• Title/Summary/Keyword: 개성 표현성

Search Result 97, Processing Time 0.02 seconds

A Study on Clothing Consumption Value: A Qualitative Approach (의복 소비가치에 대한 질적 연구)

  • Kim, Sun-hee;Lim, Sook-Ja
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.25 no.9
    • /
    • pp.1621-1632
    • /
    • 2001
  • 본 연구는 소비자의 실제적인 의복 소비 행동을 설명할수 있는 가치 개념을 제시하기 위하여 의복 소비가치의 구체적 유형을 밝히고, 적합하고 신뢰성 있는 의복 소비가치 척도를 구성 할 수 있는 기초자료를 제시 하고자 하였다. 본 연구에서는 Sheth(1991)의 소비 가치 이론과 의류학 및 소비자 행동분야의 다양한 이론을 토대로 초점집단면접(Focus Group Interview)을 통하여 소비가치에 대한 탐색적 접근을 시도한 결과를 논의하였다. 의복의 구매와 착용의 선택상황에 영향을 미치는 소비가치는 Sheth(1991)의 5가지 소비가치 유형인 기능적 가치, 사회적 가치, 감정적 가치, 진귀적 가치, 상황적 가치 및 의복제품의 특성에 따른 자기표현적 가치로 분류되었다. 기능적 가치는 물리적 속성, 물리적 기능, 도구적 성과와 관련되었으며, 사회적 가치는 사회계층, 준거집단, 인구통계 적 특성 집단, 문화-민족적 집단과의 관련성 에 대 한 가치로 구성되었다. 감정적 가치는 긍정적, 부정적 감정 및 심미성 요인으로 구성되었으며, 진취적 가치는 다양성추구행동 요인 및 유행성의. 새로움 추구 요인과 관련되었다 또한 상황적 가치는 의복착용상황, 구매상황, 커뮤니케이션 상황으로 구성되었으며, 자기표현적 가치는 성격, 이미지 표현, 개성추구, 유행추구 등의 요인으로 구성되었다. 본 연구의 이러한 결과를 바탕으로 소비가치에 대한 양적 연구를 실시한다면, 보다 객관적인 구조를 파악하고 신뢰성 있는 측정 문항을 개발할 수 있을 것이다.

  • PDF

SIGN OF ADVERTISING DESIGN - FOCUSED ON METAPHORICAL EXPRESSION - (담론으로서의 기호표현 - 광고의 은유적 표현을 중심으로 -)

  • 이지은;김지현
    • Archives of design research
    • /
    • v.11 no.1
    • /
    • pp.209-218
    • /
    • 1998
  • Information is the most important rather then wealth in the information age. According to propagation of the information by new media, this era is called communication innovation age. And away of thought and life style as well as a society system are changing. Propagation by newspaper and TV as well as new media makes new view on value of consumers, and they recognize propensity to consume as needs from emotion rather than economical value. Changes of thoughts make lots of innovation:from one side, modern design to multi-meanimg design, from consuming of products to consuming of the image, from outer object to inner object, from consuming by mass to consuming individually by fashion. It means the possibilities that a meaning could be interpreted variously. Sign is a configuration for communication with discourse, which is the communication between meaning maker and meaning solver. In this study, various expression of sign in advertising were divided into direct expression and metaphoritical expression which was analysed deeply because it was recoquized as proper expression methed in postmodem design.

  • PDF

분쟁사례를 통해 본 DC 법률문제 4

  • Son, Seung-U
    • Digital Contents
    • /
    • no.4 s.143
    • /
    • pp.108-111
    • /
    • 2005
  • 이 세상에 완전히 새로운 창작물이 있을까? 현존하는 대부분의 창작물은 그 이전의 창작물을 학습하고 분석해서 그 토대 위에 보다 발전적으로 또는 개성 있게 표현한 것들이다. 지난 호에서 설명한 바와 같이, 저작권법은 특허법과 달리 창작성이 있는 표현(expression)을 보호하고 아이디어(idea) 자체는 보호하지 않는다. 그 이유로서, Idea는 창작이라는 빌딩을 지을 때 가장 기초가 되는 벽돌(building blocks)의 역할을 하는 것으로 그 도구를 특정인의 독점하에 두지 않고 만인(public)이 자유롭게 이용함으로써 문화, 예술 및 과학의 발전을 도모할 수 있기 때문이다. 영화나 음악과 같은 문학저작물과 달리 소프트웨어나 게임은 기능성이 강한 저작물로서, 개발자가 소스코드(source code)를 공개하지 않으면 그것의 구조나 운용원리 및 아이디어를 쉽게 이해할 수 없다. 이러한 비공개 소프트웨어의 기능적 구성요소를 이해하기 위해 산업계에서는 역분석(reverse engineering)이란 공정을 활용해 오고 있다. 그런데 아이디어를 얻기 위해 수행된 프로그램역분석 과정은 필연적으로 원프로그램(original program)의 복제를 수반 하게 되므로 그것의 저작권 침해여부가 미국과 유럽 등을 중심으로 뜨겁게 논의돼 왔다. 이에 SW 역분석이 무엇인지 그리고 역분석 을 하면 타인의 저작권을 침해하게 되는 것인지 여부를 소니 플레이스테이션 사건을 중심으로 검토해 봤다. 또한 역분석은 영업비밀을 밝혀내는데 중요한 수단으로서도 사용될 수 있는데, 그것의 법률관계도 함께 살펴봤다.

  • PDF

The Relationship between Class Participation Motivation, Acting Expressiveness and Psychological Happiness of the College Students Majoring in Acting (연기전공대학생의 수업 참여동기, 연기표현성, 심리적 행복감의 관계)

  • Lee, Young-il
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.1
    • /
    • pp.167-178
    • /
    • 2016
  • This research is to understand the causal relationship between class participation motivation, acting expressiveness and psychological happiness through the class of the college students majoring in acting. For this purpose, the simple random sampling method was used and the college students majoring play and acting in the college located in Seoul and Gyeonggi-do as a sample group and total 499 questionnaires were used. For the questions, 73 questions of which the reliability and validity is examined were used. As for a data processing method, it used the statistical package of IBM STATISTICS SPSS 22 and AMOS 22 and analyzed the results by applying the descriptive statistics analysis, confirmatory factor analysis, reliability analysis and structural equation model. The conclusion of this research is as follows. Intrinsic motivation and extrinsic motivation among the class participation motivation of the college students majoring in acting have a significant effect on all sub factors of acting expressiveness and psychological happiness statically, and a motivation has no effect on it. Both personality and expressive impulse of acting expressiveness have an effect on a psychological happiness, and mobility has no effect on it.

Evaluation Criteria and Preferred Image of Jeans Products based on Benefit Segmentation (진 제품 구매자의 추구혜택에 따른 평가기준 및 선호 이미지)

  • Park, Na-Ri;Park, Jae-Ok
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.31 no.6 s.165
    • /
    • pp.974-984
    • /
    • 2007
  • The purpose of this study was to find differences in evaluation criteria and to find differences in preferred images based on benefits segmented groups of jeans products consumers. Male and female Korean university students participated in the study. Quota sampling method was used to collect the data based on gender and a residential area of the respondents. Data from 492 questionnaires were used in the analysis. Factor analysis, Cronbach's alpha coefficient, cluster analysis, one-way ANOVA, and post-hoc test were conducted. As a result, respondents who seek multi-benefits considered aesthetic criteria(e.g., color, style, design, fit) and quality performance criteria(e.g., durability, ease of care, contractibility, flexibility) more importantly when evaluating and purchasing jeans products. Respondents who seek brand name considered extrinsic criteria(e.g., brand reputation, status symbol, country of origin, fashionability) more importantly than respondents who seek economic efciency. Respondents who seek multi-benefits such as attractiveness, fashion, individuality, and utility tend to prefer all the images: individual image, active image, sexual image, sophisticated image, and simple image when wearing jeans products. Respondents who seek fashion are likely to prefer individual image, and respondents who seek brand name more prefer both individual image and polished image. Mean while, respondents who seek economical efficiency less prefer sexual image and polished image.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
    • /
    • v.7 no.2
    • /
    • pp.41-59
    • /
    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

A Study on Comparative Analysis of Inlay Craft Technique of Relic in the Three Kingdom Period (삼국시대의 유물에 나타난 입사공예기법 비교분석 연구)

  • Park, Ji-Won;Park, Seung-Chul
    • Journal of Digital Convergence
    • /
    • v.12 no.11
    • /
    • pp.505-513
    • /
    • 2014
  • Modern metal craft is losing our tradition and personality with simple expressive methods and limited techniques without artistry with the purpose of mass production. In order for development of modern metal craft and to succeed our unique culture, there is a need to consider traditional craft techniques that have been delivered since the ancient. Inlay craft requires high concentration and technology, and it is typical traditional metal craft techniques that show contemporary culture and ideas well. the period of the Three States was the time when inlay technique was introduced the first, and it can be seen in Baekje, Gaya and Silla. Furthermore, when inlay craft is applied for modern metal craft, a possibility was found to grant artistic expression and historical value of our unique artistic expression and historical value. For this purpose, it is expected to establish development of modern metal craft and our unique individuality firmly when continuously seeking practical measures that can accept contemporary crafts and expanding opportunities of education to learn traditional techniques.

A Study on the Continuity of the Image of Picture Book for Children (어린이그림책화면의 연속성에 대한 연구)

  • 유동관
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.233-242
    • /
    • 2003
  • The illustrations of picture book for children transmit not only one image but also the summary and contents of the picture book by connecting images harmoniously. The images of picture book give children a variety of emotion and impression depending upon the location of image at various factors such as blank and form, texture and colors, and space feeling, etc. Therefore, the picture book for children has the continuity transmitting the flow of images by not only the contents of natural story but also uniform and rhythmical factors. The continuity of images can transmit images by visual ideas that are produced depending upon the connections of pictures between writings and picture, between images, and inside images. In such a way, children can understand the contents of story. The paper examines the continuity of the images of the picture book for children and describes correct expressions on harmonious connections of the images made based on children's individuality and ingenuity.

  • PDF

A Study on Skin - From the Perspective of Analytical Psychology - (피부 - 분석심리학적 조명 -)

  • Young Sun Pahk
    • Sim-seong Yeon-gu
    • /
    • v.29 no.2
    • /
    • pp.127-156
    • /
    • 2014
  • This thesis is an psychological study investigating the meanings of skin from the perspective of analytical psychology. Skin, as the outermost layer of our body, protects the body and carries out essential physiologic functions. It is an organ of the body and also psychological contents can be expressed on it in various forms. We can find sociocultural connotations of skin, some of which are demonstrated in our language. Skin may become a carrier of persona which defines a person's role in the society. And it can be a place where ego is expressed. Eros is the principle of relationship by Jung's definition and skin is the space where eros is realized intensely. Skin may carry meanings as a symbol of transformation. Skin disease can be interpreted as a message from Self in certain cases. The theme of casting off skin in myths and dreams can be an analogy of an individual's sacrifice for individuation, and putting on a skin may imply taking special properties in psychological level.

An Aesthetic on painting style of Yumin Painter in Late Ming and Early Qing Dynasty - Focuse on the Paldaesanin and Seokdo - (명말청초(明末淸初) 유민화가(遺民畵家)의 화풍(畵風)에 나타난 예술심미 - 팔대산인(八大山人)과 석도(石濤)를 중심으로-)

  • Kim, Doyoung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.3
    • /
    • pp.61-70
    • /
    • 2019
  • The painting group of Late Ming and Early Qing Dynasty is an era of confusion between the orthodox who faithfully cooperated with the Qing Dynasty and the individualist who had a hostile attitude. The country was ruined by these dynasties, and the family left the real world with the suffering of the breakdown and stayed in the mountains.Paldaesanin and Seokdo, the representative Yumin painters, did not form any a sect as a unique expression style for finding a true self.And, through his work, he expressed on madness and oddity through new ideas and composition that he feels misery and anger in his heart. The paintings of these paintings had semi-normative and impromptuous views of nature, which even the self burdened with grief was forgotten.And I expressed my own individuality and originality by forming a simple and free, on madness and oddity art aesthetic. The paintings of these paintings had semi-normative and impromptuous views of nature, which even the self burdened with grief was forgotten.And I expressed my own individuality and originality by forming a simple and free, on madness and oddity art aesthetic. Paldaesanin portrayed a strange figure with a spirit of resistance and a sad and angered emotion, through a unique technique of painting.The content is cynical, satirical, ironic, and on madness and oddity. On the other hand, Seokdo explained "ilhoeg" that the method of writing and the method of writing in "Hwaeolog" agree with each other.This has allowed us to achieve autonomy as a "rule without rules" that goes beyond the existing rules. And he delicately portrayed beauty, desire, and emotion with the use of sensuous brushes and the beauty of the colors.Their unique paintings were later conveyed to yangjupalgoe and led to the flow of paintings in the 18th century.