartphone brands through text mining and positive/negative image analysis. Analysis result, it was possible to distinguish the emotional aspects (sensitivity) and rational aspects (rationality) for customer value per brand. In the case of the Galaxy S7 and iPhone 6S, emotional aspects were important before the launch, but the rational aspects was important after release date. On the other hand, in the case of the LG G5, emotional aspects were important before and after launch. We can propose two core advertising strategies based on analyzed consumer value. When developing advertising strategy in the case of the Galaxy S7, there is a need to emphasize the rational aspects of product attributes and differentiated functions. In the case of the LG G5, it is necessary to consider the emotional aspects of happiness, excitement, pleasure, and fun that are felt by using products in advertising strategy. As a result, this study will provide a good standard for actual advertising strategy through consumer value analysis. Advertising strategies are primarily driven by intuition or experience. Therefore, it is important to develop advertising strategies by analyzing consumer value through social big data analysis.

Product Feature Extraction and Rating Distribution Using User Reviews (사용자 리뷰를 이용한 상품 특징 추출 및 평점 분배)

  • Son, Soobin;Chun, Jonghoon
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.65-87
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    • 2017
  • We propose a method to analyze the user reviews and ratings of the products in the online shopping mall and automatically extracts the features of the products to determine the characteristics of a product. By judging whether a rating is given by a specific feature of a product, our method distributes the score to each feature. Conventional methods force users to wastes time reading overflowing number of reviews and ratings to decide whether to buy the product or not. Moreover, it is difficult to grasp the merits and demerits of the product, because of the way reviews and ratings are provided. It is structured in a way that it is impossible to decide which rating is given to the which characteristics of the product. Therefore, in this paper, to resolve this problem, we propose a method to automatically extract the feature of the product from the user review and distribute the score to appropriate characteristics of the product by calculating the rating of each feature from the overall rating. proposed method collects product reviews and ratings, conducts morphological analysis, and extracts features and emotional words of the products. In addition, a method for determining the polarity of a sentence in which the feature appears is given a weight value for each feature. results of the experiment and the questionnaires comparing the existing methods show the usefulness of the proposed method. We also validates the results by comparing the analysis conducted by the product review experts.

Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.651-655
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    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

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