• Title/Summary/Keyword: Emotion Contents

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Pathos of S. Eisenstein's Film Form (에이젠쉬테인 영화형식의 파토스)

  • Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.73-80
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    • 2015
  • Sergei Eisenstein explains pathos as the basic principles of artistic creation in "The Structure of the Film" written in 1939. The definition of pathos is embodied as effect to leap the audience in ecstasy. Pathos aiming at qualitative configuration of the audience's emotions is film form and the core of cinematic expression as important as montage. Eisenstein as one of the greatest film directors sought to theorize cinematic art. He wanted to fuse the creative and theory of film through principles such as the collision montage, intellectual image, and construction of pathos. This study explores the background of the discussion that Eisenstein going beyond the status as an artist wanted to experiment with montage to lead the change in audience and build pathos effect in the extended. This article examines the meaning of pathos in works of art he explained. It should also be understood the construction of pathos for changing the emotion of the audience through the example of the film he analyzed.

Myth with the Times -Return of Pygmalion- (시대와 함께하는 신화 -피그말리온의 귀환-)

  • Kim, Mihye
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.140-150
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    • 2013
  • The Greek sculptor, Pygmalion, created a sculpture which was perfect in shape and fell in love with it. He prayed the goddess of love, Venus to transform it into a real woman. She answered his asking, and he finally got married to her. In Bernard Shaw's movie, , the linguist, Dr. Higgins, brought a street girl, Eliza Doolittle to his home and educated her standard London dialect and upper-class manners. Unlike the Greek sculptor, Higgins changed not only her appearance but also her inner identity, then she became 'a new woman' of the age. Abby in seems to live a successful life of thorough planning and pursuing knowledge, but there is no place for her to express natural instinct and human emotion. On the other hand, Mike is a totally different type of a person from her. Like a Greek sculptor, he changes her into a woman who can truly understand other people from her heart and listen to what her inner-self says to her. The Greek myth metaphorically suggests the way to build true relationships between people of all times.

Research on Use of Character Animation by Robert Zermeckis and James Cameron (로버트 저메키스와 제임스 카메론의 캐릭터 애니메이션 이용)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.157-171
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    • 2011
  • James Cameron's Avatar was a stunning success for digital characters. Digital animation character creation was not suddenly enabled by visual technology, rather it was a result of numerous attempts of combining animation and live action film with the help of technology advancement. Two pioneers in this field are James Cameron and Robert Zemeckis. Although continuous interest and research in visual technology existed, the two directors differed in how they viewed the use of technology. The difference is demonstrated in their two recent movies which will be covered in details. How these two directors differed in their approach remains a topic of study for us who continuously are exposed on advance visual technology and our reaction to the changing nature of the industry.

The narrative space of sound design in films (영화 사운드디자인의 내러티브 공간 연구)

  • Lee, Dong-Hwan
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.391-400
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    • 2016
  • The purpose of this study is to reassert the important role of sound design in creating narrative space in films. The main focus is on re-interpreting Chion's sound space composition as a narrative structure. The sound design process has been analyzed to find that the physical properties of sound are purposely manipulated to create the layers of sound to be perceived by the audience in the same way as human perception and cognition of the actual reality work, eventually to create the cinematic reality. The hierarchy of the layers is determined by the importance of the narrative information contained in each sound, with the higher layers being appropriate to convey the information of the narrative, and the lower layers being efficient to deliver the emotion to the audience. With this idea, each of the Chion's space composition is explained as a distinctive area in telling a story with the separate narrative role from the others.

Effects of Cyberbullying Prevention Education (사이버 괴롭힘 대처 예방 교육의 효과)

  • So, Kyung-Sub
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.460-470
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    • 2019
  • The purpose of this study was to examine the effect of cyber bullying prevention education on university students. The subjects were 64 college students and were assigned to experimental group or Comparison group. The experimental group(n = 33) was educated about cyberbullying coping strategies, and the Comparison group(n = 31) was educated about general cyberbullying We used the Basic Emotions Scale, Helplessness Scale, and Competence Scale to confirm the efficacy of the education. Results, Both the experimental group and the Comparison group showed less negative emotions and helplessness after the education than before the education. In the experimental group, competence was significantly higher than the Comparison group. These results suggest that the inclusion of coping strategy is more effective in increasing competence than cyber bullying prevention education. Finally, the limitations of this study were discussed along with suggestions for further research.

The Effect of Cognitive Movement Therapy on Emotional Rehabilitation for Children with Affective and Behavioral Disorder Using Emotional Expression and Facial Image Analysis (감정표현 표정의 영상분석에 의한 인지동작치료가 정서·행동장애아 감성재활에 미치는 영향)

  • Byun, In-Kyung;Lee, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.327-345
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    • 2016
  • The purpose of this study was to carry out cognitive movement therapy program for children with affective and behavioral disorder based on neuro science, psychology, motor learning, muscle physiology, biomechanics, human motion analysis, movement control and to quantify characteristic of expression and gestures according to change of facial expression by emotional change. We could observe problematic expression of children with affective disorder, and could estimate the efficiency of application of movement therapy program by the face expression change of children with affective disorder. And it could be expected to accumulate data for early detection and therapy process of development disorder applying converged measurement and analytic method for human development by quantification of emotion and behavior therapy analysis, kinematic analysis. Therefore, the result of this study could be extendedly applied to the disabled, the elderly and the sick as well as children.

Development of Content for the Robot that Relieves Depression in the Elderly Using Music Therapy (음악요법을 이용한 노인의 우울증 완화 로봇 'BOOGI'의 콘텐츠 개발)

  • Jung, Yu-Hwa;Jeong, Seong-Won
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.74-85
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    • 2015
  • The positive effect of percussion instruments can induce increases in self-esteem and decreases in depression in the elderly. Based on this, the content for a percussion instrument robot that the elderly can use to play music is developed. The elements of the interaction between the elderly and the robot through the robot content are extracted. Music that arouses positive memories in the elderly is selected as part of the music therapy robot content in order to relieve depression, and a scoring system for playing music is constructed. In addition, the interaction components of the robot's facial expressions, which stimulate emotions and sensitivity in the elderly, are also designed. These components enable the elderly to take an active part in using the instrument to change the robot's facial expressions, which have three degrees of emotion: neutral-happy, happy, and very happy. The robot is not only a music game machine: it also maximizes the relief of depression in the elderly through interactions with the robot that allow the elderly person to listen to what the robot plays and through the elderly person becoming involved and playing music along with the robot.

Development of Cookware Product Design converging with Eco-friendly Food Culture Contents (친환경 식문화 콘텐츠를 융합한 조리기구 제품디자인 개발)

  • Choi, Tae-Ok;Lee, Ga-Yeon
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.167-173
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    • 2017
  • This study suggests the possibility of a product integration of cookware and eco-friendly food culture as a new product, not merely a product for exhibition purpose. In order to, in addition to that, reflect the design produced in this project to be commercialized, it can be considered to make prototype products through a separate production processes including 3D rendering, 3D mock up. After that, various product expansions can be considered through consultation with manufacturers. This study offers the cookware product design, such as steak fans, which can be applied both domestic and international markets; everyone can cook food or grill meats to suit their tastes. It is well suited to the modern food culture with advance functions that can't be found in the existing grill fans, and it can lead the cookware product trends that seeks the originality and innovation with its design which can get across in aspects of emotion and appearance.

Design and Implementation of Smartphone Application for Measurement and Management of Depressive Emotion in Adolescents Using Cognitive Behavioral Therapy (인지행동치료기법을 활용한 청소년의 우울 정서 측정 및 관리 어플리케이션 설계 및 구현)

  • Yoo, Jung-Sun;Lee, Kyeong-Seon;Gwon, Jung-A
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.443-455
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    • 2017
  • This study is a follow-up study of Smart-phone Application Content Development for the Measurement and Management of Adolescents' Depression(J. S. Park et al., 2016), that designing and implementing a smart-phone application based on cognitive behavioral therapy. This app facilitates analysis of depressive symptoms, and a simple, continuous self-check. Through this, the app will allow for continuous management of the psychological states by avoiding one-off or comprehensive analysis and diagnosis of depression, unlike previous app. We also aim to make a connection to the practical counseling services. To achieve this goal, we examined not only existing studies on youth depression, but also mobile applications related to depression.

A Study on Character's Emotional Appearance in Distinction Focused on 3D Animation "Inside Out" (3D 애니메이션 "인사이드 아웃" 분석을 통한 감성별 캐릭터 외형특징 연구)

  • Ahn, Duck-ki;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.361-368
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    • 2017
  • This study analyzes into the characteristic appearance in distintion with emotional changes toward visual forms of psychology along with character development in the 3D animation industry. In this regard, the study seeks to propose essential targets of the five emotional characters from the Pixar's animation Inside-Out to prove psychological effects to the character's visual appearance. As a previous research, the study analysis the visual representations oriented toward both emotional facial expression and emotional color expression using both Paul Ekman and Robert Plutchik's human basic emotion research. The purpose of this study is to present the visual guideline of emotional character's appearance through the various human expression for differentiated character development in animation production.