• Title/Summary/Keyword: Spectators

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The research on the characterization solution of eyeglass dispensing & fitting fee in optical shop (안경원의 안경 조제·가공료와 피팅비 정착화에 관한 연구)

  • Leem, Hyun-Sung;Lee, Eun-Hee;Jung, Mi-A
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.391-395
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    • 2017
  • In this research, we conducted a questionnaire survey of contents necessary for eyeglass dispensing & fitting fee and characterization solution of eyeglass dispensing & fitting fee. From August 1, 2016 to September 30, questionnaires were set up for 202 spectators of Seoul and Gyeonggi area, questionnaire survey was conducted online and offline. Statistical processing of all data was performed using Origin Pro 8.5. 92.1% (186 people) and 93.1% (188 people) were positively evaluating the necessity of introduction for the necessity of introducing eyeglass dispensing & fitting fee, respectively. The result suggested that it is necessary to establish the position of the optician as a medical service expert by providing a more stable policy through analysis of overseas cases of eyeglass dispensing & fitting fee.

A Consideration on the development of Interactive Art in 20th Century (20세기 인터랙티브 아트의 전개에 관한 고찰)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.177-185
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    • 2008
  • It was a special phenomenon in the art of 20th century that the earnest engagement of spectators came up to the surface in the area of artwork-creation and art-experience which had been one-sided processes for a long time. Such a genre of Optical art or Kinetic art, had pulled out active engagements of audiences in enjoying diverse works, played the role of locomotive in the Interactive Art. Of course, many kind of art made an appearance on the channels of diverse media from that times. For example, many people came to enjoy taking part in such a genre as Happening formated the mode of face-to-face communication between the creator and the spectator. The appearance of the technology of digital media had a decisive influence on the area of the Interactive Art. From that time on, people have come to accept the reciprocity of the relations between artist and spectator naturally. This paper makes researches on some trends in the development of Interactive Arts by way of analyzing some representative Interactive Artworks typing the birth and growth of Interactive Art.

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Effect of Satisfaction and Absorption of Spectating on Desire of Re-Spectating at the Professional Sporting Events (프로스포츠 관람만족 및 관람몰입이 재관람의사에 미치는 영향)

  • Kim, Hong-Seol
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.216-223
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    • 2008
  • The purpose of this study was to examine the effects of the satisfaction and absorption of spectating on desire of re-spectating at the professional sporting events. This study set a model of consumer behavior decision based on the results of the precedent studies about the determinative factors of consumer behavior and the hypothetical model done by Wakefield & Sloan(1995), Hansen & Gauthier(1989), Jeffrey(1997), Green(1995), and Kim(1999) and clarified it through the regression. To attain the goal of the study described above paragraphs, some viewers of 2007 season pro-soccer and pro-baseball games were set as a collected group. Then, using the stratified cluster random sampling method, finally drew out and analyzed 605 spectators in total. Data collected through a questionnaire designed for this study consist of fixed alternative choice response to items constructed to represent the operational definition for each variable. Statistics employed for data analysis was correlation and multiple regression. Based upon the results of the study, the following conclusions appear warranted: 1. Satisfaction of spectating influence on desire of re-spectating at the professional sporting events. 2. Satisfaction of absorption influence on desire of re-spectating at the professional sporting events.

A Study of the Costume Used in Peking Opera (중국 경극복식 연구 I)

  • Shin, Kyeong-Seub
    • Journal of the Korean Society of Costume
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    • v.60 no.8
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    • pp.132-150
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    • 2010
  • The purpose of this research was to study the forms and styles of the costumes in the Peking Opera of China and to figure out the symbolism and aesthetic value of the costumes. The research was done using documentary Peking Opera, the costumes can be seen as a special kind of language which audience members can clearly understand it. Therefore, the spectators can understand instantly the sex, age, personality, and position of the character by seeing the style, color, and patterns of the costumes. As a result, one can call the costumes of Peking Opera, "picturizing costumes". The typical costumes are mangpao, pi, kao, xiezi, yi. Mangpao is the ceremonial robe often used by emperors and officials. It can be worn by lao sheng, xiao sheng and wu sheng. Bright yellow and apricot yellow colors are used exclusively by those who play the parts of emperors, foreign rulers, princes and the Monkey King. The next costume style to be discussed is Pi. Pi is the informal dress for the emperor, and young officials that are involved in civilian or military duties. The third costume style to be explored is Kao: the garment that a stage warrior wears when going into battle. This warrior can have three kinds of armor: the hard armor, the soft armor and the newly revised armor. Fourthly, the costume that is the most commonly worn, xiezi, is examined; it is the informal coat for every one regardless of one's age, sex, role, or level of nobility. Finally, the last of the typical costumes is Yi; this costume category includes numerous kinds of costumes, such as kaichang, baguaiyi, fayi, guanyi, yulinjia, kanjian, toupeng, jianyi, etc

A Theoretical Reconsideration of Contemporary Fashion Criticism (현대패션비평에 관한 이론적 재고)

  • Choi, Kyung Hee
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.66-78
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    • 2014
  • The purpose of this study is to illuminate the location of fashion in contemporary society and to suggest a direction for fashion criticism in aesthetic$\hat{u}$cultural perspective. For this, literature researches about some of art criticism and fashion criticism theories and cultural studies related to fashion are performed. In this study, fashion criticism is defined as a linguistic analysis and interpretation about a variety of discursive networks around fashion as well as an aesthetic analysis of it. Considering this definition, an analytical framework for the contemporary fashion criticism combines Feldman's and Carney's models with Crane & Bovone's and Entwistle's sociological studies for aesthetic and cultural perspectives. At first, its aesthetic perspective shows 'Description'-'Descriptive formative features', 'Analysis'-'Locate the style' and 'Aesthetic value', 'Interpretation'- 'Interpretation of the fashion object' and 'Socio-cultural interpretation', 'Judgment'-'Critical judgment'. Then, its cultural perspective especially emphasizes 'Socio-cultural interpretation' of the 6 steps above. Socio-cultural interpretation gets tangled with the network of various cultural agents within the fashion system, producers/designers, retailers/suppliers, media/editors, consumers/spectators, and so on. In the course of the fashion system 5 analytical methods about the fashion object can be suggested and they are as follows: Analyses of texts, discourses and symbols of a fashion object, Analyses of fashion systems which produces symbolic values, Analyses of the communication of symbolic values and the disseminating processes through the media, Analyses of the attribution of symbolic values to a fashion object by consumers, and Cross-national studies of symbolic values expressed in a fashion object.

A Study on Spectators Reception of Visual Error in Manually Produced Animation (아날로그 제작 방식 애니메이션에 나타나는 시각적 오차성의 관객 수용에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.83-96
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    • 2008
  • Digital production method in animation has enabled us to reconstruction the real world in the way we had sought in visual all. However, spectator's visual desire is not satisfied with mere photographic visual reconstruction. It demands traditional picturesque qualify with involves a great deal of contingencies and errors. Naturally, Digital film technology has also sometimes tried to simulate analogue technique such as hand drawing so on. This is not caused by nostalgia, but by recursive instinct. The spectator's visual desire for media doesn't remain only precision of real world but require mental demand on successive visual and perceptive errors while repealing ripeness of new media and going through perception and recognition. This spectator's desire and visual art technology pursuits variously its visual perfection in history.

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Spectator Evaluation Process for Animation : Focusing on Netizen Grades and Review Bulletin Board (애니메이션 속성이 관람 후 평가에 미치는 영향 : 네티즌 평점.리뷰 게시판을 중심으로)

  • So, Yo-Hwan
    • Cartoon and Animation Studies
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    • s.13
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    • pp.115-131
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    • 2008
  • This research analyzed whether some loading persons influence at process that spectator sees and evaluates animation for theater. Research target did netizen grades and review bulletin board and mentioned estimation contents after inspection and sorted virtue research by attribute practical attribute and emotional attribute to foundation to measure assessment of consumption form. As research result, that story, character, directing, background art, background music, actor dubbing, special effect, publisher etc. are review variableness in practical attribute by appeared emotional enemy in attribute review variableness of fun, emotion, satisfaction, fascinating, fantasy, excitement etc. be appear. Specialty, showed positive correlation that do individually is between two attributes, and predicted that relation between two attributes Influences in animation estimation after inspection. Conclusively, animation spectator emotional enemy about specific practical Intensive experience analysis that evaluate whole work by intermediation process possible.

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A Study on the Space Narrative of Museum Exhibition through the Narrativity Expression - Focused on the Jeon-gok Prehistory Museum - (서사성 발현을 통한 뮤지엄 전시의 공간 내러티브에 관한 연구 - 전곡선사박물관의 사례를 중심으로 -)

  • Park, Jin-Ho
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.222-230
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    • 2014
  • Modern museums introduce a so-called method of 'exhibitions that approach' apart from the scheme of exhibitions in a simple listing type, creating a series of stories based on the original forms of remains put on display, adopting various methods of media access, and enabling the spectators of the museums to find exhibits a little more convincing and understand them more in depth, which might look somewhat isolated from their everyday lives. The configuration of the exhibitions that approach can easily be found in the mode of narrative development of exhibition topics and scenarios, and in this sense, a study on the narrativity of exhibitions is effective for analyzing the exhibition spaces of the museums. Furthermore, an analysis on exhibition spaces may be conducted through the process of forming the messages of exhibition contents and interpreting the narrative structures of the modes of development, and allows people to think that the methods of interpreting the spaces established like this may form an organic complementary relationship with exhibition contents and have a more extended meaning. Thus, this study examines the narrativity of Jeon-gok prehistory museum and the narrative structure systems based on the structuralist narrative theory, approaches the modes of narrative development of the spaces based on semiotic judgment, and aims to understand the structures of the space narrative. In addition, It is another object of the present invention in order to verify the objectivity, throughout the course of additional case studies, to improve the efficiency of future exhibition design.

Effect of the Tourist Behavior on the Sports Spectating Factors and Team Association Components (스포츠 관람요인과 팀 연상이 관광행동에 미치는 영향)

  • Lim, Yeon-Woo;Chun, Joo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.456-464
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    • 2017
  • These days, the sports industry and related industries are growing very fast due to active sports participation. Recently, tourism products that integrate tourism with sport have already appeared. The products include tourism behavior, such as sports activities, sports spectating, and visiting sports memorial halls and museums, etc. This study examined the relationship among the tourist behavior, sports spectating factors, and team association components. Based on the theoretical study, a field survey was performed by questionnaires. The sports spectating factors and team association components have a slight influence on the tourist behavior after analysis using the SPSS program. The implications are as follows. First, sports teams should make efforts not only on the team's win at the sports game, but also to develop marketing strategies about the sports complex, and star players of their team. Second, sports teams have to develop tourist products that collaborate with the local tourism industry linked to tourist attractions, accommodations, souvenir shop, and entertainment facilities for sports spectators.

A Study on the Characteristics of Montage shown in the Spilt Screen - With Focus on Drama '24'- (화면분할 장면에 나타나는 몽타주 특성에 관한 연구 - 미국드라마 '24' 중심으로 -)

  • Kang, Yoon-Hyuck
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.698-702
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    • 2007
  • Recently, it isn't hard to find split screen effects in films, TV dramas and commercial films which composes a screen with different frames of images. The TV series '24' which was produced in USA in the year 2001 and is expecting the release of its 7th series next year frequently exhibits such split screen methods. '24' is a TV drama of the events taking place in one day which is produced in the form of real-time mode and consists of 24 episodes which is an hour long. Using split screen method, the drama effectively delivers the events simultaneously taking place at different locations. Moreover, the divided frames of each screen relates to one another by means of collision, synthesis and ect. which captures the vision of the spectators. This study aims at analysing the relationships between the frames which consists split screen scenes in the drama '24' and discover its eye capturing attractions using film montage theories.

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