The purpose of this study is to examine the value of grotesque fashion and to predict the future fashion trend. The grotesque originates the formative art. It emerges towards of a century or transitional period in most case. In particular, it was used as the expressive method of an individual's inside and a satire on society through the work of artists in the Middle Age, the renaissance, the sym-bolism, the dadaism, the surrealism, the pop art, the technology art, and the post-modernism, etc. The grotesque in fashion is represented in the work of avant-garde fashion designers who lead the high fashion. The grotesque fashion which was combined with an image of non-formality, non-rationality, an absurdity and reality. It has been begun shape of female dress in the renaissance. Afterwards, it was represented in extremely exaggerated and distorted pop art, hippies' fashion in the 1960's. In the 1970's, it was reflected in genderless rock star and destructive punk fashion. It was also represented in the androgynous fashion which was combined with both sexes, the goth/gothic fashion which was expressed with a realistic and fanciful shape and the tattoo of skin-head in the 1980's. In the 1990's, the grungy look which was dirty and the cyber punk fashion. In general, it was also expressed by the avant-garde fashion designers. To sum up, a grotesque fashion which is expressed by experimental designers is classified into four shapes. 1, Union of some extraneous is expressed as different kinds of fashion theme, such as abnormality of texture, uses of surrealistic elements and chaos of sex. Although it appears that the abnormal union of grotesque has only discord and collision, it also shows a feeling of freedom for the tension. 2. Introduction of real and fanciful image is expressed as a cyborg, realistic description of disgusting animal skin and aggressive shape. Especially, it is worth while to notice Tierre Mugler and Alexander Macqueen's work which expressed the shape of mingling human of Middle Age. 3. distortion or exaggeration is expressed as an unformed shape, the exaggeration of a clothing size, the abnormal exaggeration of human body and the ignorance of clothing form. 4. Introduction of a disgusting image is expressed as an extremity of reality, motifs of death, clothing material of disgusting hair and the ostentation of sex. Motto which leads modern fashion is something new and shocking. The grotesque fashion is an expression of eagerness for something new. It often show something ironic in the form of humor which is embedded in an abnormal and shocking pattern. The grotesque fashion is represented as an extreme beauty. It will stand as an important element of the future fashion and as a particular style with the change and fluidity.
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.
Journal of the Korea Society of Computer and Information
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v.21
no.6
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pp.97-106
/
2016
This study tries to seek the is the realistic improvements and legislative measures about current medical advertising which was in the Court on 12 May 2015 by presenting and discussion the understanding, problems and its alternative direction of pre-deliberation on the existing law which is the decision on the constitutionality of health care advertising regulated health care advertising General commercial advertising has the right which have to be protected as the terms of the protection of know and freedom of expression and advertiser's there are sure to be in a value to be protected. Medical advertising is also a person in addition to the absolute value that includes both Due to the particularity of medical advertising in terms of life and the right to health Until now, this has been the target of strong regulations are changing the policy of gradual deregulation in our country, including the country. Medical advertising on the current medical law had been to be checked by pre-deliberation of the executive power. However, due to unconstitutional, in the circumstances which a false hype is flooding and increasing, it has been realized that the fair competition of medical community, life and health rights of the people are threatened by in reverse. In this regard, the abolition of the pre-deliberation system of medical advertising can be welcomed by abolition of the old system which is the legal and institutional censorship. Since its abolition, the alternative policy direction is insufficient also it is not clear. Therefore we need to study this. Therefore, in this paper, we try to find general theoretical background and problem of pre-deliberation system of medical advertising. Also, as trying to find feasibility or ambiguity of regulation and issues about medical advertising on medical law, we argued the provision of special measures of the medical advertising for introduction of integrated medical advertising deliberation committee which can ensure the independence and autonomy, strengthening of the monitoring on the internet advertising, legal resolving through amendments, strengthening of penalties, and establish special measures of medical advertising for the medical privatization and demand for the foreign medical tourist, etc. Empirical study about practical regulatory measures of medical advertising which converged the various opinions of consumer groups, government and academia, and medical community, and we expect hope to see the more realistic alternative provision.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.3
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pp.400-406
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2019
This study will explore the reenactment of visual special effects used in TV dramas. The subjects of the study are images that are reproduced in visual special effects through and . Accordingly, we looked at the changes in the way TV dramas were produced according to the times, and looked at the changes in the market. Also, we looked at cases of visual special effects of Korean dramas, and looked at expressions according to the degree of completion of visual special effects. For the purpose of the analysis of the research targets, the images of reproducibility and the flow through reality were analyzed. In the case of , the period setting is realistic, but visual special effects were used to maximize the actor's safety and expression, and in the case of , the visual effects were used to maximize the aesthetic of the period background. In addition, it can be seen that the visual special effects were used for the effect of PPL on the export of images. This shows that the emphasis of reality and image montage techniques are being used to pursue hyperrealism. It is now possible to actively express and use the beauty of TV dramas rather than technical limitations. In addition, the pursuit of realism can actively express the changing times of digital age. This is an active representation of the camera's angle, lighting, and perspective that coincides with the background. The environment of video production is crucial for realistic expressions. The study examined various visual directions and applications. In TV images, we looked at reproduction, which can make a natural period of time by combining. As a follow-up study, we are going to study the changes in the new quadratic image based on the present image representation.
In this research, the writer investigated the thought in realism and view on education appeared in the text, GUANZI("管子") roughly. The thoughts and contemplation in GUANZI mostly contain practical issues of politics, law and economy, as well as military policy and also get involved in the education pursuing an organic relationship therewith. In GUANZI, the rule of law and morality were applied to the politics in a harmonious fashion. Although the text upheld agrarian-oriented policy in connection with nation's economy, it, however, succeeded to secure the national wealth by having implemented the polices concerned with industry and commerce in an appropriate manner. In addition, he established strong military organization through political stability and by securing economic strength. In short, this is the policy in order to pursue 'a rich nation with a strong military.' Under such situation, education made a positive contribution to meet the realistic needs in order for reinforcement of politics, economy, and military. In the level of moral education that will set right the decorum and proprieties of the people, and their loyalty and integrity, vocational training that enabled the four divisions of society, that is, the official class, farmers, artisans and merchants, to carry out their given jobs successfully was highly valued in GUANZI. These are substantial efforts in order to establish the order of community by means of putting emphasis on people's morality and loyalty, and also to create the public weal through reinforcement of producing activities of each class of society. After all, the realistic thought and view on education appeared in GUANZI can be understood as an expression of strong will to accomplish national prosperity and military strength in order to overcome disturbing situations in the society in those days.
Journal of Korea Entertainment Industry Association
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v.13
no.4
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pp.165-172
/
2019
Signs of the street and scenes of the nature(tree) popping up like a still screen in a monotonously repeated routine, as if waiting for something by chance, characters appearing and disappearing without special meaning, advise you to get away from cliché meetings and breakups while repeating it. The images of people returning to their places without presenting any conclusions highlights the coincidences and unexpectedness of everyday life, but are so familiar that it is easy to be overlooked, it brings us to experience the potential of everyday unfamiliarity in such moments. The actor's performance, which deviates from the practice of well-organized characters, is improvised (unplanned and uncoordinated) emphasized on the scene and expresses the everyday nature of his differentiated character freely like the reality as if he were locked up in a film structure but not confined to it, and as if he got used to the everyday life. Also the repeated words and actions of characters, and unpredictable changes of emotions, centered by the encounters and conversations of this film of Hong Sang-soo, everything that is presented in the background of everyday life in its form, let's us pay attention to the meaning and what to be found in the film. In addition, director Hong Sang-soo, who creates a story after selecting actors to reproduce this daily process in a realistic manner, sets new relationships between the characters and the actors, presenting a new method of realistic expression, through the actor who repeatedly appears in the film. This study analyzes the everyday characters and acting of the film based on director Hong Sang-soo's directing style.
In this paper, I looked for the parts where laughter appeared in the Mundoong, Yangban, Yeongno, and Grandfather and Grandmother of Tongyeong Ogwangdae and Dongrae Yaryu, and investigated the meaning of those parts. Laughter in mask play has made him more tolerant of human injustice and foolishness. I softened the critical content and naturally revealed what I thought should be hidden. Through a short and noisy plot, the opposing forces, the inner conflict of the Mundoong, Yangban, Yeongno, and Grandfather and Grandmother were shown in a realistic and realistic way. The worldview that creates the structure of realism is typically skeptical and ironic, and the worldview that creates the comical structure related to laughter aims for the ultimate emergence of a new order based on unity and harmony. Masking is thought to be a work in the stage of moving from the latter to the former. Therefore, it is judged that laughter in mask play served as an important medium for Korean art thought to have a realist view of the world. This is because various expression methods that induce laughter are working to reveal negativity, reveal the illusion of contemporary values, and naturally expose restraint and taboo suppression. In laughter, there is a path that transforms perception by fusing several elements. There was realism at the end of the pathway to new perception.
Proceedings of the Korea Contents Association Conference
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2006.11a
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pp.831-835
/
2006
Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.
As digital Information equipment is new arrival, new paradigm such as 'function exist but form don't' is needed in the field of design. Therefore, the activity of design is focused on the relationship of human and machine against visual form. For that reason, it is involved emotional factor in the relationship and studied on new field, the emotional interlace. The goal of this paper is to suggest the way of emotional interface on searching multimedia data. The main target of paper is effect sound and human's step and the main way of research is visualization after measuring and analyzing numerically similarity level among emotion-words. This paper suggests the theoretical bad(ground such as personal opinion, the character of auditory information and human's step and case studies on the emotion research. The experimental content about sound is fueled from my previous research and the main experimental content about human's step is made with regression-expression to substitute Quantification method 1 for value about stimulation. The realistic prototype to apply the research result will is suggested on the next research after studying the search environment.
Proceedings of the Korea Contents Association Conference
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2006.05a
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pp.466-469
/
2006
Nowadays, we make an attempt for media conversion from old to new media, carrying out to information society. These changes to new media are considered as new threat to printing media. New means such as CAD(Computer Aided Publishing), on-line novel and webzine can be regarded as new media and we are confronted with need of new changes in the field of printing media because of the trend of the present. It suggests that the origin of commodity competitiveness depends on the ability of cultural Contents using design. Cultural commodity is considered as strategy concepts in the more specific and realistic aspect than in the aspect of industrialization. This study introduce the case of Cellpark Co.,Ltd. which has successfully developed commodity design of World-cup cultural contents as a creating tools of innovative value connecting existed design method based on printing media with new method. This study gave the case which created Blue Ocean market through new expression method of design, products protection of contents design by patent registration, and licensing which many design firms often overlook.
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