• Title/Summary/Keyword: embodied emotion

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A Study on Relationship between the Development of the design process and the Motivation of study design through Individual Sensibility (감성을 통한 디자인 프로세스 개발과 디자인 학습 동기유발 훈련과정의 연관성에 관한 연구)

  • Park, Jong-Hyun;Lee, Jong-Ryul
    • Journal of The Korean Digital Architecture Interior Association
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    • v.10 no.2
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    • pp.21-30
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    • 2010
  • Students in the field of architectural design, form and design of the new learning process, and in the design of a very premiere. Perhaps one way of theoretical training and strict discipline academy will probably already be familiar with. In addition to academic activities rather passive liberal arts students, learning basic academic skills than students, vocational students lag is most. However, these have been popular with young sensibility popular consensus here and he has the potential to move actively. This is very sporadic but does not control the many, it's even the potential fragmentation of consciousness, because they themselves do not know a lot of parts. Therefore, the power embodied in the design process and disclose the outside, it fits in the design field to produce results. And designed to improve learning ability and motivation to want to promote. Accordingly, this research through the following four methods to test the methodology on the basis of the results and try to find solutions to problems. (1) Outside the student's latent ability to express emotion should be. (2) Students' interests are actively utilized in the design classes. (3) Analysis of individual interests and ideas, and how to take advantage of the design process that is induced. (4) The final work should express your own personality into the design. Through this, students' academic motivation and a positive vision of the direction of design is proposed.

Methodology of Online Survey Questionnaire based on Webgame towards Spacial Color Combination and Affective Word (웹게임 기반 온라인 설문조사 방법론 -공간배색과 감성언어를 중심으로-)

  • Kang, Seung-Mook;Kim, Hae-Yoon;Park, Kyeong-Su;Park, Young-Sung
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.133-141
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    • 2010
  • The purpose of this paper is to suggest one of effective online questionnaire methods by using web based games. The research examines the interrelation between space design element and emotion language in the background actually used in the web games, and suggests new questionnaire methods to overcome the problems of the insincere answers which is the limitation of online questionnaire methods. The paper is to examine the related references, and compare the merits and demerits between printed and online text based questionnaires. Then it suggests the on-line questionnaire methods based web games which can improve errors of the demerits. The emotional words and phrases database is embodied by the interrelation between the emotional words and four spaces such as a dwelling, a tradition, a commerce and a fantasy based on the position decision value of Gaussian distribution. The paper suggests to be utilized for a population calculability system such as a consumers preference test.

A Design and Implementation of W-SET system for enhancing Self-Concept (자아개념 증진을 위한 W-SET 시스템의 설계 및 구현)

  • Choi, Jong-Hong;Kim, Dong-Ho
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.288-297
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    • 2002
  • The paradigm of education has changed with the progress of the information and communication technology. In school, there has been developing and animately discussing many data and ways of using web-practicality for teaching and learning. On the other hand, relatively, there are negligent faces about web-practicality for extension of emotion and will of our children. The common points of pre-studies about the increase of self-concept show that it is difficult to join all of the information because the work is off-line, therefore limiting it's advance so that the program is improved. This study has designed and embodied the system of web based self-expression training program. The result of application of this system has showed the positive effect on formation of self-concept of Cheongju elementary school students.

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Pathos of S. Eisenstein's Film Form (에이젠쉬테인 영화형식의 파토스)

  • Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.73-80
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    • 2015
  • Sergei Eisenstein explains pathos as the basic principles of artistic creation in "The Structure of the Film" written in 1939. The definition of pathos is embodied as effect to leap the audience in ecstasy. Pathos aiming at qualitative configuration of the audience's emotions is film form and the core of cinematic expression as important as montage. Eisenstein as one of the greatest film directors sought to theorize cinematic art. He wanted to fuse the creative and theory of film through principles such as the collision montage, intellectual image, and construction of pathos. This study explores the background of the discussion that Eisenstein going beyond the status as an artist wanted to experiment with montage to lead the change in audience and build pathos effect in the extended. This article examines the meaning of pathos in works of art he explained. It should also be understood the construction of pathos for changing the emotion of the audience through the example of the film he analyzed.

The Story between Truth and Fiction: Epistemological Approach to Possibility & Limitation of the Re-presentation cinematographic (진실과 거짓 사이에서 이야기하기: 영화적 재현의 한계에 대한 인식론적 고찰)

  • Lee, Sung Wook
    • Cartoon and Animation Studies
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    • s.32
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    • pp.221-244
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    • 2013
  • The purpose of this study was to concentrate on macroscopic discussion about how the recurrence of actual case in move is accepted ideologically. When considering the characteristic that non-visual factors are embodied when movie image reflects a certain target, the issue of recurrence has always caused discussion. Regardless of its independence or dependence, one individual's experience can be similar to sensual recognition but it can't be identical. Therefore, 'the truth recurred by movie' can't be real 'truth'. When director expresses the target, the aesthetic intention gives an effect to audience's emotion and recognition, Therefore, the study tries to review whether the movie truth drawn by movie can reach the possibility of epistemology agreement.

A Study on the Planning Directions of Railway Station from the Perspective of Place Branding (플레이스 브랜딩 관점에서 본 철도역사의 계획방향 연구)

  • Woo, Hee-Kyung;Chu, Beom
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.172-180
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    • 2014
  • A railway station appears in the form of multi-use station building where cultural and commercial elements such as shopping and leisure are mixed, getting out of simple space configuration oriented to the space for station work, where a passenger stays for a little while. Now, a railway station is a place expanded to the inside of city, and builds a relationship with urban fabric, and therefore it should receive the social change in the time together with the surrounding infrastructure, and should inevitably form the urban environment. And it should become the 'Place' so as to be capable of playing a role of buffer and a role of regional gateway landmark by making users included in the inside through various uses with regard to the dispersed urban connection. Hence, this study is intended to examine the planning through the place branding of railway station. In the method of research, the characteristics that place branding had was investigated, and an analysis was made on the basis of 10 place branding strategic elements and 6 railway design guidelines. And it was intended to set a direction in which the existing place branding strategy could be applied to the railway station, and was intended to derive the place branding planning strategic elements of railway station. Hence, the planning can be classified into the following 5 kinds in connection with railway station. First, identity should be embodied through the strategy of constructing the symbolic image of railway station. Second, a role of mediating variously approaching flows in the city should be played. Third, the spatial layout of railway station, which can increase the efficiency of use, should be arranged. Fourth, special characteristics should be intensified through creative storytelling that stimulates emotion. Fifth, an organic change is gradually necessary for sustainability. These planning elements should be applied in harmonious combination. Therefore, a new railway station can be maded by building identity and placeness and by giving the value through these planning directions in the future.

A Study of Character Contents on The 6'th Generation Chinese Film - Focused on The Tragedy of Character - (중국영화 6세대에 등장하는 캐릭터 콘텐츠 연구 - 캐릭터의 비극성(悲劇性)을 중심으로 -)

  • Han, Dal Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.193-208
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    • 2015
  • This study is to search a meaning of treagedy to show by the 6th generation through charecter's tragedy in the 6'th Generation Chinese film. For this, it examined an inner characteristic behind of the tragedy's moment and externalized ending in directors' films of the 6'th Generation's representation. The 6'th Generation of Chinese film reorganized newly Chinese film's cultural topography in the 1990s. The 6'th Generation films, which rebelled against the primary melody and the 5'th Generation on the system, is expressed commonly a tragedy moment with the time and space by character's tragedy. Characters of the 6'th Generation in the tragedy moment attempts various efforts to escape from the tragedy moment. However, no one can overcome the wall of reality, and their concealed emotion as keeping it out of the public eye lead that play. The moment that the 6th generation film meets a tragedy, the main character's accumulated tragedy situations begin to unfold all together. A tragedy embodied through : a collapsed tragedy due to the past's wound, a tragedy due to loss of jobs, a tragedy due to a family's departure, a tragedy from a time of chaos, a tragedy of a woman who became a head of a household and other tragedies.

Get It Closer: Effect of the Approach-Avoidance Experience on Attitude through a Touchscreen Device (터치스크린을 통한 접근-회피 경험이 태도에 미치는 영향)

  • Jung, Yujin;Kang, Hyunmin;Yun, Munseon;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.17-28
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    • 2019
  • The touchscreen device is now commonly found in the form of mobile phones, tablet PCs, and other devices. Varied physical and visual experiences can be experienced through touchscreens. This study intended to explore how the physical and visual experiences provided by the touchscreen would affect people through their existing associations of behavior-attitude. Previous studies have found that certain behaviors affect attitudes. In particular, the approach-avoidance behavior has been noted to influence both social and personal attitudes. It was thus deemed necessary to ascertain the approach-avoidance effect exerted by touchscreens on the attitudes of users as the technology is widely used today. Experiment 1 provided an approach-avoidance experience via a touchscreen and demonstrated that touchscreen-based approach-avoidance dragging behavior on the touchscreen can affect a user's preference and purchase intent. It was found that a product that had been approached showed both higher preference and higher purchase intent than a product that had been avoided. Experiment 2 investigated whether a similar effect would occur when only the visual experience of approach-avoidance was provided. The outcome proved that products that had been visually approached had higher scores than products that had been avoided, both in terms of preference and purchase intent. The movement of the arm on the touchscreen (Experiment 1) and the visual perception of the approach-avoidance experience (Experiment 2) were both shown to influence participants' attitudes toward products. The results of this study suggest that the behavior and perception of users may be an important factor in designing touchscreen interfaces for online shopping.

Review on the Articles of the Effect of Image Training Program with 3D Virtual Reality and Use for Physical Activity of Older Adults: Based on the Embodied Cognition (3D 가상현실 심상운동 프로그램 효과 및 노인체육 적용가능성에 대한 문헌고찰연구: 체화된 인지접근)

  • Moon, Kyung-Ji;Han, Kyung-Hun
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.886-904
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    • 2018
  • The 3D(dimension) vritual reality(VR) has already been used in various sports fields, especially in the training of elite athletes. It is mainly used to maximize the effectiveness of image training, and the use of VR-based image training has received special attention as evidence-based pratices for its feasibility, practicality, and appropriateness. However, in recent years, the use of VR is no longer used only for the training of elite athletes, but is widely used in social sports. This is because, the advantage of exercise in VR is that it is highly stable and has fewer restrictions from the external environment. Considering these advantages, it can be used for the elderly physical activity. This study identifies and reviews studies applying VR-based image training. Several recommendations for the future study on VR-based image training for the older such as interdisciplinary approach to VR-based image training, support needs regarding characteristics of the older, and generalization and maintenance of acquired technology were discussed.

Digital Creative Labour -A Perspective of the Ethics of Labour and Subjectivity of the Younger Generation in Korea (디지털 창의노동 -젊은 세대의 노동 윤리와 주체성에 관한 한 시각)

  • Kim, Yeran
    • Korean journal of communication and information
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    • v.69
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    • pp.71-110
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    • 2015
  • Beyond the technological behaviorism-oriented notion of prosumers, the current study explores the question of digital creative labour of the youth in the interrelated context of post-capitalist crisis and neoliberal ethos of selfhood. This analysis is situated particularly in the social conflicts and struggles in Korea, where the problems related to the precarization of the younger generation have been increasingly aggravated (in the realm of embodied reality) whereas their digital activities have been highly expressive (in the realm of mediated reality). The contradictions embedded in the question of the labour of the youth are delineated in the respect of the subjectivities of young free labour, or 'digital creative labour' in proposed terms: the precarious young free labour in Korea is the compound of social fragmentation, economic polarization, expansion of cognitive and emotion labour, boom of hedonistic consumerism, economic-cultural celebration of creativity and self-entrepreneurship, technological saturation of digital media, subjective/collective affects around excitement and ambition but also of anxiety and fear. The ambivalence and complexity of the young free labour is converged at the emergence of homo-economicus (Michel Foucault) through the subjectivation of the social (con)fusion of post-capitalist crisis and neoliberal governmentality of selfhood.

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