• Title/Summary/Keyword: Emotional Immersion

Search Result 75, Processing Time 0.022 seconds

The Survey Analysis of University Students' Romantic Experiences (대학생의 사랑경험 조사 분석)

  • Jung, Min-Ja
    • Korean Journal of Human Ecology
    • /
    • v.20 no.4
    • /
    • pp.759-775
    • /
    • 2011
  • The purpose of this research is to study university students' romantic experiences for this research, 1000 students participated by cyber lectures "marrige & families" and "sex & love". The results of this study are as follows: (1)Their first romantic experiences started in middle school(18.5%), high school(32.7%), or university(39.4%). Their first romantic experiences disappeared after one year. University students' first romantic experiences were universal and were made into a proximity principle. (2) University students' one-sided romantic experiences were 78%, but they loved someone senior to them or friends. They fell in love by attraction to character or appearance. University students' one-sided loving processes were made into friendship and the higher eye-level liking. (3) University students dated every day. They experienced the following sexual behaviors: kissing(90.2%), embracing(94.7%), or intercourse(34.7%.) Their dating life was made into a proximity principle. (4)University students experienced an emotional change from break-ups: solitude, longing, or regret, but their coping strategies were immersion in study or leisure, or meeting friends. They(70%) got over it and dated some body else.

Characteristics of contemporary fashion shows affected by intermedia (인터미디어 특성이 나타난 현대 패션쇼 연출 특성)

  • Lee, Seulah;Lee, Yoon Mee;Lee, Younhee
    • The Research Journal of the Costume Culture
    • /
    • v.27 no.6
    • /
    • pp.582-598
    • /
    • 2019
  • Intermedia is a term that refers to the convergence of different media. It has not only enabled the delivery of brand message but also developed interactive communication in a contemporary fashion show context. This study investigates the presentation methods of contemporary fashion shows affected by intermedia. We examined the research and theory related to intermedia and fashion shows by accessing articles since the 2000s concerning 252 shows by 30 designers that tended to demonstrate the use of intermedia. Our analysis highlighted four particular characteristics: "medium scalability" (the unity of art and fashion and the unity of life and fashion); "synesthetic flow" (the audience's emotional immersion, represented by the actual performance and performances of the models); "participatory accessibility" (performance participation through action and instrumental support); and "immaterial symbolization" (an intuitive symbol that emphasizes both the direct outward appearance and the metaphorical symbolism so that the object is expressed in a figurative sense). From these results, we identified considerable synergy between the characteristics of intermedia and contemporary fashion shows. Therefore, it might be useful to conduct an experimental study on this area of research.

Characteristics of New Luxury in Louis Vuitton's D2C-Based Mobile Application (D2C(Direct-to-Consumer) 기반 루이비통 모바일 앱에 나타난 뉴 럭셔리(New Luxury) 특성)

  • Kim, Mikyung;Yim, Eunhyuk
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.45 no.5
    • /
    • pp.741-757
    • /
    • 2021
  • In addition to direct sales to consumers, the direct-to-consumers (D2C) strategy, which provides specialized experiences and services, communicates closely with a consumer's perspective. This tendency is related to the recent trend wherein the luxury fashion system is being transformed into a new luxury. Therefore, this study analyzes the development of online D2C platforms and investigates the characteristics of new luxury from the functional, symbolic, and experiential dimension perspectives based on mobile apps, which is becoming increasingly important among online D2C platforms. Based on the study results, the premium of new luxury fashion displayed in Louis Vuitton's mobile D2C platform in terms of product utility and functionality is newly defined as a usable luxury experience. Moreover, from the heritage perspective, based on the cultural sympathy of the brand contents, we determine that an attachment can be formed between new luxury fashion consumers and brands. Additionally, the personalization service and experiential content on the D2C platform can directly afford emotional and bonding induced brand immersion in a playful way.

Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory- (패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로-)

  • Park, Shin Young;Lee, Yoon Kyung;Lee, Mi Ah
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.45 no.1
    • /
    • pp.73-93
    • /
    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

  • BonJin KOO;HoSung WOO
    • Journal of Research and Publication Ethics
    • /
    • v.5 no.1
    • /
    • pp.19-27
    • /
    • 2024
  • Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO's 'Comprehensive Sex Education Guidelines'. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.

A study on the narrative use of transitional object-characters in the family feature animation (가족용 장편애니메이션<인사이드 아웃>에 나타난 이행대상(transitional object) 캐릭터의 서사적 활용 연구)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.325-357
    • /
    • 2017
  • It can be assumed that the reasons why the animation characters, 'Olaf (in Frozen Kingdom)' and 'Minions (in Super Bad)', etc., which were very successful in the merchandising market while having won the popularity better than the main characters are very popular even though such characters appeared only by playing a funny role while assisting the adventures of the main characters are not only because of their cute appearances but also because such characters have their own core features in their inner world as the transitional object-characters. Simply expressing, a 'Transitional Object' as a concept suggested by a child psychologist, 'Donald Winnicott', means a lovey doll or an imaginary friend which temporarily replaces an infant's mother during the procedure when the infant is mentally separated from its mother. However, in case that the theory of transitional objects was applied directly to many narrative content characters for doing a study, there must have been done some studies in advance for establishing some new criteria and indexes related to the transitional object-characters of such narrative contents. Accordingly, while thinking that the 'emotional relationship' between a growth-subject and a growth mediator must be dealt with as the most important content in order to define a transitional object-character in a narration clearly, this researcher established some emotional index for judging the propensities of a transitional object-character on the basis of such way of thinking. The index is composed of 4 kinds of emotional roles (quasi-family member, growth mediator, lovey doll, an imaginary friend), 6 kinds of emotional supports (hugging, protecting, accepting, giving the initiative, improving the relationship and mutual supervising) and 4 kinds of emotional impressions (impression by contacting, impression to protect and impression accepting an attack). In case that some main characters of a family feature animation, 'Inside Out', are analyzed while the index mentioned above is applied, it was found that 'Bing Bong' and 'Sadness' have a high propensity as a transitional object-character. Especially, it could be inversely inferred in which ways some good transitional object-characters can help the narrations on growth of a family feature animation by taking a look at the character, 'Sadness' that has the highest propensity as a transitional object-character. The transitional object-character, 'Sadness' assists the narration on growth internally and externally by helping the internal maturity of a growth-subject in a way of projecting the tasks for the internal maturity of a growth-subject while helping the growth-subject to be successfully externally in a way of providing the growth-subject with some kinds of facilitating emotion. As the results from this Study, since such kinds of emotional experiences provided by such transitional object-characters are displaced to not only the relevant growth-subjects but also the audience who are emphasized with such growth-subjects as they are, such transitional object-characters play a role of hidden benefactors who induce some immersion into the narrations and provide child and adult audience with various layers of emotional satisfaction.

An Empirical Study on Continuous Usage Intention towards Mobile Social Network Game (모바일 소셜네트워크 게임에 대한 인지된 가치가 지속적 사용의도에 미치는 영향 -몰입의 매개효과를 중심으로-)

  • Kang, Tae-Cheol;Kim, Hyoung-Gil;Cho, BooYun;Hyun, Min-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.4
    • /
    • pp.2104-2111
    • /
    • 2014
  • This paper explores the framework in which MSNG(Mobile social network game) service providers' strategies to enhance users' intention of continuous usage. Users' perceived values have been considered as the key factors to solicit MSNG user's intention. Moreover, we suggest flow(user's psychological immersion to MSNG) as a mediator variable to inflame users' intention. Results based on 431 respondents shows that MSNG service providers' strategies(i.e., functional, emotional, and social values) directly influence users' intention to use, while those independent variables also show positive relationships towards dependent variables. So we can identify that the efforts to elaborate the users' perceived values are meaningful strategies of MSNG service providers. Also, user's psychological change(i.e. "flow" in this study) is the essential to mediate between MSNG service provider's strategies and building users' intention to use for that MSNG.

Concept Mapping Analyzing on Counselors' Vicarious Trauma Experience from Working with Victims of Sexual Violence (성폭력 상담자 대리외상 경험에 대한 개념도 연구)

  • Heo, Chan-hee;Lee, Jee-yon
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.457-471
    • /
    • 2020
  • The purpose of this study is to explore the in-depth content of vicarious trauma experience of sexual violence counselors and to develop intervention strategy. To this end, depth interviews were conducted with twelve sexual violence counselors working at the sexual violence counseling site for more than three years. In addition, using the concept mapping method, the content exploration of the experience of vicarious trauma of sexual violence counselors was confirmed, and its conceptual structure was identified. As a result, 60 key sentences regarding the experience of vicarious trauma of sexual violence counselors were extracted. Then, multi-dimensional scale and cluster analysis were conducted after making nineteen appraisal participants who are under the same condition as depth interview participants to categorize and assess key sentences. As a result of analysis, the x-axis of negative perception, psychological and emotional dimension, and the y-axis of personal inner and behavioral dimension appeared, and five clusters emerged: immersion and skepticism about work, experience of emotional assimilation, hypersensitivity to sex, increased vigilance against men, and threat of safety. This provided basic data that could categorize and identify the contents of vicarious trauma of sexual violence counselors experience by sexual violence counselors.

A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
    • /
    • s.30
    • /
    • pp.221-243
    • /
    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

Emotional adjective profiles of various odor stimuli (감성형용사를 사용한 다양한 향의 프로파일)

  • Jung, Yun-Jin;Lee, Guk-Hee;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Science of Emotion and Sensibility
    • /
    • v.18 no.2
    • /
    • pp.75-84
    • /
    • 2015
  • Although various methods have been proposed and utilized for video reality improvement, use of olfaction still remains at a rudimentary stage. Previous research reported reality improvement effect of some scents when a video displayed specific objects whose odors matched to the scents provided. In addition, another study showed that provision of scents that correspond to the prevailing color of a video improves sense of immersion. However, the above studies have clear limitations because not all videos have specific odor or obvious color. Assuming, in this study, that sensibility-based scent provision in the absence of main odor or color will increase sense of reality, the present study aimed at building adjective profiles of various scents that convey different sensibilities. To this end, in Experiments 1 and 2, we collected a set of adjectives appropriate for description of scents, and in Experiment 3, we built profiles of 16 scents using 30 adjectives. In addition, we grouped scents of similar sensibilities using cluster analysis. These results could be used not only for video reality improvement but also for the purposes of emphasizing product concepts or store positioning, etc.