The importance of brands as well as the consumers' emotional & cultural desire have increased. In the meantime, the companies have made efforts to create their positive brand images through the support of Mecenat using culture or social return. In addition, they made ceaseless efforts to provide consumers with a cultural space by building up brand service areas as part of their purpose. However, the rapidly increasing brand service spaces have not really appealed to consumers. In order to become a competitive and powerful brand in the severe brand market, it is necessary to enhance the brand image and to let the brand be considered as a culture and the lifestyle of consumers. In order to do so, the companies have to establish their market-driving strategies by creating new products or new market. To do so, it is important for them to figure out consumers' inner desire through the touch point with consumers. This study attempted to suggest a method of using a corporate museum as a space that could meet all of the said elements at a time. Through the route of a corporate museum, the companies would be able to study their future directions by looking back their history and they could be reborn as culture brands. Therefore, this study suggested that the corporate museum could be a space for culture and education as well as a brand space and could play a positive role in the companies; in this process, the study could grope for consumers' inner desire with its touch point where companies and consumers would meet and its utilization of brand market-driving strategy as a test marketing strategy observing consumers' responses.
Technologies for video reality (e.g., 3D displays, vibration, surround sound, etc.) utilize various sensory input and many of them are now commercialized. However, when it comes to the use of olfaction for video reality, there has not been much progress in both practical and academic respects. Because olfactory sense is tightly associated with human emotion, proper use of this sense is expected to help to achieve a high degree of video reality. This research tested the effects of a video's color-temperature related scent on reality improvement when the video does not have apparent object (e.g., coffee, flower, etc.) which suggest specific smell. To this end, we had participants to rate 48 scents based on a color-temperature scale of 1,500K (warm)-15,000K (cold) and chose 8 scents (4 warm scents, 4 cold scents) which showed clear correspondence with warm or cold color-temperatures (Expt. 1). And then after applying warm (3,000K), neutral (6,500K), or cold (14,000K) color-temperatures to images or videos, we presented warm or cold scents to participants while they rate reality improvement on a 7-point scale depending on relatedness of scent vs. color-temperature (related, unrelated, neutral) (Expts. 2-3). The results showed that participants experienced greater reality when scent and color-temperature was related than when they were unrelated or neutral. This research has important practical implications in demonstrating the possibility that provision of color-temperature related scent improves video reality even when there are no concrete objects that suggest specific olfactory information.
This study was performed in order to compare the differences in dietary self-efficacy and eating behaviors as well as the relationship of weight control attitudes according to eating disorder perception and obesity index for high school girls majoring in dance. Almost half (45.5%) of the subjects perceived eating disorders, and the rate of underweight group was 45.7%. Forty-four percent of the group that perceived eating disorders were in modern dance, while 55.0% of the group that did not perceived eating disorders were in Korean dance (p < 0.05). For the obesity index, a similar rate was shown between the different types of dance for the underweight group, but in the normal group, 54.5% were in Korean dance (p < 0.05). Most (82.0%) of the group that perceived eating disorders had fears on obesity, while only 53.3% of the non-perceiving group had fears on obesity (p < 0.01). Over half (58.3%) of the underweight group had fears on obesity, while 77.2% of the normal group showed fear in that (p < 0.05). For necessity of weight loss to do dance performances, 25.0% of the underweight group and 57.9% of the normal group need that (p < 0.05). Most of the group that perceived eating disorders (92.0%) answered that they had experience in very low calorie diets, while only 40.0% of the non-perceiving group had experience (p < 0.001). For necessity of calorie education, 42.0% of the group that perceived eating disorders and only 20.0% of the non-perceiving group answered is needed (p < 0.05). For eating behavior, the group that perceived eating disorders had lower total scores compared to the non-perceiving group (p < 0.001), The group that perceived eating disorders showed lower scores for restraint eating (p < 0.01) and emotional factors (p < 0.001) except by external eating. This study showed that high school girls majoring in dance have high interest in weight control and problems with wrongful body images and eating behaviors, as well as need for calorie education were suggested. Thus, it is necessary to develop and execute a proper weight control education program for the subjects. (Korean J Community Nutrition 14(4) : 383${\sim}$391, 2009)
It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.
The purpose of this study is to analyze the perception on science and scientists of the teachers who are engaged in the special education for the scientifically gifted, science-gifted students and their parents. For this study, 34 teachers, 222 students and 107 parents answered the questionnaire of the perception on science and Draw-A-Science-Test (DAST). The result showed that the three groups generally had a sound recognition but the score of recognition about a 'nature of science' was lower than other domains. The science-gifted students had less cognition about 'science and society' than their teachers and parents, but they had more positive perception about 'science learning' than their parents significantly. All of the three groups had the stereotyped image of scientist. About the internal images of scientists, three groups had a similar perception, and they showed higher scores in the cognitive aspect than emotional or ethical aspects. And the science-gifted students showed the significantly higher scores than their teachers and parents in diligence, imaginative power, concern about other people, respect for other's opinion, humor, artistic sense, respect for human, desire for peace. Three groups turned out to be influenced by movie, science journal, and biography as a source of scientist's image, but their contribution was different among groups.
A close-up shot, capturing all the fine details of an actor's face by filling up the frame, expresses an actor's performance more realistically than a stage where a living actor performs on. This is because a close-up generates an impact with its specific images and meanings seizing the attention of the audience and conjures up a psychological effect as if an actor's face is directly communicating with the audience at a minimum distance. Therefore, this study analyzed the film to examine the photographic effect and acting effect of close-up shots and recommend the need for acting training thereof. The film was selected since Song Kang-ho, to add more realism to his character acted going back and forth 20 years of age with a special makeup on face, his facial expressions, gestures, props in close-up successfully helped deliver the actor's performance by revealing the character's personality and emotions of the film, and generated an array of linguistic, visual and emotional meanings which are the key to film acting. This study is expected to contribute to helping actors to learn about the effect of close-ups and the key to film acting and find effective ways to express themselves in front of the camera.
Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.
The purpose of this study was to investigate the dietary intake, obesity index and psychosocial factors influencing obesity among 200 high school girls in Seoul. The Social Cognitive Theory provided the Conceptual basis for this study. A cross-sectional survey was conducted to examine factors related to obesity, including self-efficacy for controlling overeating, social support for eating behavior, perception of body image and weight control, nutrition knowledge, and attitudes toward obesity. The data were analyzed using t-test and multiple logistic regression. The results of this study are as follows : 1) The mean age of the girls was 16.4 years, and the rate of overweight and obesity(measured by obesity index) was 27.0$\%$. 2) The mean energy intake of subjects was 1832.3$\pm$384.0kcal. The energy derived from carbohydrates, proteins and fats was 62.7$\%$, 13.8$\%$, and 23.5$\%$, respectively. There was no significant difference between the obese and the comparison group in energy intake. 3) The result of multivariate analysis indicated that obesity had a significant relation to the perception of ideal body image, social support for eating behavior, and self-efficacy for controlling overeating(p〈0.01). As subjects preferred thinner body images(OR=0.39) and received less social support(OR=0.93), the odds of being classified as obese increased. The odds of being obese were also associated with self-efficacy, however, the relation was not strong(OR=1.04). 4) Specific social support was related to obesity among adolescent girls. As subjects received more support from family member, the odds of being obese decreased. The emotional support as well as family member's positive nutrition behavior plays a significant role. In addition, instrumental support from friends was associated with obesity. With repect to self-efficacy, the odds of being obese were increased as subjects felt less confident in controlling overeating when tempting food was placed in front of them or after an argument. In contrast, the obese group felt more confident in controlling overeating for the rest of the specific situations examined. These findings suggest that educational interventions for weight control should incorporate strategies to help participants realize their degree of obesity, to reduce the discrepancy between current and ideal body image, to elicit and maintain social support from friends and family, and to increase the self-efficacy for changing eating behaviors. (Korean J Community Nutrition 2(4) : 496-504, 1997)
This study is designed to explore the function of Twitter as a campaign platform during election campaign. For exploring the function of Twitter the form of tweet, the type of information on tweet and the way of opinion expression via Twitter were discussed by content analysis. This study finds, first, that, netizens express their opoinion of candidates without foundation and with emotional reactions. Second, they showed somewhat conflictive reactions according to their supporting candidates. This study conceptualized various kinds of public as 'blindly support public,' and 'blindly opposition public' in case of Park's supporters, 'rational support public,' and 'critical opposition public' in case of Na's supporters. Third, Park's supporters debated Na candidate's attitude of debate and her appearance blindly without foundation. Na's supporters argued Park's attitude of debate and his ignorance of Seoul Metropolitan government's policy blindly without foundation. Finally, this study discussed the relationship between the political discourse according to netizens' supporting via Twitter and the results of election. Park whose supporters attacked the opposing candidate by blaming her appearance and her attitude of debate won the election. Na didn't overcome her negative images. For her Twitter functioned as a media which is spreading negative factors about her. In conclusion, Twitter as a campaign platform during election times plays a key role in discussing candidates. However, netizens need to express their opinions with foundation and the candidates have to consider negative issue management. This study highlights the importance of peripheral factors which have a decisive effect on the results of election. The results of this study is useful for building political campaign strategy by candidates.
Public service advertising is a form of communication activity performed to increase public interest. In order to improve the effectiveness of public service advertising, it is necessary to formulate advertising strategies that can actually induce positive action changes. China has various social problems because of dramatic social changes, which call for implementing public service advertising. This study aims to improve the persuasive effects of Chinese public service advertising by addressing effective communication strategies. In particular, we selected 33 works that use fear appeals from 2016 HuangHe Award-winning posters and analyzed their visual representation of fear appeals. The results suggest that fear appeals are frequently used in safe driving and anti-smoking campaigns. In addition, main colors of these posters were black and white. The main fearful images were often represented in a form of 'fact' and 'factual conception' and in the type of 'picture.' They also have features of implicit association' and 'exaggeration'. This study has a significance in terms of providing theoretical and empirical information to future research on improvement of public service advertising in China.
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