• Title/Summary/Keyword: amusement

Search Result 303, Processing Time 0.027 seconds

The Bizarreness Phenomenon in The Contemporary Fashion - Focused on the works of korean fashion designers - (현대패션에 나타난 엽기현상 - 국내 패션디자이너의 작품을 중심으로 -)

  • 박옥미;송정선
    • Journal of the Korean Society of Costume
    • /
    • v.54 no.2
    • /
    • pp.53-65
    • /
    • 2004
  • As the contemporary public consensus prefers individuality to classical things, they have gotten sick of the universality and pursue fashion anew. As a result the new concept of artistic value delivers a shock to ordinary and traditional images. The bizarreness culture of fashion contains two extremes, horror and humor. which make people uneasy but amused by sensuous descriptions. Bizarre things captivate the audience regardless of the violent stimuli. The conversion of aesthetic consciousness is brought accordingly by horror and humor. In this paper, It is discussed that the concept of history of bizarreness and the social effect from its phenomena in current fashion are expressed through the two methods above. The bizarreness phenomena in current fashion is shown as a new hybrid type which has been recreated and came out of the internet. This phenomena has caused abnormal results and ironically mixed products, what was once directness, violence and disgust, are on the other hand enjoyment and amusement. A widening field, the bizarreness phenomenon, as an important implication in which can completely change the current trend, will be on track as a crucial concept representing contemporary cultures.

A Study on Fashion Design Using Masks (가면(假面)(Mask)을 활용(活用)한 의상(衣裳)디자인 연구(硏究))

  • Im, Hyung-Ran;Lee, Mi-Sook
    • Journal of Fashion Business
    • /
    • v.8 no.2
    • /
    • pp.154-167
    • /
    • 2004
  • The purpose of this study was to develop fashion designs using masks on the basis of plasticity of masks. This study was conducted both theoretically and empirically. In a theoretical study, mask-related research and fashion-related literature were examined. In an empirical study, masks used in collections since the 1990's were analyzed through fashion magazines and fashion web sites. Based on such theoretical researches, masks used in modern fashion collections were divided into accessories and clothing to analyze and three fashion designs were developed on the basis of results described above. This study intended to express a romantic look with primitive mood that added formative elements of a mask to the design concept of "Romantic-Primitive". First, forms of masks were simplified and deconstructed and then some methods such as textile printing, leather handicraft, or applique were expressed.

Factors Affecting the Characteristics of SNS on User Satisfaction and Intention (소셜네트워크서비스 특성이 이용자 만족도에 영향을 미치는 요인)

  • Kim, Byung Gon
    • Journal of Information Technology Applications and Management
    • /
    • v.19 no.4
    • /
    • pp.213-225
    • /
    • 2012
  • The identified research result can be outlined more specifically as follows: first, informativeness of SNS was giving positive impact to some degree on the user satisfaction; second, connectivity of SNS was giving very positive impact on the user satisfaction; third, accessibility was giving very positive impact on the user satisfaction; forth, usability of SNS was giving very positive impact on the user satisfaction; fifth, amusement of SNS was giving very positive impact on the user satisfaction; the satisfaction level of SNS users gave positive impact on the further intention of SNS users. It was identified, however, that interactiveness of SNS was the factor that did not give much impact on the user satisfaction. This result comes from the analysis that SNS is convenient to actively explore and get further information that users wish to find, while they are insufficient in function to provide the information other users require or exchange information among users through the SNS.

Investigation of Users' Goals in Social Network Sites (소셜네트워크사이트 사용자의 가치체계 연구)

  • Jung, Yoonhyuk
    • The Journal of Information Systems
    • /
    • v.23 no.1
    • /
    • pp.93-109
    • /
    • 2014
  • This study aims to develop a rich understanding of user goals in user-empowering information technologies which have been dominating part in the information systems environment. A particular focus is on users' goals in a social network site (SNS) which is a typical example of user-empowering technologies. Users conduct various activities in order to achieve diverse goals in SNS. Thus, investigating what goals users pursue in SNS will give insights into understanding the users. We employed the laddering interview technique and means-end chain approach. Interviews of 50 Facebook users were analyzed to produce a hierarchical goal map showing users' goal structure. The map contains 18 goals, including self-reflection, psychological stability, belongingness, improving productivity, and amusement as ultimate goals in SNS. In the map, there are varied routes from activities to ultimate goals in SNS; that is, a complex assembly consisting of activities and goals. The findings call the information systems research community to have more interests in diverse goals and values users seek with technologies.

The research of analysis on lounge in the fashion mall - In the center of commerce area - Dongdaemun - (패션 쇼핑몰의 휴게공간분석에 관한 연구 - 동대문 지역을 중심으로 -)

  • Kwon, Hyuk-Jin;Chun, Jung-Oh;Han, Hae-Ryon
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2005.05a
    • /
    • pp.40-45
    • /
    • 2005
  • The lounge space in the fashion shopping mall such as footpath and resting place is attained not only a routine life for a pedestrian ,but also a simple meeting for association and amusement. In comparison with the current advancement of a shopping mall, however the lounge-a resting place for customers who make a visit for shopping and need for resting has changed into being commercial and non commercial -real meaning for resting space has disappeared. Consequently, the purpose of a research is to investigate on the actual condition for noncommercial resting spaces in the shopping mall and to suggest a reform measure through an analysis on the satisfaction percept of users in accordance with the result.

  • PDF

The Effects of Beauty Service on Customer Satisfaction and Word-of-Mouth Intention in the Beauty Industry (머리미용서비스가 고객만족과 구전의도에 미치는 영향)

  • Park, Eun-Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.31 no.4 s.163
    • /
    • pp.574-583
    • /
    • 2007
  • This study aimed to look into the features of the hair beauty service components and the effects of these elements on customer satisfaction and word-of-mouth intention. Subjects were 20's-40's women and survey methods such as frequency analysis, t-test, ANOVA, factor analysis, reliability analysis, and regression analysis were used. Results were as follows: First, hair beauty service were composed of eight factors such as facilities of hair beauty salon, employee's kindness, amusement facilities, light refreshments, guidance to a process of hair style, keeping service for personal belongings, reservation service, and customer management. Second, the effects on customer satisfaction was significantly affected by facilities of hair beauty salon, employee's kindness, guidance to a process of hair style, customer management, keeping service for personal belongings, light refreshments. Third, customer satisfaction with hair beauty service affected the word-of-mouth intention.

Development of Portable Conversation-Type English Leaner (대화식 휴대용 영어학습기 개발)

  • Yoo, Jae-Tack;Yoon, Tae-Seob
    • Proceedings of the KIEE Conference
    • /
    • 2004.05a
    • /
    • pp.147-149
    • /
    • 2004
  • Although most of the people have studied English for a long time, their English conversation capability is low. When we provide them portable conversational-type English learners by the application of computer and information process technology, such portable learners can be used to enhance their English conversation capability by their conventional conversation exercises. The core technology to develop such learner is the development of a voice recognition and synthesis module under an embedded environment. This paper deals with voice recognition and synthesis, prototype of the learner module using a DSP(Digital Signal Processing) chip for voice processing, voice playback function, flash memory file system, PC download function using USB ports, English conversation text function by the use of SMC(Smart Media Card) flash memory, LCD display function, MP3 music listening function, etc. Application areas of the prototype equipped with such various functions are vast, i.e. portable language learners, amusement devices, kids toy, control by voice, security by the use of voice, etc.

  • PDF

An Affection of Blog Service Quality on Service Value and Customer Satisfaction : Focusing on Cyword (블로그 서비스품질이 서비스가치와 고객만족에 미치는 영향 : 싸이월드를 중심으로)

  • Cho, Chul-Ho;Kang, Byung-Suh
    • Journal of Korean Society for Quality Management
    • /
    • v.35 no.1
    • /
    • pp.35-51
    • /
    • 2007
  • In terms of company management for market segmentation and creating new market opportunity, Blog service has much important meanings. This study was designed to investigate the casual relationship among service quality, service value, customer satisfaction, and customer loyalty in the given blog service site "Cyworld". Through the empirical results, specific factors of blog service quality were discovered to be amusement, interaction, customization, reliability and convenience. Also rte confirmed that service value intervening between blog service quality and customer satisfaction plays an important role. This paper presents much implications both theoretical and practical side.

Development of Auxiliary Wheel Unit Mechanism for Overcoming Obstacles

  • Han, Jae-Oh;Youm, Kwang-Wook
    • International journal of advanced smart convergence
    • /
    • v.8 no.2
    • /
    • pp.30-38
    • /
    • 2019
  • Recently, the spread of personal mobility has been rapidly increasing due to the development of environmentally friendly alternative transportation means. In addition, the level of battery technology is also rapidly developing, accelerating the popularization of personal mobility. Such personal mobility has convenience of location transfer, amusement, and high portability compared to other transportation devices. Most personal mobility, however, is made up of small wheels, which cannot overcome obstacles such as rugged roads or obstacles on the road. In this paper, to solve these problems, we tried to devise a device that can easily overcome obstacles by combining wheels with small moving means. The wheel size can be mounted on the front wheel of the small moving means in a protruding manner so that obstacles can be encountered before the front wheels and the safety and ride comfort of the running can be improved.

The Understanding for Acceptance of Kitsch and Vernacular concepts in Product Design (키치와 버내큘러 개념의 제품디자인 수용을 위한 이해)

  • Ryu, Seung-Ho;Moon, Charn
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.199-208
    • /
    • 2005
  • This study analysis if the concepts of kitsch and vernacular remains as cultural elements for product design. Because their function and aesthetic value have vivid possibilities for general product design fields. For the purpose, this study limits its range within post modernism, kitsch, and vernacular, and analyzes their relationships. Against functionalism, post modernism had cultural pluralisms to approach into popular styles, and some of them was amusing design. That post modernism designs stimulated human beings' emotion by decorations or some symbolic forms from specific objects is similar to the symbolism, regionalism, or pluralism of kitsch or vernacular. Kitsch is a free style that is not limited in any specific trends. It is a Meta culture that has influenced into various fields including design, so kitsch does not have a parallel position with a product or design. In product design, kitsch is the behavior and result of imitating existing objects' images. It could have amusement according to which objects are imitated. So if human beings feel amusement by kitsch, it could be same as the direction of post modernism. Kitsch is determined by design atmospheres. They cannot be specified abjectly, and can be different according to people. With symbolism and regionalism, kitsch and vernacular appeared according to people's needs. While kitsch is consumer's tastes-oriented, vernacular is cultural tradition-oriented. Kitsch has symbolism that specifies products' functions or design concepts, and it is a communication method between human being and products. Because vernacular is province-oriented, it has a lot of styles according to regional living environments and cultural differences. So vernacular design reflects continued traditional lifestyles. By restorative memory, regionalism, cultural pluralism, amusement, and symbolism, kitsch and vernacular could be understood the sub or parallel concepts of post modernism. They might be easily miss-understood mixed concepts that have western and national characters. But in kitsch and vernacular concept, modernizing pas by using the pluralism of post modernism should be considered positive. So, the range of the further study is also supposed to be focused on more widened fields to, to establish cultural identification in design.

  • PDF