• 제목/요약/키워드: amusement

검색결과 303건 처리시간 0.027초

Chanel의 패션쇼에 나타난 공간 연출의 표현 유형과 미적 특성 (Expression Types and Aesthetic Characteristics of Space Directing at Chanel Fashion Shows)

  • 김장현;김영삼
    • 한국의류학회지
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    • 제37권6호
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    • pp.809-826
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    • 2013
  • This study considers types of expression and examines aesthetic characteristics by analyzing images expressed through space directing at Chanel Fashion Shows. The conclusions of this study are as follows. The expression types on space directing at Chanel Fashion Shows are what is presented by distributing huge objects associated with Fashion Shows at the center or back of the stage, integrating several detailed decorative elements while maintaining the morphological characteristics of the runway in a linear form, and utilizing an inartificial place or newly forming the whole stage. The symbolism characteristic was first indicated for the aesthetic characteristics on space directing at Chanel Fashion Shows. Symbolism is indicated through the identification of an implicit meaning towards a specific object. The symbolism was highlighted utilizing elements or stories that have a deep association with Chanel. Second, the characteristic of ecology was expressed through the recognition of the importance of the ecological environment by escaping the harmful practices of civilization such as environmental disasters and human alienation. The expression of visual ecology was emphasized utilizing themes related to environmental disasters or reviving the space of primitive nature. Third, the characteristic of fantasy was shown to express thoughts that originated from the human yearning for the ideal world contrary to an incomplete society. Fantasy was created by the inaccessible object in reality and a change in spatial structure. Fourth, the characteristics of amusement expressed pleasure, which is the instinctive desire truly immanent in a human being. It was natural amusement, which was advocated as freedom through the integration of neutrality, integrating either diverse elements (which are naturally recognized in our daily life) into Fashion Shows or amusement, which expressed newness through utilizing unusual objects in Fashion Shows.

대학생 목적지 선택 행태 분석: 선택 영향 요인을 중심으로 (An Analysis of University Students' Trip Destination Choice Behavior focusing on the Influential Factors)

  • 양지현;조창현
    • 한국경제지리학회지
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    • 제19권1호
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    • pp.68-82
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    • 2016
  • 목적지 선택 행태 분석은 교통 수요 연구의 중요한 주제이다. 본 연구는 일반적인 교통 수요 연구와 달리 일반인과 다른 인구집단적 특성을 갖고 있는 대학생들의 통학 등의 쇼핑, 여가, 오락 활동을 위한 통행의 목적지 선택에 대한 영향 요인을 분석하였다. 대학생들의 일상은 취업자나 중고등학생보다 상대적으로 자율적이나 수업 등의 의무 활동이 혼재되어 있다. 쇼핑, 여가, 오락 활동은 업무나 학업 등의 활동과 달리 그 실행의 구체적인 내용의 선택이 상대적으로 자유롭다. 본 연구는 다항로짓 분석을 통해 대학생들의 거주지 주변, 학교 주변, 강북 지역, 강남 지역 등의 통행 목적지 선택에 대한 영향 요인을 분석하였다. 분석 결과 이들 활동들의 목적지 선택에는 거주지와 성별, 소득 등이 많은 영향을 미치고 있었으며, 대학생에 특징적인 다양한 해석이 도출되었다. 일반인과 다른 특성의 대규모 인구집단인 대학생의 통행 특성 연구는 교통계획에 시사점을 준다.

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보가티료프(P. G. Bogatyryov)의 이론을 적용한 무대의상 연구 - 가면극 '소라별 이야기'를 중심으로 - (A Study on Stage Costume based on P. G. Bogatyryov's Theory - Focus on Mask Theatre "The Story about Sora's Star" -)

  • 김장현;김영삼
    • 한국의류산업학회지
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    • 제14권6호
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    • pp.889-897
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    • 2012
  • This study suggests a direction for stage-costume design by making stage costumes based on amusement, eclecticism, and the masquerade, which are the criteria for approaching stage costume designs according to characteristics of the mask theatre presented by P. G. Bogatyryov. The conclusions of this study are as follows. First, criteria to approach stage costume design for mask theatre can be classified into amusement, eclecticism, and masquerade according to the characteristics of the mask theatre presented by P. G. Bogatyryov. Second, the stage costume of a mongrel dog showed amusement through the expression of the image of therianthropy through the combination of a fur-lined vest and wristlet, Korean traditional trousers with the paw-prints of a dog. Third, eclecticism contains diverse characteristics and escapes from being singularly defined due to the fusion of severally different heterogeneous objects. The stage costume differently used a method of wearing clothing in a different period, of choosing clothing materials, and of expressing color in every character to indicate ambiguity to which the drama points through the integration of various expression elements. Fourth, the masquerade present characters (Taembang, Daejang, and Changseok)who simultaneously play the role of fairies after having changed into a white mask and having worn Korean a traditional overcoat (Durumagi) on the original clothes; the, result is the change of the theatrical structure into another time and space inside the theatrical scene of imagination through a concealment of the original clothing.

조선후기 풍속화에 나타난 여성의 생활상과 복식문화 (Lifestyle and Costume Culture of Women As Shown in Genre Paintings of the Late Chosun Dynasty)

  • 양숙향;이혜경
    • 한국지역사회생활과학회지
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    • 제18권2호
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    • pp.277-291
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    • 2007
  • The purpose of this study was to examine the costume worn by women in daily life according to life scenes depicted in genre paintings of the late Chosan Dynasty. The sentiments and customs of the time were examined to discover how costume culture followed women's lifestyles in the late period of the Chosun Dynasty. First, according to life scenes, a field amusement type costume was the most common garment and a commercial activity type costume was the least common garment. Second, when the form of costume was examined followed by the lifestyle it depicted, the following observations were noted. Women depicted in a housework type lifestyle often wore a Minjeogori. In contrast, women appearing in a labor production type or a commercial activity type lifestyle often wore a Banhoijangjeogori with the width of the coat narrowing gradually according to the trends of the time. In the forms of Chima, the women wore a Duluchima and a Gudlchima for convenience during their work and covered a Haengjuchima over it. Third, women shown in a field amusement type, a home enjoyment type or an affection pursuit type lifestyle mainly wore a deep blue colored Chima and Hoijang or Banhoijang Jeogori. While most of the women depicted in a labor production type, a housework type or a commercial activity type lifestyle wore a natural cotton colored Jeogori and a natural cotton colored and light indigo Chima. Fourth, in the field amusement type and the affection pursuit type lifestyle, the wearing of a headdress during outings of women appeared variously influenced by the strengthening restrictions placed on the women's lives according to the ethics of Confucianism.

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Walter Van Beirendonck 디자인에 나타난 미학 (Design Aesthetics of Walter Van Beirendonck)

  • 박소형;임은혁
    • 한국의류학회지
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    • 제39권3호
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    • pp.353-368
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    • 2015
  • Walter Van Beirendonck expresses a fairy tale world of perverted sexual desire of sadism and masochism, violence, and aggressiveness that breaks from a transient one-time concept as is an essential element of fashion. This study classifies the aesthetic characteristic shown on the design of Walter Van Beirendonck and analyzes the intent of his symbolism and meaning. The attempt has a meaning in exploring a new directionality of fashion by conveying a critical message to this end, contemporary fashion breaks down boundaries with artistic genre and connects a problematic consciousness that exists in life with fashion. The results of study on the aesthetic characteristics of Walter Van Beirendonck are as follows. First, Beirendonck emphasized an interpersonal image about body by giving a question through the deconstruction of image on a perfect body into race, age, and body based on body modification. Second, fetishism appeared as a consciousness that human identity and character can be changed by connecting a fetish element of sexual identity, and sadism and masochism with fashion's imagination. Third, infantilism as an amusement expression of the form metaphorically satirized life of modern people. Fourth, makeup shown on performance or festival of an African tribe was used in the way of mixture or reuse for ethnography to obtain inspiration from ethnography. Fifth, pop art combined a popular culture code as amusement through mass production and mass media. Aesthetics of Beirendonck do not have norm and are bold in using form, color, pattern, print, and styling because Beirendonck reinterpreted critical attitudes about essential problems that human life entails into a motif of his symbolic meaning in amusement. In regards to his design aesthetics, Beirendonck expanded fashion to the scope of Gesamtkunstwerk in a consistent and continued theme combined with philosophical creativity and differentiated from other fashion designers.

개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향 (The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency)

  • 이경님
    • 대한가정학회지
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    • 제42권4호
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

가상 리얼리티 프로그램의 장르적 특성 (Genre Oriented Characteristics of Virtual Reality Programs)

  • 홍숙영
    • 한국콘텐츠학회논문지
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    • 제10권1호
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    • pp.202-212
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    • 2010
  • 이 연구의 목적은 가상 리얼리티 프로그램의 장르적 특성은 무엇인지 밝히는 데 있다. 이를 위해 문화방송의 '일요일 일요일 밤에' 1부에 방송되었던 '우리 결혼했어요'의 텍스트를 1회부터 8회까지 분석하였다. 분석결과 이 프로그램은 가상 부부 생활의 영상과 스튜디오에 등장하는 현실에 존재하는 연예인의 현재성을 병치시킴으로써 가상과 현실을 혼용하고 있었다. 또한 다양한 부류의 부부유형을 설정하여, 미션을 통해 각 유형의 연예인 커플들이 실제 부부간에 일어날 수 있는 사랑과 갈등을 보여줌으로써 결혼에 대한 환상과 현실감을 동시에 충족시켜 주면서 수용자와 공감대를 형성해가고 있었다. 한편 공적 공간인 텔레비전에서 출연자들이 사적 감정을 고백함으로써 공적 영역과 사적 영역의 경계가 해체됨을 보여주고 있다. 이와 함께 물질이나 노력, 제스처, 언어 등 배우자에게 선사하는 크고 작은 감동을 통해 수용자들은 대리만족을 느끼며 즐거움을 고취시켜 오락성을 실현하였다. 가상 리얼리티 프로그램에는 진실성, 허구성, 오락성이 혼용되어 나타나고 있으며 이러한 장르적 특성은 경계의 해체와 장르적 모호함을 토대로 수용자에게 소구하는 중요한 전략으로 작용하고 있음을 알 수 있다.

중요도-성취도 분석에 의한 주제공원 계획요소 평가 -에버랜드를 사례로- (An Evaluation of Planning Factors for Theme Park by means of Importance-Performance Analysis -Focused on the Case of Everland-)

  • 오정학;김유일
    • 한국조경학회지
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    • 제29권4호
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    • pp.34-43
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    • 2001
  • Unlike ordinary recreational facilities, an amusement park consists of various entertainment facilities, attractions, food services, souvenir shops and other attribute. The purpose of this study is to survey users´ responses to such attributes and analyze the importance and performance of each attribute, and thereby, ultimately help improve the efficiency of management and operation of the amusement parks. For this purpose, a survey was conducted of Everland users in August, 1999. 420 users were chosen by means of he systematic sampling. All the suers were asked to rate the importance of 14 attributes of Everland at the entrance and all of them were asked to do the same at the exit. As a result, it was found that the attribute rated highest by the users was ´attraction´, followed by ´service´, ´accessibility´ and ´cost´ in that order. On the other hand, it was found that the total average of importance rated for 14 attributes was 3.31, while that of performance was 3.10. As a consequence of analyzing the action grids, it was found that ´appropriateness of the circulation system´ should be improved most urgently. 7 attributes were categorized as ´keeping up good work´, and 6 ones were rated ´low priority´ in terms of improvement. There was no attribute considered to be ´possible overkill´. Meanwhile, as a result of analyzing the difference among groups in order to determine users´ response depending on their demographic and socio-economic variables, it was found that only the ´age´ variable was significant. It is expected that the results that the results of this study would be useful in determining priorities when improving amusement park facilities or their programs.

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고급 한정식 레스토랑의 소비경험에 의한 감정반응이 재 구매의도에 미치는 영향 (Effects of Emotional Reaction Based on Consumption Experiences of Luxury Korean Restaurants on Repurchase Intention)

  • 전혜경;조은혜;조용범
    • 한국조리학회지
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    • 제18권4호
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    • pp.133-147
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    • 2012
  • 본 연구는 한국외식업중앙회 부산광역시지회에서 선정한 모범음식점 중 고급 한정식 레스토랑을 이용한 고객을 대상으로 외식소비경험에 의한 감정반응이 재 구매의사에 어떤 영향을 미치는지 분석하고자 빈도분석, 신뢰도분석, 요인분석, 회귀분석을 통하여 실증분석 하였다. 연구결과 외식소비경험이 감정반응 중 환기에 미치는 영향을 검증한 결과 상징성, 다양성 요인은 유의한 영향을 미치는 것으로 나타났으며, 유희성 요인은 유의하지 않은 것으로 나타났다. 외식소비경험이 감정반응 중 지배에 미치는 영향을 검증한 결과 상징성, 유희성, 다양성 요인이 지배에 유의한 영향을 미치는 것으로 나타났다. 감정반응이 재 구매의도에 미치는 영향을 검증한 결과 환기와 지배 요인은 재 구매의도에 유의한 영향을 미치는 것으로 나타났다. 외식소비경험이 재 구매의도에 미치는 영향을 검증한 결과 다양성, 유희성요인은 유의한 영향을 미치는 것으로 나타났으며 상징성 요인은 유의하지 않는 것으로 나타났다.

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테마파크의 라이드 어트랙션 디자인 (The Ride Attraction Design of Theme Park)

  • 이호숭
    • 디자인학연구
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    • 제15권3호
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    • pp.5-14
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    • 2002
  • 본 고는 종합 엔터테인먼트로 상징되는 테마파크의 다양한 부대시설 가운데 대표적 유희시설로 주목받는 라이드 어트랙션을 중심 소재로 고찰한 것이다. 특히, 최근에 많은 인기와 주목을 받는 라이드를 선별, 물리적 운동 특성과 점차 강한 자극체험을 갈구하는 현대인들의 현상, 그리고 어뮤즈먼트 디자인의 미래 향방 등을 모색, 종합적으로 전개한 것이다. 연구동기 및 주요 내용은 점차 고조되어 가는 현대인의 여가선용에 대한 다양한 욕구와 여가활동의 필연성을 인식하여, 그에 대한 문헌조사를 바탕으로 라이드 어트랙션으로 나타나는 놀이 방법과 라이더 즉, 사용자가 느끼는 신체적 반응 등을 논한 것이다 현재 테마파크에 있어서 라이드는 성인용 라이드(major ride)를 중심으로 점차 스릴 강도를 높이는 추세로 진행되고 있다. 흔히 접할 수 있는 탑승놀이기구들은 시간에 따른 속도 변화율, 즉 가속도의 변화가 다양하기 때문에 일상생활에서 느끼는 교통기관과는 다른 전율(thrill)을 체험하게 되는 것이다. 라이드 어트랙션을 비롯한 모든 유희시설은 새로운 기술을 접목한 첨단성향으로 나타나고 있으나 그 내면의 소프트가 되는 테마나 발상의 빈곤은 어트랙션으로서의 기능을 수행하기 어려울 뿐만 아니라 테마파크의 존립자체도 위협하는 결과를 초래한다. 따라서 테마파크의 어트랙션 디자인에는 테마 그 자체를 표현하는 줄거리(story), 방법(method), 환경(environment) 등의 3가지 요소가 충실하게 반영되면서 그와 함께 문화산업적인 보편성을 고려할 때 엔터테인먼트의 종합 결정체로서 존재할 수 있다. 또한 서비스 제공자로서의 공원 측은 어트랙션 기획 및 운영에 있어서도 호스피탈리티 산업(hospitality industry)이라는 기본 개념에 충실할 때, 고객만족 관리가 재방문으로 연결되는 부분이라 할 수 있다.

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