• Title, Summary, Keyword: 대중심리학

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'Media Influence' Discourses Articulated for Crowd Control in Colonial Korea (식민지 '미디어 효과론'의 구성 대중 통제 기술로서 미디어 '영향 담론')

  • Yoo, Sunyoung
    • Korean journal of communication and information
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    • v.77
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    • pp.137-163
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    • 2016
  • In the early 1900, photography, magic lantern and cinema were simultaneously introduced and experienced until the mid-1910s as mysterious and magical symbol of modern science and technology. The technology of vision, cinema in particular demonstrated its commercially expandable potentials through serial films in the mid-1910s, silent cinema in the 1920s and talkies in 1930s. I argue that a metaphor 'like a movie' which was would be spoken out by peoples as a cliche ever since the late 1910s whenever they encountered something uncanny, mysterious, and looking wholly new phenomena informs how cinematic technology worked in colonial society at the turning point to the early 20th century. Mass in colonial society accepted cinema and other visual technologies not only as an advanced science of the times but as texts of modernity that is the reason why cinema had so quickly taken cultural hegemony over the colony. Until the mid-1920s, discourse on cinema focused not on cinema itself, rather more on the theatre matters such as hygiene, facilities for public use, disturbance, quarrels and fights, theft, and etc. Since the mid-1920s and especially in wartime 1930s, discourses about negative influences and effects of cinema on behavior, mind and spirit of masses, bodily health, morality and crime were articulated and delivered by Japanese authorities and agencies like as police, newspapers and magazines, and collaborate Korean intellectuals. Theories and research reports stemming from disciplines of psychology, sociology, and mass-psychology that emphasized vulnerability and susceptibility of the crowd and mass consumers who would be exposed to visual images, spectacles and strong toxic stimulus in everyday lives. Those negative discourse on influences and effects of cinema was intimately associated with fear of the crowd and mass as well as new technology which does not allow clear understanding about how it works in future. The fact that cinema as a technology of vision could be used as an apparatus of ideology and propaganda stirred up doubts and pessimistic perspectives on cinema influence. Discourse on visual technology cinema constructed under colonial governance is doomed to be technology of mass control for empire's own sake.

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Cultural Hybridity in SF Film (SF 영화 <매트릭스>에 나타난 문화적 혼성성)

  • Hwang Hye-Jin;Lee Seung-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.92-99
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    • 2005
  • It is not easy to understand that the drama with various aspects of political-economics and psychology in a certain popular cultural contents. People, however, does want to reconstruct the meaning of the real world and the hyper - reality, it means cross of oldness and newness, through the films. We try to analyze in religious/philosophical aspect with hybrid narrative, characters and condensed meaning in series. This try shows a good example way of understanding series which on the border line of newness and oldness.

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The Importance of Psychology aspect of Software Development (소프트웨어 개발에서 심리학의 중요성)

  • Soh, Jungyeon;Choi, Changjin;Han, Seungbum;Min, Sangyoon
    • Journal of Software Engineering Society
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    • v.25 no.3
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    • pp.49-58
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    • 2012
  • Since the industrial society has emerged into the knowledge society and the development of software has enlarged its scale, the importance of the 'people' has surfaced at its peak. Even though the People, the Process and the Technology are mentioned as the core in the field of software engineering, the pragmatic aspect of it tends to lack adequate interest in the People. In other disciplines, several methods have been proposed in order to understand the psychology of the people. In this paper, we have organized the psychological researches that other fields have studied into four different perspectives. First, it covers how to apply a person-to-person psychological method referred to as mentoring. Second, we discuss about a team that utilizes the MBTI system in organizing their structure. Third, we look at a case of the propaganda; the psychological application for the masses. Finally, we cover on the new social media. We investigate on the possible considerations in applying the psychological techniques in the field of software development to utilize the advantages from each methods.

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Effect of Information Provision Through Online Curating Platform on Appreciating Contemporary Art Among Novices (온라인 큐레이션 플랫폼을 이용한 정보 제공이 현대미술 감상에 미치는 효과)

  • Yi, Hyunjoo;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.151-168
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    • 2017
  • Current research aimed to demonstrate a way to enhance the aesthetic experience of the general public while appreciating contemporary art via online platform. Contemporary art is highly complicated and are avoided by the general public. Meanwhile, previous research confirmed that external information can lead to better aesthetic experience and appreciation of the artwork. Therefore, current research hypothesized that provision of explicit information may enhance the appreciation of contemporary artworks and aimed to demonstrate which phase of the cognitive process from Leder et al. (2004) profits from the aid of written information. Experimental environment reproduced online curating platform to reflect the current trend on exhibition. In experiment 1, subjects were presented with written information and reported how well they understood the artwork, and their willingness to visit the artwork in real life. Results revealed that written information had a positive effect on overall appreciation. Further analysis discovered a full mediation between information comprehension, artwork comprehension, and willingness to visit. In experiment 2, ARS questions and an interactive interface were added. Results indicated that information enhanced comprehension and intention to visit the artwork. Expertise, self-reference, and artistic quality which belong to later stages of Leder et al. (2004) model, acquired higher scores on information conditions. In sum, the current research illustrated clear effects of explicit information in inducing better aesthetic experience and cognitive process of contemporary artworks in online environment.

Children as psychologists: The development of folk psychology (심리학자로서의 아동: 심리지식의 발달)

  • Ghim Hei-Rhee
    • Korean Journal of Cognitive Science
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    • v.16 no.1
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    • pp.29-52
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    • 2005
  • This study was carried out to examine whether children had the naive psychological knowledge that the mental states ate requited to understand the intentional actions, whether their psychological knowledge was organized as a theory, and in what aspects the knowledge changed as children get older. Three- to 11-year-olds were presented with two types of tasks. In action explanation tasks, children were presented with simple descriptions of two characters engaging in specific actions and then asked to explain the characters' action. In action prediction tasks, they were told stories depicting a character's desire and belief and then asked to predict the action of the character. Three-year-olds explained the action in terms of abstract construct such as emotion, intention, and desire, and they predicted the character's action on the basis of her/his desire and explicit belief but not on the basis of inferred false belief and traits. In addition when they were asked to explain one mental state, they explained in terms of other mental states, suggesting the coherence of their knowledge. The present results suggested that even 3-year-olds' psychological knowledge was organized as a theory, in that it was used as a causal device in explaining and predicting human actions, and it had abstractness and coherence. Older children's knowledge was different from 3-year-olds' in that older children explained the action in terms of more complicated mental states such as beliefs and traits. The nature of the developmental change in psychological knowledge was discussed.

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Designing Vision Experiment Using Active-Shutter Glasses System (보급형 액티브 셔터 방식 안경을 이용한 시각 실험 설계)

  • Kang, Hae-In;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.477-488
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    • 2012
  • The effort of implementing realistic 3-D depth on 2-D images has been continued persistently with a theoretical understanding of depth perception and its related technical development. The present article briefly reviews a number of popular stereoscopes for studying stereoscopic depth perception according to their implementation principles, and introduces a behavioral experiment as a technical example in which the active-shutter glasses were used. In the present study, participants were tested for their visual memory against perceived depth among a set of items. The depth of the memory and test items was manipulated to be 1) monocular, 2) binocular, or 3) both-monocular-and-binocular respectively. The memory performance was worst in the binocular-depth condition, and best however in the both-monocular-and-binocular condition. These results indicate that visual memory may benefit more from monocular depth than stereoscopic depth, and further suggest that the storage of depth information into visual memory would require both binocular and monocular information for its optimal memory performance.

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Language style of the President of the Republic of Korea: linguistic and psychological properties in Presidents' Address (대한민국 대통령의 언어스타일: 연설문에 나타난 언어적 특성과 심리적 특성)

  • Kim, Youngjun;Kim, Kyungil
    • Korean Journal of Cognitive Science
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    • v.30 no.3
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    • pp.105-132
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    • 2019
  • This study quantitatively analyzed the speeches of the former 8 Presidents of the Republic of Korea. Unlike the previous studies, this study analyzed both the content word and the functional word related to the psychological phenomenon. In Study 1, six language style indicators such as clout, authenticity, presidentiality, cognitive complexity, femininity, and psychological health were developed. Also, as presidential speeches have been made recently, authenticity, presidentiality, psychological health tended to increase, but cognitive complexity tended to decrease. These tendencies were supported by linear trend analysis. The linguistic differences were distinct not only among individual presidents but also by groups based on the political orientation of the president. In the progressive presidential speech, more clout, cognitive complexity, femininity were observed. In contrast, more authenticity and presidentiality were observed in the conservative presidential speech. In Study 2, it was demonstrated whether the developed language style indicators show reliability in the most recent President's speeches. Finally, it was discussed that the relationship between language style indicators, fitness of the political tendency between the regime and the general public since 2000s, and the characteristics of femininity indicator.

The Significance of Korean Proverb and Riddle in the sense of Bias (편향의 관점에서 본 한국의 속담과 수수께끼)

  • Kim, Kyung-Seop;Kim, Jeong-Lae
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.35-42
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    • 2017
  • Behavior Economics, a branch of social sciences, which seeks to find the answers about why man sometimes does absurd economy-related things, came into existence through combining economics and psychology. To the contrary of the traditional economics', behavior economics has developed by explaining how man makes economy-related choices by means of applying their own cognitive principles. Individuals lack the information on the goods and services in the market, and don't know how to make best use of the obtained information, failing to achieve maximum utility. Therefore, man's rationality is meant to be confined to bounded rationality. It is the very Heuristic that does work in the process of this simplified decision making process. Heuristic utilizes established empirical notion and specific information, and that's why there can be cognitive biases sometimes leading to inaccurate judgment. As Oral Literature is basically based on heavy guesswork and perceptual biases of general public, it is imperative to contemplate oral literature in the framework of Heuristic of behavior economics. This thesis deals with thinking types and behavioral patterns of the short-piece proverbs, folklore language-game riddles on the basis of personal or public memory. As a result, it is evident that proverbs point out biases arising from human behaviors, while riddles make full or active use of biases.

대중문화와 폭력성

  • Kim, Gwang-Hwan
    • Cartoon and Animation Studies
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    • pp.440-446
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    • 2001
  • 폭력의 발생 원인은 다양하고 그 표현 방식도 여러 가지 양상으로 나타나지만 인간의 기저에 갖고 있는 일반적 원인은 욕구불만이다. 욕구불만의 해소가 이루어지지 않은 상태에서의 인간은 항상 폭력성이 잠재되어있는 상태가 된다고 볼 수 있다. 윌리엄 맥두걸은 본능이 인간행동에 동기를 부여하는 가장 중요한 요인이며, 지각과 정서보다 동기의 힘을 강조했다. 사람은 본능이 동기를 부여해 준 것을 지각하고 적절한 대상이 지각되면 그 대상은 행동을 자극하는 감정변화를 일으킨다. 이러한 검정변화를 충동이라 할 수 있는데 지그문트 프로이드는 인간의 많은행동이 불합리한 본능적 충동에 바탕을 둔다고 보고 있다. 충동은 대개 생리적인 긴장, 결핍,또는 불균형상태에 뿌리는 두며 충족되어야 할 절박한기본 욕구로 유기체에 행동을 강요한다. 충동은 선천적이며, 기본적인 생리적 욕구와 직접적으로 관련된 충동과 학습을 통한 모방충동, 약물복용의 반복적으로 인한 양물중독이 있고, 성취, 활동, 친화, 호기심, 배설, 탐구, 조작, 모성애, 고통회피, 성애, 수면 등 인간의 생활에 반영되는 거의 모든 욕구를 포함한다. 따라서 욕구의 해소를 위해 무엇인가를 해야만 하는 인간은 욕구의 억압상태나 좌절상태에서 심한 분노와 폭력의 충동을 느끼게 된다. 현대 심층심리학은 어린이들이 말을 충분히 자유자재로 구사하기 전에 겪고 억누르게 된 무시무시한 분노의 환상을 가지고 있는데,. 공포예술의 무시무시한 영상들이 결부되어있다는 것이 밝혀졌다. 픽카드(P.M. Pickard)에 의하면 어린아이는 그들의 내적 현실을 외적 현실을 적응시키려는 힘겨운 투쟁 속에 근친상간적 갈등, 흡혈귀, 살인, 식인 등 끔찍한 환상을 겪는 것 간다고 한다. 청소년기는 사회적 부적응기로서 현실과 어릴 적 꿈꿔왔던 이상과의 괴리감에서 오는 당혹과 분노가 발생되는데, 이 시기에 많은 청소년들이 극단적인 선정적인 폭력성에 탐닉하게 되는 경향이 있다. 현실은 결코 아름답지 못하고, 행복하게 살 수 없다는 것에 대한 깨달음에서 기인한다. 욕구불만의 강도가 심해질수록 폭력성은 더욱 강하게 나타나는데 개인에게서 뿐만 아니라 가족, 동료, 사회 단체나 종교, 국가간에도 집단적으로도 발생하게 된다. 사회적으로 볼 때 폭력은 용인되는 것이 아니므로 도덕적으로 절제를 하거나 상대방과 적절한 타협과 조정을 필요로 한다. 그러나 절제의 한계를 넘어선다고 생각되거나, 조정의 노력이 불가능하거나, 실패했을 때 폭력적인 행동으로 나타나게 된다. 리차즈(I.A Richards)는 분노와 공포는 일단 겉잡을 수 없는 경향이 있다고 하면서 오늘날 폭력에 대한 요구가 일상의 정서 생활에 있어, 억압을 통한, 빈곤함을 반영하고 있지 않은지 생각해봐야 할 것이라고 충고한다.

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Effects of Dementia Experience using Virtual Reality on Public Awareness and Attitude toward Dementia Patients (3D 가상치매체험 프로그램이 치매에 대한 태도와 인식변화에 미치는 효과)

  • Jeong, Ji Woon;Kim, Hyun Taek;Park, June Hyuk
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.5-14
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    • 2018
  • The Empathy for Dementia using Virtual Reality (EDuVR) system, developed by the Jeju Provincial Dementia Center, is a 3D video system capturing the experience of dementia in a first-person perspective using 360 degree vritual reality (VR) technology. It was developed to create a greater understanding of dementia and to help people empathize with individuals with dementia through an immersive VR experience. The EDuVR shows how a dementia patient has impairments in memory, orientation, language, judgment and problem solving, as well as problems with activities of daily living. The present study reported the effectiveness of the EDuVR experience in changing public awareness of, and attitude toward, dementia. Sixty-six participants were assigned to the EDuVR (n = 34) or the conventional education (n = 32) groups, and two types of questionnaires - attitude and awareness questionnaires - were administered to the subjects before and after the EDuVR experience or education. The simulator sickness and presence questionnaires were administered to the EDuVR group to assess cybersickness and presence of the VR experience. As a results, the attitude and awareness toward dementia patients changed positively in both the EDuVR and the conventional education groups, and these changes did not differ between two groups. Only one person reported a significant level of cybersicness after experiencing the EDuVR system. These results suggest that the EDuVR enhances the level of understanding and empathy for dementia and would be a useful tool for improving awareness in the general public.

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