• 제목/요약/키워드: Media context

검색결과 637건 처리시간 0.023초

현대예술과 패션의 미학적 개념 확장에 의한 예술로서의 패션 (Fashion as Art through the Expansion of Aesthetic Concept of Contemporary Art and Fashion)

  • 서승희;김영인
    • 한국의류학회지
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    • 제37권4호
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    • pp.577-589
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    • 2013
  • Fashion is traditionally perceived as a non-art in art philosophy; however, it is now being evaluated as art through the process of recognizing its cultural value and position. This study investigated the expanded concept of contemporary fashion in the same context of the expanded concept of contemporary art to present the possibility of fashion as art. This study enhances the artistic and cultural value, as well as the social function and position, of fashion by granting it the same status as art according to the concept of expanded contemporary art. For the research method, a literature review and a case analysis were conducted through specialty publications related to art history, aesthetics, and fashion in addition to regular publications, websites specializing in fashion, art museums and fashion style websites. The expanded aesthetic concept of contemporary art has embraced challenges to ideal beauty, production methods through interactivity, and expansion of art expression through mass media and industrial products. In the same context, the expanded aesthetic concept of contemporary fashion has established challenges to conventional beauty, the expansion of production methods, and the expansion and transfiguration of materials.

Using Spatial Ontology in the Semantic Integration of Multimodal Object Manipulation in Virtual Reality

  • Irawati, Sylvia;Calderon, Daniela;Ko, Hee-Dong
    • 한국HCI학회논문지
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    • 제1권1호
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    • pp.9-20
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    • 2006
  • This paper describes a framework for multimodal object manipulation in virtual environments. The gist of the proposed framework is the semantic integration of multimodal input using spatial ontology and user context to integrate the interpretation results from the inputs into a single one. The spatial ontology, describing the spatial relationships between objects, is used together with the current user context to solve ambiguities coming from the user's commands. These commands are used to reposition the objects in the virtual environments. We discuss how the spatial ontology is defined and used to assist the user to perform object placements in the virtual environment as it will be in the real world.

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가속도계를 이용한 인체동작상태 상황인식 (Context Awareness of Human Motion States Using a Accelerometer Sensor)

  • 진계환;이상복;이태수
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2005년도 추계 종합학술대회 논문집
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    • pp.264-268
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    • 2005
  • 본 논문에서는 유비쿼터스 컴퓨팅 기술의 여러응용 서비스에서 가장 핵심적인 요소 기술 중의 하나인 사용자의 상황인식시스템에 대하여 기술한다. 제안하는 시스템은 실험 대상자의 우측 상완에 착용하는 $SenseWear^{(R)}$ PRO2 Armband(BodyMedia사)에 내장된 2차원 가속도센서를 이용하여 데이터를 획득하고, 눕기, 앉기, 걷기, 뛰기 4단계 동작의 인체동작상태의 구분은 PC 기반의 퍼지추론 시스템으로 구현 하였다. 이를 이용하여 분석한 인체동작 인식률은 눕기, 앉기, 걷기 뛰기에 대하여 각각 100%, 98.64%, 99.27%, 100%로 나타났다.

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자기에 대한 타인 평가 인식이 셀피행동에 미치는 영향과 희망자기의 조절효과 (The Effect of Reflected Appraisals on Selfie Behavior and the Moderating Effect of Hoped-for Self)

  • 김현숙;윤남희
    • 한국의류학회지
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    • 제45권6호
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    • pp.1063-1074
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    • 2021
  • Selfie behavior, the act of taking a picture of oneself and distributing it on social media, has become increasingly popular. Researching how to communicate with others in a social context and express hoped-for self through selfies is essential for studying consumers in the digital age. This study investigates the effects of reflected appraisals on selfie expectations and selfie behaviors. Additionally, the interaction effect of hoped-for self on the relationships between reflected appraisals and selfie expectations was tested. A web-based survey was conducted on consumers above the age of 20 who have engaged in selfie behavior in the past month. A total of 495 responses were collected from a panel of online survey firms. The survey results were analyzed using confirmatory factor analysis by AMOS 21.0 and bootstrap analysis by SPSS Macro process Model 4 and 7. Results indicated that reflected appraisals influenced selfie behavior, which was fully mediated by selfie expectations. Furthermore, the effect of reflected appraisals on selfie behavior was moderated by hoped-for self. The results will serve as a theoretical basis for understanding the psychological expectations in which selfie behavior is formed in a social context and can be applied in psychotherapy and marketing in practice.

UGC as a New Digital Promotion in the Metaverse Context

  • Huimin XU
    • 산경연구논집
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    • 제14권10호
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    • pp.11-22
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    • 2023
  • Purpose: This study aims to investigate how brand-related user-generated content (UGC) influences consumers' brand attitude and behavioral intention in the context of the Metaverse, and the mediating role of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. Research design, data and methodology: The study was conducted using a survey with 239 questionnaires from frequent social media users in China and hypothesis testing through AMOS 26.0 structural equation modeling. Results: The findings suggest that (1) brand-related UGC positively influences brand attitude and behavioral intention through virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. (2) The study identified the fully-mediated effects of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising in the impact of brand-related UGC on brand attitude and behavioral intention. (3) The mediating pathway with the most significant impact on behavioral intention was the virtual brand experience and attitude toward the advertising, followed by the effect of the virtual brand experience, perceived information usefulness, and perceived interactivity on brand attitude. Conclusions: This study presents UGC as a new type of digital promotion that can positively impact the effectiveness of brand advertising in the Metaverse.

한국어 구문분석을 활용한 이유-감성 패턴 기반의 감성사전 구축 (Sentiment Dictionary Construction Based on Reason-Sentiment Pattern Using Korean Syntax Analysis)

  • 김우현;이희정
    • 산업경영시스템학회지
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    • 제46권4호
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    • pp.142-151
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    • 2023
  • Sentiment analysis is a method used to comprehend feelings, opinions, and attitudes in text, and it is essential for evaluating consumer feedback and social media posts. However, creating sentiment dictionaries, which are necessary for this analysis, is complex and time-consuming because people express their emotions differently depending on the context and domain. In this study, we propose a new method for simplifying this procedure. We utilize syntax analysis of the Korean language to identify and extract sentiment words based on the Reason-Sentiment Pattern, which distinguishes between words expressing feelings and words explaining why those feelings are expressed, making it applicable in various contexts and domains. We also define sentiment words as those with clear polarity, even when used independently and exclude words whose polarity varies with context and domain. This approach enables the extraction of explicit sentiment expressions, enhancing the accuracy of sentiment analysis at the attribute level. Our methodology, validated using Korean cosmetics review datasets from Korean online shopping malls, demonstrates how a sentiment dictionary focused solely on clear polarity words can provide valuable insights for product planners. Understanding the polarity and reasons behind specific attributes enables improvement of product weaknesses and emphasis on strengths. This approach not only reduces dependency on extensive sentiment dictionaries but also offers high accuracy and applicability across various domains.

N-/멀티스크린 및 OTT 서비스시대의 미디어 생태계 변환의 여섯 가지 특징과 함의: 미국 사례 (Six Major Shifts and Implications of the Video Distribution Ecosystem in the Era of N-screen and OTT Services: A case of US media industry)

  • 한광접
    • 한국콘텐츠학회논문지
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    • 제14권8호
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    • pp.342-364
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    • 2014
  • 본 논문의 목적은 N- 혹은 멀티스크린 기술의 발전 및 OTT서비스 환경에서 TV서비스 중심의 미디어 생태계 변화의 특징과 함의는 무엇인가? 라는 질문에 대한 해답을 찾으려는 것이다. 이를 위해 대체재/보완제의 위협 및 신규사업자의 위협에 초점을 맞추되, 현행의 복잡한 경쟁 관계를 매체간의 역사적 흐름 속에서 이해하려고 시도하였다. 분석의 틀로 한광접의 TPC모델을 이용해 연구관점과 연구범위를 크게 기술/산업(Technology), 정책(Policy) 및 소비자(Consumer)의 세 분야로 구분했다. 이 세 부분의 균형잡힌 연계성의 필요에도 불구하고, 연구의 초점은 시장분석에 맞추었다. 비디오 분배서비스시장을 새로운 인터넷/컴퓨터기반 신규사업자들의 시장진입과, 이에 대응하는 기존 미디어사업자들의 대응전략을 기존의 유료TV사업자들(IPTV/케이블TV/위성TV사업자)과 무료(공중파)TV네트워크사업자로 구분해 분석하였다. 이러한 분석을 바탕으로 전환의 특징을 통신부분의 파워쉬프트, 방송부분의 파워쉬프트, 통신망사업자와 OTT사업자의 전략적 제휴, 타임 쉬프트, 플레이스 쉬프트 및 비즈니스모델 쉬프트 등 여섯 가지로 정리하고, 이에 대한 시사점을 논의하였다.

가상협업을 위한 프로세스 모형 (A Process Model for Virtual Collaboration: Theoretical Synthesis and Empirical Exploration)

  • 서아영;신경식
    • Asia pacific journal of information systems
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    • 제18권2호
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    • pp.73-94
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    • 2008
  • When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.

인스타그램 이용자의 조건부 자아존중감이 우울 경험에 미치는 영향: 인스타그램 내 상향 비교의 매개효과를 중심으로 (Instagram User's Contingent Self-Esteem and Depression: A Mediating Role of Upward Social Comparison)

  • 조성윤;노환호;이병관;임혜빈
    • 감성과학
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    • 제23권3호
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    • pp.91-102
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    • 2020
  • 조건부 자아존중감은 외재적 동기에 부합할 때 조건적으로 유지되는 자아존중감이다. 본 연구는 인스타그램 이용자의 조건부 자아존중감이 우울감에 미치는 영향을 알아보고자 수행되었다. 인스타그램 이용자 319명을 대상으로 온라인 설문조사를 수행하였으며, 인스타그램에서의 상향비교의 간접효과를 검증하는 매개 모형을 검증하기 위한 분석을 수행하였다. 연구 결과, 인스타그램 이용자들의 조건부 자아존중감이 높을수록 일주일간 경험하는 우울 경험이 높았으며, 이는 인스타그램 내 상향 비교에 의해 설명되었다. 이는 조건부 자아존중감이 높은 이용자일수록 인스타그램에서 자신보다 우월해 보이는 이용자와 자주 비교하며 이로 인해 더 우울해진다는 점을 시사한다. 본 연구는 SNS 이용자의 우울감에 영향을 미치는 요인의 개인차 변인을 탐색하기 위한 목적에서 수행되었으며 본 연구에서 확인한 결과를 바탕으로 SNS 이용자의 우울감에 대한 기존 연구를 확장한 의의를 논의하였다.

16-20세기 초 프랑스 패션판화와 패션잡지의 변천 (The Evolution of Fashion Printmaking and Fashion Magazine in the 16th Century to Early 20th Century)

  • 김양희
    • 한국의상디자인학회지
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    • 제7권2호
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    • pp.25-37
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    • 2005
  • This is a study on the origin of fashion imaging. First of all, 1 looked into the history of French fashion printmaking from late 16th century to early 19th century. Then studied the changes in the characteristics of context and form over the different periods and summarized each concept. At the same time, I looked into the process of fashion magazine evolving from fashion printmaking. In order to find out how fashion printmaking dealt with the characteristics of fashion media, 1 researched the commercial environment of fashion printmaking and reorganized the methodology of its media's role. Such analysis and results helped to reach a definition on how to regulate fashion printmaking. Fashion imaging was sparked by a small curiosity. As people began to be rage over new things, it came to introduce the fashion leaders of the public combined with the attributes of trend. At times when changes were so big that they were unpredictable, it itself became a fashion leader. Then a fashion creator emerges and it's function changes to that of a communication media. Moreover, the regular issuance of fashion printmaking implemented the concept of trend cycle and fashion imaging completely fulfilled the conditions of a communication media. The massive increase in the production of fashion printmaking and magazine contributed to the spread of fashion and the diffusion of printmaking lead to mutual complementation and synergy necessitated by fashion. Thus, the democratization of fashion and the commercialization of printmaking art occurred at the same time.

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