• Title/Summary/Keyword: 디자인문화

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Usage Motivation and Humanistic Interpretation of Emoticons in WeChat -Focused on Hwa(和) and Ye(禮)- (WECHAT 이모티콘 사용동기 및 인문학적 해석 -화(和)와 예(禮)를 중심으로-)

  • Kang, Xiao Meng;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.138-146
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    • 2019
  • The purpose of this study is to investigate the characteristics of usage motivation of SNS emoticons in Northeast Asian culture regions, with the strong influence of normative society and to interpret these characteristics based on traditional humanistic thought. Since the mainstream SNS of each country is different, this study focused on China's WeChat. For the research, we found 38 motivations for the use of emoticons through literature research and interviews with 21 users, and we surveyed 209 participants for usage motivation. The results were as follows: First, six factors were derived from the motivation for use of emoticons, these factors were named emotional expressions, aesthetics, usability, impression management, entertainment, and sense of collectivism. Second, we explained how the ideas of 'Hwa(和)' and 'Ye(禮)' appeared in the use of emoticons, focusing on 'Impression management' and 'Sense of collectivism' among the motives of using emoticons. Hwa(和) is interpreted as a factor of 'sense of collectivism' which intends to strengthen the feeling of belonging in the chat room using emoticons and actively emphasize oneself and to be well integrated in the communication process. Ye (禮) is interpreted as a factor of 'impression management' which forms and maintains a better relationship with the moral code of ethics.

Relationship between the Ancient Silk Road and High-technology Machine in Producing Kyung-Geum (고대 실크로드와 고조선 경금 제직기의 연관성 고찰)

  • Kim, Ji-Su;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.117-142
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    • 2020
  • This study aims to look for the main transport road of the ancient Silk Road and to add to the hidden history of silk, where little is known about the weaving technology of the beautiful silk of GoJoseon. The research was through the analysis of relics of empirical data and analyzed the secondary data collected from books, papers, and photos of artifacts. The research questions are as follows: First, investigates the environment of silk production for GoJoseon KyungGeum and the correlation between ancient Silk Road and the East region. Second, examines the advanced weaving technology of KyungGeum in GoJoseon. The findings of the study are as follows: It is possible to infer the production period of silk in GoJoseon through jade silkworms from the Hongsan Dong-Yi culture of 4500 BC. KyungGeum pieces were excavated in Louran, Astana and Niya of the Xinjiang Autonomous Region and Noin-Ula of Mongolia, and the oldest KyungGeum was found in JoYang, one of the capitals of GoJoseon near Balhae Bay. KyungGeum was invented in the 11th century BCE here. It became the brocade and damask of the West, which were delivered through steppe road before the 5~6th century BCE. The production of KyungGeum was possible through the advanced loom which is GoJoseon's horizontal square 'Jewharu' loom combined with a high level of weaving skill. This can't be made through the slant loom of China nor vertical loom of the West Asia. Based on these results, it is suggested to continue the research on the history of ancient silkroad.

A Study on Research Trends in Metaverse Platform Using Big Data Analysis (빅데이터 분석을 활용한 메타버스 플랫폼 연구 동향 분석)

  • Hong, Jin-Wook;Han, Jung-Wan
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.627-635
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    • 2022
  • As the non-face-to-face situation continues for a long time due to COVID-19, the underlying technologies of the 4th industrial revolution such as IOT, AR, VR, and big data are affecting the metaverse platform overall. Such changes in the external environment such as society and culture can affect the development of academics, and it is very important to systematically organize existing achievements in preparation for changes. The Korea Educational Research Information Service (RISS) collected data including the 'metaverse platform' in the keyword and used the text mining technique, one of the big data analysis. The collected data were analyzed for word cloud frequency, connection strength between keywords, and semantic network analysis to examine the trends of metaverse platform research. As a result of the study, keywords appeared in the order of 'use', 'digital', 'technology', and 'education' in word cloud analysis. As a result of analyzing the connection strength (N-gram) between keywords, 'Edue→Tech' showed the highest connection strength and a total of three clusters of word chain clusters were derived. Detailed research areas were classified into five areas, including 'digital technology'. Considering the analysis results comprehensively, It seems necessary to discover and discuss more active research topics from the long-term perspective of developing a metaverse platform.

Changes in the Labor Market and Response Strategies of Construction Automation Services -Focused on purpose, implication, and strategy- (건설 자동화 서비스로 인한 노동시장의 변화와 대응전략 -목적, 시사점, 전략을 중심으로-)

  • Jae-Myung Lee;Yong-Ki Lee
    • Journal of Service Research and Studies
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    • v.12 no.3
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    • pp.158-175
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    • 2022
  • This study discusses mass unemployment and job insecurity due to the 4th industrial revolution and technological progress. In particular, the construction automation service method can contribute to increasing work productivity, preventing on-site safety accidents, and enhancing the competitiveness of the construction industry according to rapid development and convergence between technologies. However, there is great concern that the position of workers will decrease and the income distribution will deteriorate. Therefore, this study is necessary to alleviate the anxiety of the labor market and to find a direction for the government and all walks of life to ponder. To carry out this study, in-depth interviews were conducted with two experts currently engaged in the construction field, and through analysis, we intend to derive meaning and identify current trends, identify necessary improvement measures and institutional areas and suggest research directions. As a result of the analysis, it is possible to suggest a response strategy in a total of three themes: purpose, implication, and strategy. Based on this, there are response strategies in four areas: (1) industrial site response, (2) worker response, (3) education, and (4) training response, and government and corporate response. Through this study, it is necessary to revitalize economic and sociological discussions in the future so that the improvement in productivity and efficiency of society as a whole due to technological innovation of construction automation services does not lead to social problems such as an increase in the unemployment rate and a decrease in jobs in the labor market.

A Conceptual Framework for One Source Multi Use Strategy of Culture Content (브랜드 아이덴티티 기반 문화콘텐츠 OSMU 전략 연구)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.28
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    • pp.155-180
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    • 2012
  • This article is to propose a conceptual framework for the One Source Multi Use (OSMU) strategic model of culture content. In this study, OSMU is defined as a series of marketing activities to increase the value created by culture content. The framework of brand equity strategy is applied to develop the strategic model of OSMU, as both share the same goal - maximization of long term value created by brand or culture content. This article suggests the brand identity-based OSMU strategic model, in which the brand identity of culture content guides, integrates, and coordinates every decision-making of OSMU activities. For the maximization of brand equity value of culture content, the copyright holder of original content should decide the content's brand identity, which should provide the criteria of all decision makings regarding window strategy, adaptation of content to other genre, and merchandising. This brand identity-based OSMU strategic model can not only contribute to the sales of OSMU content, but also the creation of high equity culture content in the long run. Also, the model allows monitoring and evaluation of content's brand equity, which can be used for the strategic adjustment for the sake of long term value of the content. This study is differentiated from previous study on OSMU and expected to invigorate the further discussion on OSMU in several points. First, it broadens the scope of OSMU discussion as it views OSMU as a series of process including feedback. Second, this study points out the need for integration and coordination of various OSMU activities. Third, the strategic focus is laid on the value maximization of the original content, not 'multi used' content. Fourth, the suggested model emphasize the strategic role of copyright holder who takes the charge of the content brand management. Fifth, the model requires discussion on the components of marketing communication in addition to the content itself, which means the model includes the prospects, not only the content consumers, as the major future source for value creation.

Interchange with Art Contained in the Works of Yves Saint Laurent (이브 생 로랑(Yves Saint Laurent) 작품에 수용된 예술과의 교류)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
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    • v.19 no.2
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    • pp.283-295
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    • 2011
  • This study deals with the interchange with art that is contained in the works of Yves Saint Laurent, and it is disclosed through his works that modern fashion is part of expressive art while pursuing creative function as a work of art. The study has been performed on the basis of the references, the pictures of his works and interviews posted in domestic and overseas fashion magazines such as Vogue, Fashion News, Mode & Mode, Gap, Collections, etc. Regarding the scope of this study, it specifically deals with works he created from 1958 until 2002, when he announced his last collection. The results of the study show that with respect to Post-Impressionism, his works were greatly affected by van Gogh(who had used colors as active media in depicting his internal mental state) which gave birth to gorgeous and handicraft-like 'Couture-style clothes'. With respects to Fauvism, the works of Matisse also had an impact on Yves Saint Laurent, who added a sense of fauvism in his works through the use of colors, motif, or full reproduction of images from paintings. We see the influence of cubism upon Laurent when we examine his works of 'clothes with artistic value,' which utilized applique, beaded decoration, patchwork, embroidered patterns, relief-like ornaments, etc. using motif or objet much as we see in the works of Picasso and Braque, artists who expressed a new dimension of the formative arts. Laurent's use of neoplasticism, or plainness of painting, demonstrates a new formative art on the three-dimensional human body by using the works of Mondrian, which consist of black lines and primary colors, although generally Laurent's 'neoplastic'works differed from the works of Mondrian by more actively utilizing the lines and colors when designing dress and its ornament. In addition, the paintings and poems of surrealism artists and poets were directly used in the clothes or their images were sometimes borrowed. In order to express respect toward the spirit of surrealism and its artists, the human body motifs such as lips and eyes(which were frequently used by the surrealism artists) were applied to embroidery, printing and beaded decoration. Finally, being inspired by such Pop artists as Andy Warhol, Roy Lichtenstein and Tom Wesselman, Laurent further emphasized the aesthetic value of the popular consumer image in his own work, resulting in the wide recognition of the designs of Yves Saint Laurent as representing the new wave of the Pop Art school.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

A Study on the expression and reader cognition of a Comics character (만화캐릭터의 표정과 독자 인지에 관한 연구)

  • Yoon, Jang-Won
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.227-231
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    • 2006
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This reserch was conducted as we thought sufficient study on various situations are required, and among them, for the reserch of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into catagories of "happiness, anger, sadness, pleasure" and "fear, astonishment and dislike" and based on these catagories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would read the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.

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Design Development of Fashion Cultural Goods to which Korea Image is applied - mainly centering around the goods of scarf and necktie - (한국적 이미지를 응용한 패션문화상품디자인 개발연구 - 스카프, 넥타이 상품을 중심으로 -)

  • Nam Jae-Kyung
    • Journal of Science of Art and Design
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    • v.6
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    • pp.249-266
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    • 2004
  • Nowadays more than 200 countries are living on the earth in international relation. Having their own culture and history, these countries constitute international society, creating their national image with their own identity based on the culture and history. Though each country has cultural goods in which it combines its culture and history to economic area, the global and cultural goods representing a country is not made in short term, but completed by the combination of its long tradition, cultural consciousness of the nation and artistic level. That is to say, the image developed by the country is naturally embodied in the goods and the world recognizes the image and confirms the goods. To embody such Korean and global goods, it is essential to put priority on the research of history and culture of our society. Needless to say, it is very important to find the value of our own differentiated beauty and apply it to each area of design industry. Recognizing the differentiated value of our own cultural originality, this research performs the design of scarf and necktie to exhibit Korean image in modern and fashionable ways for commercialization by developing design of fashion and cultural goods to which Korean image is applied. Through literature and various informations, the theme of design that can best convey Korean image is determined to be the national flag of Korea, Taegeukki and five cardinal colors and the researching method is as follows. First, though the area of developing designs of cultural goods is very wide and various including commerce, industry, products , fashion, handicraft and traditional handicraft, etc., this research sets the scope of developing design, focusing on the fashion accessories utilizing the textile design such as costume, scarf, necktie and so on. Second, the definition and scope of cultural goods and the present situation of domestic cultural goods will be examined. Third, the modelling property and symbolic meaning of the national flag of Korea (Taegeultki) and five cardinal colors, the theme of design will be studied. Fourth, on the basis of above research, scarf and necktie will be designed by modern and fashionable design to which Korean image is applied. Fifth, this is textured in textile printing and gradation for commercialization.

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Effect of PDA Guide Service on Users' Involvement, Satisfaction, and Reuse Intention -Focused on PDA Guide Service in Gyeongbokgung- (PDA를 활용한 안내서비스가 이용객의 몰입, 만족 및 재이용의도에 미치는 영향 -경복궁의 PDA안내서비스를 중심으로-)

  • Kim, Ju-Yeon;Lee, Min-Jae;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.373-381
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    • 2012
  • Due to IT(information technology) development, various ITs have been applied to tourism. Since June 2010, PDA guide service was launched in Kyungbok palace. This study tried to find how effectively the service is operated by comparing flow, satisfaction and reuse intention of PDA users with those of who have received guide service by professional interpreter. The result indicates that those who have received professional interpretation showed to be more involved, satisfied and have more intention to reuse. The paper explored the composing factors of PDA guide service, which are 'interpretation', 'design', 'ease of use', and 'stability of operation'. Among these factors, interpretation was analyzed to be only factor what affects users' involvement and also most influential attribute explaining users' satisfaction and reuse intention. 'Interpretation', 'stability' and 'ease of use' are shown to have impact on satisfaction, while 'interpretation' and 'stability' have significant effect on users' reuse intention of PDA guide service. The operational implications from these results are suggested.