• 제목/요약/키워드: Amusements

검색결과 20건 처리시간 0.018초

현대 남성복 컬렉션에 나타난 키치(Kitsch) 특성 (Kitsch Features Expressed in Contemporary Men's Collection)

  • 유현서;윤정아;이연희
    • 한국의상디자인학회지
    • /
    • 제17권2호
    • /
    • pp.11-25
    • /
    • 2015
  • This study analyzed features in contemporary men's collection to provide data for characteristics of kitsch in men's collection. The research method was to see background of the concept of kitsch through the domestic and international publications, the Internet, paper. Five designers' collections that have characteristics of kitsch were selected. The range of collection is from the 2000 S/S to 2011 F/W in Men's collection. The results are as follows: kitsch characteristics could be classified by amusements, inappropriateness, satire. First, exaggerative amusements in men's collection appeared exaggerated form, large size, which is ridiculous at the same time. Infantile amusements represents the image of a pure concentric matching accessories such as toys to the children express. sensual amusements reveals the sexual instincts and desires and people can feel satisfaction through sensual amusements. Second, inappropriateness is characteristic of kitsch to escape from normal life. Clothing does not fit the body and destroyed the design or design of this feature appears. It looks clumsy and strange. Inappropriateness characteristic in men's collection can be divided into inadequate performance and sexual inappropriateness. Third, satire can be divided into resistant satire, imitative satire, and popular satire. Resistance satire with anti-social tendencies through their clothing is achieved by expressing their needs. It was affected by sub-culture like Hippie or Punk. Imitative satire is to imitate other culture, customs and race. It is to resolve complaints through the consumption of things in disparities of wealth and materialism in the society. Popular satire is to express emotions that are free using materials that can recycling like can, bottle or paper.

  • PDF

2010년 이후 현대 패션에 표현된 트롱프뢰유의 유형과 미적 특성에 관한 연구 (A Study on the Types and Aesthetic Characteristics of Trompe Lœil Expressed in Modern Fashion Since 2010)

  • 김경희
    • 한국의상디자인학회지
    • /
    • 제18권2호
    • /
    • pp.221-236
    • /
    • 2016
  • The purpose of this study is to make a contribution to the development of creative fashion culture through the expansion of creative fields in the fashion design area and also the combination of fashion and art techniques, by classifying the cases of Trompe $L{\oe}il$ expressed in modern fashion, and also analyzing its aesthetic characteristics. Conducting the qualitative research through the literature study and the analysis of design cases, it targeted the women's wear collections of Paris, Milan, London, and New York, limiting its range from S/S 2010 to F/W 2015. The results are as follows: First, based on the preceding research, the types of Trompe $L{\oe}il$ expressed in modern fashion were shown as realistic expression of clothing, movement of daily objects, double images, and application of human body. Second, the aesthetic characteristics of Trompe $L{\oe}il$ based on its expression types were deconstruction, avant-garde, and amusements. The deconstruction was expressed in the expression type of Trompe $L{\oe}il$ such as freedom of materials using digital printing technique, change in the position of clothes, and movement of daily items using collage technique by collecting objets like daily items or waste. The avant-garde was expressed by switching/overlapping in and out of clothes, intentionally exposing some body parts like breast or torso, displacing body parts, and moving daily items. The amusements was shown by realistically expressing accessories or details of clothes using digital printing technique, or moving daily items such as book and fork.

  • PDF

『데이빗 코퍼필드』에서의 광대들 (Clowns in David Copperfield)

  • 박금희
    • 영미문화
    • /
    • 제9권1호
    • /
    • pp.185-219
    • /
    • 2009
  • This article aims to illuminate the comic characters and their humor in Dickens's novel David Copperfield in Bakhtinian point, and to clarify what the humorous characteristics are, and how they contribute to his reinforcement of socially critical messages in this novel. So far this novel has been called the only one of Dickens's comic novels, even though it includes lots of social critical meanings. But it is true that Dickensian critics couldn't make sure of the clear reasons why it is both very interesting and critical. Furthermore, it is also true that this novel has been criticized as a clumsy one in the realistic, psycho-analytic, dramatic angle. This approach to Dickensian comic characters through Bakhtinian fool, clown, and rogue concepts here could make up for or correct such criticisms, and reevaluate Dickens's humor and social criticisms in the context of general public culture. Bakhtin believes oppression by social ideologies prevent us from having good mutual relationships and divides our society. He thinks laughter liberates us from such oppression and restores our good relationships. As he applied his concepts based on the laughter of Middle Ages to Rabelais's novels, and examined what the authentically liberating power in Rabelais's laughter is, this article could clarify the liberating power of laughter by Dickens's comic characters, such as Mr and Mrs Micawber, Dick, Miss Betsey Trotwood and Miss Mowcher. In this novel, they often lead comic happenings, and such happenings are very similar to carnival-amusements including burning the dummy of the czar who has oppressed his or her citizenry. Especially, Dickens's comic characters's social criticisms, in the case of this novel, contain many complaints of social marginers, even though he has been labelled as being conservative politically. They always criticize the ideological absurdities in their society through the humorous words and behaviors in their comic happenings, like those of a carnival fool or clown in his or her amusements. This shows Dickens achieves both laughter and social criticism in David Copperfield by using Rabelaisian characterization-devices based on his general public culture. Like Bakhtin and Rabelais, Dickens seems to have believed that when we all truly liberate ourselves from the oppression of social ideologies, we can have desirable relationships between ourselves, and also solve social problems positively.

고품질 특수효과를 위한 입자 시스템 라이브러리 개발 (Development of Particle System Library for High Quality Special Effects)

  • 백기엽;송승헌;김응곤
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2005년도 추계 종합학술대회 논문집
    • /
    • pp.568-571
    • /
    • 2005
  • 하드웨어의 성능 및 처리속도의 급속한 증가와 그래픽환경의 발전은 화려한 특수영상을 제공하고 있다. 특히, 입자시스템을 이용한 불꽃과 연기, 액체, 눈, 비, 먼지 등의 특수효과는 영화, 게임, 가상현실 등의 없어서는 안 필 중요한 구현효과이다. 그러나 이러한 특수효과 생성은 많은 비용과 제작시간이 소요된다. 본 논문에서는 저비용의 고품질로 각 콘텐츠에 다양한 형태의 입자 특수효과를 구현할 수 있는 입자시스템 라이브러리를 개발해 콘텐츠 산업발전에 기여하고자한다.

  • PDF

패션상품 소비에 나타난 키치의 사회문화적 의미 (The Socio-cultural Meanings on Kitsch in Consumption of Fashion Products)

  • 김순자
    • 복식
    • /
    • 제51권1호
    • /
    • pp.145-162
    • /
    • 2001
  • This study focuses on how fashion products of our contemporary society of consumption are taking on a kitsch look, and on what kind of social and cultural meanings this phenomenon connotate. In general, kitsch is understood as an expression with a negative meanings such as aesthetic inadequacy or bad tastes. In our dairy life however kitsch has been highlighted as an another expressions of subjective beauty and gains positive meaning as almost all the people satisfy their desires through consumption of kitsch products. In order to prove the kitsch phenomenon in fashion products and social and cultural meanings, the researcher has Performed a case study on actual consumption of fashion products and the internal psychological meanings in fashion consumption. The internal psychological meanings of kitsch on consumption of fashion products are emotions and needs such as escape from reality. substitutional satisfaction, belonging confirmation, expression of individual taste, and fun, sexual amusements.

  • PDF

참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N) (Game Contents of Ubiquitous UCC with Participation)

  • 김진식;박인석;양승무
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2008년도 학술대회 2부
    • /
    • pp.47-52
    • /
    • 2008
  • J.E.N은 제작된 콘텐츠에 참여가 가능한 UCC형태를 이용하여 오프라인에서 즐길 거리를 제공하는 유비쿼터스 UCC놀이콘텐츠 시스템이며, 오프라인상에서 유희를 목적으로 한 만남을 가지는 경우에 모바일을 통해 즐길 수 있는 콘텐츠를 이용함과 동시에 제작에도 참여하도록 고안된 엔터테인먼트 서비스 시스템이다. 이 시스템의 개발은 제작에는 참여하나 제작되어진 콘텐츠는 단순히 관람만을 하는 UCC와 온라인상서만 이루어지고 있는 UCC콘텐츠의 한계에 대한 문제제기로부터 출발한다. 이와 같은 유비쿼터스 UCC놀이콘텐츠 연구의 목표는 상호작용이 가능한 인터랙티브 플랫폼을 적용함으로서 다양한 UCC엔터테인먼트서비스 중 하나의 새로운 방법을 제안하는 데 있으며, 그것을 통해 오프라인상에서 이용자들의 즐거움을 배가되도록 하는 것이 연구의 목적이다. 본 연구에서는 오프라인에서 참여형 UCC를 이끌어 낼 수 있는 방법으로 시나리오와 데스크수행방법을 택하였으며, 오프라인의 각 장소에서의 행동양식등의 분석을 통해 유비쿼터스 UCC놀이콘텐츠 시스템을 제안하였다. 또한 시스템을 실질적으로 수행할 수 있는 프로토타입을 시범적으로 개발함으로서 새로운 UCC 엔터테인먼트서비스의 가능성을 확인하였다. 제작된 콘텐츠에도 참여하여 즐기도록 하는 것이 본 연구의 기대효과이며, 이는 만남을 가지는 데 있어 무엇을 해야 하는지 어디를 가야 하는지 고민하는 현대인에게 즐길 거리를 제공해 줄 것이다. 또한 UCC와 엔터테인먼트 서비스가 혼합된 새로운 형태의 콘텐츠의 한 방향을 제시할 것으로 기대된다.

  • PDF

교육디지털컨텐츠를 활용한 학습보상시스템(LRS) 설계 (A Study on LRS(Learning Reward System) using Educational Digital Contents)

  • 정승채;박화진;조세홍
    • 디지털콘텐츠학회 논문지
    • /
    • 제1권1호
    • /
    • pp.1-11
    • /
    • 2000
  • 최근 인터넷상에서는 원격교육이나 온라인 교육에서 다양한 교육용 디지털 컨텐츠가 제공되고 있다. 특히 에듀테인먼트분야가 활성화되면서 흥미위주의 교육 컨텐츠가 많이 개발되고 있다. 하지만 컨텐츠가 적정기간($1{\sim}2$년) 동안 학습자가 흥미를 잃지 않고 스스로 학습하도록 유도하는가 라는 질적인 면에서 고려해 볼 때 부족한 면이 많다. 그러므로 학습자로부터 자발적이면서 적극적인 학습을 촉진시키기 위해서 학습자의 학습동기를 강화시키는 시스템이 필요하다. 본 논문은 후견인과 학습자가 제시한 목표의 성취도에 따라 보상을 제공하는 학습보상시스템 (LRS)을 설계 및 구현한다. LRS는 기존의 에듀테인먼트 컨텐츠를 활용하여 동시에 흥미와 보상을 함께 제공함으로써 교육효과증진을 목적으로 한다.

  • PDF

어트랙션의 요소를 적용한 테마파크형 뮤지엄의 유형분석 - 국내.외의 테마박물관을 중심으로 - (Typological Approach of the Theme Park-Style Museum to the Application of Attraction Elements - Focused on Specialized Museums Inside and Outside of Korea -)

  • 권순관
    • 한국실내디자인학회논문집
    • /
    • 제16권2호
    • /
    • pp.172-180
    • /
    • 2007
  • Today, games, movies and amusements are the occupation of museums. This study will investigate the current trend of the theme park-style museum, the alternative space of the 21th centuty. Theme parks have moved beyond the concept of park, and they have application in commercial space, medical space, educational space and other areas, even exhibition space in an advanced country. This study researches into the characteristics of the theme park and museum, and how the style of the theme park-style museum is created. Its aim is to analyze the character of theme Park-style museum through case study with a focus on style. The theme park-style museum is an exhibition space with an emphasis on the characteristics of a theme park. The style of a theme park-style museum can be divided into ride-type, food-type, character-type and landscape-type attractions. Attractions are an important element of theme park-style museum. We recognize the new paradigm of museum in the theme park-style museum, but need to propose a method that will apply attraction elements to an exhibition space. The theme park-style museum will continually evolve with new attractions, and it is recommended that museums plan today for these changes.

비 컴퓨터플레이(NCBP)게임의 컴퓨터플레이(CBP)게임화에 따른 감성적 게임 체감(遞減)도 감소에 대한 연구 (인터페이스 디자인 및 게임도구디자인의 변화를 중심으로) (A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game)

  • 경병표
    • 한국게임학회 논문지
    • /
    • 제3권1호
    • /
    • pp.18-23
    • /
    • 2003
  • Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.

  • PDF

KDC 예술류(600) 분류항목전개의 변천에 대한 연구 (A Study on the Changes of Expansion of Classification Number of the Arts in KDC)

  • 정옥경
    • 한국비블리아학회지
    • /
    • 제21권3호
    • /
    • pp.109-122
    • /
    • 2010
  • 본 연구는 KDC 예술류의 분류항목의 전개가 초판에서 5판까지 개정되는 동안 어떻게 변천되었는지를 분석하여 KDC 예술류의 분류항목전개의 개선점을 제안하는 것이다. 이를 위하여 KDC 초판에서 5판까지 예술류에 사용된 용어의 변천, 보조표 및 주기의 변천과 분류항목전개의 변천을 분석하였다. KDC의 예술류는 3판까지 큰 변화가 없었으며, 분류항목전개의 변화는 4판과 5판에서 많이 이루어졌으나, 전판의 오류와 문제점이 완전히 개선되지는 않았으며, 포함주가 많아 분류항목의 전개가 다른 분류표보다 빈약하였다. 분석결과를 바탕으로 문제의 해결방안을 제시하였다.