The aim of this study is to analyze the skylights and roof structures designed by Marie Botta from the viewpoint of the space, the form and the light source, and thus to find out their characteristics. For this purpose, his 13 major works were selected and analyzed according to the principle of design, which could explain the characteristics of skylight and roof structures sufficiently. Trough this study, the followings are realized. 1) The skylights are the main light source in the interiors of his buildings that are comparatively dark, being enclosed by thick materials such as bricks. The roof structures have been precisely designed to disperse the light effectively 2) The skylight and roof structures play the role of form-creating elements in his buildings. They create the unique images for the exteriors and endow form to the interiors. 3) The skylight also serves as a window to communicate with nature outside. Through the skylight, people in his buildings are able to perceive the flow of time and enjoy the scenery of the sky. 4) The light that showers through the skylight and adjusted by roof structures produces special atmosphere in his projects. In his interiors, people can experience a somewhat miraculous and sacred feeling with the light from above. 5) The skylight has meaning as a symbol. It symbolize the relationship between the earth and the sky. Also, in religious projects, a skylight provides a symbolic vision of Heaven for Christians. Comparing with recent works presented in our country, which emphasize simple interiors using artificial light, Botta's works suggest another form of design differentiated from the works of our designers in that Botta's works not only take advantage of natural light by using skylights and roof structures but also utilize them as form-creating elements.
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.
Journal of the Korea Academia-Industrial cooperation Society
/
v.18
no.7
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pp.284-289
/
2017
This study examined Korean traditional dancing performances in small theaters as a phenomenological approach. Korean traditional dances, as cultural welfare, are expected to be attractive to the public and our cultural heritage is expected to be inherited from them. The purpose of this study was to provide basic data for Korean tradition dancing to be supplied to the public as a Traditional Cultural Welfare Program. A qualitative approach was taken to best achieve the aims of this study. The data used in this study were collected from July 10th to September 1st, 2016, using in-depth interviews. Seven Korean dance professionals with more than 15 years' experience in traditional dancing performance were enrolledin this study. The traditional dancing performance in small theaters is necessary in terms of providing concert halls to local cultural artists and high quality performances to audiences as traditional cultural welfare. The traditional dancing performance in small theaters as cultural welfare will provide a platform to enjoy various traditional cultures across all ages and all class levels of the society in auniversal dimension.
This study examines the process and scope of visual directing through the case of SM Entertainment, and explores the role of visual directors. As a result of the case study, SM created the visual directing team composed of art director and visual designers within the creative headquarters and was actively introducing visual directing for the development of idol. The visual directing process of SM, which is being developed as a part of the star marketing, consists of analyzing the environment in marketing strategy, establishing marketing strategy related to idol, setting up target image per artist, and finally planning and managing the visual directing project. The visual director in SM is required to have creative talent, logical persuasion, information analytical ability, visual expression ability, and field application ability. SM also applies visual directing accumulated from idol singers to SM business areas such as MD product design and production, product composition and designer collaboration, and SM town COEX artium. This paper have significance in attracting visual directing to the academic field.
Although cartoons have been recognized for their great potential and value, they have failed to bloom in Korea. This is because wrong perception and irregular distribution of cartoons have been repeated for the last several years. Presently, however, cartoons are escaping from chronic problems they have had for long and welcoming splendid chances now. From the mid- and late-1990's, there have been large-scale events having cartoons as their theme, and social recognition on cartoons is becoming more and more positive. Their contents are diversified, readers are increased, and they are escaping from stereotypes through harmony with other media. Lately, either large or small exhibitions for cartoons are being planned, and Korean cartoons are going overseas and producing exhibitions there. Particularly, visitors' appreciative eye is getting keener, and they begin to see them not as a genre underestimated as low culture like in the past but as a kind of art on which independent research is being actively conducted. One of the biggest factors that have allowed cartoons to be positioned as visual art is the form of exhibitions that combine them with other genres artistically. Especially the cartoon exhibitions being held these days are aggressively introducing various elements of the cartoon genre through the medium of exhibitions not just as a mere tool of seeing to help understand cartoon writers or works. The genre of cartoons is now regarded as an active subject that can reflect its own unique essence in this rapidly changing cultural environment and extend the range of it itself. The latest cartoon exhibitions are characterized by trans-genre and complex aspects in terms of their direction or organization according to the contents, space, or theme. This trend of cartoon exhibitions implies that they are subdividing, analyzing, and planning various factors not in a horizontal way that was centered around image as in the past. It means that cartoon exhibitions are evolving as a form of mobilizing, combining, and reproducing various methods. Although a number of cartoon exhibitions are being held with a variety of themes, there is still lack of research on cartoon exhibitions concerning their forms and contents. Therefore, this researcher sees cartoon exhibitions as a factor that allows cartoons to escape from negative recognition and examines various cartoon exhibitions, from Seoul International Cartoon Animation Festival to the ones that are recently held, to figure out the meaning of Korean cartoon exhibitions. Furthermore, this researcher will find out the factors of planning and popularity in international exhibitions or personal cartoon exhibitions being presently held and figure out new directions and potentials for Korean cartoon exhibitions based on that. To meet the needs of visitors whose expectations have become even higher, it is needed to try not just previous methods but experimental and original planning as well constantly. To realize that, it is necessary to keep providing a field of opportunity where cartoon works, cartoon writers, and visitors can communicate as in an exhibition. It is expected that this study will trigger research on cartoon exhibitions to be performed multilaterally and produce new discourse on cartoon exhibitions afterwards.
Open educational resources(OER) enable the spread of mutual information exchange and provide advantages to both their users and institutions, such as reducing costs, improving content quality, and establishing relationships. The recent research on OER was about their connection to formal education, copyright trends, and corporate e-learning. There have been very few studies, however, on the utilization of OER and on the problems related to their practical use. Thus, this study was conducted for the purposes of analyzing the status of OER usage in education-related institutions and of providing suggestions for institution operation based on the analysis results, to promote the use of OER. A survey was conducted among more than 200 institutions in Asia, and the survey results showed that 'images and visual materials' are the most commonly used materials in Asia, and that the factors barring OER usage in the said region are 'lack of awareness', 'lack of skills', 'the absence of a reward system', and poor cooperation in participation. To promote OER usage, each institution should provide training courses about awareness, utilization skills, and copyrights. There is also a need to provide support for the establishment of reward systems and environments for OER usage. Finally, more active participation is required for inter-agency cooperation in OER sharing.
Journal of Korean Home Economics Education Association
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v.20
no.3
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pp.201-213
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2008
This study was intended to examine the relationship between lifestyle and school uniform design modification in high school girls and provide basic data for guidance in the wearing of school uniform. The subjects of this study were 585 girls who were in the first and second grades of high schools throughout Gwangju. This study was executed using a questionnaire. The data from this study was processed using SPSS WIN 12.0(Kr). The results were as follows; This study hypothesized that the perception and attitude on school uniform modification would be significantly difference depending on lifestyles in high school girls. The significant differences appeared in a few items. So the results suggested that school uniform modification was a common that appeared in most high school girls. However it was affected by their lifestyle. specifically, a digital-dependence lifestyle group has a few different perceptions and attitudes on school uniform modification than the others. In other words, school uniform modification in high school girls who spend their most time in school is a general and universal clothing behavior by psychological factors rather than the effect of lifestyle. It is considered that rules concerning school uniform modification should allow students to express their individuality within certain limits. Teachers should instruct students to wear appropriate underwear rather than keep students under control with a fixed set of rules. If High school girls have a negative body image as a result of their exposed body, they should receive active educational guidance.
The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.2
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pp.112-122
/
2016
In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.
From the 21st century, characters have been developed and managed by many companies, organizations and groups due to public-friendly elements, Community Identity Program, value of utilization for OSMU, etc. This study was carried out according to a plan of developing a character and making an application in ACC Children based on Asia Culture, which was implemented as ACC Children contents R&D project from 2014 to 2016. This R&D and purpose is significant because of laying the groundwork for identity system making it possible to increase the brand value of ACC Children and symbolize ACC Children by developing a character, application and name suitable for the philosophy and function of ACC Children that will be used together with CI of Asia Culture Center. With regard to the research method and scope, Asia is divided into 5 regions, and 100 representative stories in Asia are selected, and a storytelling-based character, application and name with connotative symbol and meaning pursued by ACC Children is developed by choosing and analyzing symbolic animals according to consulting and survey. The characters of ACC Children give publicity to the symbolism of ACC Children, and are actively utilized for OSMU.
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