• 제목/요약/키워드: Disembodiment

검색결과 4건 처리시간 0.016초

인터넷 게임 과다사용자와 탈신체화 : 기능적 뇌자기공명영상을 이용한신경 상관물 (Internet Game Overuser and Disembodiment : Neural Correlates as Revealed by Functional Magnetic Resonance Imaging)

  • 오종현;손정우;김지은;신용욱
    • 생물정신의학
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    • 제21권2호
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    • pp.57-64
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    • 2014
  • Objectives The purpose of this study was to investigate the difference of brain activity between internet game overusers in adulthood and normal adults in a state of disembodiment. Methods The fMRI images were taken while the internet game overuser group (n = 14) and the control group (n = 15) were asked to perform the task composed of ball-throwing animations. The task reflected on either self-agency about ball-throwing or location of a ball. And each block was shown with either different (changing viewpoint) or same animations (fixed viewpoint). The disembodiment-related condition was the interaction between agency task and changing viewpoint. Results 1) In within-group analyses, the control group exhibited higher brain activation in the left precentral gyrus, the left inferior frontal gyrus, and the left insula. And the overuser group exhibited higher activation in the right cuneus, the left posterior middle occipital gyrus, and the left parahippocampal gyrus. 2) In between-group analyses, the control group exhibited higher activation in the right posterior superior temporal gyrus. And the overuser group exhibited higher activation in the left cuneus, and the left posterior middle occipital area. Conclusions These results show that the disembodiment-related brain activation of internet game overusers in adulthood is different from that of normal adults.

1990년대 이후 한국연극의 무대의상에 나타난 포스트모더니즘 경향에 대한 연구 (A Study on the Postmodernist Tendencies in Stage Costume of Korean Theater Since 1990's)

  • 우보경;김영삼
    • 복식
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    • 제61권1호
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    • pp.109-123
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    • 2011
  • Postmodernism has affected general culture and arts as a powerful cultural image that has governed the later 20th century, and it is still a main subject as Zeitgeist representing modern society. Accordingly, this study is to verify the role and importance of the stage costume according to change of the art trend in the present age by clarifying relations between the postmodernism and the stage costume, and analyzing the postmodernism trend shown in postmodern classes. The postmodernism trend in costume is summarized as the deconstructionism, eclecticism and the populism. Hereunder is the conclusion of applying Postmodernism characteristics and creation mechanism commonly existing in theater and costume to the costumes of Korean theaters since 1990's. First, a deconsructionism trend of the Korean theater was visualized by the expression method of disembodiment and decomposition of stage costumes. Second, expression phase of interculturalism was concretely visualized through the stage costume, and it was considered that the postmodernism creation method. Third, a populism trend since 1990's was reflected to the stage costume, and deduced consensus with the audience and subculture familiar with the public as well as appeared as a phenomenon that emphasized a recreational elements. It is analyzed that this trend is a result that a concept of sportiveness was directly transferred through strong visual expression function of the stage costume. As a result of analyzing a Korean theater of the postmodernism disposition since 1990s, the costume reflected creational will of the postmodernism of works and played an important role as visual arts, created with a similar method and form.

디지털 컨버전스에 최적화된 공적융합공간 개발 시론 (A Preliminary Study on Public Convergent Space optimized for the Digital Convergence Era)

  • 김동섭
    • 한국실내디자인학회논문집
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    • 제21권6호
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    • pp.79-91
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    • 2012
  • In the Digital Convergence era, the center of social networking is moving into on-line space. This means also that space for public is moving into the on-line space. Along with this, spaces in commercial area, offered as attraction factors, are taking a role as a public space. So, this paper defines these spaces mentioned above as public space and the like. Liberal and affluent communication of Digital Convergence has caused in new spatial cognitions such like, constant social space, flowing space, temporary space, and multiple space. This means the hybridization of on-line and off-line space and the advent of public convergent space. However, it is on-line-centered convergence and has positive effects and negative effects on relationship. This paper suggests the optimization of public convergent space to solve the problems and make better a public space for relationship. For achieving this, social disclosure is grasped as the common way to start relationship both off-line and on-line, and it is proved that social disclosure has three characters such as self-presentation, corporeality, and subjectivity. Subsequently, the differences of the roles of off-line and on-line space are separated by each individual character. These are self-presentation of performance vs. storytelling, corporeality of embodiment vs. disembodiment, and self-subjectivity vs. inter-subjectivity. By recognizing that there are multilevel spectrums between the formers and the latters, this paper presents the direction of the spatial configuration of public convergent space which offers the right of manipulation of self-disclosure. It will be used for presenting the prototype of public convergent space.

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호모루덴스, 대학 축제 놀이콘텐츠 분석 (Homo Ludens, Analysis on PLAY Contents of University Campus Festival)

  • 안경주
    • 한국콘텐츠학회논문지
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    • 제18권5호
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    • pp.554-565
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    • 2018
  • 본 논문은 사이버공간에서의 개별화된 놀이문화가 지배적인 가운데, 대학청년들의 오프라인상의 공동체 놀이문화를 분석하면서 새로운 놀이문화의 창출 가능성을 모색하기 위한 연구이다. 사이버리아(cyberia)는 놀이의 생산자와 소비자가 소통하는 거대한 플랫폼을 제공하며 가상의 놀이 문화를 형성하고 있지만, 이 공간이 갖는 개별화와 탈신체화의 한계는 오프라인상의 현실화된 공동체적 놀이에 대한 필요와 당위성을 소환하고 있다. 본고는 대학 캠퍼스의 축제를 중심으로 한 공동체 놀이문화사속에서 최근 대학생들의 축제문화의 특징과 의미를 분석하고, 다양한 놀이이론을 적용하여 공동체놀이 기획안을 분석하였다. 2016-7년도 대학생들의 놀이기획안은 향수를 불러일으키는 '보드게임,' '게임을 통한 인생설계,' 그리고 철학적 성찰을 담은 실험극 등과 같이 문화산업 현장의 틈을 비집어 주체의 공간을 만들고자 하는 시도는 있으나, 대체로 청년놀이 문화사를 관통하는 현기증(일링크스)적 음주문화와 운(알레아), 모방(미미크리)이 결합한 파이디아(쾌락)의 원칙이 강하게 작동하는 문화적 특징을 보인다. 최근 신자유주의적 경쟁구도 하에서 청년들의 부정하고픈 현실은 놀이라는 비현실적 공간에서 현기증(음주문화)을 통해 경쟁구도의 무력화로 나타나며, 체험의 모방(미미크리)은 체현이 아닌 문화적 경계에서의 흉내 내기로 드러나는 경향을 보인다.