• Title/Summary/Keyword: 감정유발

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Correlation between Narrative Space and Dramatic Immersion - Concentrating on - (내러티브 공간과 극적몰입의 상관관계연구 - <시카리오>를 중심으로 -)

  • Mun, Jung-Mi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.101-110
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    • 2019
  • Filmic spaces are not only a core expressive factors that can embody both internal and external meanings of films, but also play an important role for initiating dramatic context in terms of narratives. They establish visible environment in which provocative incidents occur and characters' behaviors are induced, include characters' psychology or emotional meanings of narratives and provoke tensions through symbolic meanings and the implicit function of surface background. This paper, therefore, analyzes the film, , by focusing on the dramatic function of narrative space. This film provides insights and thoughts through deep philosophical reflection, by escaping from the convention of such a genre, through deep philosophical reflection, by escaping from the convention of such a genre, though it belongs seemingly to the crime thriller genre using Mexico's drug cartel as it main material. In the film, narrative spaces are responsible for emotions invoking dramatic tensions beyond provocative incidents and the elaborately planned and controlled mise-en-scene absorbed audiences' attention by organizing ultimate suspense. In conclusion, flow and dramatic lingering imagery of this film might be achieved by power of scenes rather than plot factors. This study thus explained the correlation between narrative spaces and dramatic immersion, by analyzing spaces appearing in and visualized construction. It is hoped that this will further extends the pattern of researches on dramatic immersion, which have been primarily focused on plots and characters.

The Alleviating Effects of Sweet Drinks on Restraint Stress-Induced Anxiety and Depressive Behavior in Adolescent Rats (청소년기 동물모델에서 구속 스트레스로 유발된 불안, 우울행동에 미치는 영향)

  • Kim, Yoonju;Song, Min Kyung;Park, Jong-Min;Kim, Youn-Jung
    • Journal of Korean Biological Nursing Science
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    • v.22 no.4
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    • pp.279-287
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    • 2020
  • Purpose: Some of the adolescent drinks more sugar-sweetened beverages. However, there is little evidence on the effect of eating behavior on emotional state and neurochemical changes under stress, especially on the levels of typical inhibitory neurotransmitters and gamma-aminobutyric acid. This article demonstrates that sucrose or saccharin drink reduces stress-related behavior responses and GABAergic deficits in adolescent rats. Methods: We randomly assigned 7-weeks-old Sprague-Dawley male rats to three groups: control group (Control), restraint stress only group (Stress), and restraint stress with unrestricted access to saccharin solution (Saccharin) and sucrose solution (Sucrose) as a positive control. We evaluated both anxious and depressive moods using an open field test and forced swim test, respectively. Using western blot analyses, the expression of a GABA-synthesizing enzyme, glutamate decarboxylase-67 (GAD67) and GABAergic markers, including calbindin and parvalbumin was assessed in the prefrontal cortex and the amygdala. Results: We found that both the drinks alleviated anxiety and depressive moods, induced significant attenuation in GAD67 level, and reduced calbindin level under stress in the prefrontal cortex and the amygdala. Conclusion: The results provide an understanding of the effect of sucrose or saccharin drink on stress-related responses. We propose the consumption of sweet drinks as a plausible strategy to alleviate stress-related alterations in adolescents.

Sequence-based Similar Music Retrieval Scheme (시퀀스 기반의 유사 음악 검색 기법)

  • Jun, Sang-Hoon;Hwang, Een-Jun
    • Journal of IKEEE
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    • v.13 no.2
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    • pp.167-174
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    • 2009
  • Music evokes human emotions or creates music moods through various low-level musical features. Typical music clip consists of one or more moods and this can be used as an important criteria for determining the similarity between music clips. In this paper, we propose a new music retrieval scheme based on the mood change patterns of music clips. For this, we first divide music clips into segments based on low level musical features. Then, we apply K-means clustering algorithm for grouping them into clusters with similar features. By assigning a unique mood symbol for each cluster, we can represent each music clip by a sequence of mood symbols. Finally, to estimate the similarity of music clips, we measure the similarity of their musical mood sequence using the Longest Common Subsequence (LCS) algorithm. To evaluate the performance of our scheme, we carried out various experiments and measured the user evaluation. We report some of the results.

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Trend analysis and shapes of the visual expressions of the sounds (음의 시각화와 그 표현의 경향)

  • 김민호;정성환;강민수
    • Archives of design research
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    • v.16 no.3
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    • pp.101-110
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    • 2003
  • People are surrounded with numerous sounds. The sound is generated from nature and people. For example, the sound enables people or animal responsive to instinctive action. Music or fine arts are presented differently by its distinctive medium. On the other hand, those art forms are similar in a way that people uses right side of brain and intuitions for creative effects. Conjunctions between sounds and visual arts have been progressed to data. From art forms in subjective views to art forms using high technology such as the computer, experiments for sounds visualization are practiced constantly. For that reason, intrinsic attributes of sounds in design area and distinctive qualities are discussed in this study. With respect to existing category of studies and consideration of the tendency in recent researches, the object is to propose direction for the study in regards to methodology of design, which is reconstructing visualized expression.

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Ratiocination for evaluation of mental image -Evaluation leafing to characteristic position of associate image and product elements- (Mental Image의 평가를 위한 추론 -연상이미지에 의한 제품평가를 중심으로-)

  • 송창호
    • Archives of design research
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    • v.16 no.3
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    • pp.59-70
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    • 2003
  • The consumer's feelings toward products is each evaluated and appears in different way that is to say there are various types of motives for deciding a purchase for example, there might be an interesting function and emotional reaction. How is the product image that induces motives like this metaphorized and evaluated to be existing in the mental image. This study inquired into, it by presenting problems conscious of both sides indicated above, the major points associated with image of the product, characteristic positions of product elements and evaluation of the product. To draw out a clear conclusion, first three hypotheses were established and case a study was performed as part of conclusive research for verification of this. The collected data was made, by simple tabulation to represent the overall flow, and based on this, concrete analysis was conducted on the three reserch items. The analysis method weighted on quantitative analysis with consideration to consumer's psychological aspect. As the result, three important conclusions could be drawn out or ratiocination for evaluation of mental image formation.

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A Study on the Novelty Design of a Tourist Souvenir (관광기념품의 노블티 디자인에 관한 기초연구)

  • 이호승
    • Archives of design research
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    • v.16 no.4
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    • pp.111-120
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    • 2003
  • This study is what I tried to know on a magnitude of Novelty in a tourist souvenir. A purpose of sightseeing development is to satisfy a sightseeing experience of various tourists. Novelty of a tourist souvenir is to make an experience with unique pleasure for only the sightseeing place that is not the place of residence to be able to feel. It must be a thing of the new level that it is not for a tourist to already know it, and it was not able to forecast. The tourist knew that I bought an emotional impulse than rational purchase through study. Therefore, you must take the Novelty element that a firm name works on in a perception of a customer as an important due in a souvenir plan. Reference wishes to work in tourist souvenir design development participants through this study result.

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Method of Using Disease in Television Drama (인기 TV 드라마에서 질병을 활용하는 방법)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.351-365
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    • 2017
  • Illness has long been an important plot device in Korean dramas. In earlier years, the device typically was supposed to be in the form of a terminal bodily disease occurring for the female main character toward the end of the story. On the other hand, the latest trend is to situate a mental illness for the male lead character at the earlier part, and use it as a tool to build characters, construct causal relations and set the intense tone for the overall story. The mental illness as a plot device helps to provide a series of reversals, revelations and turnarounds, giving viewers a stronger sense of intensity, empathy and identification. While the illness used to play the role of a deus ex machina to make a big emotional finish, the latest adoption of the mental illness as a main plot device has enhanced the flexibility of the plot and the effect of versimilitude in dramas. These noticeable changes make one suspect that the focus of Korea's drama contents might have already begun to grow out of the conventional soap operas into different genres.

A Viewer Preference Model Based on Physiological Feedback (CogTV를 위한 생체신호기반 시청자 선호도 모델)

  • Park, Tae-Suh;Kim, Byoung-Hee;Zhang, Byoung-Tak
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.316-322
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    • 2014
  • A movie recommendation system is proposed to learn a preference model of a viewer by using multimodal features of a video content and their evoked implicit responses of the viewer in synchronized manner. In this system, facial expression, body posture, and physiological signals are measured to estimate the affective states of the viewer, in accordance with the stimuli consisting of low-level and affective features from video, audio, and text streams. Experimental results show that it is possible to predict arousal response, which is measured by electrodermal activity, of a viewer from auditory and text features in a video stimuli, for estimating interestingness on the video.

The Effect of School Stress on Interpersonal Problems in Adolescent : The Moderating Effect of Anger Expression Styles (학교스트레스가 청소년들의 대인관계문제에 미치는 영향 : 분노표현양식의 조절효과)

  • Im, Kyung-Bin;Lee, Bong-Keon
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.701-710
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    • 2020
  • The purpose of this study is to investigate the moderating effect of anger expression styles on the relationship between school stress and interpersonal problem in adolescent. A total 300 students of middle and high school located in Chungcheongbuk-do completed the questionnaires to assess school stress, anger expression styles, and interpersonal problem during September to October, 2015 and 261 data were used in this report. Using multiple and hierarchical regression analysis, the results indicated that school stress, anger-in and anger-out significantly contributed to interpersonal problem. The interaction effect of school stress and anger expression styles were not significant. But anger-out significantly moderated the impact of school stress on domineering/controlling of interpersonal problem. These findings suggest that the intervention for preventing and relieving interpersonal problem in adolescent should focus on reducing school stress and maladaptive anger expression. Limitations and futre directions were discussed.

Aesthetic's Influence on Ad Text for Hyper Connection Media and Consumers' Thinking Tendency (하이퍼 커넥션 미디어의 광고 텍스트유형과 사고방식에 따른 심미적 영향)

  • Park, Jinpyo;Kim, Jeayoung
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.171-179
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    • 2020
  • Media technologies that have made the hyper-connected age change the way people use communication text. Ads texts actively used by companies are storytelling and storydoing. These two advertising texts are very effective in inducing people's emotions and forming participatory behavior. People's thinking tendency also influence persuasion. The results of this study are as follows according to the type of ads text and the thinking tendency of consumers. Consumers' attitudes toward ads turned out to be more positive in synthetic thinking. In analytical thinking, the storytelling ads texts induced more favorable responses. On the other hand, in comprehensive thinking, the story doing text was effective. The same result was found in the perception of premium value, willingness to pay premium price, and repurchase intention.