• Title/Summary/Keyword: 오락.문화

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A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

A Study on the Children's Perspective in Iranian Films - Focus on the films by Director Majid Majidi (이란 영화 속에 나타난 어린이 시각에 관한 연구 - 마지드 마지디 감독 작품을 중심으로)

  • JIAYI WAN;Daniel H. Byun
    • Trans-
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    • v.14
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    • pp.93-122
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    • 2023
  • Children's films can be found by country and region within the scope of world films, but children's films have different definitions depending on the country and region. For example, American children's films represented by Disney are mainly aimed at satisfying the joys of children and families.Chinese children's films place more importance on the educational role of children. Although the purpose is different, children's films in the general sense are films that main audiences are children and are created for children. Children's films in Iran differ greatly from ordinary children's films. It indirectly expresses the creator's intention by reflecting reality while looking at the adult world through the eyes of children. This special function is a children's visual language that indirectly conveys the creator's thoughts. The use of children's perspective is a kind of special strategy, paving the way for Iranian films to survive in a special creative environment, and creating unique characteristics of Iranian films. Among the numerous Iranian directors who make children's films, Majid Majidi is one of the representative directors with personal characteristics. Of his nine Iranian films written and directed, five are children's films.At the same time, in his other Iranian films, we can more or less see the traces of children and children's perspective of the narrative and performance.Looking at the use of children's vision in Iranian films, the use of children's vision in Iranian films began with children's films and developed in Iranian children's films and other genres of Iranian films.

Psychological and behavioral profiles of adolescent on probation and high school students: With specific focus on moral disengagement, self-efficacy, delinquency, and academic achievement (보호관찰 청소년과 일반 청소년의 심리 행동특성 비교: 도덕적 이탈, 자기효능감, 가출, 학업성취를 중심으로)

  • Youngshin Park;Uichol Kim;Sooyeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.12 no.2
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    • pp.45-76
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    • 2006
  • This article compares the psychological and behavioral profiles of adolescents on probation and high school students. A total of 253 adolescents on probation and 257 high school students completed an open-ended questionnaire developed by the present researchers and structured questionnaire that assessed moral disengagement and self-efficacy developed by Bandura (1995), delinquent behavior and academic achievement. Adolescents on probation reported that they engaged in delinquent behavior due to the fault of others and they were angry for being forced to be on probation. They are not likely to take responsibility and morally disengage from their delinquent actions. When compared to high school students, adolescents on probation are likely to report low self-efficacy, low academic grade, and less likely to feel proud of themselves. They are more likely to meet their friends in Internet and video game rooms and less likely to focus on academic achievement. Results of ANCOVA indicate that adolescents on probation have higher scores on moral disengagement, social efficacy, but lower score on efficacy for self-regulated learning. They are more likely to run away from home and have lower academic grade. The results of the discriminant analysis indicate that running away from home, social efficacy and moral disengagement are predictive of adolescents on probation and academic achievement and efficacy for self-regulated learning are predictive of high school students.

Directorial Characteristics Depicting Nietzschean Nihilism in Animation: A Focus on 'Attack on Titan' (니체의 허무주의가 재현된 애니메이션의 연출적 특성 -<진격의 거인>을 중심으로)

  • Kim Jiwoong;Lee Hyunseok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.413-420
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    • 2024
  • After Friedrich Nietzsche's advocacy of nihilism, many literary works, dramas, and films have depicted aspects of human psychology associated with nihilism. Animation, too, has been used to convey nihilism, with narratives infused with nihilistic themes produced as both TV series and theatrical animations. Particularly, animation, as a visual medium capable of realizing any imaginative image unlike other media, possesses distinctive characteristics from live-action cinematography and differs from comics in its temporal properties. Hence, this study aims to analyze how Nietzsche's defined three stages of nihilism are represented within animation characters and how they construct various scenarios, using the anime "Attack on Titan" as a case study. The research unfolds by first examining Nietzsche's types of nihilism and the three stages through a review of literature, while also investigating the portrayal of nihilism in mass media and considering the unique attributes of animation. Secondly, building upon the literature review, the analysis interprets the narrative and constructed world of the chosen case study from a nihilistic perspective, examining four major characters through the stages of passive nihilism, active nihilism, and eternal recurrence. The findings demonstrate that the anime conveys two messages regarding negation and affirmation of one's life and existence, thereby offering viewers an opportunity to deeply contemplate human existence. This study is considered significant as it examines how Nietzschean nihilism is portrayed within the popular entertainment medium of animation.

A Study on the Perceived Value and Enjoyment of Dance According to Experience Types by Generation (무용의 세대별 체험유형에 따른 지각된 가치와 재미에 관한 연구)

  • Young Seo
    • Journal of Internet of Things and Convergence
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    • v.10 no.4
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    • pp.55-63
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    • 2024
  • The purpose of this study is to divide the generations into Generation M and Generation Z and analyze the similarities and differences in the experiences, values, and fun through dance. To this end, the characteristics of the MZ generation were confirmed in detail, and the relationship between perceived value and fun factors was verified through various experience elements to suggest implications for the growth of dance. The subjects of the study were those who had experience with dance or had participated in dance classes. The survey was conducted from May 1 to May 30, 2024. Exploratory factor analysis, reliability analysis, multiple regression analysis, and difference analysis were conducted to verify the hypothesis. The research results are as follows. First, it was confirmed that for the MZ generation, educational and esthetic experiences of dance influenced the value. Second, it was confirmed that for the MZ generation, educational and esthetic experiences of dance had an impact on enjoyment. Third, in the experience factor, the differences of the MZ generation were shown in entertainment, educational, aesthetic, and esthetic experiences. Fourth, in the value factor, the differences of the MZ generation were shown in artistic values. Fifth, in the fun factor, the differences of the MZ generation were shown in a sense of accomplishment. finally, the commonalities of the MZ generation were shown in the value factor as physical, emotional, and sociocultural values. In the fun factor, they were shown as physical and mental fun and social cultivation. Through this study on generational differences in dance, it was confirmed that dance is an important means of providing social and cultural values beyond a simple art form, and the possibility of growth through differentiated competitiveness was presented.

A Study on the Uses and Gratifications on the U.S. TV Dramas: Focusing on Comparison to the Korean Counterparts (대학생들의 미국 텔레비전 드라마에 대한 시청동기 및 만족도 연구: 한국 텔레비전 드라마와의 비교를 중심으로)

  • Im, Yang-June
    • Korean journal of communication and information
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    • v.41
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    • pp.303-336
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    • 2008
  • The purpose of this study is to examine the uses and gratifications of the U. S. TV dramas favored by the Korean college students. The uses and gratifications of the U. S. TV dramas are also compared with the Korean TV dramas. In addition, this study analyzes how the motives and satisfactions of students on the U. S. dramas influence on watching patterns of the Korean TV dramas. The results of the factor analysis show that student's motives on watching the U. S. TV dramas are composed of four factors, such as 'Entertainment/Relaxation', 'Getting Information', 'Environment/Companionship', and 'Sexual curiosity'. In contrast, the motives of watching Korean TV dramas are composed of six factors, which are added 'Korean Drama Characteristics' and 'Habitual Time-Spending' to four factors of the U. S. dramas. After dividing the student groups with the heavy and the light watchers, this research shows that three out of five for the U. S. dramas are significantly different, whereas two out of six factors for the Korean counterparts. Finally, the uses and gratifications of the U. S. dramas favored by the Korean college students influence little on the watching patterns of the Korean TV dramas.

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Analysis of the Aesthetics of the Human Body Portrayed in Front Cover of Women's Magazines Prior to 1945 (1945년 이전 여성잡지 표지화에 나타난 인체미 분석)

  • Lee, Soon-Jae
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.12 s.159
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    • pp.1737-1746
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    • 2006
  • The purpose of this study is to present a concrete image of the ideal beauty as shown in era preceding 1945 that effects the shaping of our aesthetic values; by analyzing its characteristics through the covers of women's magazines of that period, this research aims to promote the understanding of beauty of the human body. The scope of my research extends throughout the collection of women's magazines stored in the National Library and the Korea Magazine Information Center. The gathered research materials are: 5 kinds of Shin-Yeo-Sung (신여성), 51 kinds Yeo-Sung(여성) and 30 kinds of Ga-Jung-Ji-Woo(가정지우). The result of the research could be summarized as the followings. Before the 1920's in response to the violent opening, there was a trend of sticking to the traditional standard. In the 1920's, the prevalent images of women were meek and fragile. Japanese standard of beauty was explicitly indicated. In the 1930s, as Western movies started to be shown to the general public, western features were idealized and furthermore intelligence was required as a further condition. In the 1940s, preparation of the war led to encouragement of images of motherhood and natural beauty, and resistant to this trend led to pseudoclassicism.

Exploration on Participation Status and Revitalization Plan of Elderly Leisure Activities (노인여가활동 참여현황 및 활성화 방안 탐색)

  • Lee, Sek-Hoon;Song, Kang-Young;Kim, Chae-Woon
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.234-243
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    • 2008
  • The aim of this study was to provide the way of activation plans of leisure activities for older people through the current status and problems in welfare center for the elderly in Korea. Various social phenomena and issues have been found to occur in rapidly social-structure changes and urban civilization. Especially, processing an aging society for no preparation is one of the broader question of our country. Developing the scientific and civilization lengthening our span of life is given more leisure time than past. Unfortunately, older people could not independently stand for in their leisure, if society does not support for them. It means that they might feel the enough time to monotone life, depression and a sense of alienation. The following ideas would be expressed to the way of activation plans of elderly leisure. First, the elderly leisure facilities for leisure and publicity activities should be supplemented or strengthened. Second simple entertainment-oriented programs in the physical and psychology learning to adapt for them should be obtained through leisure activities for older people. Third, more senior recreation specialists or therapists should be educated for leisure activities. Fourth, the concept of leisure in older people's idea should be changed through the education. Fifth, people who work in the welfare center for the elderly should develop the leisure programs or activities for older people. Last the new culture of leisure concept should be constructed in our society between the two and three generation for sharing and participating the leisure.

A study of expressing social agenda in feature film (Focusing on the Coen brother's film "A big lebowski (1998)) (상업 영화 속 사회의제 표현에 대한 분석 (코엔형제의 영화 "위대한 레보스키(1998)"를 중심으로))

  • Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.399-406
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    • 2017
  • Contrary to the fact that the old films contain artistic and include contemporary literature, religion, and philosophy, latest films are produced with focusing on external interesting composition and sensational scene. A good movie emotionally express the directors' topic message exuding from an interesting story, and empathize with the social agenda which shows a sharp look of the directors' on contemporary social aspect. In the movies of the Coen brothers, it seems like an entertainment movie as typical black comedy genre through irony and happening, but in fact, it inserts a lot of social problems in the film to show that they cynically express their social agenda from a contemplative view. In their movie "The Big Lebowski (1998)", it seems like they are creating comical content through the main characters' unaffected attitude. However, it is director's excellent director of the sub-text that expresses American social issues such as Vietnam war, post-modernism and an obscurantist policy and au fond the comedy about the historical facts of mass production of social maladjustment into black comedy. We expect to contribute to make a step forward in the Korea film industry by analyzing such movies that has the cultural power of influence.

The study of expressing Theme by symbolic images in film(Focusing on the Michelangelo Antonioni's film "Blow-up(1966)) (상징적 이미지를 통한 주제의제표현에 대한 연구 (미켈란젤로 안토니오니의 영화"확대(1966)"를 중심으로))

  • Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.401-407
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    • 2017
  • The movie content, which is more firmly established as the best popular art, is the main entertainment content that reflects the current trend based on the most common contents and consensus on the culture of the global community. However, since modern films are more sensitive to popular tastes that appeal to amusement and stimulating emotions, reduction of opportunities for intellectual pleasure through appreciation of artistic expressions is inevitable and unavoidable. In this paper, however, we try to analyze the symbolic meaning of the short in the film, to grasp the inner nature of the film projected in the film, and ultimately to express the theme message. Effective symbolism exposes emotions to create moods and moods, and to express deeply with the audience, expressing the inner psychological state and will of the person. By conveying the meaning behind the surface image to the audience unconsciously, it is possible to transmit the message intentionally more effectively and strongly. In addition, it can be expected to create effects such as an associative action or an increase in contrast energy on the screen through collision of irony and image in the expectant emotion composition of the audience.