• Title/Summary/Keyword: verbal language

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Characteristics of Martin Margiela's Fashion Design from the Perspective of Ambiguity (모호성의 관점에서 본 마틴 마르지엘라 패션디자인 특성)

  • Kim, Soon Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.191-206
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    • 2016
  • A designer representing an avant guard fashion, Martin Margiela introduces experimental collections that seek ideational and ideal values, breaking away from limits of popular universality or usefulness of fashion. This study seeks to interpret Martin Margiela's design characteristics from the perspective of ambiguity, and thereby examine theoretical basis of meaning interpretation of his ambiguous and innovative design. In poetic meaning ambiguity is verbal nuance which gives room for alternative reaction the same piece of language. By way of study methods, concepts and characteristics of ambiguity were examined based on William Empson's seven types of ambiguity, and characteristics of Martin Margiela's fashion design were analyzed from the perspective of ambiguity. In the study, expression of ambiguity in Martin Margiela's fashion design was categorized into ambiguity of forms, that of meanings, and that of existence. Ambiguity of forms could be found indeterminate form of clothes and flat clothes. Ambiguity of meaning refers to ambiguity arising from the possibility of the meaning that fashion design is going to convey diverse interpretation. Ambiguity of meaning could be found up-cycling vintage clothes, semi-couture, signs of time, unfitting size, and symbolic letter. Ambiguity of existence could be found inanimate dummy, face shrouded with a veil and expression of multiple identity. In Martin Margiela's fashion design ambiguity gives rise to joy of something fresh, amusement felt about what deviates from normality and the possibility of fashion design's endless creations.

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The Online Game Coined Profanity Filtering System by using Semi-Global Alignment (반 전역 정렬을 이용한 온라인 게임 변형 욕설 필터링 시스템)

  • Yoon, Tai-Jin;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.113-120
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    • 2009
  • Currently the verbal abuse in text message over on-line game is so serious. However we do not have any effective policy or technical tools yet. Till now in order to cope with this problem, the online game service providers have accumulated a set of forbidden words and applied this list on the textual word used in on-line game, which is called 'Swear filter'. But young on-line game players easily avoid this filtering method by coining another words which is not kept in the list. Especially Korean is very easy to make new variations of a vulgar word. In this paper, we propose one smart filtering algorithm to identify newly coined profanities. Important features of our method include the canonical form transformation of coined profanities, semi-global alignment between in the level of consonant and vowel units. For experiment, we have collected more than 1000 newly coined vulgar words in on-line gaming sites and tested these word against our methods. where our system have successfully filtered more than 90% of those newly coined vulgar words.

The Intervention Effect of Cognitive Improvement Program for Elderly with Mild Cognitive Impairment (경도인지장애 노인의 인지향상 프로그램 중재효과)

  • Song, Myeong Kyeong;Kim, Soon Ock;Kim, Chun Suk
    • Journal of Korean Public Health Nursing
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    • v.32 no.1
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    • pp.81-95
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    • 2018
  • Purpose: This study was conducted to identify the effects of a group cognitive improvement program on cognitive function, depression and self-esteem in elderly individuals with mild cognitive impairment. Methods: This was an experimental study that employed a pre-post design of a non-equivalence control group. The subjects were 52 elderly people with mild cognitive impairment, 25 of whom were assigned to the experimental group and 27 to the control group. The program was conducted for a total of 12 sessions for 60 minutes each. Data were analyzed using the ${\chi}2-test$, Fisher's exact test, and Independent t-test with the SPSS 20.0 program. Results: After the intervention, the group who participated showed improvement in all areas of cognitive function based on MMSE-KC (F=26.37, p.<0.001), the Rey Complex Figure Test: copy (F=20.66, p.<0.001), Immediate memory of Seoul Verbal Learning Test-Elderly's version (F=29.68, p.<0.001), delayed memory (F=45.79 p.<0.001), memory recall (F=28.97, p.<0.001), Forward of Digit Span Test (F=9.25, p=.004), backward (F=8.33, p.=0.006), language comprehension (F=13.42, p.<0.001), and digit symbol coding (F=17.74, p.<0.001) relative to the control group. Moreover depression (F=24.09, p.<0.001) was decreased in program participants, whereas self-esteem (F=40.24, p.<0.001) was increased. Conclusion: The program could be a useful intervention because the results show that the group cognitive improvement program has a significant effect on cognitive function, depression and self-esteem in elderly with mild cognitive impairment.

Users' perception on fonts as a tool of communication and SMS (커뮤니케이션 도구로써의 글꼴 및 휴대폰 문자 메시지에 대한 사용자 인식)

  • Koh, Ye-Won;Sohn, Eun-Mi;Lee, Hyun-Ju
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.133-142
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    • 2007
  • Unlike face-to-face communication, text-based communication by digital media has limitations that non-verbal elements are eliminated and social presence decrease. To overcome this problem, people try to find solutions which visualize emotion and situation by using emoticons, icons, computer language and so on. As most SMS users experience the failure of using emotions on the mobile phone, they need to make up for this point. In this study, we conducted research on the recent mobile fonts situations and surveyed users' perception on SMS fonts as to suggest solutions of expressing and visualizing emotions on the mobile phone, a representative media of personal communication. As a solution of reducing the failure, we conducted a survey on users' perception about fonts and the capability of the expressing emotions by fonts. The survey found that mobile fonts can be used as a method to express human emotion. As a finding, the shape of the font can be used as a method to visualize the emotion through text messaging. In future studies, such a method can be applied to variety of different personal media with the communication method based on text. Those studies can propose different usage for fonts in communication.

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Effect of Service Employees' Jeju Dialects on the Formation and Satisfaction of Tourist Destinations: Focusing on Tourists Visiting the Jungmun Tourist Complex in Jeju. (서비스 종사원의 제주 방언사용이 관광지 이미지 형성 및 만족에 미치는 영향: 제주특별자치도 중문관광단지 방문 관광객을 중심으로)

  • Lim, Hwasoon;Nam, Yoonseob
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.520-529
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    • 2018
  • The purpose of this study is to investigate the effect of Jeju dialect of service worker on tourist image, tourist satisfaction and revisit intention. The Regional dialect can be viewed as a cultural element that characterizes the region, It also serves as a medium to inform tourists of the feelings they experience while they are out of their area and visiting other areas. As a result of the study, it was found that the communication factors in the language communication of dialects had a positive(+) effect on the cognitive and emotional images of tourist sites. Interesting factors showed positive(+) effect on cognitive image of sightseeing spot, but did not affect emotional image. As a result of the study, it should be noted that excessive use of regional dialects may not necessarily have a positive effect on the emotions of tourists. If you want to develop tourist products using dialects, you need to pay attention to the use of words and expressions so that there is no misunderstanding.

Analysis on the Humorous Scenes Shown in and (<언더독>과 <마당을 나온 암탉>에서 나타난 유머 장면 분석)

  • Kim, Joon
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.485-491
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    • 2020
  • The objective of this study was to explore the humorous scenes shown in animation such as types of humor, frequency of humor, hours of humor, and correlation between subject of humor and supporting role. As the subjects of research, this study selected and that recorded the ten-times different number of audiences even though both works were produced by the same studio called 'Odolttogi'. In the results of analyzing those two works, there were differences. Drawing the characteristics of humor, the frequency of humor should be a lot more shown in the early to mid part than the latter part, and there should be diverse types of humor. And the frequency of humor by main characters should be increased. When the types of supporting roles were more diverse, the tendency of humor was also shown diversely. Also, the humor that was formed within relationships of characters was more effective than the humor formed alone. Through the slapstick or linguistic comedy in which such interactions are shown into actions, more diverse verbal plays could be shown. These elements could make it possible for animated works to diversely express more creative and funnier scenes of humor.

The Analysis of College Life Experience of North Korean Defectors Nursing Students (북한이탈주민 출신 간호대학생의 대학생활 경험분석)

  • Kim, HeeSook;Chae, Kyoungsook;Kim, OckSim
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.649-657
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    • 2020
  • The purpose of this study is to provide an in-depth understanding of college life in North Korean defectors attending nursing school in South Korea, through a qualitative study method. Between September and October 2017, 8 nursing students of North Korean defectors background who can fully describe their college life were recruited for in-depth interview. Using Colaizzi's phenomenological method of data analysis, 4 theme clusters and 5 subcategories were deduced. The results showed that participants had experienced difficulties in preparing for college admission. Moreover, they had experienced difficulties from differences between North and South Korea, especially regarding verbal language (accent), educational and assessment methods, and culture. Therefore, the establishment and application of an assistant program for nursing students of North Korean defectors background is essential to assist students in adapting to a new college lifestyle and completing their degree.

A Proposed Role for Semiotics Methodology in Education of Comics Studies Majors (전공자 대상의 만화교육에 있어서 기호학적 방법론의 역할제안)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • s.32
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    • pp.141-158
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    • 2013
  • Comics are a genre that convey meaning through compositional arrangements of dialogue and images as well as through the flow of panels across a page. Communicating that meaning to readers through a combination of language and visual lexicons is the essential process of drawing comics, a process that in itself is significant. The semiotics of comics is a field of scholarship grounded in the broader discipline of semiotic theory in which all the components of comics, both visual and verbal, are the subject of study and research. By adopting a semiotic approach we are able to objectively analyze and understand the symbolic, social and ideological meanings embedded in the signs and sign processes expressed in comics. The fundamental pedagogical mission of teaching comics is to cultivate human nature through the study of theory as well as through the production and completion of original works that explore new modes of expression. To go further, interpreting those embedded meanings in the context of comics fosters effective and creative skills of expression that go beyond a mere fascination for the genre itself. In short, because the semiotic approach to understanding visual communication is the essence teaching comics, we can expect that the act of reading and creating comics plays a significant role in understanding visual communication.

A Study on the Development of Design Information Elicitation Process based on Customer Needs (사용자 니즈의 디자인 정보 변환 프로세스 개발에 관한 연구)

  • 황재준;김명석
    • Archives of design research
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    • v.12 no.1
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    • pp.63-72
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    • 1999
  • Customer needs are considered as being quite remarkable in product design. The elaborate fulfillment of them in the design solution is closely related to the success of a product. They, however, are generally collected and presented by marketers. Consequently those needs are difficult for designers to understand and therefore might not get fulfilled in the final product design. Here the goal of this study is set that the process of design information elicitation based on customer needs is developed as a guideline of utilizing them in design activity in effective manners. findings of this study can be summarized as follows: First, customer needs are expected to get interpreted into the designer-oriented language in the aspect of function and image of a product. Those interpreted needs play a role as a base for concept establishment and the development of it with the help of various techniques from the fold of statistics and systematic product development. Second, designer-oriented manner of understanding customer needs requires designers to take parts in from collecting to interpreting them for better design solution that fulfills them, which brings up a necessity that available techniques shouldn't be beyond understanding of designers and for the styling activity customer needs of image aspect should be interpreted and presented visually. In this study, those visual information is presented through the image maps and image information sheet. It is image information sheet that is suggested to contain visual and verbal information altogether such as the overall and major elements images expressing a specific image need and the correlation between them showing how much the elements image contributes to building the overall image.

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Introduction of the Concept of Social Dysfunction Spectrum (사회기능부전스펙트럼 개념의 도입)

  • Bahn, Geon Ho;Lee, Yeon Jung;Han, Juhee
    • Korean Journal of Biological Psychiatry
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    • v.21 no.4
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    • pp.118-127
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    • 2014
  • Along with language, socialization is a unique feature of the human being. There is a continuous debate regarding whether the development of socialization is innate, and conducted by the environment in the growing process, or the result of the interaction of both aspects. If socialization is the result of the interaction with the environment or is an acquired developmental process, the following question rises. "Is there a 'critical period' for the development of socialization?" Although there are a huge number of studies seeking for treatment and solutions for developmental delay or deficits of socialization, it is very complicated question to answer. Historical figures such as 'Hugh Blair' of Borgue in England, and 'the wild boy of Aveyron' in France, seem to have innate socialization deficits. Nowadays patients with non-verbal learning disorder, social communication disorder, or autism spectrum disorder seem to have genetic defects. On the other hand, Harry Harlow's monkey experiments, hikikomori of Japan, Romanian orphans and patients with reactive attachment disorder seem to display social deficits due to environmental factors. However, it is not easy to clearly draw a line between innate or acquired factors. Therefore, rather than subdividing the diseases for etiological and pathophysiological approach to heterogenous groups with the common denominator of social deficit, and for the research of pathophysiology and treatment development, the authors suggest a comprehensive concept of "social dysfunction spectrum."