• Title/Summary/Keyword: 감정 경험

Search Result 625, Processing Time 0.023 seconds

A Study for Design based on Measure and Information as BIRKHOFF's Aesthetic Category (디자인을 위한 비르크호프-G. D. Birkhoff의 미학적 카테고리로서의 척도와 인포메이션에 대한 고찰)

  • Choi, Sung-Woon;Kim, Kyung-Bae
    • Archives of design research
    • /
    • v.17 no.4
    • /
    • pp.107-118
    • /
    • 2004
  • Nowadays Industrial Design appears to us as provided products in the market through only User Interface and Technical Improvement. Consumer purchasing products intend to grant the meaning for the product by mobilizing his specific feeling and experience the moment he contact products the first time. As metaphorical character shown in the product is named to the Product Language, Industrial designer shall constantly proceed the study on the exact understanding or processing method. As Objects or products using by us imply aesthetical value, it appears to be different according to the diverse condition of products be different according to the diverse condition of products to be used. In case objectivity is unsatisfactory, aesthetic character shown in the product requires new instrumental system. Product analysis applied aesthetical measure of BIRKHOFF can be applied as tool for inherent metaphorical character of product and product development. With this, Design operation shall be much easier. So Application of aesthetical measure is not only a system but a tool giving help to carry out more smooth design process.

  • PDF

A Study on the Analysis of Crew Members Fatigue Survey for the Ship Types in Korea (국내 선종별 선박승무원 피로도 분석에 관한 연구)

  • Yang, Won-Jae
    • Journal of Navigation and Port Research
    • /
    • v.38 no.5
    • /
    • pp.479-484
    • /
    • 2014
  • This paper presents the crew members fatigue survey in order to understand the current state of various fatigue causal factors and personnel fatigue subjective symptoms, and then analyzes the survey items. The results of this survey are as follows. Firstly, many crew members were struggling with the lack of sleep and rest hour. Secondly, environmental factors such as weather, ship motion and vibration, noise, accommodation condition etc. disturbed the sleep of crew members. In third, their duty hours were more than 10 hours per day in certain types of ship. In fourth, they felt fatigue a lot when they were on board because of the workload and stress. Lastly, in some measurement items of fatigue symptoms(physical, mental, emotional), many crew members were experiencing more than moderate fatigue symptoms.

Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents (다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형)

  • Kim, Kyung-Sook;Song, Eun Jee;Kim, Min-Kyeong;Ju, Sejin;Kim, Min-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.2
    • /
    • pp.361-366
    • /
    • 2017
  • As the technology of virtual reality has recently developed, virtual reality treatment programs for game addiction and alcoholism are being developed. The purpose of this study is to present a model of developmental process of virtual reality based cognitive behavior therapy program for trauma intervention in multicultural adolescents. The development of virtual reality program of cognitive behavior therapy consists of three stages. In the first step, In the first stage, the trauma characteristics including the main emotions and the expression problem due to the trauma experienced by the multicultural youth should be grasped. In the second stage, the contents of the development process and scope of the scenario for the cognitive behavior therapy for trauma should be presented. In the final stage 3, the study will examine the feasibility of implementing the scenario contents in the virtual reality program. Through this process, the intervention program development model that can lead the positive change of the multicultural youth was presented.

A study on MMO RPG Online Game through Roger Callois's Theory (로제 카이와(Roger Caillois)의 놀이론을 통한 온라인 게임 고찰)

  • 안상혁
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.119-126
    • /
    • 2004
  • MMO RPG Online game as a new means of human computer interaction has been made rapid progress. Even though many kinds of online game have published, few games are being well received by its user. So we have a problem to be solved what is the fundamentals to attract game users. I will apply a game theory of the Roger Caillois who lived as an typical french thinker. Although Roger Caillois had never experienced a computer game since he died at 1978, his game theory was acknowledged that a game can be classified into four sections to grab the human's interest related with culture. Four sections of game were consisted of Ilinx, Mimicry, Alea, and Agon. The competition with people in game is essential to "Agon" that which stands on the basis of a pride when one is definitely superior to the others. In same way, "Alea" is that which stands on the basis of fortune, Mimicry is that which stands on the basis of simulation, Ilinx is that which stands on the basis of dizzy. In conclusion, I will explain that a game theory of the Roger Caillois is useful tool for deveoper to understand game fundamentals.d game fundamentals.

  • PDF

A Study on the Effect of Airline Brand Evidence on Brand Value, Brand Trust, Brand Attitude, and Word-of-mouth Intention (항공사의 브랜드 증거가 브랜드 가치, 브랜드 신뢰, 브랜드 태도 및 구전 의도에 미치는 영향에 관한 연구)

  • Lee, Jin-Young;Kim, Ki-Woong;Kim, Geun-Su
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.10
    • /
    • pp.71-80
    • /
    • 2019
  • The purpose of this study is to analyze the effects of brand evidence on brand value, brand trust, brand attitude and word of mouth intention. To achieve the purpose of the study, a research model and hypothesis were established based on previous studies, and survey was conducted on 222 passengers who had used the airline. As a result of the analysis, sub-factors of airline brand evidence had a positive impact on brand value. Except for employee services, perceived prices, core services, brand names, and brand logo had a positive impact on brand value. Brand value had a significant positive effect on brand trust and brand attitude. It was also found that brand trust had a significant influence on brand attitude. This study examined the extended range by adding the brand logo as a sub-factor of brand evidence, and it is considered necessary to study including brand emotion in next study.

A Study on COVID-19 and Changes in Life (COVID-19와 삶의 변화에 관한 연구)

  • Bae, Na-Rae
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.12
    • /
    • pp.281-286
    • /
    • 2021
  • This study is a basic study on COVID-19 and human quality of life. The purpose of the study is to reveal what changes are made in people's lives after a disaster and to provide basic data for crisis intervention research to effectively improve life satisfaction after a disaster to all subjects living in this era. As a result of the study, changes in life before and after COVID-19 differed depending on the subject. COVID-19 is certainly a major disaster for our society. In order to wisely cope with such a disaster situation, it can be said that a crisis intervention program is urgently needed. It can be said that a program is required to immediately focus on the crisis situation according to the target and evaluate the current difficulties to understand the client's response to the situation and relieve their feelings such as anger and anxiety.

The Semiosis of the Body in Modern Asian Cinema - A Comparative Study of Apichatpong Weerasethakul and Tsai Ming Liang Film (현대 아시아 영화에 나타난 몸의 기호작용 연구 - 아피찻퐁 위라세타쿤과 차이밍량의 영화를 중심으로)

  • Kim, Ho Young
    • Cross-Cultural Studies
    • /
    • v.51
    • /
    • pp.133-160
    • /
    • 2018
  • The films of Apichatpong Weerasethakul and Tsai Ming Liang expose one of the main features of modern Asian cinema: corporality. In their films, the various emotions of characters are expressed and exchanged through the body, not the language, so their film world is a world in which language has lost its function and symbolic order has collapsed. In Apichatpong Weerasethakul and Tsai Ming Liang movies, body language plays a more important role than general language. t=The body performs semiosis, pointing to wildness, anti-civilization, rite, alienation, illusion, etc. At the root of this variety of semiosis is the common denial of Western material civilization which has been rapidly transplanted in modern Asian countries. In addition, while the body of the two directors' films are seen as a sign of wildness, or anti-civilization that contains the intention of escaping from the oppressive and inhuman modern civilization, the body as a sign of illusion, and embraces the will of resistance to civilization. The illusion of experience in their films is ultimately a manifestation of the will to resist the physical and emotional pressures of reality and to continue the irrational persistence.

A Study on Space in the Moveis of Hirokazu Koreeda (고레에다 히로카즈 감독 영화의 공간 연구)

  • Hwang, Woo-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.12
    • /
    • pp.343-363
    • /
    • 2018
  • Classical film narrative fails to reflect the increasing complexity of modern society. In this era of film narrative crisis Hirokazu Koreeda presents a new solution. The director puts an emphasis on neutral valuation over subject matter rather than empathy of audiences which leads to a biased point of view. Thus Hirokazu Koreeda choose space over story as a critical narrative enabler. Two qualitatively opposite spaces are presented and the boundary space of the two are set as a main background where the valuation over the spaces waves up and down. Audiences who get accustomed to a one-sided value judgement led by storytelling can be neutralized by pendulum movement of valuation. The specific methods of using space as a main tool of value neutralization have changed through the director's filmography. Space had been thoroughly designed through the storyboard in early works. Later the director let audiences experience the spaces to evoke a sense of place.

A Study on the Influence of Passenger's Safety Communication on Safety Behavioral Intention (기내 안전정보 인지가 안전행동 의도에 미치는 영향에 관한 연구)

  • Kim, Ha Young;Lee, Nam Ryeong
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.4
    • /
    • pp.68-77
    • /
    • 2019
  • The purpose of this study is to identify the optimal model to explain safety behavioral intention according to the recognition of safety communication in cabin through comparison of Planned behavioral theory and Triandis' theory of interpersonal behavior. In order to accomplish the study purpose, research model and hypothesis were established based on the previous research. As a result of the analysis, it was found that attitude and Perceived Behavioral Control had a positive effect on the safety behavioral intention. Triandis theory shows that social factors and habits have a positive impact on safety behavioral intention. In addition, A comparison of the two models confirms that both psychological processes of recognition and emotion are accompanied by the relationship between safety information awareness and safety behavioral intention.

A Study on the Effects of Fandom's Digital Media Use on Social Participation : Focused on the Mediating Effect of the Identification (팬덤의 디지털 미디어 이용이 사회참여에 미치는 영향 연구 : 동일시의 매개 효과를 중심으로)

  • Jang, Hyunsuk
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.6
    • /
    • pp.480-493
    • /
    • 2021
  • In this paper, we attempt to empirically explain the process by which fandom performs social participation using digital media. To do this, we utilize the concept of identification and the Situational Theory of Publics in a theoretical framework, and study ARMY, BTS fandom. We confirmed a positive association between communication behavior and social participation, and verified a mediating effect of the identification as well. Interestingly, horizontal identification, a fan-to-star friendly relationship, had a greater effect on moving toward social participation than did vertical identification, a fan's blind worship of a star. This study has significance in that it has figured out the relationship of personal feelings to public participation by mobilizing achievements in various research fields.