• Title/Summary/Keyword: Emotional Immersion

Search Result 79, Processing Time 0.028 seconds

Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.39 no.2
    • /
    • pp.233-246
    • /
    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

Expressional Characteristics of Media Art in Hussein Chalayan's Fashion Works (후세인 살라얀의 패션 작품에 나타난 미디어 아트의 표현 특성)

  • JeKal, Mee;Na, In-Hwa;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.10 no.3
    • /
    • pp.89-100
    • /
    • 2008
  • This article aims to research and analyze expressional characteristics of media art in Hussein Chalayan's fashion works. Media technology has made rapid progress over every society, in which it enables multi-dimensional communication. Under this social background, media art can use a multiplicity of technologies and go public. Media art had great influences in fashion with the leading designer as Hussein Chalayan. His works has been selected from the 90s up until 2008 focusing on expressional characteristics of media art by a professional group of fashion design. By classifying and analyzing of Hussein Chalayan's fashion works, expressional characteristics of media art displayed from works of the late 90s, and in recent years, the use of various technologies has increased. Expressional characteristics of media art in his works have been re-classified as interactivity, transfonnation, visualization, and transparency. First, interactivity by the wearer's action and emotional change is effective on emotional express, body protection and the causing of interest. Second, transfonnation by the wearer's action, functioning, and emotional change is influenced by convenience, body protection, and causing concern. Third, immateriality in media art is divided into visualization and transparency, and in fashion structural and material characteristics. Visualization by internal luminous source and digital images influences immersion and expression on fantasy images. Fourth, transparency by immaterial characteristics and piled up images affects openness and camouflage. Development of material and technology paves the way for expressional characteristics of media art in fashion. The trend of Hussein Chalayan's works moves towards emotional high-tech design with technology.

  • PDF

The effect of job stress on job exhaustion on Middle School teacher (중등교원의 직무스트레스가 직무소진에 미치는 영향)

  • Kwon, Eun-Kyoung
    • Journal of Digital Convergence
    • /
    • v.16 no.8
    • /
    • pp.81-87
    • /
    • 2018
  • Recently, honorary retirement is spreading like a fashion among teachers. This was due to rapid environmental changes and stress. Therefore, in this study, we examined the relationship between teachers' stress and job exhaustion. The study was conducted for middle school teachers in Changwon city. The results of this study were as follows: First, job stress of middle school teachers affected emotional exhaustion. Second, job stress of middle school teachers had an effect on impersonation. Finally, job stress of secondary teachers did not affect the reduced individual achievement. The results of this study suggest that job stress of middle school teachers is closely related to job exhaustion. Therefore, it is urgent to improve the administrative simplification based on the analysis of the teacher 's stress factors and the immersion into the class.

The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction (게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰)

  • Han, Joo-Yeun
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.33-46
    • /
    • 2020
  • As the part of a research project, we examined the causes of game addiction. Traumatized infants may project into virtual space a variety of mental symptoms such as aggression and delusion, division and depression, lack of integrated ego, low emotional awareness, compulsive obsession with objects, rebellion against social norms, and low reality awareness. Game space plays various roles in exhibiting presence of self, omnipotence and hopelessness, division of the self-image, emotional duality, immersion, and motility. This roles have both functional and dysfunctional effects.

A Study on Characteristics of Experiencing Sensibility Space in The Perception of Kineticism 'Movement' (키네티시즘의 '움직임' 지각을 통한 체험적 감성 공간 특성에 관한 연구)

  • Kim, Jun-Young;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.3
    • /
    • pp.67-76
    • /
    • 2010
  • Recently the trend that human emotions become central is strongly on the rise beyond functions in the area of space. In the present situation, the current study is to examine the characteristics of experiential space of emotions through an approach to space appearing in kinetic art paying attention to the fact that the new spatial expressions and forms of Kineticism lie in introduction of 'movement' as a phenomenon that humans who are main agents of experiences can perceive. For research methods, spatial expressions were proposed according to each characteristic extracting characteristics to create space through 'movement' of Kineticism, and the features of experiential space of emotion were elicited by analyzing sensible elements and perceptual characteristics which stimulate human sensitivity through expressive aspects of 'movement' appearing in the case. As a result, it was found that characteristics appeared including immersion through non-daily stimulation, empathy through visual·perceptual stimulation, syn-aesthetic experiences through stimulation of thinking senses, and perceptual activation through physical movement etc. Namely, the present study has its meanings in seeking another directions and possibilities as emotional space to activate experiencers' diverse perceptions and senses by analyzing the characteristics of experiential emotional space through 'movement' of Kineticism which is one of modern plastic arts.

A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.681-686
    • /
    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

Using metaphorical techniques in focus groups to uncover mothers' feelings about family meals

  • Kling, Leslie;Cotugna, Nancy;Snider, Sue;Peterson, P. Michael
    • Nutrition Research and Practice
    • /
    • v.3 no.3
    • /
    • pp.226-233
    • /
    • 2009
  • Traditional nutrition education has not been shown to consistently produce behavior change. While it has been suggested that using emotion-based messages may be a better way to influence nutrition behavior change, this has not been well tested. Producing emotion-based messages is a multi-step process that begins with exploring subconscious barriers to behavior change rather than the more obvious and typically reported barriers. The purpose of this research was to uncover the emotional reasons, sometimes referred to as emotional pulse points, for mothers' choosing or not choosing to have more family meals. This would then serve as the first step to developing emotion-based messages promoting the benefits of family meals. Five focus group interviews were conducted with 51 low-income Black (n=28) and white (n=23) mothers. Metaphorical techniques were used to determine underlying feelings toward family and family meals. Discussions were video-taped, transcribed, and manually analyzed using a content-driven, immersion/crystallization approach to qualitative data analysis. Four themes emerged around the definition of family: acceptance, sharing, chaos, and protective/loyal. Some mothers felt mealtime was merely obligatory, and described it as stressful. Some reported a preference for attending to their own needs instead of sitting down with their children, while others felt that mealtime should be used to interact with and educate children and felt guilty when they were not able to provide family meals. Three themes emerged around feelings towards having or not having family meals: unimportant, important, and guilty. When explored further, mothers indicated that using the feeling of guilt to encourage family meals might be effective. Data obtained are being used to develop innovative, emotion-based messages that will be tested for effectiveness in promoting family meals.

Evaluating User Experience of Smart Television Using Emotional Representation Language (감정표현어를 이용한 스마트TV의 사용자경험 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.132-141
    • /
    • 2015
  • Smart television(TV) is replacing the traditional television model and the importance of user experience(UX) is rising. User experience evaluates the emotion state of users such as immersion, pleasure, and interest. User experience together with usability is a principle to be considered as for designing a smart television. It contributes to improve user satisfaction and lead to the long-term purchase. User experience is more difficult to measure than usability, because UX evaluation requires to biological and psychological techniques. However, the disadvantages of these physiological and psychological techniques require high experimental costs and the restriction of experimental environment. The objective of this paper is first to review conventional methods regarding UX evaluation and suggests a new method for measuring the UX of smart TV which detects keywords related emotional representation. The text is acquired from purchase postscripts of smart TV in the Internet shopping malls. This method costs less than the questionnaire survey to detect emotion.

The Effect of Modern Leadership Style on Organizational Effectiveness : Focusing on Army Commander's Leadership (현대적 리더십 유형이 조직 효과성에 미치는 영향 : 육군 지휘관의 리더십을 중심으로)

  • Lee, Sam-Joo;Park, Sang-Hyuk
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.1
    • /
    • pp.201-207
    • /
    • 2020
  • This study focused on finding out how transformational leadership, emotional leadership, and servant leadership in military organizations affected organizational effectiveness (commission satisfaction, immersion, and organizational citizen behavior) by special forces, standing forces, GTO, independent units on the coast, and educational institutions and training units. Therefore, in order to achieve this research objective, we intend to utilize two studies, the literature and the empirical studies, in this paper. Through the literature study, we also set up a critical consideration of the major leadership theory so far, understand the soldiers of the new generation, set up the background and characteristics of the new leadership theory, transformative leadership and emotional leadership, and set up and study the hypothesis for the organizational effectiveness in the main contents (concepts, components, measurement data) and variables. Empirical research is aimed at empirically analyzing the impact of transformative leadership, emotional leadership, and servant leadership on sub-type and organizational effectiveness, and whether sub-type controls leadership type and organizational effectiveness. organizational effectiveness.

Effects of Group Art Therapy on the Aggression and Emotional Regulation Ability of Elementary School Students Over-Immersed in Internet Games (집단미술치료가 인터넷게임과몰입 초등학생의 공격성과 정서조절능력에 미치는 효과)

  • Lee, Geon-uk;Lee, Hyun-mi;Shin, Ji-hyun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.9
    • /
    • pp.769-778
    • /
    • 2016
  • The purpose of this study was to investigate the effects of group art therapy on the aggression and emotional regulation ability of elementary school students over-immersed in Internet games. The subjects include 16 elementary school children from H Local Children's Center in S City and G Local Children's Center in Y City. They were allocated to the experiment and control group each of which consisted of eight. Total 12 sessions of Group art therapy were administered to the experiment group twice per week from January 4 to February 15, 2016. Employed in the study were the Internet game addiction, aggression, and emotional regulation inventories. Collected data were treated with repeated measures ANOVA for differences according to the implementation time and group. The findings show that group art therapy had positive effects for mitigating the aggression of elementary school students over-immersed in Internet games and increasing their emotional regulation ability and that those effects lasted. Those findings indicate that group art therapy is effective for alleviating the aggression of elementary school children over-immersed in Internet games and improving their emotional regulation ability. Finally, based on the reuslt of this study, the development and future direction of this program for prevention and treatment of elementary school students over-immersed in Internet games is suggested.