• Title/Summary/Keyword: 유희

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A Feminist Psychological Analysis on the Playful Embracement of Boys' Love Manga (여성심리학 관점에서 분석한 남성동성애만화(Boys' Love manga)의 유희적 수용)

  • Yang, Sungeun
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.510-520
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    • 2018
  • This study explored the phenomenon of heterosexual women embracing Boys' Love manga within the heteronormativity context from a feminist psychological perspective. Specifically, the issue of genre characteristics of Boys' Love manga, women's psychological mechanism of reading Boys' Love manga, and the functions and effects of embracing Boys' Love manga were discussed. As a theoretical framework of analysis, I started from the classical psychoanalysis and critically adopted the concepts of the various camps of feminism, queer theory, and Huizinga's Homo Rudens. The results show that Boys' Love manga can be classified as a sub-category of the romance genre, which fulfills heterosexual women's desires of eternal love and equal partnership. From these wish-fulfilling fantasies, heterosexual women attempt to be decontextualized from the heteropatriarchism, to enjoy distancing and voyeuristic separation from the characters in the texts, and to disturb the dichotomous gender system through gender reversal identification. These processes, which can be regarded as a women's play challenging sexual rigorism, ultimately bring about an awareness of the female sexual subjectivity.

The Effect of Health Consciousness and Playfulness on Intention to Use Tangible Fitness Game: Extended TAM (건강의식과 유희성이 체감형 피트니스 게임수용에 미치는 영향: 확장된 기술수용모델)

  • Jang, Han-Jin;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.1-11
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    • 2017
  • This research verified that how Health-Consciousness and Enjoyment can have influence on the Technology Acceptance Model(TAM) using Structural Equation Model(SEM) to suggest a Tangible Fitness Game(TFG) acceptance model. First of all, perceived usefulness and ease of use, the core factors of TAM could influence on the intention to use TFG, so the applicability of TAM was confirmed in the context of using TFG. Health-consciousness, defined as some beliefs and interests on the importance of health, was found to have an positive effect on perceived usefulness and have an influence on the intention to use TFG. Enjoyment also influenced on the intention to use through usefulness and ease of use. This research contributes to make elaborate theoretical accounts by verifying some factors influencing on the intention to use TFG using Extended Technology Acceptance Model.

Consumer Study on the Acceptance of VR Headsets based on the Extended TAM (확장된 기술수용모델을 활용한 VR기기 수용관련 소비자 연구)

  • Chen, Qian Qian;Park, Hyun Jung
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.117-126
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    • 2018
  • This study investigated the antecedents of VR(virtual reality) headsets acceptance and the causal relationships among self-efficacy, content diversity, the perceived usefulness, the perceived easy of use, the perceived playfulness and the adoption intention. We collected 238 survey responses and formed structural equation modeling with AMOS 23.0. The results of the analysis can be summarized as follows. The diversity of contents and self-efficacy had significant effects on perceived usefulness, perceived ease of use and perceived enjoyment, thus increasing the intention of acceptance. Perceived usefulness, perceived ease of use and perceived enjoyment had significant effects on the intention of acceptance. Perceived ease of use indirectly had an effect through increasing perceived enjoyment. The price did not affect the adoption intention and marketing communication increased the intention of acceptance. The results are expected to provide useful information to the companies related to VR.

Sportive Kiosk Interface Design using Tangible Interaction (촉각적 인터랙션을 활용한 유희적 키오스크 인터페이스 디자인)

  • Lim, Byung-Woo;Jo, Dong-Hee;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.155-164
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    • 2008
  • Kiosk is an unmanned information system arranged in public places or commercial spaces so that a user may utilize information conveniently. Unlike a personal computer, it targets varied users' brackets, so we have to consider a user's characteristic in designing Kiosk Interface. However, in reality, the Kiosks of public places like subway stations are of Interface Design without considering users and become almost useless with serviceability falling. In this study, we attempt to point out such problems and suggest the concept as to the Interface Design in the public places for a more positive promotion method. For this purpose, we are about to look into the concept of Tangible Interaction and Interspace and the recreation experienced in the process of interaction between a human and a computer and study the sportive Kiosk Interface Design in the Interspace using the principle of the Tangible Interaction. For the conceptual Model in this study, we referred to ARTCOM(ART+COM) Project.

A Study on the Language Culture of the Neologisms (신어의 언어 문화적 고찰)

  • Yu, KyungMin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.17-22
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    • 2020
  • What has been rapidly changed and developed is not only technology, but also language and culture, of which the diverse consensus has been speedily formed between generations and spread throughout all the social grades. Therefore, Neologisms need to be understood as part of the cultural history that is created at each period. We cannot keep neologisms, initially formed among the youths, from spreading all over the generations, not just for their enjoyment, convenience, and familiarity, but more for the fact that they are impossible to be replaced in use. Another reason is that a community is created according to language. The youths would like to make distance from the existing community by building an invisible wall of new language. This paper is intended to deal with neologisms, centered on visual pun. The characteristics of the Neologisms are the result of the tendency of the younger generation to avoid interference and to enjoy adding ingenuity to the existing order.That is why in all ages Neologisms are created, and although they differ in form, the principles of new word generation are old. We will also consider the historical characteristics of neologism in this paper.

Intention to Use Mobile Delivery Application Services, Depending on Personal Innovativeness and Self-Efficacy (개인혁신성과 자기효능감이 모바일 배달 어플리케이션 서비스 이용의도에 미치는 영향)

  • Park, Min-Hee;Kwon, Mahnwoo
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.440-448
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    • 2017
  • This study aims to determine the factors affecting people's intention to use mobile delivery application services. The technology acceptance model (TAM) was employed and a survey was conducted on 300 delivery application users. As a result, personal innovativeness was found to have a positive effect on perceived ease of use and perceived playfulness. Self-efficacy turned out to have a positive influence on perceived ease of use and perceived playfulness. Next, perceived ease of use was found to positively affect both perceived usefulness and perceived playfulness, and perceived usefulness and playfulness had a positive effect on the intention to use the service as well. Lastly, personal innovativeness and self-efficacy were found to have a significant indirect influence on the intention to use the service. This study suggests users can be induced to voluntarily and continuously use the service, if their personal characteristics and perception of the service are considered in the future development of the service.

A Study on the Preference and Introduction of the Outdoor Play Facilities for Children in a Metropolitan Area (대도시지역 어린이의 실외 놀이시설 선호와 시설도입에 관한 연구)

  • Kim, Gyeong-Su;Baek, Tae-Kyung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.1
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    • pp.13-24
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    • 2015
  • Busan Metropolitan City lacks leisure-oriented spaces for children compared to other cities. Furthermore, it is difficult to maintain the amusement facilities for children scattered around the city due to the fact that they were worn out. To set up a leisure-oriented park for children on the site for children amusement facilities, the present study is concerned about planning children amusement facilities for public use compatible with the new trend for children amusement facilities. For this purpose, a number of case studies, carried out domestic and abroad on developing children amusement facilities, were examined to choose appropriate facilities and feasible project plans were drawn up. Major findings of the study are as follows. First, it is strongly suggested that this project should be promoted because it is a leading pilot project for building children theme parks for each zone in Busan Metropolitan City. Second, it is suggested that field study programs should be run in connection with Busan Metropolitan City Office of Education.

Characteristics in Classification of Chunqiu Introductory Remarks (凡例) demonstrated on Chunqiugwalyebulyu (春秋括例分類) by Seopa(西陂) Ryu-Hee(柳僖) (서파(西陂) 유희(柳僖)의 『춘추괄례분류』에 보이는 『춘추』 범례 분류의 특징)

  • Kim, Dong-Min
    • The Journal of Korean Philosophical History
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    • no.54
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    • pp.115-151
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    • 2017
  • With Seopa Ryu-Hee's Chunqiugwalyebulyu as the main research subject. this paper is to clarify characteristics in classification of the book's introductory remarks and its academic values. This book is a sort of synthetic collection of introductory remarks classification that defines standardized introductory remarks based on fundamental principles of Chunqiu introductory remarks. Seopa presented two fundamental principles for classifying Chunqiu introductory remarks. First, he clearly defined the nature and the system of the book Chunqiu, which was to present the background of classifying Chunqiu introductory remarks. Second, he declared that writing style and righteousness in Chunqiu serves as standard for classifying the introductory remarks. Seopa classified introductory remarks by type in accordance with these fundamental principles of introductory remarks in order to lay the groundwork for right interpretation of Chunqiu. Further, he was convinced that this classification of introductory remarks would block any chance of the book's wrong interpretation and at the same time, be able to remove the rationale behind distorted theories. This book can be appraised to have significant academic values in that it attempted standardization in classifying Chunqiu introductory remarks through systematic and synthetic analysis on various introductory remarks.

Dementia Prevention Game that Focuses on Entertainment Experience (사용자의 유희적 경험을 중시한 모바일 치매 예방 게임)

  • Park, SeoYoon;Ko, Eunbi;Park, Siwon;Lee, SeungAh;Choi, JongIn;Park, SuE
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.137-139
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    • 2022
  • Dementia is known as the most feared disease by the elderly. As Korea becomes an elderly society, the importance of preventing dementia has increased. However, most games to prevent dementia focus only on the function of prevention. Therefore, this study proposes a mobile dementia prevention game focusing on the user's entertainment experience by selecting those in their 60s as the user class. A survey of user interests and related literature was conducted, and based on the survey, a prototype was produced by applying the theme of barista job experience. As a result, users can experience the entertainment value according to their interests while improving four cognitive abilities effective in preventing dementia through games. Through this, this study expects an entertainment experience of preventing dementia for users in their 60s.

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Study of Rhetorical Puns in Korean Comic Strips in Daily Newspaper (한국 신문만화의 언어유희적 기법 연구)

  • Kim, Eul-Ho
    • Cartoon and Animation Studies
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    • s.10
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    • pp.1-16
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    • 2006
  • This thesis aims to recall the importance of language in comics by studying comic strips in Korean daily newspapers: the comic strips are analyzed for rhetorical puns in its language text as they representatively show the value and role of language in comics. Moreover, Korean comic strips, as they developed into current affairs comics, acquired a stronger media characteristic of communicating information compared to other genres of cartoons. As a result, comics strips have become a genre where language plays an important role and the words needing to be able to convey the meaning quickly and implicitly. Due to tight control of national authority, the language technique developed into an indirect expression rather than a stronger direct imaging technique. The political oppression of the comic strip paradoxically brought on the rhetorical development in the creative techniques. Based on this analysis, the writer studied the rhetorical puns of the texts Korean comic strips by implementing the classification techniques of rhetoric expressions. As a result, through quotes and analysis of actual comic strips, the writer confirmed that Korean comic strips do actually show tremendously vast rhetorical puns in its language application techniques. The writer was also able to conclude that the rhetorical puns in comics were the force entertaining and impressing the readers, and also acting as the creative principle. Concluding this study, the writer emphasizes that language, not only in comic strips, is a combination of words and images and is also an important factor in all cartoons in general. Thus the thesis proposes that the training of humanistic thoughts and linguistic sensitivity are as important as learning to draw in the creation of cartoons.

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