• 제목/요약/키워드: Laugh

검색결과 38건 처리시간 0.027초

『리어왕』에 나타난 현명한 바보이자 치유자로서의 광대에 관한 연구 (A Study of the Fool as a 'Wise Fool' and 'Healer' in King Lear)

  • 류다영
    • 한국산학기술학회논문지
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    • 제16권1호
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    • pp.78-85
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    • 2015
  • 광대는 주로 우스꽝스러운 모습과 바보 같은 행동으로 사람들을 웃게 만드는 역할을 한다. "리어왕"에 등장하는 바보 광대 또한 특유의 익살과 해학으로 우리에게 즐거움을 주고 있다. 하지만, 그는 진정한 바보가 아니다. 그는 현명함을 지니고 있고 사람들의 마음을 꿰뚫어보는 직관력을 가지고 있으며, 언제나 현실을 직시한다. 그는 미래를 예측하고, 옳지 않은 것에 대해 비판하며, 또한 상처 받은 마음을 치유하는 역할을 한다. 그는 항상 리어왕의 옆을 지키며, 리어왕이 그 자신의 어리석음을 깨닫도록 도움을 준다. 모든 고통과 두려움에서 벗어난 리어왕은 광대의 도움으로 자신의 감정이 순화되고 치유되는 과정을 겪게 된다. 이러한 면에서 "리어왕"에 등장하는 바보광대는 리어왕의 현명한 조력자이자 치유자인 것이다.

유방암 수술환자의 추후관리 프로그램이 신체, 심리, 사회적 기능에 미치는 효과 (The Effects of a Follow-up Program on Physical, Emotional, and Social Function after Breast Cancer Surgery)

  • 소희영;김현리
    • 성인간호학회지
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    • 제18권3호
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    • pp.416-425
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    • 2006
  • Purpose: To evaluate the effects of a follow-up program for breast cancer patients after surgery. Method: A quasi-experimental design was used. The subjects were 56 breast cancer patients (experimental group: 27, control group: 29). The subjects of the experimental group participated in the Follow-up program of 7 sessions once a week, during 4 weeks including one telephone visit. The program consisted of health education of breast cancer, exercise, lymph edema prevention, diet education, theraband rehabilitation exercise, laugh therapy, and breast self examination. The obtained data were analysed by using the ANCOVA of SPSS. Results: There was a significant difference in the scores of physical wellbeing, symptom distress and mood state between the two groups. Conclusion: Considering these research results, short-term intervention could improve physical and emotional functioning abilities by helping better health. Nurses should establish and manage a proper program to provide multipurpose support and it must apply the program after surgery as soon as possible for breast cancer women.

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패션일러스트레이션에 있어서 유우머이미지 (Humor image in Fashion Illustrations)

  • 유영선
    • 한국의류학회지
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    • 제22권8호
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    • pp.978-989
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    • 1998
  • The purpose of this study is enrich the expressivity in fashion illustrations by looking into the expression of humor which is seen in the fashion illustration. In addition, this study is expected to provide a theoretical basis to the people whose works are concern with Fashion design. It is the fashion illustration that expresses the specific concept that accords with the purpose of drawing. And we need to create our own techniques freely and to develop them into higher ones. In this view, we can say that the humor in the fashion illustrations shows us the new world of expression. And we can also say that it fills the roles of social functions to purify human emotions with helping the communication between people in our highly developed society. Finally, the expression of humor in fashion illustrations can be described as followings. First, they are relate with the superiority, disparity, psychic release in the theory of humor's origin. Second, the image of humor can be induced by changing the figure of human body. Third, it can be encouraged by contrasting the different fashion images. Forth, we can use well-known icons that cause the humor does not only give us laugh but also reflect the era, society enlarge the range of expression in fashion illustrations.

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멀티스케일 LBP를 이용한 얼굴 감정 인식 (Recognition of Facial Emotion Using Multi-scale LBP)

  • 원철호
    • 한국멀티미디어학회논문지
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    • 제17권12호
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    • pp.1383-1392
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    • 2014
  • In this paper, we proposed a method to automatically determine the optimal radius through multi-scale LBP operation generalizing the size of radius variation and boosting learning in facial emotion recognition. When we looked at the distribution of features vectors, the most common was $LBP_{8.1}$ of 31% and sum of $LBP_{8.1}$ and $LBP_{8.2}$ was 57.5%, $LBP_{8.3}$, $LBP_{8.4}$, and $LBP_{8.5}$ were respectively 18.5%, 12.0%, and 12.0%. It was found that the patterns of relatively greater radius express characteristics of face well. In case of normal and anger, $LBP_{8.1}$ and $LBP_{8.2}$ were mainly distributed. The distribution of $LBP_{8.3}$ is greater than or equal to the that of $LBP_{8.1}$ in laugh and surprise. It was found that the radius greater than 1 or 2 was useful for a specific emotion recognition. The facial expression recognition rate of proposed multi-scale LBP method was 97.5%. This showed the superiority of proposed method and it was confirmed through various experiments.

감정적 경험에 의존하는 정서 기억 메커니즘 (Emotional Memory Mechanism Depending on Emotional Experience)

  • 여지혜;함준석;고일주
    • 디지털산업정보학회논문지
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    • 제5권4호
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    • pp.169-177
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    • 2009
  • In come cases, people differently respond on the same joke or thoughtless behavior - sometimes like it and laugh, another time feel annoyed or angry. This fact is explained that experiences which we had in the past are remembered by emotional memory, so they cause different responses. When people face similar situation or feel similar emotion, they evoke the emotion experienced in the past and the emotional memory affects current emotion. This paper suggested the mechanism of the emotional memory using SOM through the similarity between the emotional memory and SOM learning algorithm. It was assumed that the mechanism of the emotional memory has also the characteristics of association memory, long-term memory and short-term memory in its process of remembering emotional experience, which are known as the characteristics of the process of remembering factual experience. And then these characteristics were applied. The mechanism of the emotional memory designed like this was applied to toy hammer game and I measured the change in the power of toy hammer caused by differently responding on the same stimulus. The mechanism of the emotional memory suggest in above is expected to apply to the fields of game, robot engineering, because the mechanism can express various emotions on the same stimulus.

카툰에서의 의인화 캐릭터 연구 (A Study of Personified Character in Cartoon)

  • 최해솔;윤기헌
    • 한국콘텐츠학회논문지
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    • 제15권8호
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    • pp.141-148
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    • 2015
  • 본 연구는 수많은 콘텐츠가 생산 소비되는 현대사회에서 카툰 본연이 갖고 있는 역할적인 부분을 잃지않고 경쟁력 있는 콘텐츠로 자리매김하기 위해서는 캐릭터의 개발이 필수요소라는 가설에서 시작되었다. 하지만 카툰에서는 캐릭터를 적극적으로 활용한 작품이나 기획이 활발하게 이루어지고 있지 않다. 카툰 캐릭터 개발 연구를 위한 기초연구로서 의인화 의인법에 대해 살펴보고, 의인화가 대표적으로 사용되는 콘텐츠인 우화에서의 캐릭터와 카툰에 등장하는 의인화된 캐릭터의 특징을 비교했다. 우화와 카툰에 등장하는 의인화된 캐릭터는 다음과 같은 특징을 지닌다. 인물이 아닌 또 다른 인격체로서 등장하며, 풍자의 대상을 직설적이지 않고 우회적인 방법으로 순화하여 표현하게 한다. 또한 특수한 상징의미를 풍자하는 대상에게 투영하는 효과를 가진다. 다의적인 해석을 가능하게 하고, 묘사의 축소와 내용을 신속하게 이해하는데 도움을 준다. 그리고 의인화라는 아이러니와 환상적인 요소는 흥미와 웃음을 유발하는 역할을 한다.

Users' Reactions to Rape News Shared on Social Media: An Analysis of Five Facebook Reaction Buttons

  • Al-Zaman, Md. Sayeed;Ahona, Tasnuva Alam
    • Asian Journal for Public Opinion Research
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    • 제10권1호
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    • pp.51-73
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    • 2022
  • This study investigated 3.50 million Facebook reactions collected from 9,429 Bangladeshi news items about rape shared on social media from 2016 to 2021. The primary aim of this study was to understand users' different reaction patterns based on the five major Facebook reactions (i.e., love, haha, wow, sad, and angry). Based on the theories of emotion, we quantitatively answer one research question: How do social media users react to rape with the five major Facebook reactions? The results suggest that users are more likely to express disdain toward rape and sympathy toward the victims using Facebook reactions by using the angry button, along with the sad button. In rape news, both reactions are consistent and maintain a strong positive correlation, meaning they increase and decrease together. Although many users tend to mock and laugh at rape incidents and the victims, trend lines suggest that such expressions may not be consistent with time. Despite contextual relevance, we presume that in socially and morally unacceptable events like rape and war, the valences of reactions alter to some extent: angry and sad usually become positive, while love, wow, and haha become negative. Some strengths and limitations of the study are discussed as well.

노인성치매(老人性痴呆)에 대(對)한 문헌적(文獻的) 고찰(考察) (The bibliographical study on the senile dementia)

  • 김현아;정지천;이원철
    • 대한한방내과학회지
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    • 제13권2호
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    • pp.57-69
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    • 1992
  • The study has been carried out to investigate of the senile dementia by referring to 35 literratures. The results were as follows ; 1. In oriental medical science, senile dementia is belong to the category of dullness(매病), insanity(癲狂證), weak(虛勞), amnesia(健忘), etc. 2. The cause of senile dementia summarize the phlegm preventid-heart hole(痰迷心竅), marrow lack(髓海不足), aged follow weaking of body and disfunction of the internal organs(年老體弱과 臟腑機能 失調), the bad blood with vatal block(氣滯血瘀), feeling inharmony, etc in the view of oriental medical science and make the vanishment of the cerebral atrophy and the cerebral cell but havn't indicated the remarkable cause in that of western medical science. The diseases with cause make a point of Alzheimer's dementia, frequent infarction dementia, etc and psychological and environmental factor too. The marrow lack is related to Alzheimer's dementia, the feeling inharmony, psychologic and environmental factor, the phlegm prevented-heart hole and bad blood with vatal block, frequent infarction dementia. 3. The senile dementia is related cleary to the function of the internal organs in oriental medical sciences respect Especially in relation to kidney and marrow, it is presented new cause view to solve the cure problem of western medical science is studying its cause only the anatomic pathology with cerebrum and is thinking to solve cure possibility. 4. The symptom of senile dementia is as follows. The obstacle of a aspect of the Language, Emotion, Behavior. mute, speech inversion, sometimes a laugh sometimes a cry, behavior strange, failure of memory etc. 5. The treatment of senile dementia is follows. The methodes of cure apply phlegm changed-mud(豁痰化濁), self-kidney and added marrow(補腎益髓), self-energy and nutritive blood(益氣補血), vital blood(祛瘀活血), peace of mind and relief(安神情志). The medicines of cure make the most of (sesimtang, jwagui-hwan, tonggwuhwalhuel tang) add and subtract, daeboweonjeon, guibitang, and so on.

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애니메이션의 희극성(喜劇性) 연구 (A Study on Comicality of Animation)

  • 조미라
    • 만화애니메이션 연구
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    • 통권12호
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    • pp.103-119
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    • 2007
  • 본 논문은 웃음을 유발하는 혹은 그러한 의도를 의미하는 희극성을 중심으로 애니메이션의 희극적 본질과 한국 애니메이션에 나타난 희극성을 중심으로 살펴보았다. 그리고 애니메이션의 희극적 본질은 1) 예상되지 못하는 웃음, 어떤 방식으로 창조될 지 예측할 수 없는 상황에서 관객들의 상상력을 자극하고, 이를 통해 지금까지 지각하지 못한 생각, 느낌, 감각 등을 제시하는 창조적 웃음이라는 점 2) 또한 그로테스크적인 표현을 통한 이상적 세계를 제시함으로써 재현하고자 하는 실체에 대한 인식과 지각을 확장하는 웃음이라는 것을 알 수 있었다. 그리고 일반적으로 애니메이션을 코미디 요소가 강한 대중예술이라고 생각하는 선입관과는 달리 한국 애니메이션의 경우 희극성이 강한 작품은 소수에 불과하며, 창조된 희극성과 그로테스크한 희극성 보다는 캐릭터의 형상이나 움직임 그 자체, 혹은 유머와 재담 중심의 언어적 희극성에 집중되어 있음을 확인할 수 있었다.

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졸업영상에 나타난 영상의미 전달 효과 (The Transfer Effect of Media Image presented Graduate Reflex)

  • 이승복;정선영;전병호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.251-254
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    • 2006
  • 교육에서의 영상매체의 활용은 교수학습의 방법적인 측면뿐만 아니라, 인성교육 측면, 학교문화측면에서 활용되고 있다. 이는 영상을 통한 정보의 전달이 갖는 적용 범위의 보편성, 전달속도, 정보 전달량의 효율성 때문이다. 이러한 영상매체의 효율성을 새로운 졸업문화를 만드는데 이용하고자, 졸업생의 3년간의 생활모습을 담은 졸업 영상을 졸업식에서 보여 준 후, 영상에서 전달하는 의미가 학생들에게 어떤 의미로 생성되며, 졸업생의 행동에 어떤 변화를 가져오는가에 대하여 연구하였다. 자신의 추억을 회상하고 다시금 기억하는 시간을 갖고자 하였던 졸업 영상의 기획 의도가 학생들에게 반영되었으며, 영상을 보면서 함께 웃고 우는 동안 선생님에 대한 고마움과 친구들에 대한 우정이 깊어짐과 동시에 학교에 대한 애교심도 높아진 것을 확인할 수 있었다.

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