• Title/Summary/Keyword: Visual Anthropology

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Application Research on the Evaluation Index System of Visual Anthropology : based on Delphi method and analytic hierarchy process

  • Du, Nan;Yu, Chuandong;Kim, Chee-Yong
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.283-292
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    • 2019
  • This paper introduces the development and current prosperity of the branch discipline of visual anthropology and describes the status and current situation of modern visual anthropology and analyzes the rationality that the achievements of visual anthropology is viewed as texts and enjoy the same achievements, making it more basis and scientific in the selection of visual anthropology in subsequent research. This article comprehensively uses Delphi method and analytic hierarchy process to construct an evaluation system of visual anthropology, as well as put forward the basic principles of screening films using this evaluation system in subsequent studies and a simple outlook for future expansion.

Rethinking Fashion or the Anthropology of Fashion through the Anthropology of Aft: A Case of the Vivienne Westwood Exhibition at the V&A

  • Lee, Jeong-Taek
    • Proceedings of the Korea Fashion and Costume Design Association Conference
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    • 2004.06a
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    • pp.13-20
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    • 2004
  • This study aims to rethink fashion or, namely, the anthropology of fashion through examining issues generated by the relationship between art and the anthropology of art. Since their crossing paths, sound discussions have emerged between the anthropology of art and the art world, such as subjects about 'artworks and artefacts', 'Western and non-Western discourse' and 'art and agency'(Gell 1992; 1993; 1996; 1998).(omitted)

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Evaluation of likes and Dislikes during Visual Stimuli by Electroence phalography

  • Suo, Y.;Marusei, O.;Takeda, A.;Watanuki, S.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.58-61
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    • 2000
  • The purpose of this study is to investigate the characteristics of electroencephalogram (EEG) during emotional occurrence of likes and dislikes in humans subjected to visual stimuli. Fifteen healthy male subjects participated in the study. Portrayals of females and cars on a visual screen, one photographic display at a time. were used as the stimulus. The subjects, with their EEGs concomitantly monitored, were asked to record their likes and dislikes for each portrayal of a total of 50 sequential displays. The results indicated that beta ($\beta$)=wave was more prevalent with dislikes than likes, and the arousal level was higher when dislikes predominated over likes, implying that more cerebral information processing activity was involved in answering dislikes than likes. In the case of cars, the difference between likes and dislikes was focused within a frequency band of 15-20 Hz in the right cerebral hemisphere. Our findings suggest that the activity in the right brain predominates with increases in negative emotion.

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Rethinking Fashion: Fashion, Art and the Anthropology of Art -A Case of the Vivienne Westwood Exhibition at the V&A-

  • Lee, Jung-Taek
    • International Journal of Costume and Fashion
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    • v.4
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    • pp.131-144
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    • 2004
  • “The ultimate aim of the anthropology of art [fashion] must be the dissolution of art [fashion].” Alfred Gell, Art and Agency (1998) This study aims to rethink fashion by examining issues that have emerged out of recent writings in the anthropology of art. Since their inaugural coinciding, sound discussions have emerged between the anthropology of art and the art world, addressing such subjects as: ‘artworks and artefacts’, ‘Western and non- Western discourse’, and ‘art and agency’ (Gell 1992; 1993; 1996; 1998). This study is comprised of a series of discussions, the subjects of which follow: the relationship between fashion and art; art and the anthropology of art; and in parallel with this, examining the possibility for an anthropology of fashion. This study employs a qualitative approach based on the discussion of relevant literatures dealing with fashion, art and art theory for its methodology, followed by a brief examination of a case of the Vivienne Westwood exhibition at the Victoria and Albert Museum in terms of an empirical account.

A study on 'Uncanny anthropology' -Focused on The Bad Batch- (언캐니 인간학 연구 -<버려진 자들의 땅>을 중심으로-)

  • Kim, Seok-Weon;Kim, Seong-Ho
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.443-450
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    • 2021
  • This study focused on Ana Lilly Amirpour's movie 'The Bad Batch, 2016'. The core topic of the paper, 'Uncanny anthropology', was specially used in the sense of aiming for ideal anthropology, starting with the meaning of looking at Sigmund Freud's 'Uncanny' theory from 'human relationship (subject and other). The anthropology of F. W. Nietzsche, Martin Heidegger, and Emmanuel Levinas is the theoretical background of 'Uncanny anthropology', starting with Kirkegor for the discussion of a new theory of 'Uncanny anthropology'. However, this paper focused on Emmanuel Levinas' relational anthropology due to limited paper relations. The most important thing in this film is that it sublimated the malicious relationship with humans into love. He chose topics that were not routine, expressed themes and contents by disconnecting causality in the narrative, and Emmanuel Levinas' 'Uncanny anthropology' is evaluated as a film that expresses only.

EFFECT OF MONO-SPECTRAM RADIANT ON AUTONOMIC NERVOUSSYSTEM

  • Shibayama, Y.;Watanuki, S.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.62-66
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    • 2000
  • This study investigated the effects of certain specific wavelengths of lighting on the autonomic nervous system (ANS) using the heart rate variability (HRV) as an index. Six subjects with normal color vision participated n this study between 15:00 and 17:00 hr to neutralize any visual differences arising from circadian rhythm. The environmental conditions of the laboratory were maintained in complete darkness and the temperature was equilibrated at 24$\Box$ with a relative humidity of 60%. Subjects were only subjected to light stimulation when the pupil of dyes attained a minimum size of 2 mm by projecting illumination equalized with the same spectral radiance of 500-700 nm with 50-nm internal radiance. HRV was calculated from electrocardiogram (ECG) with systematic respiratory control at 0.35 Hz. The results suggest that illumination with certain wavelengths may induce ANS activation.

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The study of cooperation and reciprocity mechanism in MMORPG games -focused on 'World of Warcraft: Classic' (게임에서의 협력과 호혜성 메커니즘 연구 - '월드 오브 워크래프트: 클래식'을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.65-76
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    • 2020
  • This paper studied cooperation and reciprocity mechanism by analyzing game mechanics of MMORPG 'World of Warcraft: Classic'. MMORPG is the genre of game where social interaction vigorously occurs. This study figured out the structure of cooperation based on evolutionary psychology, anthropology and social psychology through participatory observation. Four cooperation and reciprocity mechanism were drawn through investigating game mechanics like instance dungeon, clear role setting, item, soulbind. In addition, this paper suggests providing ideas of making cooperation mechanism in the field of game design.

Interpretation of the Nok-U-dang, Traditional Upper-Class Mansion in Haenam -with Dweller's Life and Agricultural Production- (상류(上流) 전통주거(傳統住居) 해남(海南) 녹우당(綠雨堂)의 해석(解釋) -거주자(居住者) 생활(生活)과 농업경영(農業經營)으로-)

  • Lee, Hee-Bong;Lee, Hyang-Mee
    • Journal of architectural history
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    • v.11 no.1 s.29
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    • pp.65-84
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    • 2002
  • This study has main purpose to understand and interpret the house Nok-U-dang, an upper class built in Chosun dynasty, not by outsider researcher's view but insider dweller's view. To interpret correctly, dweller's everyday life in the space and form is examined on a microscale beyond the physical space and form of the house, main object of architectural history To understand the present form exactly, the study restore traditional life in past era, 1940s. Main method of restoration is the ethnographic interview, based on cultural anthropology. Like any other upper-class house, the house has been influenced under ruling Confucian ideology in Chosun dynasty: separation of man's and woman's quarters and hierachical arrangement by generation, and worshipping ceremony for ancestor. However, it is by practical management for agricultural production that every court and building of the Noku-Dang can be explained correctly; preparing seed for sowing, tool storing, preparing and serving meal for laborers, making manure, harvesting, threshing grain, storing grain and so on. Precedent studies interpreted the house by the Confucian principle too much and made conclusion of dignity and austerity of ritual: woman's quarter, is closed and serene space. However this study shows that the space is semi-opened and composite space by agricultural works. And the Sarangchae, master's quarter, is located properly at visual center to control every agricultural activity.

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An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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Implications of Korean Red Fashion Boom during the 2002 FIFA World Cup

  • Lee, Jung-Taek;Cho, Woo-Hyun
    • International Journal of Costume and Fashion
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    • v.3
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    • pp.51-87
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    • 2003
  • This study aims primarily to discuss the question 'What does the red fashion boom in Korean society during the 2002 World Cup mean\ulcorner' For this question, it describes fashion phenomena and characteristics that appeared during the time. Specifically, in order to understand the concrete essence of the red fashion boom in terms of clothing and textiles, this study classifies and describes the red fashion boom as 'object, process and symbol' concepts. It investigates each case within the context of fashion. Outside that context, then, the implications of the red fashion boom are examined based on cultural studies and other sociocultural perspectives. This question is considered by focusing on social pressures as ideology, looking at the voluntary behaviour of Korean people in this context and examining several other factors. This is an investigation of the relationship between fashion, society and culture pursuing fashion theory by reviewing the relevant theoretical backgrounds afforded by the humanities and the social sciences. Based upon the above theoretical discussions, it synthesises what factors contributed to the Korean red fashion boom. Finally, this study briefly states their applicability to cultural marketing in its practical aspects. This study has attempted to throw some light on the question 'What does the red fashion boom in Korean society during the 2002 World Cup mean\ulcorner' The Korean Red Fashion Boom emerged from its interrelation with each context of the World Cup, as in the dualism of 'Janus'. That is, the World Cup functioned as the positive face of a festival that collected deep emotions and passion and contributed to the integration of society. Whereas its negative face, ideologically speaking, personified the invisible capitalistic product produced by the nation, enterprises and the mass media. And the implications of the red fashion boom can be interpreted with reference to the two faced World Cup.