• Title/Summary/Keyword: funology

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A Study on the Funology of Fashion Design in the Post-digital Age - With a Focus on Internal Meanings and External Expressions - (포스트 디지털 시대의 퍼놀로지 패션 디자인에 관한 연구 - 내적 의미와 외적 표현을 중심으로 -)

  • Na, Hyun-Shin
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.47-57
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    • 2008
  • Funology is a compound word with fun and technology which means the products or activity carrying fun and technology at the same time. This is one of the key words that can explain the culture of post-digital generation amongst the post-digital age. The purpose of this study was to provide the creative ideas to develop the fashion designs showing funology concept for the 21st century. As a background of funology trend, general ideas about the post-digital age and the post-digital generation were reviewed. First, funology designs among the industrial products and the funology concepts in the advertisement were examined. And the ways of expression and the meanings of funology fashion designs were extracted by analyzing funology fashion between 2000 S/S and 2008 F/W. The external expression ways of funology fashion in the post-digital age were as follows: parody of popular images, inharmony by the exaggeration or transformation, trompe l'oeil, mixture of the styles shown in the children's wear and the objects of children, patterns with childlike or animation characters, and the graffiti art. The internal meanings contained in the funology fashion were 1) fantasm showing surrealistic funology that was based on the people's pursue of fantasy free from the everyday's severe routine 2) memorism showing nostalgic funology that was based on the pursue of vanishing fear of reality and going back to the childhood. To sum up, fashions showing funology were expressed in various ways in the post-digital age. This will provide the great inspirations for creating the new coming fashions and efficient healing contents for the cold-hearted emotions of nowaday's people.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
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    • s.30
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    • pp.221-243
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    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

A Study on Characteristics of Funology Spatial of the Fashion Flagship Store (패션 플래그쉽 스토어에 나타난 퍼놀로지(Funology) 공간 특성연구)

  • Oh, Hye-Lin;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.191-201
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    • 2017
  • In the 21st century, modern society is rapidly changing paradigm of environment with advancement of advanced technology and improving income levels. Such a paradigm reflected in modern design and emerged as a new spatial aspect through various cultural and artistic expressions, thus becoming a crucial role in commercial space. Reflecting on this phenomenon, fashion brands have expanded the concept of a variety of cultural, artistic, and experience cultures with a variety of cultural and artistic sectors in each of the world's major cities. The fashion companies began to focus on fashion programs featuring "Funology" as the fun which creates a sense of curiosity rather than a meaningless space and a fun experience. Therefore, this study analyzes the spatial characteristics of fashion flagship store sites using characteristics of fashion flagship store presented in the expressions of fashion, and analyzes the spatial characteristics of the fashion flagship store based on the spatial characteristics derived from the spatial characteristics of the fashion scene. Based on these results, we confirm the relationship between the Fashion Flagship and the Funology. Design Aspects of the Fashion Flagship Store with Elements of Fun and We expect continuous research as a strategic factor that provides limitless ideas for many design and creative activities.

A Study on the Emotionality of Digital Culture in Modern Fashion Design (현대 패션디자인에 나타난 디지털 문화의 감성성에 관한 연구)

  • Kim, Ji-Heui;Yoo, Tai-Soon
    • Journal of the Korean Society of Costume
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    • v.57 no.8
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    • pp.1-13
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    • 2007
  • The cold image of digital culture and its realistic limits force modern people to yearn for an emotional world characterized by a warm humanity. The kind of digital technology that appeals to such a human emotion is accepted as a new digital concept in the 21st century. The purpose of this study was to examine the characteristics of emotionality, which was a new trend in digital culture, and to discuss its form and meaning in fashion sector. It's basically meant to figure out a major trend in the 21st century's digital culture, to delve into its relationship with fashion reflecting sociocultural phenomena, and ultimately to describe in which direction future fashion would be led. Emotionality was highlighted as a reaction against an absolute pursuit of speed and cold digital technology. Emotionality of digital culture in fashion design were inserting of funology, Zen-based design and development of a clothing mixture. The emphasis of emotionality in digital culture is a new sociocultural trend that stresses the recovery of human nature. As futurologists predict that a human-centered and humanistic culture will reappear in the 21st century, fashion also will be in pursuit of human-oriented design.

A Study on the Emotional Expression of High Concept-Reflected Fashion (하이컨셉(High Concept)을 통해 본 패션의 감성적 표현에 관한 연구)

  • Baek, Jeong-Hyun;Bae, Soo-Jeong
    • Journal of the Korean Society of Costume
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    • v.60 no.9
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    • pp.120-135
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    • 2010
  • Since emotion, creativity, and imagination has become the source of creating added value, the purpose of this study is to grasp the concept of high concept which has appeared as a major key word of modern culture and analyze the types of emotional expression found in modern fashion. Study methods were focused on literature review and case study. The literature review was conducted by news stories at home and abroad. The examples of case study were collected in fashion collection journals and related Internet web sites with their focus on from 2000 S/S to 2009 F/W to analyze emotional expression found in high concept-reflected fashion. The concept of 'high concept' suggested by Pink, Daniel H. lays on stress on ability to creative emotional value or cultural artistic value hidden behind the functional value, to make stories, and to combine ideas which do not seem to be connected with existing things. As a result of study, The forms of emotional expression found in high concept-reflected fashion included: art collaboration and art inspiration which were expressed through cross-category of culture and art; multi-culture design which expresses a mixture between western fashion and oriental costumes; funology design which expresses efficient value by high technology and fun value through humorous elements; and emotional digital design which can be transformed in function, shape and the use of materials representing light which is effectively used for fashion to represent fantasy or illusion connected with digital technology.

Fun-centered HCI (재미를 위한 HCI)

  • Yoon, Ji-Eun;Lee, In-Seong;Kim, Jin-Woo;Choi, Dong-Seong;Park, Ji-Eun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.661-669
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    • 2006
  • 인간과 컴퓨터의 상호작용에서 사용성 (usability)은 사용 의도 (usage intention)를 결정짓는 중요한 요소로 주목을 받아 왔다. 하지만 최근에는 사용 의도 (usage intention)를 결정짓는 새로운 요소로서 재미 (fun to use)가 주목을 받고 있으며, 'Funology'라는 새로운 개념도 제시되었다. 재미에 대한 다양한 연구가 진행되고 있지만, 기존 연구들은 재미가 무엇인지는 여전히 명확히 정의하지 못하고 다른 감정들과 차이점을 살펴보거나 재미를 유발하는 몇몇 요소들을 제시하는데 그치고 있다. 따라서 본 연구에는 재미란 무엇인지 정의를 내리고, 사용자들이 재미를 느끼는 요소들에 대해서 살펴보고자 한다.

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A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.45-56
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    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

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