• Title/Summary/Keyword: new-tro

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Values of Vintage in Korean Fashion Prosumer's Activities (한국 패션 프로슈머 활동에 나타난 빈티지 가치)

  • Lee, Hae-dong;Lee, Min-sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.6
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    • pp.808-824
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    • 2019
  • This study analyzes the values of vintage in Korean fashion prosumer's activities and elevates the values as one characteristic of Korean modern fashion. The methodology included literary and empirical studies as well as prosumer and modern Korean vintage fashion literary studies. In-depth interviews were done to analyze the values of vintage in fashion prosumer's activities. The values of vintage fashion for Millennials are creative activities based on public interest, expanded reproducing through sharing daily looks and self-expression through the scarcity of vintage clothing. Prosumer characteristics are self-satisfaction and sharing. Fashion prosumer's vintage trends are new-tro, communication, cultural complex, and sharing of daily life. The formativeness in fashion prosumer's activities are heritage, text, activity and image. The meanings are creation, communication, experience and sharing. Fashion prosumers are developing the new genre of 'vintage fashion activity'; in addition, values towards vintage fashion activity are also drawing international interest.

A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.63-74
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    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

Growth, Photosynthesis and Chlorophyll Fluorescence of Chinese Cabbage in Response to High Temperature (고온 스트레스에 대한 배추의 생장과 광합성 및 엽록소형광 반응)

  • Oh, Soonja;Moon, Kyung Hwan;Son, In-Chang;Song, Eun Young;Moon, Young Eel;Koh, Seok Chan
    • Horticultural Science & Technology
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    • v.32 no.3
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    • pp.318-329
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    • 2014
  • In order to gain insight into the physiological responses of plants to high temperature stress, the effects of temperature on Chinese cabbage (Brassica campestris subsp. napus var. pekinensis cv. Detong) were investigated through analyses of photosynthesis and chlorophyll fluorescence under 3 different temperatures in the temperature gradient tunnel. Growth (leaf length and number of leaves) during the rosette stage was greater at ambient $+4^{\circ}C$ and ambient $+7^{\circ}C$ temperatures than at ambient temperature. Photosynthetic $CO_2$ fixation rates of Chinese cabbage grown under the different temperatures did not differ significantly. However, dark respiration rate was significantly higher in the cabbage that developed under ambient temperature relative to elevated temperature. Furthermore, elevated growth temperature increased transpiration rate and stomatal conductance resulting in an overall decrease of water use efficiency. The chlorophyll a fluorescence transient was also considerably affected by high temperature stress; the fluorescence yield $F_J$, $F_I$, and $F_P$ decreased considerably at ambient $+4^{\circ}C$ and ambient $+7^{\circ}C$ temperatures, with induction of $F_K$ and decrease of $F_V/F_O$. The values of RC/CS, ABS/CS, TRo/CS, and ETo/CS decreased considerably, while DIo/CS increased with increased growth temperature. The symptoms of soft-rot disease were observed in the inner part of the cabbage heads after 7, 9, and/or 10 weeks of cultivation at ambient $+4^{\circ}C$ and ambient $+7^{\circ}C$ temperatures, but not in the cabbage heads growing at ambient temperature. These results show that Chinese cabbage could be negatively affected by high temperature under a future climate change scenario. Therefore, to maintain the high productivity and quality of Chinese cabbage, it may be necessary to develop new high temperature tolerant cultivars or to markedly improve cropping systems. In addition, it would be possible to use the non-invasive fluorescence parameters $F_O$, $F_V/F_M$, and $F_V/F_O$, as well as $F_K$, $M_O$, $S_M$, RC/CS, ETo/CS, $PI_{abs}$, and $SFI_{abs}$ (which were selected in this study), to quantitatively determine the physiological status of plants in response to high temperature stresses.

Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks (상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로)

  • Park, Yeonsook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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A Study on the Development of Storytelling of Co-Brand for Regional Agricultural Products : Focusing on the case of 'Geudae Ginger' in Andong (지역농산물 공동브랜드의 스토리텔링 개발 : 안동 '그대생강'의 사례를 중심으로)

  • Kang, Mihye;Kim, Gongsook
    • 지역과문화
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    • v.7 no.1
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    • pp.153-182
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    • 2020
  • Andong is the place where the most ginger is produced in Korea. The article is based on a study on the development of storytelling of a co-brand of local agricultural products, focusing on the case of 'The Geudae Ginger,' a co-brand of ginger in Andong. This study aims to develop a brand storytelling of Andong Ginger's co-branded 'Geudae Ginger' to build an image as a local specialty and help revitalize the Andong ginger's industry. The process of developing storytelling to activate 'Geudae Ginger' brand is as follows. In the first step, I collected storytelling materials through data research. Ginger, which has long been used as a medicine for mankind, has more historical and cultural stories than anything else. In the second step, story resources were extracted based on data research. By analyzing the story properties of Andong ginger, we made its list. As a result, the image of the nobility, rigidity and chastity of ginger, which is used to benefit all over, could be associated with the image of Andong, the capital of Korean spiritual culture. Storytelling was developed in the third step. The main theme was 'Andong ginger with anther level ' and the main story was 'The Story of Andong's Ginger Teacher'. The scenario developed is as follows: 1. Introducing Andong's Ginger Teacher, 2. The birth of Dosan Thirteen Tea, 3. 'Geudae Ginger' that bridges love. In the last fourth step, I proposed ways to utilize storytelling. I presented the spread methods of consumer-participated storytelling using images of 'Geudae Ginger' and a new-tro event with teachers highlighting the image of 'Ginger Teacher' and others as a local business program for storytelling expansion.