• Title/Summary/Keyword: 미적경험요소

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Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

A Study on Differences of Aesthetic Experience in the Exhibition of Artworks and the Remediated Exhibition of Artworks: A Comparative Study between and (예술작품의 원작으로 구성된 전시와 원작을 재매개한 디지털 전시의 미적 경험에 대한 상이성 연구: <모네,빛을 그리다전(展)>와 <풍경으로 보는 인상주의전(展)>의 비교연구)

  • Rhee, Boa;Choi, Sumin;Hong, Yong Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.153-164
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    • 2017
  • This research concurrently conducts literature review and quantitative research methodology in order to compare aesthetic experience of and . From the perspective of viewing attitudes, two types of perception equally coexist in both exhibitions: convergent perception is predominant over distracted perception in IL while distracted perception is higher than convergent perception in MIE. However, the influence of convergent perception on the degree of satisfaction and immersion is proved only in MIE. In terms of roles of viewer, there is a tendency to weigh on passive role in both exhibitions. In particular, it is worth noting that the role is relatively high in MIE. The role of viewer do not correlate with on the degree of satisfaction and immersion, as well as modes of perception. The elements of aesthetic experience are highly rated and the use of previous knowledge acts as a positive influence on the role of viewers in IL. Through this study, we witness the fact that visitors who are familiar with traditional artworks depend upon both modes of perception as well as passive role of viewer in the digital exhibition. In conclusion, remediation through digital technology has blurred the boundary of the dichotomy of a viewing attitude and a role of viewer depending on exhibit media, consequently MIE bears both natures of traditional artworks and digital media.

The Aesthetic Experience in the Landscape of Memory (기억의 경관에서 미적 경험)

  • Son, Eun-Shin;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.3
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    • pp.129-140
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    • 2017
  • This study aims to interpret the current landscape design of the place and landscape of memory, such as post-industrial parks and memorials that have an old, aging appearance from an aesthetic perspective. The objects of the study are large parks and open spaces that have collective memories for visitors. Visitors' aesthetic experience from these places and landscapes of memory could be explained by aesthetic concepts such as the sublime, nostalgia, and melancholy. Because these aesthetic concepts are associated with past traumas, visitors may be affected morbidly. However, due to the capability of the media to form an aesthetic experience when visitors visit a given place and landscape, visitors can autonomously adjust the distance to the place of memory and gain an aesthetic experience. The aesthetic experiences through the sublime, nostalgia, and melancholy are based on temporality and irreversibility. Temporality here refers to a characteristic of memory, and time in the place and landscape of memory and is based on the irreversibility of time, as time cannot go back. Both the place memory and the memory that is recalled from the combination with visitor's past memories and knowledge are two major factors involved in the construction of the aesthetic experience in the place and landscape of memory. The results of the present study are meaningful in that this study presents a framework for a better understanding and use of both the place memory and appreciators' memory in the design process of a place and landscape of memory and also criticizes a materialistic approach that fails to take into account the visitors' memories.

The Impact of Customer Experience on Customer Commitment and Behavioral Intention in Theme Park (테마파크에서의 체험요소가 방문객 몰입과 행동의도에 미치는 영향)

  • Li, XinTian;Peng, Peng
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.499-508
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    • 2015
  • The purpose of this paper is to examine the structural relationship between experience(4Es), customer commitment and behavioral intention based on experience of the theme park as a hedonic destination. To carry out this study objective, a survey targeted for theme park customers was conducted from May 10. 2014 to June 10. 2014. These data were processed using SPSS 18.0 and Structural Equation Modeling with Amos 18.0 to test proposed hypotheses. The results are summarized as followed. First, the decomposition of path analysis revealed significant positive effects on customer commitment by entertainment experience, education experience, esthetic experience. and escape experience. While, entertainment experience was shown to have the largest influence on customer commitment. Second, customer commitment had a positive effect on revisit intention and WOM. Third, experiences have an indirect influence on revisit intention and WOM through the mediation of commitment. From the findings, the theme park is necessary to plan and develop experience program for more variable and special.

The Culture-Industry and the Aesthetic Experience as a Condition of Art's Autonomy (문화산업과 예술의 자율성 조건으로서 미적 경험)

  • Lee, Byoung-tak
    • Journal of Korean Philosophical Society
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    • v.142
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    • pp.193-220
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    • 2017
  • In times when identity-principles dominate through culture-industry, it appears to be the idea of the perfect identity-knowledge which Hegel had required for philosophy to become true. By being produced, cultures, according to the principle of production for production itself, became commodities which can be exchanged in the market. So what cannot be exchanged in the market is excluded as worthless and useless. As culture-industry gets rid of room for the new and the experience of it, the experience of what is new became impossible. In such degrees the consciousness is reificated, and the freedom as autonomy becomes an empty concept. But if there is not the freedom of will, conscious thought will not be possible, and human beings will degenerate into a simple species. Nevertheless, freedom which becomes meaningless in reality is an essential element for a human being to be human, so in the times when consciousness is reificated by means of the culture-industry, as the autonomous art awakens a reificated consciousness, it will be the antidote of a reificated consciousness which makes free thought and action possible. In this sense, this study will try to justify the aesthetic experience as shudder through the experience of what cannot be exchanged that becomes possible with critics regarding the constructive imperfection of identity-knowledge. Then it will argue that the aesthetic experience as shudder makes the autonomous art possible.

Information Visualization and Interactive Presentation Methods in Media Art (미디어아트에서 정보 시각화와 상호작용 표현 방법)

  • Kim, Gyu-Jeong
    • Broadcasting and Media Magazine
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    • v.21 no.2
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    • pp.36-50
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    • 2016
  • 인간의 생각, 혹은 행동이나 경험을 통한 지식을 포함해서 데이터나 정보는 예술과 문화 영역에 새로운 관점을 일으키는 시각적 표현과 미디어 사이의 소통을 위한 수단이 되고 있다. 정보 와 데이터를 시각화 하는 방법은 예술의 형태를 통하여 다양하게 전개되어 왔다. 최근 예술에서 뉴미디어와 상호작용 기술의 적용은 다양한 데이터나 정보 수집을 통해 미적 표현의 가능성을 확장하거나, 관객이 작품에 능동적이고 직접적으로 참여할 수 있는 몰입 시청각 환경을 제공하며, 또한 직관적인 정보 시각화를 사용하여 상호작용적인 입체적 가상환경의 시공간 개념을 확장한다. 그러므로 관객은 수동적 수용자라기보다는 작품의 환경을 변화시키는 능동적 역할을 할 수 있다. 예술 및 디자인 영역에서 예술가의 뉴미디어 활용은 정보를 정적인 시각화 방법에서 디지털 기반 이미지 처리와 사용자 생성 시각화 방법으로 더욱 상호작용적이고 역동적인 표현으로 변형하고 있다. 미디어아트에서 시각화의 목적은 관객이나 사용자가 예술 작품에 존재하는 정보나 데이터 기반 콘텐츠를 더 쉽고 빠르게 이해하고 상호반응하도록 돕는 것이다. 본 연구는 미디어아트에서 정보나 데이터 시각화를 사용하여 작품과 관객 사이의 상호작용적 소통을 유발하는 다양한 시각적 표현 방법을 알아보기 위하여, 최근 미디어아트 사례들을 분석하는데 목적이 있다. 분석 내용은 관객이 참여할 수 있는 시청각 설치 환경을 구성하는 다양한 상호작용 디자인 방법들을 작품에 적용함으로써 데이터나 정보를 시각화하는 방법, 예술 작품의 구성 요소로서 미적 표현들 생성에 관한 해석, 그리고 미디어아트를 완성하기 위한 실질적인 요인으로서 미디어아트와 관객 간의 상호작용적인 소통이 이루어지는 방법들을 포함한다. 이러한 분석들은 새로운 상호작용 시각 표현의 가능성을 제공하며, 관객이 최근 미디어아트를 미적 예술형식으로 이해하도록 도울 것이다.

A study on the Aesthetics Factors and Preference of Street Furniture - Focused on Resting Places and Their Related Facilities - (스트리트 퍼니처(Street Furniture)의 심미성요소와 선호도에 관한 연구 - 휴게공간과 관련된 시설물을 중심으로 -)

  • 형성은;홍정표;양종열;이상락
    • Archives of design research
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    • v.14 no.4
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    • pp.15-24
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    • 2001
  • If environmental aesthetics contains the whole area of grand beauty of nature and the meaning of the urban landscape, the urban landscape is defined 'fine view of urban, or beautiful sight' therefore, we must look for the wary to introduce and solve the aesthetic problem with a new paradym of the urban landscape. Such environmental aesthetics as to seek a new planning for the urban landscape can provide a new meaning for urban environment design by extracting design elements of street furniture resulted form aesthetic evaluation in context of formation aesthetics to review the aesthetic value and substance, and explain aesthetic experience, and explain aesthetic experience of urban the landscape.

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A Study on the Formative Artistry of Comic Strip Books (컷 분할 그림책의 예술성에 대한 연구)

  • 이선경;이경임
    • Archives of design research
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    • v.15 no.1
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    • pp.339-347
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    • 2002
  • Comic strip is a narrative sequence of cartoon panels. Comic strip book as a visual medium of communication is very effective for grasping objects visually as well as for developing creative thinking and culturing aesthetic sentiments. These aesthetic experiences awaken us to formative sentiments, The purpose of present paper is to study the visual streaming of the illustrated comic strips. The typical comic strip books are analyzed and the characteristic of visual communication is studied. The narrative illustrations in the form of comic strips encourage us to have a prosperous experience and to understand new formative artistry and the remarkable effect of visual experience.

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Automatic Design (자동설계)

  • 백남주
    • Journal of the KSME
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    • v.18 no.1
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    • pp.28-33
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    • 1978
  • 이 설계점의 평가와 수정작업을 최적화라 한다. 최적화조작이 자동화되는 조건은 (1)설계점을 얻 는 것이 경험이나 직관에 의해서, 구하기가 어려울 겅우 (2) 설계점의 정량적 결정이 중요한 경우 (3)정량적 평가가 가능한 경우 최적화의 완전히 자동화 하기 위해서는 설계점에 대한 평가가 정 량화 되어야 한다. 예를 들면 외관등과 같은 미적요소가 덜어있는 것은 현재로서는 정량적평가가 불가능에 가깝다. 따라서 이 3개 조건 가운데서 특히 중요한 것은 (3)의 정량적 평가의 가부다. 이것이 불가능하거나 곤란할때는 최적화조작을 인간이 하여야하고 자동설계 system은 Man- Machine system이 된다. 이 대표적인 예가 CRT를 사용한 CAD system이다. 이에대해 설계점을 정량적으로 평가할 수 있을 때는 computer를 주체로한 system을 만들수 있고 이것을 AD ststem 에서는 계획적인 탐색법(최적화의 수법)을 쓴 수 있고 설계의 속도는 매우 빠르다. 그러나 이 system에서는 설계도중에 check가 힘들게 된다. CAD system에서는 설계점의 탐색이 시행착오적 이다.

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A Study on the Utilization of Public Interaction Design Convergence (공공성 구현을 위한 인터랙션을 활용한 융복합 공공디자인 연구)

  • Park, Gun-Kyu;Kim, Won-Seok;Ro, Hae-Sin
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.449-455
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    • 2015
  • This paper is about the utilization of public interaction design in terms of design convergence study. As there are different perspectives about public character in various academic fields, it is not simple to define the concept of it. In Korea, since 1960's, the public art which considered only about places has received more and more people's attention. But, there still remain disputes over the residents' participation and communication problems. It is more important to debate mainly on the value judgments of the public design considering artistic experience, ease, functionality, and utility in the interaction rather than a focus on user's experience. On the basis of this, it is suggested bench design which includes flower motif to access and utilize freely to necessary information and the bench design will be helpful to provoke interaction and design convergence in the era of new media technology.