• Title/Summary/Keyword: drawing expression

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Analysis of Artistic Symbol Expression of Movie Contents Focused on the film "Roma(2018)" (영화콘텐츠의 예술적 상징표현 분석연구 영화 "로마(2018)"을 중심으로)

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.475-482
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    • 2019
  • Analyzing the inner meaning and expression of philosophy by analyzing the composition, symbolic expression, and style of the film with high artistic perfection, which contains the spirit of the times, considers human beings through society and history, and raises awareness of life and the present generation. It will be a very meaningful and valuable study in film as art. The movie 'Rome' was cut into the rest of the public's mind by being tempered, hidden and omitted, and the color was black and white. Many aesthetic attempts can be found through symbolic images expressing the ironic message of maid's daily life as a race, capital, socially oppressed history. It can be seen that he expresses his own authorism visual language by drawing symbolic expressions through many contrasts and symbolic expressions through objects. The analysis of commercial films containing these artistic values is expected to help in the future production as a measure of the progress of art films and precedents of authorism expression techniques.

A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

A Study on Interior Design Process by approaching Typological Method (유형학적 접근방식에 의한 실내디자인 과정에 관한 연구 (II))

  • 한경희;이선민
    • Korean Institute of Interior Design Journal
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    • no.21
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    • pp.165-172
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    • 1999
  • For the useful method capable of modern expression on traditional residence architecture, a study was performed on the methodological establishment and possibility of typological method could be examinated to interior design process by typological method. First of all, through the establishment verbal of our Korean traditional architecture and further investigation of environmental and cultural idealogical facts, it could be extracted from natural instinct, duality, continuance, flexibility and transitiov. In second process, based on these results, it could be framed and described the individual typological language and, for the sake of drawing for visual and spatial typology, it was made by sketch in terms and view of possibile guidance of prototype, transforming and application method. from these results of investigated sketches, it cold be used for criteria of application method as the parts of visual and spatial typological elements to have an applicable expression of it/s traditionality. Based on above facts, for the subjects of spatial system, form & shape system, circulation system, order system, decoration system, color & material system in interior design fields, we cold propose the practical possibility through the consideration of application method for built-in meaning that could be adaptable for the interior design practices. These facts were extracted from the based on visual & spatial typology, as above mentiov. Also, through preparing and suggesting the criteria of evaluation and measurement of design quality , we could propose the applicable methodology for further & basically Korean traditional embodiment.

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A Study on the Sign-Consuming Expressive Characteristic Appears in Design Hotel (디자인 호텔에 나타나는 기호 소비적 표현 특성에 관한 연구)

  • Cho, Yun-Seong;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.80-88
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    • 2011
  • The concept of the modern consumption is not limited to the value of use by mere purchasing and using of the products. The consumers in modern capitalistic society, consumes the semiotic value whose meaning is socially granted, as well as the value for using. Therefore, that tendency that the symbolic sign of the products is consumed to differentiate oneself from the others and express oneself appears. The designed hotel that reflects the features of sign consumption in the modern society and where the discriminate experience can be enjoyed through the unique and diversified design expression is drawing our attention. Therefore, in this paper, based on the theoretical consideration of semiotics, the tendency of sign consumption and its feature appearing in the modem society has been studied. And through the case studies of the hotels which have been built since the 2000s, how such features can be expressed in the space has been studied. As a result of the study, as for the features of expression of modern semiotic consumption society shown in the design hotels, the diversity breaking from the uniformity by the diversified thinking, the hybrid attribute, and the attribute of the differentiated entertaining images, based on hedonism, the inherent symbols and narrative attribute, and the flexible interactions through the experience of emotional consumption, are appearing.

A Study on The Possibility of The Convergence Education In Engineering (공학 분야의 학문융합교육 가능성 분석)

  • Park, Sung Mi
    • Journal of Engineering Education Research
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    • v.17 no.6
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    • pp.53-61
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    • 2014
  • This study aims to identify on the possibility of the convergence education in engineering. Delphi survey on a panel of experts was chosen to be the main methodology for this study, drawing the main factors of convergence education in engineering. From Oct. 10 to Nov. 25, 2013, a three-round Delphi survey was implemented to collect data. A panel of eighteen experts were involved in this survey. For statistical processing, descriptive statistics including frequency, percentage, mean and standard deviation were carried out along with internal reliability test on the survey instrument. First, the possible convergence of disciplines in engineering were found to Design, Industrial design, ICT, Health care services, Video media, Business and Administration, Organizational psychology, Sociology, Humanities and Aesthetics. Second, the convergence education factors to be most important demanded creativity, idea generation techniques such as the expression of thought communication skills, technical expertise in the field per line, understanding of basic knowledge, verification of common elements among different disciplines, understanding of other disciplines fusion in engineering, artistry and imagination, etc. Third, requirements for the talented person of convergence were the open mind and enthusiasm, creative imagination, accept the opinions of others, skills capacity as a creative expression, and challenges. Above-mentioned requirements are found to be the necessary elements for convergence education.

Real-time shadow creation technique for a online game (온라인 게임을 위한 실시간 음영 생성 기법)

  • Lee, Sung-Ug;Bae, Jae-Hawan
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.635-638
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    • 2008
  • Online games' environments have recently changed with developments of computer technique. Various factors such as respective for realistic expression, solidity, the quality of the material, shadow, should be considered. In these factors, shadow expression plays a important role for realistic one. A lot of repeated operation should be executed to provide shadow. In other words, realm division against a lot of dots to estimate objections and the degree of brightness should be divided. This paper provides effective methods to perform realistic shadow through mapping LOD of objections as shadow without drawing data to judge the realm of shadow for shadow creation.

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The Effect of Perceived Affordances of Gamified Avatar Fashion Styling on Metaverse Engagement Behavior Intention (지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향)

  • Jeeweon Wee;Namhee Yoon;Yoon-Jung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.560-576
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    • 2023
  • Drawing on gamification affordance theory, this study examines the relationships among key affordances of avatar fashion styling, perceived enjoyment, and engagement behavior intentions-defined as the intention to share content on avatars in the metaverse platform-and the moderating role of metaverse familiarity. Based on survey data collected from 198 Korean ZEPETO users with avatar fashion styling experience, the hereby proposed research model was tested with structural equation modeling. The results demonstrated that self-expression and competition positively influenced perceived enjoyment, which subsequently affected customers' engagement behavior intention. Furthermore, metaverse familiarity as a moderating effect intensified the positive association between affordances and perceived enjoyment as well as between perceived enjoyment and engagement behavior intentions. The individual interaction effect of each affordance dimension on perceived enjoyment was different, with self-expression having a greater influence on enjoyment among the high-familiarity group and competition having a greater influence on enjoyment among the low-familiarity group. Considering that users with low metaverse familiarity might have higher needs for social interaction for adaptation, competition, being more socially triggering, might have affected these users more crucially.

The Effects of Storybooks-making Activities Based on Masterpiece Appreciation on the Language Expression and Picture Appreciation Ability of Young Children (명화감상에 기초한 이야기책 만들기 활동이 유아의 언어표현력과 그림감상능력에 미치는 영향)

  • Lee, Seon Kyung;Choi, Hye Yoon
    • Korean Journal of Child Education & Care
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    • v.18 no.2
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    • pp.49-63
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    • 2018
  • The objective of this study is to understand the effects of storybook making activity based on masterpiece appreciation on the language expression and picture appreciation ability of young children. Targeting 47 five year-old children of S & A kindergartens in Gwangju Metropolitan City, they were randomly assigned like 23 children for experimental group and 24 for comparative group. The experimental group performed the storybook making activity based on masterpiece appreciation for four sessions within 12 weeks while the comparative group expressed their feelings and thought into painting after appreciating masterpieces during the same period of time. Using SPSS 18.0 Program for the collected data, t-test was conducted for differences in the results of language expression and picture appreciation ability. The results of this study are as follows. First, the storybook making activity based on masterpiece appreciation had significant effects on the whole language expression except for sentence length, and it improved the language expression of young children. Second, the storybook making activity based on masterpiece appreciation had significant effects on the overall picture appreciation ability, and it improved the picture appreciation ability of young children. Such results imply that the whole process of appreciating masterpieces and making/appreciating storybook by expressing pre/post stories of painting into writing and drawing would be an effective teaching/learning method for the improvement of language expression and picture appreciation ability of young children.

Lycopene-Induced Hydroxyl Radical Causes Oxidative DNA Damage in Escherichia coli

  • Lee, Wonyoung;Lee, Dong Gun
    • Journal of Microbiology and Biotechnology
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    • v.24 no.9
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    • pp.1232-1237
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    • 2014
  • Lycopene, which is a well-known red carotenoid pigment, has been drawing scientific interest because of its potential biological functions. The current study reports that lycopene acts as a bactericidal agent by inducing reactive oxygen species (ROS)-mediated DNA damage in Escherichia coli. Lycopene treatment elevated the level of ROS-in particular, hydroxyl radicals ($^*OH$)-which can damage DNA in E. coli. Lycopene-induced DNA damage in bacteria was confirmed and we also observed cell filamentation caused by cell division arrest, an indirect marker of the DNA damage repair system, in lycopene-treated E. coli. Increased RecA expression was observed, indicating activation of the DNA repair system (SOS response). To summarize, lycopene exerts its antibacterial effects by inducing $^*OH$-mediated DNA damage that cannot be ameliorated by the SOS response. Lycopene may be a clinically useful adjuvant for current antimicrobial therapies.

The Effects of Storybook Reading Methods on Children's Language Expression and Drawing Representation Abilities (멀티미디어 동화방식과 구연동화 방식이 유아의 언어표현력과 그리기 표상능력에 미치는 영향)

  • Kim, Jeong-Kyoum;Byun, Jeong-Sook
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.209-213
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    • 2012
  • 본 연구는 유아를 대상으로 멀티미디어동화방식과 구연동화방식이 유아의 언어표현력과 그리기 표상능력에 미치는 영향이 다른가를 알아보기 위해 수행되었다. 구체적으로 설정한 연구문제는 다음과같다. 1. 멀티미디어동화방식과 구연동화방식에 따른 유아의 언어표현력에는 어떤 차이가 있는가? 2. 멀티미디어동화방식과 구연동화방식에 따른 유아의 그리기 표상능력에는 어떤 차이가 있는가? 연구대상은 D광역시에 소재하고 있는 K유치원과 S유치원으로 만5세 유아 50명이었으며, 집단별로 사전과 사후에 각각 그리기 표상능력과 언어표현력 검사를 실시하였다. 실험처치는 5주에 걸쳐 이루어졌으며, 자료 분석은 공변량분석을 실시하였다. 본 연구에서 얻어진 주요 결과는 첫째, 멀티미디어동화 방식 집단이 구연동화 방식 집단에 비해 언어표현력 점수가 높았고, 둘째, 멀티미디어동화방식 집단이 구연동화방식 집단에 비해 그리기 표상능력 점수가 높았다.

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