• 제목/요약/키워드: adventure

검색결과 175건 처리시간 0.029초

대중문화에서 보여지는 신체표현과 복식디자인 연구 - 미국과 국내 영화를 중심으로 - (The Study of Human Body Expression and Fashion Design Appeared in Popular Culture -Focused on Movies in Korea and American-)

  • 권기영
    • 복식문화연구
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    • 제12권4호
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    • pp.676-690
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    • 2004
  • The purpose of this study is to investigate the symbolic meaning in body image and fashion style portrayed in Korea and American movies in aspects of sex, race, nature, and technology. The researcher analyzed movies in Korea and USA, and the results were as follows. In aspects of sex, movies portrayed new masculinity and femininity escaped from previous gender stereotypes, and the clothing styles characterized sex identity and sex roles. In aspects of race, more various races appeared in America movies than Korea's, and the appearance and stereotypes related with race were blurred by the globalization and the change of film market environments. In aspects of nature, Korea movie portrayed the human being as lyrical appearance in nature, and America movie expressed the human as a strong men conquering the nature in adventure movie or super human image combined with nature thing which endowed nature's superior characteristics to human body in fantasy and science fiction movies. In aspects of technology, the human bodies were described as cyborg, alien, or super human, which symbolized the do-identification in digital world, de-boundarization between human and machines, and the human's uncertainty.

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베트남전쟁과 에코사이드 의식의 수용 (The Vietnam War and the Reception of Ecocide Consciousness)

  • 김일구
    • 영미문화
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    • 제18권4호
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    • pp.1-31
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    • 2018
  • It is needless to say that America's indiscriminate artillery and chemical attacks have worsened the conditions of Vietnam's tropical rain forests, causing war-torn combat troops and civilians to suffer more from the participation and aftermath of the Vietnam war. Around two decades after the Vietnam War, American and Vietnamese writers dealing with the destruction of the human and nature of the Vietnam War and the following traumatic experience commonly report the horrors of inhumane warfare, but some differences among them appear in the reception of the ecocide consciousness. For American writers who had been involuntarily involved or who had stayed in the back area as interpreters and counter-intelligence force, the Vietnam War was often a kind of exotic "addicted adventure" which their American hometown could not provide. But apart from overcoming postwar post-traumatic stress by writing of healing which was shared with American war writers, Vietnamese writers have been able to overcome the scars of war as the communal memorial, which Jonathan Shay emphasized as the necessary comforting ritual by community members showing the sign of honor and care. On the other hand, American war writers were on the side of "separate peace," as Jeong stressed, and the Vietnam War to them was more racist like the case of "body count." Nevertheless, it is fortunate that the hideous experience of war could turn them all into the creativity pool, just as the 5,000 square mile of bomb creators have been used as the postwar fish ponds.

몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구 (An exhibition case study applying game design elements in the design of immersive display exhibition)

  • 김나영
    • 디지털융복합연구
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    • 제19권12호
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    • pp.435-441
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    • 2021
  • 최근 디지털미디어 기술의 발전으로 관객에게 실감 나고 사실적인 전시 체험을 제공하는 몰입형 체험전시들이 늘어나고 있다. 본 연구에서는 이러한 몰입형 체험전시들의 대표사례들을 전시연출 요소를 중심으로 분석하고, 몰입형 체험전시 연출 및 기획에 게임기획 요소를 적용하여 개최 및 운영한 '히어로의 모험' (이하 히어로의 모험) 전시 사례를 소개하였다. 본 전시는 도전, 목표, 갈등, 규칙, 승패와 같은 게임기획 요소를 적용하여, 캐릭터의 갈등구조 설정 및 악당 캐릭터를 물리치는 도전과 목표를 제시하고, 승패를 가루는 전시 게임들을 제공하여, 최종 보스까지 물리치도록 전시를 디자인했다. 연구를 통해 관객의 전시 만족을 위해 게임 요소 적용이 더 효과적이다 보기는 어렵지만, 관객의 콘텐츠 소비 시간을 늘리고 재방문을 높이기 위해서는 게임기획 요소 적용을 고려하는 것을 제언하는 바이다.

장르별 게임 디자인 구성요소의 우선순위에 대한 연구 (A Study on the Priority of Game Design Components by Genres)

  • 남기덕
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.63-74
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    • 2021
  • 게임 플레이 형식은 장르별로 게임 디자인 구성요소의 우선순위에 따라 크게 달라진다. 본 연구는 게임 장르별 게임 디자인 구성요소의 우선순위를 정량적으로 도출하기 위해 게임 디자인 구성요소와 장르에 대한 선행연구를 통해 6가지의 게임 디자인 구성요소와 6가지의 게임 장르를 추출한 후, 연구 모형을 설계하고, AHP를 통해 우선순위를 도출했다. 액션 게임에서 피드백 시스템과 메커닉스, 어드벤처 게임에서 스토리, 롤플레잉 게임에서 메커닉스와 스토리, 시뮬레이션 게임에서 메커닉스와 피드백 시스템, 테이블 게임에서 피드백 시스템과 메커닉스, 퍼즐 게임에서 메커닉스와 피드백 시스템이 우선순위가 높게 나타났다.

HMR형 냉동 별미밥에 대한 소비자 인식 및 구매실태 (Consumer Perception and Purchase Pattern of HMR Type Flavored Cooked Rice)

  • 최지유;김경섭;오석태
    • 한국식품영양학회지
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    • 제32권4호
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    • pp.385-394
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    • 2019
  • This study was designed as the precedent research to develop improve the HMR type flavored cooked rice, by analyzing the consumer perception and purchase pattern. This will in turn provide base data to that will help in the development of products that meet consumer's convenience and quality demands. An online survey of 247 people (63.5%) in the age of 20 to 60 was conducted on January 2019. For the primary reason of buying those products, the survey respondents chose a convenience of 71.7%. They are likely to buy 1~2 times a month (40.5%) in hypermarkets (63.6%). The channel choice showed meaningful difference between segments (p<0.01). 89.1% of respondents replied that they are willing to purchase frozen flavored cooked rice in the future. The Key Purchasing factor appeared to be the flavor (5.80), while nutrition (4.89) was chosen as the least important factor. For flavor preference, sea food received the highest score (5.05), while radish kimchi flavor received the lowest (4.02) with a meaningful difference by gender and age (p<0.01). Consumers who sought nutrition, convenience and adventure in HMR products had higher willingness to re-purchase. Developing healthy, flavorful, sensory, and enjoyable HMR products will be critical in the fulfillment of diverse consumer needs.

Antecedents of Online Impulse Buying Behavior: An Empirical Study in Indonesia

  • PRAWIRA, Natasha A.;SIHOMBING, Sabrina O.
    • The Journal of Asian Finance, Economics and Business
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    • 제8권2호
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    • pp.533-543
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    • 2021
  • This study aims to determine and analyze the effect of social shopping, adventure shopping, value shopping, relaxation shopping, and idea shopping in influencing impulsive online buying behavior moderated by scarcity and serendipity information. The research method used is the quantitative research paradigm using surveys as a medium to obtain primary data. The paper examines the theoretical research model and tested fifteen hypotheses. The questionnaire was developed based on indicators from previous research. A non-probability sampling framework is used in this study. The data collection method uses electronic and online questionnaires to collect primary data with a total sample of 330 taken with the criteria of having made transactions in e-commerce Shopee in the last three months. Data analysis tools using Structural Equation Modelling (SEM) approach. The results showed that 8 out of 15 hypotheses were accepted and supported. The results show that there is a relationship between the value of hedonic shopping, scarcity, and serendipity information on impulsive online buying behavior. Therefore, analyzing the needs of customers, optimizing customer satisfaction, service excellence, website quality, and the ease of use of e-shopping itself especially in the e-commerce industry should be taken seriously nowadays.

Augmented Reality in Children's Literature

  • Kim, Ilgu
    • 영미문화
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    • 제14권2호
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    • pp.77-96
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    • 2014
  • As the cyberspace several decades ago created a cyber fiction fever, the augmented reality as the future of imagination can generate another kind of literary genre and new social ambiance where books tend to come to life more realistically. This newly created "smart fiction," "smart movies," and "smart environment" will be full of fun, hopes and conveniences. But addiction to smart kinds will create unwanted dangerous plethora like ghost-like avatars, wild animals and Farid due to the limitations of human control over hi-technology. If so, the adventures we plan to take will turn fantasy into horror in no time. Instead of loving new scientific things blindly, the emphasis hereafter must be put rather on the potentially negative aftermaths of the new innovative technology. Some viewers after watching the film Avatar are still suffering from the syndrome called "avatar blues," a homesick for Pandora. After their experiencing of the experimental 3D effects in books and media, audience and readers are required to actively deal with the increased lack of the darker cave which the comparatively unsatisfactory present can never fill with fixity and limit. Like the prevention against the addictive online game or the manual of 3D television or 3D printer, the extreme off-limits and safety zone for this virtually and expendably subverting technology must be seriously reviewed by community before using and adopting it. Also, these technologically expanded and augmented environments must be prudently criticized by the in-depth study of literature just as cyber space begun by Gibson's cyber fiction and its criticism.

"호모 이코노미쿠스"로서의 로빈슨 크루소 재고 (Reconsidering Robinson Crusoe as Homo Economicus)

  • 이석구
    • 영어영문학
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    • 제64권4호
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    • pp.629-649
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    • 2018
  • To date, one of the prevailing criticisms of Daniel Defoe's Robinson Crusoe has seen the adventure novel as a celebration of the rise of mercantile capitalism and the beginnings of colonialism. From this point of view, the Englishman has often been interpreted as an early embodiment of the concept of the sovereign economic subject. Prominent social critics who took up this interpretation have included Karl Marx, Max Weber, and Jean-Jacques Rousseau. Within literary studies proper, the work of Ian Watt offered perhaps the earliest version of this point of view of the novel. Influenced by both Weber and Rousseau, Ian Watt argued that Defoe's wandering protagonist embodies the rise of economic individualism. More recent criticism has tended to challenge this dominant interpretation by laying greater stress on such countervailing factors as Crusoe's mental uncertainty and inner conflict. Drawing inspiration from Fredric Jameson's diagnosis of the ills of late capitalism, this paper analyzes the ways in which Defoe's hero, rather than championing modern rationality, can in fact be seen as suffering from many forms of emotional psychosis. Robinson Crusoe can, after all, be better viewed as a contradictory multi-layered text that, despite its outward valorization of economic individualism, portrays its hero as a victim of negative capitalistic forces, a hero driven by his desire to possess but haunted by a fear of loss, a hero who flaunts inflated feelings of self-worth even as he reveals deflated notions of material insecurity and mental persecution.

Marketing Strategy to lead Leisure sporting goods consumption to improve the leisure life of sports participants

  • SEONG, Dong-Ho
    • 동아시아경상학회지
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    • 제10권3호
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    • pp.105-114
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    • 2022
  • Purpose - The sports business industry and contemporary sports marketing is an exemplary wide field that primarily comprises specific activities, numerous individuals, organizations, and business ventures. This research aims to provide a marketing strategy to lead Leisure sporting goods consumption to improve the leisure life of sports participants. Research design, Data, and methodology - The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was conducted to obtain the appropriate literature resources and total 15 previous resources selected by the present author after excluding papers based on screening process. Result - The literature analysis revealed that marketing practitioners in the sports and leisure industry should remember three significant solutions which are suggested. These solutions the following: (1) Brand Visibility, (2) Suitable Business Designs, and (3) Customers Support. They will enhance the perspective of consumption goods that foster leisure life to sporting participants following a well-advanced market strategy Conclusion - The sporting activities are generally inspiring, emotion provoking, immersive, rapidly growing profits and revenues, and engaging; hence, it is a great adventure of advancing customer orientation and a platform for growing the market. Therefore professionals have the responsibility to design sporting events in synergy with different stakeholders in ensuring improved and enjoyable experiences based on the marketing solutions of the current research.

교육용 게임 프로그래밍 수업이 창의적 인성에 미치는 효과 (Effects of Game programming on Creative personality and immersion of students in Low-Income Families)

  • 안미리;나윤성
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2011년도 춘계학술발표대회
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    • pp.1592-1594
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    • 2011
  • 국가적 차원에서 저소득 청소년을 위한 교육프로그램이 많은 아동보호센터 및 지역센터를 중심으로 시행되고 있지만 그 취지와 목적에 부합하는 방과 후 교육이 제공되고 있는지 그 효과성에 대해서는 주목하지 않아왔다. 본 연구는 저소득 청소년을 위한 방과 후 교육의 질 관리에 대한 필요성이 대두되고 있는 시점에서 영재교육의 일환으로 여겨져 왔던 창의성 교육을 조명하였다. 저소득층 청소년의 창의력 인성을 양성하기 위한 교육용 게임 프로그래밍 수업의 효과성에 대해 조사하였다. A시 5곳의 아동보호시설에서 운영되고 있는 게임프로그래밍 수업에 참여하고 있는 학생과 참여하지 않는 학생을 대상으로 창의적 인성검사를 실시하여 비교 분석하였다. 창의적 인성검사는 크게 자기확신(Self Confidence), 호기심(Curiosity), 인내(Patience), 개방성(Openess), 모험심(Adventure)으로 구분하여 t검증을 통해 유의한가를 분석하였다. 다섯 가지 영역의 평균은 실험집단이 높았으나, 이 중 '인내' 영역이 두드러진 차이를 보였고, 이로 인해 게임프로그래밍 수업을 받은 학생들이 수업을 받지 않은 학생들에 비해 과제 수행에 있어 인내와 끈기를 가지고 도전하는 경향을 보였다. 그러나 자기 확신, 호기심, 개방성, 모험심 네 가지 영역에 대해서는 두드러지는 차이가 나타나지 않았다. 이에 대한 개선책으로 학생들에게 이 네 가지 영역을 균형적으로 길러주기 위하여 체계적으로 강사진의 교수법 연수, 교육과정의 개선, 학생 동기 유발, 학생 독려 및 관리 등 다양한 방법을 통해 수업의 질을 개선시켜 학생들의 창의적 인성 양성에 도움을 줄 수 있을 것으로 기대된다.