• Title/Summary/Keyword: Visual Culture

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Research of the Influences of Doujin Culture in Game Operation

  • Xu, Qingqing;Kwon, Kije
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.85-92
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    • 2022
  • Known as "The Ninth Form of Art", video game is a form of hypermedia art rising in response to the rapid development of modern technology, with millions of fans worldwide. From the perspective of the game market, those games that have high stickiness and a long operating cycle usually have abundant doujin works. As a spontaneous behavior of the players, doujin culture reflects the players' feelings towards and perception of the games, and it reacts upon the original game while relying on it, exerting a far-reaching influence on the operation of game products. We try to analyze the influences of doujin culture on game operation performance, hoping to provide game operators with some useful ideas.

Semiotic Interpretation of Beauty Camera App Interface Design Elements: Centered on Roland Barthes' Semiotics

  • Yongfeng Liu
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.213-224
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    • 2024
  • This study utilizes Roland Barthes' semiotic theory to explore how interface design elements of beauty camera apps, such as filters and stickers, icons and buttons, layout and structure, function as symbols of self-expression, and their impact on users' social identity and personal image. Through in-depth analysis of applications like BeautyPlus, Ulike, MeituPic, and Faceu, this research found that these apps emphasize usability, visual appeal, and social interactivity in their design. These elements not only enhance user experience and operational efficiency but also reflect popular cultural trends and aesthetic preferences. From Barthes' perspective, these interface elements have become "myths" with specific social meanings, which are naturalized in daily use and promote the widespread acceptance of particular aesthetic standards. These interface design elements are not just tools for self-expression; they are also powerful cultural symbols that shape modern social interactions and visual culture. This research offers a new perspective to understand the interactions between individuals and society in the digital age, emphasizing the role of technology, culture, and social interaction in shaping contemporary human behavior and social relationships.

A Study of the Visual Evaluation by Variation in the Location of the Waistband of the One-Piece Dress (원피스 드레스의 허리 밴드 위치 변화에 따른 시각적 평가)

  • Lee Jung-Jin;Lee Jung-Soon;Han Gyong-Hee
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.1011-1022
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    • 2005
  • The purpose of this study is to evaluate the differences of visual evaluatations by variations in the location of the waistband of the one-piece dress. The stimuli are 13 samples. The data has been obtained from 30 fashion design majors. The data has analyzed by Factor Analysis, Anova, Duncan's Test and Correlation. The results of the study are as follows. The visual effects by the location of the waistband are composed of 3 factors: the length of the body, the width of the body, the flexuosity of the lower body. The visual image by the location of the waistband are composed of 4 factors: attraction, maturity, attention, elegance. The visual effects by the location of the waistband have significant differnces all factors. (N.W.+6), (N.W.+8) have the best visual effect in the factor of the length of the body, (N.W.+4) in the factor of the width of the body, and (N.W.-12) in the factor of the flexuosity of the lower body. The visual image by the location of the waistband have significant differnces all factors. The higher the band goes, the more positive visual image comes in maturity, attraction, elegance. However, in attention, the lower the band goes toward the hips, the better visual image comes.

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Consumer Characteristics and Their Influences on Fashion Leadership - Focused on Centrality of Visual Product Aesthetics, Consumer Innovativeness, Consumer Susceptibility to Interpersonal Influences, and Role-relaxed Consumption - (소비자 변수와 패션리더십 - 심미적 성향, 혁신성, 대인민감성, 역할완화소비를 중심으로 -)

  • Jeon, Kyung-Sook;Park, Hye-Jung
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1247-1258
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    • 2011
  • This study aimed to clarify the relationships among the characteristics of consumers and their influence on fashion leadership. Two kinds of variables were investigated in this study: centrality of visual product aesthetics and consumer innovativeness as personal characteristics, and role-relaxed consumption and consumer susceptibility to interpersonal influence as interpersonal characteristics. Data were gathered by surveying university students in the Seoul metropolitan area, using convenience sampling, and 322 questionnaires were used in the statistical analysis. In analyzing data, correlation analysis, factor analysis, and regression analysis were conducted. Factor analysis on the centrality of visual product aesthetics revealed three sub-factors: value, acumen, and response intensity. Meanwhile, factor analysis for consumer susceptibility to interpersonal influence revealed two sub-factors: informative and normative conformities. However, consumer innovativeness, role-relaxed consumption, and fashion leadership revealed only one factor. Regression analysis showed that visual product aesthetics, especially acumen and response intensity, were the most influential factors; furthermore, consumer innovativeness and normative conformity had positive influence on fashion leadership. However, role-relaxed consumption had negative influence on fashion leadership.

The Effect of Driving Simulator Program on Elderly Drivers

  • Kim, Deokju
    • International Journal of Advanced Culture Technology
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    • v.9 no.2
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    • pp.18-31
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    • 2021
  • The purpose of the present study was to present evidence for driving interventions for the elderly by conducting programs that can improve visual perception and cognitive function in a driving simulator for elderly drivers and analyse their effects. Three elderly subjects who were 65 years or older, did not have physical and cognitive impairments, and were able to drive themselves participated in the present study. A total of 12 intervention sessions, of which subjects participated in 10 sessions of nine different visual perception and cognitive function programs available in a driving simulator, were conducted and pre- and post-program assessments were conducted (two assessments in total). The assessments included the evaluation of visual perception, frontal lobe function, concentration, safe driving behaviour, and self-efficacy. The results showed positive effects of the driving simulator program on the visual perception, frontal lobe function, concentration, safe driving behaviour, and self-efficacy of all subjects. Changes in the simulator results showed remarkable improvement in the response evaluation, judgment evaluation, and predictive power evaluation, but showed difficulties in interference tasks and depth perception in common. The results showed positive effects of driving simulator training on the driving ability of the elderly, and consistent provision of such training is expected to improve the quality of life of the elderly by securing the safety of driving and actively supporting social participation.