• 제목/요약/키워드: nostalgia

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Exploring the Impact of the Sensoryscape (Sport Fans' Stadium Experiences via the Five Senses) on Emotions Associated with Sport Teams

  • Seunghwan LEE
    • Journal of Sport and Applied Science
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    • 제7권3호
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    • pp.1-11
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    • 2023
  • Purpose: The purpose of this research was to examine the effect of the sensoryscape (sport fans' stadium experiences via the five senses) on connectedness and elation that sport fans have about their teams. Research design, data, and methodology: To achieve this purpose, structural equation modeling was conducted with a total of 417 KBO baseball fans. Results: The results of the research are as follows. First, stadium experiences via sport fans' sight, sound, and touch had positive effects on connectedness that consists of passion, nostalgia, supportive, and connected. Second, stadium experiences via sport fans' sight, sound, and taste had positive effects on elation that consists of happy, excited, pleased, proud, optimistic, and entertained. Conclusions: This research provides the first empirical evidence of the effects of sport fans' sensory experiences on emotions associated with sport teams. In order to maximize connectedness and elation that sport fans have about their teams, sport marketers need to develop specific sensory strategies that affect stadium experiences. Further implications were discussed.

이창래의 디아스포라 로맨스 (Chang-rae Lee and Diasporic Romance)

  • 김정하
    • 미국학
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    • 제42권1호
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    • pp.1-22
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    • 2019
  • This paper suggests a genealogy of romance in Chang-rae Lee's Native Speaker, A Gesture Life, and The Surrendered. A flexible textual performance and literary strategy spanning issues of beauty and love, romance in Lee registers the writer's distinctive diasporic negotiation with sites of departure and arrival, in particular with traumatic histories of the m/other country. Native Speaker resolves the crisis of public immigrant love within the compromise in the domestic melodrama. As Lee turns to the scenes of historical trauma in the twentieth century transpacific, romance becomes a key strategy through which his aestheticized framing and deframing of comfort woman is performed and the Korean War finds odd comfort in the aesthetic energy of perverse care in Italy. Through the dehistoricizing movement outside of the historical into the realm of myth and nostalgia, Lee's diasporic romance breaks away from mandates of representation and works within the excess of mistranslation.

토포필리아의 학습동기 역할 사례와 교육자원 분석 (The case study of Topophilia's Role as a Motivator to Learn and an Analysis of Educational Resources)

  • 윤마병
    • 한국콘텐츠학회논문지
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    • 제14권4호
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    • pp.467-479
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    • 2014
  • 토포필리아는 어린 시절에 경험한 아름답고 행복한 낙원으로서의 고향에 대한 애착이나 그리움의 정서적 유대감을 말한다. 고향에서 경험한 기억들은 짧지만 강렬하여 학습과 의미 부여의 과정을 통해 긍정적인 정서를 갖는 토포필리아로 작용하여 학습동기가 될 수 있다. 정주영의 성공 스토리와 드보르작에 관한 기록 연구 결과, 정주영에게 소와 고향은 토포필리아의 주된 구체물이며 장소로서 성공의 원동력이 되었다. 드보르작도 고향에 대한 그리움을 기차 소리의 공감각으로 승화시켜 음악으로 완성했다. 자연에서도 일출과 일몰, 계절의 변화, 심장박동 등과 같이 다양한 리듬의 존재를 찾을 수 있는데 이러한 리듬 위에 멜로디가 들어가면 예술이 되고, 조화와 원리를 찾다보면 과학이 된다. 토포필리아를 함양할 수 있는 교육자원으로서 전북지역의 자연과 장소, 음식, 예술 분야를 분석했다. 전주 한옥마을 에서 장소의 리추얼을 체험하게 하고, 고추장의 가치를 찾으며 고향의 구체물로서 마이산과 화가 최북을 제안한다.

소비자-브랜드 관계와 브랜드성과관련 변수들의 역할 및 관계 (The Roles and Relationships of Consumer Brand Relationship and Brand Performance-Related Variables)

  • 김문태
    • 경영과정보연구
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    • 제34권4호
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    • pp.121-139
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    • 2015
  • 본 연구는 연구문제 1로 소비자-브랜드 상호의존성, 소비자-브랜드 동일시, 브랜드향수, 브랜드 사랑의 4개 항목으로 크게 나누어 브랜드 신뢰 및 충성도와 항목의 중복성을 검토하였다. 고유값(eigen-value) 1이상을 기준으로 요인분석을 실시한 결과 예상했던 것과 달리 요인은 6개가 아니라 4개로 분류되었다. 이는 이전 연구에서 제시되었던 브랜드 체험, 소비자-브랜드 관계, 브랜드 사랑 등 매우 정교화된 항목으로 나누어진 변수들이 여러 논문에서 검증되는 과정을 거치다보니 타당성 평가결과 상당히 중복되거나 기존 논문의 결과와 다른 항목들이 수렴되는 경우가 많이 존재했듯이 본 연구에서도 비슷한 결과를 보였다. 연구문제 2에서는 브랜드 사랑은 브랜드 충성도 보다 더 달성하기 힘든 개념이라는 것을 결론적으로 제시하였다. 단순한 관계, 즉 브랜드 신뢰${\rightarrow}$소비자-브랜드 관계를 검증하였던 모형 1은 적합도가 매우 낮게 나타나 새로운 모형을 만들어 검증하였는데 대체로 본 연구는 브랜드 동일시${\rightarrow}$브랜드 신뢰${\rightarrow}$브랜드 충성도${\rightarrow}$브랜드 사랑의 과정으로 구성된 모형이 가장 적합한 모형임을 밝혔다. 무생물인 브랜드를 인간과 같이 사랑한다는 것은 반복적 구매의지를 나타내는 기존의 행동적 충성도 보다 더욱 달성하기 어려운 개념이 될 수도 있다는 것이다.

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서울 다이나믹스 - 청계천 시점부 광장 설계 - (Seoul Dynamics - Cheonggyecheon Threshold Plaza Design -)

  • 김정윤;오피스 박김
    • 한국조경학회지
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    • 제34권1호
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    • pp.92-106
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    • 2006
  • The process of designing Cheonggyecheon Entrance Plaza began with researching four keywords: plaza, restoration. modernity and icon. The outcome of the research was reinterpreted into and informed the design. An urban plaza must not only be a stage for civic life but should also be a portrait of the city to which it belongs. Many Korean plazas, however, are treated as if they are parks. Yeouido Park, which was originally a vast urban void, and Seoul Plaza, recently paved with grass, are good example. The strong 'green myth' can hinder socio-political activities. Cheonggyecheon cannot be said to have been 'restored', since it is still disconnected from its origin and upper streams, and the water is circulated by electricity. So it is better understood as an artificial urban waterfront, rather than an ecologically restored stream. This fact might diminish its ecological value, but not its recreational one. The entrance plaza therefore should reflect that the new stream brings back an 'experience', not only water itself. At the same time, the catch phrase of this restoration project was 'post-modern'. The demolished Cheonggye Expressway represents the 'economy drive' of the 1970s, so the newly opened Cheonggyecheon serves as a perfect counterpart to it. But modernity in Korea is the spirit that made many of the good things, not only its shortcomings, we have now. And from the philosophy of this restoration project, we can see that it is still an ongoing attitude in a way. Remnant of Cheonggye Expressway can evoke our nostalgia for the era. There are plenty of symbols in Seoul, both as architecture and objects. But none of them provide citizens with experience, other than the experience of looking at them. Cheonggyecheon Entrance Plaza is a good place to serve as an icon for a dynamic Seoul. From the research, the designer concluded that this plaza should commemorate the incomparable horizontal experience of Cheonggyecheon and the old expressway, amid the vertical metropolis. The Pedestrian Sculpture, which people can stroll on and look out over Cheonggyecheon, is to be made of steel cladding with a core structure and represents the dynamism of the stream, Seoul and contemporary Korea. The choice of material and the steel structure are also ways of creating the icon. The Water Plaza, the space underneath the ramp, will accommodate people and their urban activities, providing an opportunity to play with water. The Waterblades will be a device for the dramatic beginning of the stream, simultaneously camouflaging ugly openings in the outlets. The Wall of Archaeology is to be made with pre-fab resin blocks, translucent enough so that people can see through any archaeological findings of the site. The strong water-resistant character of resin makes the wall steady throughout the flood season as well. Cheonggyecheon restoration project is an effort to combine contemporary urban demand with the once-existing physicality by evoking our nostalgia for it. The project itself shows many socio-political issues of present-day Korea. The entrance plaza design thus is focused on suggesting an icon for the metropolis, simultaneously celebrating the stream itself. Within this space, people will be exposed to a unique experience that any 'green myth' cannot offer.

셀러엑터를 활용한 문화콘텐츠 : <놀면 뭐하니?>의 멀티 페르소나를 중심으로 (Celeactor as Cultural Contents : Focused on the Multi-Persona in a South Korean Reality Show Program )

  • 한애진
    • 한국엔터테인먼트산업학회논문지
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    • 제15권8호
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    • pp.45-62
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    • 2021
  • 본 연구는 셀러엑터를 활용한 문화콘텐츠를 <놀면 뭐하니?>의 멀티 페르소나를 중심으로 분석하였다. 셀러엑터에 내재된 멀티 페르소나가 한국 셀러브리티 문화의 특징을 어떻게 재현하고 있으며, 그 문화적 의미가 무엇인지 살펴보는 것에 그 목적이 있었다. 총 6개의 프로젝트에 대한 텍스트 분석을 통해, <놀면 뭐하니?>가 재현하는 멀티 페르소나는 어떠한 것인지를 살펴보았고, 이것이 한국 사회에서 갖는 문화적 의미에 대해 파악하였다. 또한, 대중의 정체성과 문화 형성에 영향을 미치는 한국 셀러브리티 문화가 어떠한 특징과 사회적 관계 속에 있는지를 고찰하였다. 연구 결과에 따르면, <놀면 뭐하니?>는 다양한 페르소나를 대중의 사고방식과 취향, 정서적 성향을 내재한 가상의 캐릭터 유형인 셀러엑터를 통해 드러내고 있으며, 환상(Fantasy), 도전(Challenge), 향수(Nostalgia)라는 세 가지 문화코드가 한국 셀러브리티 문화에 내재되어 있었다. 이는 동시에 <놀면 뭐하니?>의 셀러엑터는 사회적 관계와 자본주의 권력구조, 한국 사회에 존재하는 상징체계를 의상, 분장, 소품, 장신구 등 다양한 방법을 사용하여 그들의 몸을 통해 재현하고 있으며, 자본과 권력의 영향력, 도덕적 미덕과 선한 영향력, 그리고 위계질서 전통의 영향력이라는 세 가지 측면에서 문화적 의미를 드러내고 있었다.

대중문화 콘텐츠를 활용한 관광지 스토리텔링 (Tourist Destination Storytelling using Popular Culture Contents)

  • 최인호
    • 한국콘텐츠학회논문지
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    • 제8권12호
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    • pp.396-403
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    • 2008
  • 최근 들어 영상과 음악을 중심으로 한 대중문화 콘텐츠와 관련이 있는 관광지가 관심을 끌고 있다. 지방자치단체에서는 드라마나 영화 촬영을 위한 세트장 건립을 활발하게 추진하고 있고, 관광자들은 대중문화 콘텐츠를 통한 관광지에 대한 관심을 직접 방문을 통해 체험하고자 한다. 관광지는 관광자들의 체험과 관광지가 제공하는 체험 요소들이 모여 형성된 공동의 의미체계이다. 본 논문에서는 관광 스토리텔링에 관한 개념화를 시도함과 동시에 대중문화 콘텐츠를 활용한 관광지 스토리텔링 활성화 방안을 모색하고자 한다.

현대 패션에 표현된 Goth 스타일 연구 (A Study of Goth Style Expressed in Contemporary Fashion)

  • 박은경;정현숙
    • 복식
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    • 제55권6호
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    • pp.159-171
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    • 2005
  • The Goth style arouses Medieval syndrome, nostalgia and decadence, considering that Goth style shown in the contemporary fashion rend, tradition and fantasy that appeared in transition of the 21st century. This study is based on documents related to real Goth festivals and events to grasp various characteristics of Goth street style. The Goth style shown in high fashion classified the style on the basis of characteristics of camp culture from the viewpoint of bottom up from non-mainstream to mainstream with catwalk as the central figure. Considering appearance of Goth, property of subculture after the 1980s as alternative subculture as well phenomenon of latter subculture. Also it was possible to grasp attribute of lifestyle shown in music and fashion code from the viewpoint that alternative subculture was in pursuit of individual personality and autonomy. As an alternative subculture, Goth that appeared in UK from the late 1970s to the early 80s is considered new lifestyle, which means the scene of modern underground.

바로크 건축과 미술에 표현된 공간의 심연성 연구 - 라이프니츠의 모나드론의 중심으로 - (A Study on Spatial Abyss Expressed in Baroque Architecture and Art - Focus on the Monade Theory of Gottfried Leibniz -)

  • 한명식
    • 한국실내디자인학회논문집
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    • 제21권1호
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    • pp.59-67
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    • 2012
  • Eugenio D'Ors, the writer of 'Lo Barroco' called Baroque in the 17th century as the ultimate nostalgia of humanity we can see anywhere, and when our exclusive mental state, classic consciousness, is weakened, countless things within self get to be expressed without limitation. He defines this as Baroque ego. In other words, the abyss of a being is expressed within self, and it gets to come into the abyss of art and be settled in it. Thereupon, this study focuses on the characteristics of such effects of abyss expressed in Baroque art to amplify the depth of space in art and architecture and also its productive effects and considers in what types the abyss gets to be expressed in art and architecture. As a result, it shows nonlinear characteristics whose outline of the model and structural body is invisible, depth resulted from overlapping, unity from formal repetition, and temporal continuity from movement. In other words, formative elements which extend the unit area of space conceptually can be summed up by nonlinearity, overlapping, unity, and movement. Also, in art and architecture, this accelerates men's emotional functions and at the same time, has productive effects to extend space visually. Baroque abyss can be seen as a proper solution to overcome problems which modern architecture implies ultimately, that is, the limitations of area definition.

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조선 민화 나비를 응용한 의상 디자인 연구 (Study on the Fashion Design Applying Pictures of Butterfly in the Korean Folk Paintings)

  • 이종민;이미량
    • 복식문화연구
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    • 제14권5호
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    • pp.828-839
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    • 2006
  • These days, by the accelerated developments of science and industries and the menaces of war and terror, humans have come to have instinct to recur and nostalgia to nature and thereby many art works and designs with natural objectives have begun to be produced. Also the design in 21st century requires creative products based on cultural speciality of the countries. As the examples, we may easily find the images of the countries from visual expressions or products when we get in touch with the products of so called advanced countries in design i. e. U.S.A. Japan, Germany, France, Italy, countries of Scandinavian peninsular. This study, in such stream of the times, was to express our culture's own originality on clothing design with butterfly that is one of natural thing as the material but limited the boundary to realistic butterflies in folk drawings of the times of Chosun. As for the technique of expression, used digital textile printing for best expression of the fine lines, realistic shapes and peculiar colors of the butterflies in Chosun folk drawings and used diverse materials as materials for printing for diversity of the designs. Thereby this thesis is purposed to grope the products with superior competitiveness in the world market by presenting the realistic butterflies in Chosun folk drawings as motives with cultural value native to Korea and applying them to clothing designs.

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