• Title/Summary/Keyword: 재미이론

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21세기의 새로운 과학 - '복잡계 네트워크 이론'

  • Gang, Byeong-Nam
    • The Science & Technology
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    • no.8 s.411
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    • pp.20-23
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    • 2003
  • 우리가 살고 있는 세상은 매우 좁으며 알게 모르게 서로 연결돼 있다. 더욱 더 재미있는 사실은 월드와이드웹으로 대표되는 인터넷을 통해서 사회가 점점 더 좁아지고 있다는 것이다. 과연 현재의 사회는 몇 단계로 되어 있을까? 또 마지막에는 어디까지 줄어들게 될 것인가? 21세기에 새로운 과학으로 태동하고 있는 복잡계 네트워크 사회론을 소개한다.

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Toward a Sociological Understanding of Koreans in Small Business in the United States (미국에서 한인 자영업에 관한 연구)

  • 최병목
    • Korea journal of population studies
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    • v.19 no.2
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    • pp.139-173
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    • 1996
  • This study is an attempt to identify factors affecting korean immigrants concentration in small business enterprises in the middleman minority sector including the priphery and core sectors, with the private wage and self-employed worker examined in each sector, employing the 5 percent public use sample from the 1980 United States census. One out of five koreans aged 25∼64 years is engaged in self-employed small businesses, while the majority of koreans (4 out of 5) are in the private wage sector. In contrast to expectations, English language difficulties and inferior education are not the prime factors affecting self-employment small businesses. The korean self-employed small business owners both in the periphery sector and in the core sector showed the 'middle' strata of their position in the social structure in terms of their industry, occupation, earnings, etc.

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A Study on the Tempo Direction of Narrative Webtoons -Focusing on - (서사 웹툰에서 템포 연출의 재미 요소에 대한 연구 -<묘진전>을 중심으로-)

  • Kim, Seong-jae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.193-215
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    • 2017
  • This study has researched that tempo is an element influencing the fun of narrative webtoon. In spite of many elements that could create fun in narrative webtoon, the theory this study pays attention to is the accumulation and solution of tension. Lee Hyun-bee said in his book that the accumulation and solution of tension would be the element creating fun. Tensions of a story create the immersion by bringing readers into the story. However, if such tensions are maintained throughout the whole story, readers get insensitive to tensions, so that the accumulation and solution of tension should be used in turn to maintain the immersion. One of the directions creating the accumulation and solution of tension in narrative webtoon is the direction of tempo. When creating a narrative webtoon with the full-length structure, it is not easy to describe the whole incident from beginning to the end of it in order of time. Therefore, it is inevitable to have differences between story time and narrative time, and the difference of this time is called 'tempo'. This tempo creates fun when readers are immersed in the work, by adjusting breaths of the story in the direction of narrative webtoon. Such a role of tempo direction is based on the relation between the occurrence of tempo direction and information of the story. The information actually leading the story creates the accumulation and relief of tension which is the essential element of fun formation while tempo also maximizes the effects of accumulation and relief of tension. Tempo direction in narrative webtoons uses panels and gaps between them. The scene direction using panels and gaps between them considers tempo and dynamics because of the temporality of panels and gaps between them. This paper analyzes the use of tempo direction for narrative webtoon through the analysis on the 1st episode of . The significance of this study is to reveal that tempo direction is one of the factors creating fun in narrative webtoons, and also to suggest the theoretical grounds for researches on direction creating fun in the future.

Mediation Effect of Flow of Leisure in the Relation among Middle-aged Women's Interesting Factor of Golf and Intention of Continuous Behavior (중년여성의 골프재미요인과 지속행동의도 관계에서 여가몰입의 매개효과)

  • Nam, Jae-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.25-39
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    • 2019
  • This study analyzed the relation among middle-aged women's interesting factor of golf and intention of continuous behavior and verified the mediation effect of Flow in leisure. The purpose is to clarify the process in which middle-aged women'change their life to positive direction through golf activity and to provide basic data on the basis of theoretic fundamental. The data was processed with Confirmatory Factor Analysis(CFA) & Structural Equation Model(SEM) by using Exploratory Factor Analysis(EFA) & AMOS 25.0 statistical program through SPSS 25.0 Window Version. The result is as follows. First, interesting factor of golf is found to have significant influence on Flow of leisure. Second, interesting factor of golf is found to have significant influence on intention of continuous behavior. Third, Flow of leisure is found to have significant influence on intention of continuous behavior. Finally, Flow of leisure is found to have partial mediation effect in the relation among interesting factor of golf and intention of continuous behavior. Thus, it is judged that enjoyment should be ensured precedently through the interesting factors of golf to develop golf industry and to induce middle-aged women golf participants to golf course. It is thought that diversified methods which can increase satisfaction by utilizing leisure immersion and which can ensure constant participation for this purpose.

Characteristics of a Producing Process of the Television Genre -over Program: Focused on the KBS 2TV <Sponge>- (텔레비전 탈장르 프로그램의 제작과정 특성 -KBS 2TV <스펀지>를 중심으로-)

  • Kim, Sang-Keun
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.251-258
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    • 2011
  • Nowadays, 'fusion style' television programs are increasingly found in the production of television program. Originally such a trend has been developed with a purpose of changing tedious cultural program into entertaining style. Recently, however, it has also become as an alternative style of genre which is against from lasciviousness or lewdness of entertaining programs. This study is designed to analyse the characteristics of television production and theorize a producing process of the television genre-over program As a result of various aspects of research, it is found that recent producers who make genre-over program choose any kind of genre which is thought to be needed for their program, without any limitation in terms of methods or skills for specific genre. And with this change of concept for making programs, genre-over programs are newly defined as the entertaining programs, in which its entertaining function is widen and broaden, absorbing the informative function of cultural programs.

Factors That Influence Digital Contents Piracy (디지털 콘텐츠 저작권 침해의도에 관한 영향요인 연구)

  • Kim, Kyunghee;Kim, Tae Ung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.63-71
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    • 2013
  • This investigates the major factors that impact digital contents piracy in a college environment, mainly because the violation of the copyright is known to occur most often in college environments. Using a theoretical model based on Theory of Reasoned Action, this study examines the causal relationships among the variables of the digital contents piracy behavior. Major research variables include intention to commit piracy, attitude, social influence, fear of legal consequences, enjoyment, perceived easiness, knowledge level, and facilitating conditions. Survey responses from 335 undergraduate and graduate students indicate that the attitude and social influence affect the intention to commit piracy, and that social influence, enjoyment and perceived easiness influence the attitude. But, contrary to our expectation, knowledge level has been found to have no impact on the attitude. Perceived easiness, fear of legal consequences and facilitating conditions have all been shown to affect social influence. As a conclusion, the academic and practical implications of these findings are discussed.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.45-56
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    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

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Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

A Study Of The Rule in Game Storytelling (온라인 MMORPG 게임 서사에 나타난 룰(Rule) 연구 - <월드오브워크래프(World of Warcaft)> 중심으로)

  • Song, Mi-Sun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.540-545
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    • 2008
  • 게임의 룰은 게임의 메커니즘을 구현하는데 필요한 모든 것을 포함하는 것이다. 또한, 게임의 스토리를 이끌며 지탱하는 중요한 요소이기도 하다. 본고에서는 동서양 모두에서 성공하고 있는 대표적 MMORPG 온라인 게임인 월드오브워크래프트를 중심으로 게임 스토리텔링에서의 룰이 지닌 중요한 요소와 특징, 또한, 이것이 지닌 창조적이며 재미와 몰입, 덧붙여 게임 스토리 전개상에서 만들어내는 생산적인 요소들을 찾아서 특성을 찾고자 한다. 이는 게임 개방시 게임 내의 룰 생성과 스토리 전개에 중요한 요건으로서 연구되어질 수 있으며, 온라인 게임 스토리텔링 창작 및 개발에 적용하는데 연구의 의의가 있다 하겠다. 본고의 논의가 이뤄지기 전, 먼저 게임에 대한 룰의 정의에 대해 지금까지의 논의들을 살펴보고, 이들 속에서 발견되고 논의될 요소들을 얻고자 한다. 이론적 요소를 바탕으로 본고의 연구대상인 월드오브워크래프트의 서사에 나타난 룰과 스토리텔링과의 상호작용을 분석할 것이다. 본고에서 논의 되는 MMORPG게임의 룰과 스토리텔링의 연구는 아직 체계적이지 못하고, 이론적으로 미흡한 게임 스토리텔링 및 룰 연구에 기반 연구가 되고자 한다.

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