• Title/Summary/Keyword: funny

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Unexpectedness in Christmas season window displays (크리스마스 시즌 윈도우 디스플레이에 나타난 의외성)

  • Kim, Bora;Yoon, Jung-A;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.25 no.5
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    • pp.577-592
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    • 2017
  • The purpose of this study was to propose various directions for effectively proposing window displays that satisfy changing consumer needs by investigating and analyzing the characteristics of unexpected expressions used in recent Christmas windows. Research was conducted by investigating unexpectedness in window displays through literature reviews and previous studies. To observe unexpectedness in Christmas windows, website-based case images of window displays from the six years between 2010 and 2015 were collected from the department stores of Bergdorf Goodman, Printemps, Selfridges, and Isetan. Unexpected expressions in department-store Christmas window displays could be categorized into four expressive methods of hybrid expressions, figurative expressions, amusing expressions, and exaggerative expressions. The results were as follows: First, hybrid expressions are interpreted by consumers as having new or diverse meanings that change the original external forms of subjects or objects. Second, Christmas colors are used in the window backgrounds' figurative expressions, but these windows do not use excessive expressions; furthermore, these windows personify people as animals and anthropomorphize animals as people, using subjects to depict other subjects to show unfamiliar images. Third, amusing expressions are used to decorate windows with unique and novel ideas that provide stimulation and amusement for customers and capture their attention through the composition of windows that entail childish props and elements that create funny. Fourth, exaggerative expressions deliberately stretch and expand subjects or objects in windows to elicit customers' curiosity and interest through emphasis.

Strategic Errors Detection in Gameplay by the Inspection of Payoff Matrices (보수행렬 검사를 통한 게임플레이의 전략적 오류 검출)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.13-18
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    • 2011
  • Sid Meier said, "A game is a series of interesting choices." This means the interesting choices make the game funny. In this paper, we define the no interesting options in the gameplay as strategic errors of the gameplay and suggest a detection method of these errors of the gameplay. The suggested method detects the strategic errors of the gameplay by the inspection of the payoff matrices. This method can detect the options of no strategies of the opponent, dominant options, dominated options, similar options with almost same payoffs in the case of the inspection of the payoff matrices. Additionally it can detect the options of the expected payoff with excessively high, the options of the expected payoff with excessively low, the options of the usage probability with excessively high, and the options of the usage probability with excessively low in the case of the inspection of the payoff matrices with the corresponding frequency rates.

A Study on Parody Expressed in Modern Fashion (현대복식에 나타난 패러디에 관한 연구)

  • Yang, Lee-na;Kim, Moon-Suk
    • The Journal of Natural Sciences
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    • v.8 no.2
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    • pp.237-255
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    • 1996
  • Parody, which is the device of humorous Postmodernism artists, has been from the comic immitation with the popular and well-known object. It's expressive techniques are very various such as similarity, transformation, exaggeration, irony, parados, inversion etc. and also it can be used another techniques of designer's will and ability based. Parody's effect consists of satire, mockery, scorn, ridicule, unexpectedness, defamiliarize, playfulness, wit, respect, esteem, wonder and so on of the original. So parody has a critical distance from the original, whichis the object of immitation. Ultimately, the expression of parody can be as extensive as from an ironic and funny inversion still containing the respect for the original to a contemptuous mockery. Nowadays Parodists have a tendency to use parody actively in order to criticize the real world or to meet the past with ironic recontextualize. And parody include the specific characters of postmodern design. So parody is widely known as a effective forms of expression in now-a-days our environment surrounded with the postmodern esthetics, and it's request will be increased rapidly. As a part of art, parody is apt to use widely in Fashion too. And from a historical standpoint it is to reconstitute the past with a critical eye and finally to become a new technique to create the new Fashion style with an intention of extension of design area.

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Development of Personal Training System Using Functional Game for Rehabilitation Training (재활훈련 기능성 게임 콘텐츠를 이용한 Personal Training System 개발)

  • Ryu, Wan-Seok;Kang, Han-Soo;Kim, Hyu-Jeong;Lim, Chang-Joo;Chung, Sung-Taek
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.121-128
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    • 2009
  • In this paper, we have developed the balance board with electronic devices to use in various fields of remedial and physical balance exercise with interesting game and the functional game. Rehabilitation training using a funny game will be effective for patient's rehabilitation training. A Personal training system uses a balance board with an acceleration sensor and the game controlled by physical balance. To evaluate the operation of the developed system, we developed rehabilitation training game. The proposed game can be applicable to rehabilitation and balance training, and suggested game interface method could use a commercial game with various function through our emulator.

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A study on the production of children's storybooks using augmented reality technology (증강현실기술을 적용한 유아용 동화책 제작에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.435-442
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    • 2017
  • Using augmented reality to make children's books more realistic, engaging, and funny makes a great sense in terms of education. The purpose of this study is to share the experience of the production method with the story of the fairy tale which is widely known to the children as the augmented reality video contents and to act as a guide book to make the application of the augmented reality technology to the field of book publishing easier. I want to. Also, in this development, the principles and the method of making augmented reality storybooks are provided to beginners of the augmented reality contents production including the 3D modeling production method used for the augmented reality production, the method of using Unity3D engine, and the method of producing the vuforia marker, It is a study that guides you to use it immediately.

Characteristics of Character Costume in the Theme Park (테마파크 캐릭터 코스튬의 특성)

  • Cho, Hyun-Jin;Cho, Woo-Hyun
    • Journal of the Korean Society of Costume
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    • v.57 no.7
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    • pp.137-152
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    • 2007
  • The purpose of this study is to research on concept, consisting factors, and specialties of theme park' character costumes to understand better about character costumes as well as to establish fundamental research data. The characteristics of character costumes in the theme park are as follows. First, theme park' character costumes are personified so that visitors may feel friendly and have emotional communication with them. Specially, costume that anthropomorphize an animal(85.3%) and silhouette of lozenge style(86.8%) dominated the highest weight. Animal figures are walking upright and wearing human's clothes. They communicate with visitors using mime actions. Second, various types of body proportion is applied to highlight the characteristics of character costume. Most character costumes are applied with unrealistic body proportion. This unrealistic body proportion give abnormal image and looks funny. The important factor is size of their head. Especially, 3.5 body proportion(78.9%) is general. Third, simplification, exaggeration, shrinkage, and modification are other factors. Simplification is applied differently by parts. Pocket, collar details are simplified to clarify the character's image. More simplification can lead to ommission. For their head, peculiar parts look stand out but other parts are simplified to stress their characteristics. Exaggeration is used with shrinkage to give strong impression to visitors. Forms are broken intentionally and they are modified. They look impressive because they are not harmonized. It is unexpected image and induces humor and familiar feelings. Matter of stylization includes exaggeration, shrinkage, modification and movement of actors that have tangible factor of character costume.

A Study on the Grotestesk and the Nietzsche's 'Tragedy' in Victor Hugo (빅토르 위고의 '그로테스크'와 니체의 '비극'연구)

  • Kim, Seok-Weon
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.363-371
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    • 2019
  • The purpose of this study was to look at the grotesque characteristics of the preface to "Cromwell, 1827" by Victor Hugo and to identify the differences in the ancient Gris Tragedy. Also, Victor Hugo and Nietzsche were interested in the Middle Ages, and wanted to see if there were any differences. The main findings of the study are the grotesque phenomenon of Victor Hugo in the "Satirus" at Dionyson Theater in Nietzsche's Gris tragedy. When you classify them, first, the appearance of humans and animals mixed in. Second, Satyrus uses the mask as a grotesque material in a humorous and funny atmosphere. Although there were many ways to define grotesque aesthetics and philosophy, there was still a lack of research on grotesque. Future studies should be conducted in detail in social phenomena over time.

Comic Strips on Health Drawn by a Medical Doctor (의사가 그리는 건강 상식 만화)

  • Kim, Seul Ki;Lee, Jin Han;Chung, Min Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.102-107
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    • 2018
  • Through the humorous comic strips which contain beneficial health information, people are able to accept the information willingly. The corresponding author as a medical doctor has elaborated four-frame comic strips including the health information and published 27 episodes in the major domestic newspaper. The aim of this research informing the author's experiences was to help other experts distribute their knowledge through the comics. For the comic strips, writing was succeeded by drawing. Writing was done as follows: First, the useful and followable health information was introduced to make the comic strips beneficial. Second, the information was logically explained to make the comic strips easy. Third, the information was mixed with joke to make the comic strips funny. As far as the author experienced, it was advantageous for the experts to draw comics by themselves. If ones have expertise in their fields such as law, architecture, they can be confident of drawing good comics.

A Development of Traffic Safety Education Application Using Mixed Reality (혼합현실을 활용한 교통 안전교육 애플리케이션 개발)

  • Kim, Kang-Ho;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1602-1608
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    • 2019
  • In this study, we developed a "Zetton Children's Traffic Safety Education" application using mixed reality to help children experience a variety of traffic situations indirectly and to help them defend themselves from accidents. We analyze the types of high mortality child traffic accidents to set learning goal. And we developed the experience-oriented contents that players could acquire signal systems and traffic information naturally and funny in the course of playing scenarios according to designed various traffic situations. In order to verify the educational effectiveness of the developed application, children were given traffic safety education through after-school education activities. The result shows that the frequency of right answers to questions related to traffic safety awareness and learning objectives is increased.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.