• Title/Summary/Keyword: 감성 표현 요소

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Expression of Abstractive Metaphor in Animatrix (애니매트릭스에 나타난 추상적 메타포 표현)

  • Kim, Kyung-Ae
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.141-149
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    • 2007
  • In this study, the use of abstraction has been considered, focusing on the abstract metaphoric expressions presented in Animatrix and it has a purpose as the case study in the use of abstraction as a unique element of animation in which imaginative ideas and stimuli are significantly important and the pioneering works of abstract animations were produced in the early 20th century. The abstract metaphors expressed in The Second Renaissance Part1 & Part2 and Matriculated among the episodes of Animatrix, the animation produced in the omnibus form directed by Wachowski Brothers and great Master in the world, can be analyzed into Anima of Abstraction abstractively expressing organic vital power, Extensity of Abstraction which 4D space is realized possibly recognizing the human emotions as well as 3D space, and Conceptualization of Abstraction directly presenting the human mentality and imaginary world.

Comparative study of the Color of Ottchil and Porcelaine150 Painting of Metal Surfaces (옻칠과 포셀린150 페인팅의 금속 표면 색상 비교 연구)

  • Noh, Young-Ran;Choi, Yeun-Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.659-666
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    • 2016
  • Effect of color is to the human in modern society, has become an important element from the mental psychological aspects. Color is to heal the dry emotion directed the feelings and emotions that occur in the message visually the human mind, the environment plays a role that will enhance the value of life in accordance with the color that has been expressed. In this study, the metal jewelry on the sides to eliminate monotonous color expression of the metal using a Ottchil and Porcelaine 150 paint by applying the method of representing, it shows changes in various colors. Chapter and comparative analysis to produce a metal piece of Ottchil and Porcelaine 150 paint. It was derived as a result of the defect. Advantage is a method in combination of this, in comparison with the general method of metal color expression, were able to variously express color effect, since the role of the surface coating, to prevent the vessels discoloration the variable problems can give complemented on. The disadvantage is, Ottchil appears Ottchil up phenomenon by constitution, Porcelaine 150 paint, when used in the dishes in the chemical composition, can be harmful to health. To apply to work in the this reference, trying to contribute to the practicality of implementation and artistry.

The study on preference according to visual shape of Hangeul logotype (한글 로고타입의 시각적인 형태에 따른 선호도에 관한 연구)

  • Shin, Yoon-Jhin
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.193-204
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    • 2009
  • The importance of corporate identity design has been recently highlighted in the marketing. However, logotype among marks that represent the image of a company has been neglected relatively comparing to symbol mark and logo mark. A logotype should be something to represent the personalities and characteristics of a company in suggestive ways. For such reasons, the image expressions by shape are thought to be important. Consequently, the formative aspects of visual communication design should be examined with emphases. However, it is true that studies on the formative aspects regarding logotypes and logo marks, especially studies on the shapes of font types and the responses of consumers to them, are lacking. Accordingly, this study examined the visual shape of logotype preferred by consumers and the shape of logotype preferred by consumers according to the business type of companies. As a result of research, there were differences in the elements of logotype preferred according to the business type of companies; as for construction companies is preferred the body of the type of dotum font with bold stem, without serif, with oblique, straight-line and curve-line endings; as for banks is preferred the body of the type of dotum font without serif, with oblique ending and with one-side curve style of serif, the stem in a middle level; as for laboratories is preferred the body of the type of dotum font with oblique ending, with bold stem and straight-line serif. The elements that should be commonly applied to construction companies, banks and laboratories appear to be the oblique ending but the curve-line ending and shallow stem seemed to be avoided. On the other hand, the serif, ending and gulim appeared to be applied differently according to the business type.

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Research on Analytical Method of fun Generating Factor of Product (제품에서 Fun감성이 유발되는 요인의 분석방법에 관한 연구)

  • 강정원
    • Archives of design research
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    • v.16 no.3
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    • pp.221-230
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    • 2003
  • In product design, many designers incorporate psychological aspects to express the "fun" factor. If so, is it possible to apply the fun inducing mechanism utilized in psychology to product design and are there any problems in the application\ulcorner Psychology defines the sense of fun as the result of relief to a situation that causes a mental accumulation through the discovery of a due. The psychological extraction of fun inducing mechanism tends to lean too much to the cognitive aspect. Therefore, when dealing with product design, psychology's particular disposition is inadequate in explaining the important perceptive factor of fun. This study hypothesizes that perceptive aspect of should be induced along with the cognitive aspect in order to rationalize fun in product design. In order to understand the perception of fun, this study will introduce the amusement aspect within Kitsch products. Methods of developing a humorous form will be studied and these methods will be applicable to perceptive aspects. This paper hypothesizes that through the theoretical basis of internal characteristic of cognitive factors and external characteristic of perceptive factors, the mechanism of fun can be determined.etermined.

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Analysis of Evaluation for Emotional Image of the Package Design of Tea Brand in the Chinese Market (중국시장 차 음료브랜드 패키지디자인의 감성이미지 평가 분석)

  • Xin, Li
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.185-196
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    • 2012
  • This study of the emotional image of the package design of Tea drink. Above all, Collects the packages of tea drink in the Chinese market. Investigate the taste adjectives with about the package design of Tea drink. And 'Sweet. Bitter, refreshing, sour 'four major taste adjectives were deduced. Next, Investigate the level with the taste adjectives of the package design of tea drink and the affinity of package design of tea drink. Finally, Analyzed the distinction of visual elements with the taste adjectives of the package design of tea drink. And, Analyzed the distinction of visual elements according to impact of preference of the package design of tea drink.

Porosity the Male Adornments Conjugation Plan which Uses the Metal (다공성 금속을 이용한 남성 신변장신구 활용 방안)

  • Kim, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.191-198
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    • 2009
  • Advancement of technique in the $21^{st}$ century has enabled us to combine designs through diversification of materials and academic liaison, which has brought about alteration of variety of desires in our lives. Consequently, visual concern along with harmony of functional roles allows development of design that matches one's own Individuality, in which case is becoming the subject of interest. Currently, designs are being developed using various materials. This trend respects personal sensitivity and taste and thus becoming diversified. As a result of elevated standard of living, health and individuality are becoming highly concerned and accordingly, fragrance is being developed in various forms to match personal taste and character, such as one's own memory and sensitivity. Hence, I am to propose a conjugation plan about men's adornments that deviates from women's secondary design and expresses only men's character and sensitivity. First, I will engraft porosity metal with adornments and use materials that has aroma and direction of way of wearing it. Then, I will engraft visual design with the olfactory sensation to apply to ornaments, using mechanical traits and materials with aesthetic elements, which will meet the customers' sensuous demand

A study on the emotional changes of learners according to the emotions provided by virtual characters (가상 캐릭터가 제공하는 감정에 따른 학습자의 감정적 반응에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.155-164
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    • 2022
  • Considerable interest has been directed toward utilizing virtual environment-based simulations for teacher education which provide authentic experience of classroom environment and repetitive training. Emotional Interaction should be considered for more advanced simulation learning performance. Since emotion is important factors in creative thinking, inspiration, concentration, and learning motivation, identifying learners' emotional interactions and applying these results to teaching simulation is essential activities. In this context, this study aims to identify the objective data for the empathetic response through the movement of the learner's EEG (Electroencephalogram) and eye-tracking, and to provide clues for designing emotional teaching simulation. The results of this study indicated that intended empathetic response was provided and in terms of valence (positive and negative) states and situational interest played an important role in determining areas of interest. The results of this study are expected to provide guidelines for the design of emotional interactions in simulations for teacher education as follow; (a) the development of avatars capable of expressing sophisticated emotions and (b) the development of scenarios suitable for situations that cause emotional reactions.

A Study on the Cognitive/Affective Personality and Experiential Factors Influencing on Smart Phone Users' Emotional Exhaustion and Education Performance (스마트폰 이용자의 정서적 소진과 학습 성과에 영향을 주는 인지·감성 성향과 사용 경험에 관한 연구)

  • Ming-Yuan Sun;Sundong Kwon;Yong-Young Kim
    • Information Systems Review
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    • v.18 no.4
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    • pp.69-88
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    • 2016
  • Nowadays, organizations have adopted Smart Work to efficiently manage tasks, such as electronic document approval, customer management, and site inspection, without spatial-temporal constraints. Smartphones, which are commonly used in Smart Work, enable individuals to perform their jobs anytime and anywhere, thus blurring the boundary between work and non-work. To solve the problem of blurred work/non-work boundaries, a construct of self-control and affective factors needs to be considered because business style is changed from command to autonomy in the Smart Work context. Moreover, employees can convey their emotions easily over smartphones. Recent marketing studies have analyzed consumers' behavior based on the combination of cognitive, affective, and behavioral components, and researchers of information systems are also interested in these factors. However, previous research has some limitations, such as not classifying factors into cognitive, affective, and behavioral as well as not covering all three factors. Therefore, we explore the roles of cognitive, affective, and behavioral components in emotional exhaustion and education performance, and conduct a survey on undergraduate and graduate students, who are the major users of smartphones. Findings show that when individuals improve their cognitive capability (self-control) and usage experience (smartphone communication and internet usage), they can decrease emotional exhaustion and increase education performance. In the role of affective capability, increasing education performance is partially accepted. These results imply that organizations should not focus on controlling the usage of smartphones but on promoting appropriate smartphone usage.

Recognition of Color Harmony for Sensitivity Recognition (감성인식을 위한 색채 조화 인식)

  • Baek, Jeong-Uk;Shin, Seong-Yoon;Rhee, Yang-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.173-174
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    • 2009
  • Color harmony will look good formative elements of the basic lines, shapes and colors. In this paper, we present the implementation of Johannes Itten's color balance. Yellow, red, blue, on the basis of the first color mixing between the index and second color is placed. 12 color balance made by placing a third color between the first color and second color. we recognize this 12 color balance. Edge is detected using the Canny edge operator and labeling and clustering was expressed through the colors.

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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