• Title/Summary/Keyword: playfulness

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The Aesthetic Characteristics of a Red Costumes in Contemporary Fashion (현대패션에 나타난 레드의상의 미적특성에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Home Economics Association
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    • v.46 no.3
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    • pp.1-12
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    • 2008
  • This study examines the unique characteristics of the color red in relation to images used in areas other than fashion, such as the film or advertising industries. Based on analysed results, the aim was to identify red-colored costume's images expressed in contemporary fashion. Analysis of collected data has lead to four main findings. First, the fashion in which the red color is used delivers a voluptuous image when combined with a skinny silhouette or glossy and transparent dress material, arousing a strong sexual desire in a direct or indirect manner when exposing the body in public. Second, the fashion emphasizes a simplified appearance by minimizing the steps of the production process such as cutting, sewing, and decoration without artificial structural lines and creates an image of simplicity through a single red color or tone-in-tone colorations. Third, the red color, which carries a simultaneous negative and pleasure image represents grotesque playfulness by distorting or exaggerating clothes, transforming the body in disregard of clothing construction, or introducing unnatural makeup. Fourth, in combination of simple and clinging shapes, a material feeling tough like leather and an intensely noticeable red tone, promotes the feminine rather than masculine quality in a splendid, aggressive sporty and active "alpha girl" image.

Characteristics of the Grunge Look in 21st century fashion (21세기 패션에 나타난 그런지 룩의 표현특성)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
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    • v.19 no.5
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    • pp.957-969
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    • 2011
  • This study intended to analyze the grunge look as a mode of expression and as a characteristic of the fashion of the 21st century, arguing that the look expressed not only an outward appearance or sub-culture but also a change in our attitude and spirit about contemporary fashion. In the study, I carried out an empirical analysis focused on the collection from 2001S/S to 2010F/W and a literature review. In my results, I classified the grunge look into the following categories: 1. mix and match layering; 2. patchwork, collages, and assemblage using all objects as well as clothing materials; and 3. distressing techniques, such as bleaching and dyeing, unweaving, and tears and holes. I also classified the characteristics of grunge into the following categories: 1. conspicuous destitution, which is intentionally expressed by skillful techniques and craftsmanship, indicating that modern people want to attract attention and be distinguished from others, which reflects an attitude of superiority through ironic fashion choices; 2. high lighting the dissolution of decoration, where destruction, poverty and recombination shown in the grunge look emerged as an artificial and intentional ugly aesthetic in contrast to the existing elegant and sophisticated image; and 3. satire and playfulness, as grunge expresses alienation and conflict in modern society through satire and sarcasm, not attacking or avoiding, but through playful and sarcastic engagement so as to decrease poverty and give temporary freedom.

Aesthetic Characteristics of Modern Fashion Design with Emphasis on Transparency (투명성을 이용한 현대 패션디자인의 미적 특성)

  • Kim, Sun-Young
    • Journal of the Korean Home Economics Association
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    • v.46 no.8
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    • pp.17-26
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    • 2008
  • The purpose of this study was to identify the aesthetic characteristics of modern fashion design use with a particular focus on transparency, and to help create future vision and feature. As part of the methodology for this study, I examined the concept of transparency, its characteristics and how it was expressed through art, architecture and other designs using literature research. Furthermore, I performed justifiable analysis on modern fashion design which used transparency from the 1990s till present. The following concepts were deciphered from information: Firstly, the concept of purity was highlighted. The emphasis here was to enhance the body's natural beauty with simple silhouettes that do not restrict its curves, using light materials such as clear vinyl, semi-clear materials or thin chiffon. Secondly, to express sensuality by exposing the body's curves with tight wrapping using clear materials, or with indirect and symbolic see-through techniques using contrasting clear, semi-clear and opaque materials. Thirdly, to express futurism through cyber and electronic images using high tech or shiny materials such as metal or holograms. Mechanical movements or effects of light are also used. Fourthly, to express playful characteristic by promoting surprises and disharmony that contradict with traditional techniques. This is carried out by intentionally exaggerating certain portions of clothes through disorder elements or confusion, and unsymmetrical shapes which destruct the human body's normal form.

A Meta-analysis and Review of External Factors the Perceived Usefulness and Ease of Use on Smartphone (스마트폰의 인지된 유용성과 사용 용이성에 미치는 선행요인 문헌적 고찰 및 메타분석)

  • Nam, Soo-tai;Jin, Chan-yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.113-116
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    • 2014
  • 기술수용모델은 지난 20년 동안 많은 주제로 다루어지고 있으며 지금도 여전히 계속 연구되어 오고 있다. 메타분석은 여러 실증연구의 정량적인 결과를 통합과 분석을 통해 전체 결과를 조망할 기회를 제공하는 통계적 통합 방법이다. 최근 스마트폰 관련 연구가 활발하게 이루어지고 있다. 이러한 시점에 기술수용모델을 기반으로 선행 요인에 관한 문헌적 고찰과 메타분석을 실시하였다. 본 연구는 2013년 이전 국내 학술지에 게재된 연구 중 기술수용모델의 인과관계를 설정한 총 106편의 연구논문을 대상으로 하였다. 메타분석의 결과, 선행 요인과 인지된 유용성의 경로에 가장 큰 효과 크기는 유희성으로 나타났다. 인지된 유용성과 유희성의 경로에 효과 크기는 0.536이었다. 그리고 선행 요인과 인지된 사용 용이성의 경로에 가장 큰 효과 크기는 자기 효능감으로 나타났다. 인지된 사용 용이성과 자기 효능감 경로에 효과 크기는 0.626이었다. 분석결과를 통해 이론적 실무적 시사점을 논의 하고자 한다.

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A Study on the Acceptance Intention for Smart Phone by the Innovation Diffusion Theory: Focused on Smart Phone Non-Users (혁신확산이론에 따른 스마트폰 수용의도에 관한 연구: 스마트폰 미사용자를 중심으로)

  • Kim, Jeong-Wook;Kim, Seong-Il
    • Journal of Information Technology Services
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    • v.11 no.1
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    • pp.15-37
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    • 2012
  • This study is progressed for understanding of the acceptance intention differentiated through the view of smart phone non-user's adopting plan. And the research model is proposed in the view of new technology adopting, Innovation Diffusion Theory, Rogers 1995, and Technology Acceptance Model, Davis 1989. In the survey, SPSS 18.0 and AMOS 18.0 are used to analyze the 685 smart phone non-users data. The results of the feasibility analysis and the factor analysis show the measured variables determined in the statistical significant range. Also, 11 hypotheses, among the 16 hypotheses, are adopted by the hypothesis tests through the path analysis, one-way-ANOVA and hierarchial regression analysis. The results indicate variables affect on the non-smart phone user's adopting intention. The primary factor is the perceived usefulness, secondary factor is the social property, and the rest is the playfulness. And, the primary adoption factor is affected to early majority and late majority among each innovation adopters.

The Effect of Perceived Interactivity's Mediator Role on Mobile Contents Users' Attitude and Behavioral Intention (지각된 상호작용성의 매개역할이 모바일 콘텐츠 사용자의 태도 및 행동의도에 미치는 영향)

  • Lee, Sung-Ho;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
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    • v.16 no.3
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    • pp.205-227
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    • 2006
  • This study suggests major characteristics of the ubiquitous environment, which include pervasive connectivity, context awareness, and playfulness, by surveying mobile contents users. Also, this empirical study attempts to validate nine hypotheses and all the ubiquitous factors of mobile contents have positive effect on perceived interactivity. It is revealed that perceived interactivity is an intermediary factor which positively affects users' perceived performance, satisfaction and continuous use intention. Hypotheses of positive relationships among users' behavioral outcome factors are also accepted. Results show that ubiquitous characteristics of mobile contents influence the users' attitude and behavior through the intermediary role of perceived interactivity among users and messages and devices. This study contributes to the literature by presenting and empirically verifying the effect of ubiquitous factors of mobile contents and perceived interactivity on uses' attitude and behavior intention. Based on study results, user-oriented theoretical bases are provided for various mobile contents service, the issue of policy-making and business planning are addressed, and managerial implications are discussed.

A Study on the Narrative of the Interactive Movie based on the concept of Gamification - focused on (게이미피케이션 개념을 적용한 인터랙티브 영화 서사 연구 - <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Hye Bin;Ahn, Sang Won
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.101-112
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    • 2019
  • This study examines the potentials and limitations of interactive movies at present by reading the narrative of the interactive movie, through the concept of gamification. The 'quest' of the is to choose an option to play out the story in unpredictable world, and the 'reward' is the hierarchy of the ending. It is necessary to reduce uncertainty between option and ending, intensify playfulness, and provide a variety of discriminative endings in order to make viewers immerse deeper in interactive movies. Such an analysis implies that the intensification of gamification elements may influence the immersion in interactive movies positively.

The Relationships among Integrative Creativity, Creativity in Scientific Humor, and Perceptions of Educational Benefits for Making Scientific Humor of Elementary Students (초등학생의 통합 창의성, 과학 유머 창의성, 과학 유머 만들기의 교육적 효과에 대한 인식의 관계)

  • Son, Minhee;Kang, Hunsik
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.191-202
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    • 2019
  • This study investigated the relationships among 'integrative creativity', 'creativity in scientific humor', and 'perceptions of educational benefits for making scientific humor' of elementary students. To do this, five graders (n=42) at an elementary school and five graders (n=38) at a gifted science education institutes in Seoul were selected. Tests for 'integrative creativity', 'creativity in scientific humor', and 'perceptions of educational benefits for making scientific humor' were then administered. Analysis of the results revealed that the scores for some subcategories of 'creativity in scientific humor' were positively correlated with those for 'integrative creativity', especially for 'creative motivation (e.g., curiosity and playfulness)' and 'creative potency (e.g., knowledge, imagination, sensitivity, flexibility, and fluency)' more than 'creative attitude'. The subcategories of 'integrated creativity' that were significantly related to 'creativity in scientific humor' were somewhat different according to the subcategories of 'creativity in scientific humor'. The scores for all subcategories of 'perception of educational benefits for making scientific humor' were not significantly correlated with those for almost all subcategories of 'integrative creativity' and 'creativity in scientific humor'. Educational implications of these findings are discussed.

A Study on the Factors of Shared Accommodation Services

  • Li, Wei-Jia;Liu, Zi-Yang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.7
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    • pp.83-89
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    • 2021
  • This study explore the perceived differences of factors influencing the shared accommodation in China, and the influencing paths of consumers' use of shared accommodation. This paper collects the questionnaire survey of the Chinese shared accommodation user and applies method of Amos V23.0. The results showed that perceived usefulness and perceived pleasure had positive effects on trust, and they also have indirect positive effects on perceived intention through trust, while perceived risk and perceived ease of use had no significant effects on trust. The conclusion is helpful to promote the long-term development of sharing accommodation companies by satisfying the needs of consumers from the point of view of consumers.

Factors Influencing Experiential Value Toward Using Cosmetic AR Try-on Feature in Thailand

  • VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.1
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    • pp.75-87
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    • 2021
  • Purpose: The objective of this research is to identify the core aspects of persuasive factors influencing consumer's experiential value towards using Augmented Reality (AR) try-on feature while shopping cosmetic products online. The conceptual framework of this study is adopted and integrated from the theoretical study on how narrative experience, media richness, and presence affect the formation of experiential value in the augmented reality interactive technology (ARIT) process. Research design, data and methodology: The sample (n = 550) were collected from online and offline questionnaires by using stratified random sampling and purposive sampling methods. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze the data to confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicated that media richness induced higher experiential value (consumer ROI, playfulness, service excellence and aesthetics), followed by narrative experience and presence towards using AR try-on feature. Conclusions: Consumer's experiential value towards using AR try-on feature when shopping cosmetic products online rely on media richness, narrative experience and presence respectively. Therefore, marketing practitioners are recommended to develop the feature design and content to be more useful, authentic, user-friendly and entertaining to better connect and provide confidence to consumers when shopping cosmetics online.