• Title/Summary/Keyword: 공감각적 몰입성

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The Synesthetic Presence and Physical Movement of Nong-ak as Seen Through Affect Theory (정동 이론으로 본 농악의 공감각적 현존과 신체 운동)

  • Kwon, Eun-Young
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.5-35
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    • 2020
  • Affect is intensity and quality that are generated as the physical body senses the outside world. Of experienced affect, notions that are granted meaning and interpretation are emotions. Affect theory distinguishes emotion and affect and by focusing on affect, it provides methods with which to analyze physical body responses and changes and it presents new possibilities to performing arts research that uses the physical body as a medium. Nong-ak is art that concentrates mainly on the occurrence of affect rather than 'representation'. Nong-ak is a performance type in which sound, color, texture, and physical movement overlap and exist in a synesthetic way. Here, physical things such as instruments, props, costumes, and stage devices are gathered together with non-physical things such as rhythm, mood, and atmosphere around human bodies. The physical body is stimulated by these things, displays tendencies that suit performances, and becomes 'the body without an image' as it immerses itself into the performance, acting while displaying 'quasi-corporeality'. The body, which moves automatically as if without consciousness, appears more easily within groups. To transition individuals of everyday life to 'the body without an image', Nong-ak executes the group physical exercise of 'Jinpuri'. Such physical exercise builds up affect by increasing nonverbal communion and communication and brings out the creativity of individuals within mutual trust and a sense of belonging. Affect and emotion stirred up by Nong-ak act as confirmation and affirmation of the existence, vitality, and ability of one's self and groups. Such affirmation recalls Nong-ak as a meaningful and important value from group dimensions and perceives it as a performance form that should be preserved and passed on.

Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

A study on Materialization of Virtual Reality for Environmental Interface (환경인터페이스를 통한 가상의 현실화에 관한 연구)

  • Kang, Yoon Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.545-551
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    • 2023
  • In this paper, we present the environment interface as a method of bringing the virtual environment in the interface to reality, and explain the experience of the virtual that can be sensed in the real environment. Expanded experience by discussing the transparency of the interface and interactivity that expands synesthesia as a condition for an interface to express virtual without distinction from the real environment, and establishing a discussion on the composition and inevitability of an environment interface that satisfies these conditions The environment interface is discussed as a tool for realizing the interface that extends from the real environment, the expansion of cognition into the environment by interaction, and the virtual for immersion into the environment due to these conditions.

Nonverbal Expressions in New Media Art -Case Studies about Facial Expressions and Sound (뉴미디어 아트에 나타난 비언어적 표현 -표정과 소리의 사례연구를 중심으로)

  • Yoo, Mi;An, KyoungHee
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.146-156
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    • 2019
  • New media art moves out of place and time constraints, sublimates the benefits of technology into art, and presents a new way of communication with the audience. This paper analyses the tendency of nonverbal communication methods by analysing examples of facial expressions and sound used in new media art from early times. As a result, it can be seen that the digital paradigm in the new media art has a nonlinear thinking, which makes a perceptual reduction of immersion and dispersion. The facial expression in new media art made it possible not only to overcome the limit of space and time of various expressions through 'visual distortions, enlargement, and virtualisation', but also to enable new ways of communication to display facial parts combined or separated in the digital environment. The sound in new media art does not stay in auditory sense, but pursues multi-sensory and synesthesia by cooperating with visual and tactile, evolves by revealing characteristics of space expansion and sensibility and interaction of audience.

Movie 's Emotional Ambivalence (영화 <부러진 화살>의 정서적 이중성)

  • Kim, Guyl-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.65-75
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    • 2013
  • Movie captured audience's whole sense organs to the screen which is made up of visual story-telling decorated by color, sound, and smell. The audience rediscovered native emotions(pleasure, fear, terror) suppressed and left in the compressed world of space and time, that is to say a movie world separated from the real world, by being immersed in the movie story. This study revealed audience's feelings of pleasure and fear by analyzing the movie . First of all, the pleasure would be discussed in terms of Nietzsche's "the will to power." Nietzsche defined something to breathe, move, and will as being alive, and he insisted that its power to life is 'the will to power.' Human beings wish to have power and want to increase it: pleasure, the real motivation of human behaviors and phenomena. The movie well revealed the pleasure by showing nonperson's challenge and victory against social rulers. Second, the fear and terror of the audience will be discussed in terms of in Lacan's psychoanalysis. Lacan extended Freud's id, ego, and superego into the worlds of reality, imagine, and symbol, and suggested a father in symbol world among those worlds. He suggested as a basic and connecting instrument of the socialization just like Signifi$\acute{e}$ and Signifiant, Saussure' basic linguistic structure in "Cours de lingustique g$\acute{e}$n$\acute{e}$rale"(1916). Because father is the symbol and the metaphor of law, the absence of him and resistance against him means obstacles of social stabilization. Finally this paper will also discuss that the fear from the absence of law and the pleasure provoked by self-preserving instincts, that is to say natural feelings, are connected to values of progressivism and conservatism.