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      • 도시공원의 시각자원 관리를 위한 경관분석에 관한 연구 : 중국 제남시 도시공원을 중심으로

        이효염 전북대학교 일반대학원 2018 국내박사

        RANK : 2892

        The research aims to compare the richness of landscapes of three urban parks in Jinan (Shandong Province, China) through landscape analysis of the visual resources of these urban parks. The authors also attempted to reveal the relationship between the quality of visual landscape resources and the landscape characteristics. Moreover, the main factors influencing people’s impression of urban landscapes were explored and those affecting the visitors’ satisfaction for management were also studied. In this way, the authors expected to provide basic information and theoretical bases for protecting landscape resources and improving landscape management. Jinan in Shandong Province is referred to as the spring city in China for its rich and precious underground natural spring water resources. The urban parks constructed with these resources are endowed with valuable appreciation and scientific research significance. In the research, three urban parks (i.e. Baotu Spring Park, Daming Lake Park, and Wulong Pool Park” that form the Baotu Spring Cluster in the downtown of Jinan city were taken as the research objects. On this basis, the characteristics of visitors’ population economics and the utilization form of the parks were investigated, and the visual entropy calculated. The authors also evaluated visitors’ impression of the parks and analyzed the satisfaction for the landscape management. The following results are obtained in the research: Firstly, visual entropy was adopted to reflect the richness of different landscapes. It was calculated that among the nine landscape control points (LCPs), LCP7 showed the highest landscape richness while LCP1 presented the lowest. As for the whole parks, they were listed in a descending order in terms of the landscape richness as Wulong Pool Park, Daming Lake Park, and Baotu Spring Park. Secondly, it can be seen from the average values of visitors’ impression of visual landscape resources in the urban parks that: experts and ordinary people reached basically consistent evolution results for their impression of LCP1, LCP2, and LCP4 of Baotu Spring Park and LCP7 and LCP 9 of Wulong Pool Park in the 31 semantic differential scale words (SDSWs) set in the research. However, great difference or opposite cognitive difference existed in visitors’ impressions of the characteristics of the parks in terms of LCP4, LCP5, and LCP6 of Daming Lake Park and LCP8 of Wulong Pool Park. The X20 (vegetation coverage), X13 (vitality), and X1 (beauty) were the most significant indexes for landscape characteristics of Baotu Spring Park. The X9 (scale), X6 (spatial openness), and X3 (light sensation) were primary indexes for landscape characteristic of Daming Lake Park. As for Wulong Pool Park, the most significant indexes for landscape characteristics included X9 (scale), X21 (variation), and X26 (accessibility). Thirdly, exploratory factor analysis (EFA) was carried out for the impression evaluation of the visual resources of the three urban parks. The results manifested that 7 principal components can be extracted from the landscape characteristics comprising the 31 SDSWs and their eigenvalues were 7.851, 1.932, 1.569, 1.445, 1.259, 1.207, and 1.067, respectively. The cumulative contribution of variance of these principal components was 52.796%. The seven factors (Factor 1~Factor 7) were named Friendliness, Spatial Scale, Mystery, Diversity, Refinement, Amenity, and Culture, respectively. Fourthly, the significance results of the factor scores classified by respondent’s attributes revealed that factor scores of Baotu Spring Park (experts), Daming Lake Park (ordinary people), and Wulong Pool Park (ordinary people) classified by gender showed significant difference. The results of ANOVA test and LSD test revealed that the factor scores were significantly correlated with the age, educational background, profession, and monthly income. Fifthly, the results of multiple linear regression between the overall score and the impression characteristic of landscapes suggested that Friendliness, Mystery, Refinement, Amenity, and Culture were the most important five factors influencing the overall visual evaluation of the landscapes. Sixthly, the analysis results of the average satisfaction for landscape management indicated that these parks were listed in a descending order as Baotu Spring Park, Daming Lake Park, and Wulong Pool Park in terms of the satisfaction for the overall management. To be specific, the Baotu Spring Park was assessed to have the highest satisfaction for the vegetation management, followed by Daming Lake Park and Wulong Pool Park, successively. As to the facility management, the Daming Lake Park was evaluated to have the highest satisfaction, followed by Baotu Spring Park and Wulong Pool Park, successively. With regard to the visual management, these parks were ranked in a descending order as Baotu Spring Park, Daming Lake Park, and Wulong Pool Park. In addition, Daming Lake Park showed the highest satisfaction for policy management, which was followed by Wulong Pool Park and Baotu Spring Park in succession. Seventhly, the factor analysis results of satisfaction for landscape management indicated that four principal components can be extracted. Furthermore, the principal component scores and the multiple linear regression analysis of visitors’ revisiting willingness demonstrated that elements of management that affected the revisiting willingness of visitors can be listed in a descending order as visual management, vegetation management, policy management, and facility management. Based on the above research results, the author suggested that these urban parks should improve visitors’ perception experience from perspectives of Friendliness, Mystery, Refinement, Amenity, and Culture by combining the demands of different visitors. Especially, the visual management of the urban parks needs to be enhanced.

      • 반응 억제와 시각탐색의 상호작용

        주유정 연세대학교 대학원 2017 국내석사

        RANK : 2863

        The ultimate goal of cognitive system is to distinguish essential information from the flow of a successive amount of information. As those selections are multiple-stage process, they occur as various forms from blocking unnecessary perceptual inputs to inhibiting inappropriate thoughts and actions. The present study examined whether response inhibition has an effect on subsequent visual search. In Experiment 1, participants were required to press a response button with their left index finger as quickly and accurately as possible when Go cue was presented on the screen but had to countermand their action on seeing No-go cue presented on the screen (Go/No-go task). No-go cue was presented on 33% of trials. A visual search array then was followed for searching the target among 3 or 7 distractors. We observed that overall search response time(RT) was slowed after countermanding response on No-go trials as compared with Go trials which required to press a button, but its search efficiency was not impaired. In Experiment 2, participants made a speeded response to indicate whether the color of circle was red or green, but they had to countermand their action when listening to auditory stop signal (stop-signal task). On 33% of trials, a stop-signal was provided. Then they had to search the target among distractors. The result showed that visual search efficiency was impaired when participants countermanded their response as compared with when they made a response. These findings suggest that cancellation of planned action interferes with the visual search, and response inhibition and visual search could partially share their cognitive resources. 인지체계의 궁극적인 역할은 끊임없는 정보의 흐름 속에서 필수적인 정보를 구별하는 데 있다. 이러한 선택은 다층적인 과정으로서, 불필요한 지각적 입력을 차단하는 단계에서부터 부적절한 생각과 행위를 중단하는 단계까지 다양한 방식으로 발생한다. 이에 본 연구는 지각과제에서 반응을 멈추는 행위가 후속 시각선택에 미치는 영향을 검토하였다. 실험 1에서 참가자들은 화면에 반응 단서가 나타나면 반응 버튼을 빠르게 누르고 무반응 단서가 나타나면 반응을 멈추어야 했다(반응/무반응 과제; Go/No-go task). 이어서 주변에 등장한 탐색 배열 중 표적을 찾아 보고해야 했다(시각탐색 과제; visual search task). 표적자극은 세 개 혹은 일곱 개의 방해자극과 함께 등장하였다. 그 결과 반응 이후보다 무반응 이후에 탐색 반응시간이 전반적으로 느려졌지만, 탐색 효율성은 변하지 않았다. 실험 2에서 참가자들은 화면에 나타난 도형의 색깔을 판단하여 반응하되 경고음이 들리면 반응을 멈추어야 했다(정지신호 과제; stop-signal task). 이어서 방해자극과 함께 등장한 표적을 탐색하였다. 그 결과, 반응을 했을 때에 비해 반응을 멈춘 상태에서 시각탐색의 효율성이 감소하였다. 두 실험의 결과는 이미 활성화된 반응 계획을 취소하는 행위가 시각탐색을 방해한다는 점을 지지하며, 반응 억제와 시각탐색이 부분적으로 인지적 자원을 공유할 가능성을 시사한다.

      • 시각장애 학생을 위한 전자도서관 설계

        양영주 연세대학교 교육대학원 2006 국내석사

        RANK : 2843

        The study focuses on designing a digital library for the visually impaired for whom use computers as a tool for developing information literacy skills.Two traditional methods of acquiring information for the visually handicapped are phonographs and Braille. However, it would be much more effective if they are learning via computers since a half of them have computer usage skills.Web Based Instruction was on the rise as the learning methods and various resources are made as computer files nowadays. If those files are transformed into certain formats, loaded and shared on the digital libraryfor the blind, it will provide them more opportunityto access to massive information especially for students.Accordingly, in order to narrow down the digital divide between the visually impaired and healthy people, it is necessary to study continuously on the web accessibility for the visually handicappedas well as develop the effective ways of transforming the changeable electronic resources. 본 논문에서는 컴퓨터를 이용한 시각장애를 가진 학생의 교육 및 학습에 관한 정보활용의 수단으로 그들을 위한 전자도서관 설계에 관하여 살펴본다.시각장애 학생들의 정보습득 방법이 현재 녹음이나 점자 두 가지 방법이 보편적이지만 컴퓨터 이용능력이 거의 50%에 가까운 수준인 이들에게 컴퓨터를 이용하여 정보습득을 하게 한다면 녹음이나 점자로 제작하여 정보습득을 하게 하는 것보다 몇 십배, 혹은 몇 백배에 달하는 경제적, 교육적 효과를 얻을 수 있을 것이다.교육부분에 WBI(Web Based Instruction) 교수학습방법이 대두되어 많은 자료들이 컴퓨터 파일로 만들어지는데 이 것들을 시각장애 학생들이 이용할 수 있는 자료포맷으로 변환하여 웹 접근성이 가미된 전자도서관이라는 공간에서 공유한다면 학업을 하려는 시각장애 학생들에게 좀 더 많은 자료들과 접할 수 있는 기회가 될 것이다.따라서, 시각장애인과 정안인 사이의 정보격차를 줄여 나가기 위해서는 시각장애인들을 위한 웹 접근성에 관한 연구는 물론 계속 변화하는 자료파일들에 대해 효과적인 변환 방식에 대한 깊이있는 연구를 통해서만이 가능하리라고 본다.

      • 농촌문화경관의 장소마케팅을 위한 시각자원관리 연구

        유준완 전북대학교 일반대학원 2020 국내박사

        RANK : 2620

        Development business such as government support policy or incessant research has improved a quality of life of people and increased convenience. However, regional features has been lost because rural landscape has been damaged and changed to uncharacteristic form due to this changes. As a result, improvement of “Rural Landscape Management” has been demanded as a measure against corruption issue of rural landscape. In this days, necessity of development which is considering natural environment, cultural value, and historical value has been emerged compared to improvement of a quality of life or residential environment. Rural scenery which is called “Rural Cultural Landscape” is directed with natural landscape, living landscape, and production landscape which reflect specific lifestyle of local. If “Rural Cultural Landscape” is continuously preserved, this will be maintained with unique feature of local. This will have a positive effect to tourists who want to experience various rural landscape, and attract a number of tourists. Also a growth in the number of tourist will cause a huge job creation and increase income of region as well. Unique and highly preferred rural landscape is able to effect to a selection of tourist destination through SNS which many people use these days. A picture on SNS makes people decide to travel and select tourist destination because they can look for a tourist spot through SNS in the form of “Viral Marketing”. Therefore, a landscape should be directed with visually outstanding and unique value, and we need to build great marketing strategy such as “Place Marketing” for attraction of a huge number of tourists by utilizing the special landscape. This theory suggests “Visual Resource Management” of “Rural Cultural Landscape” which is directed by unique rural lifestyle and production landscape. First of all, discrimination of the specific landscape is needed to utilize “Place Marketing” strategy for “Rural Cultural Landscape”. Therefore, among “Living Landscapes” and “Rural Production Landscape”, we reclassified “Living Landscape” into “Traditional Living Landscape” and “General Living Landscape”, and chose representative “Rural Cultural Landscapes” which reflect specific lifestyle and culture of the region for decades. And then, to derive measures of “Visual Resource Management”, “Space Image” survey and “Visual Preference” survey were performed for selected “Rural Cultural Landscape” based on the types. For deriving measures of “Visual Resource Management”, “Traditional Living Landscapes”, the first type of “Rural Cultural Landscape”, is consist of “Gyeongju Yangdong Village”, “Andong Hahoe Village”(both are are listed on UNESCO), and “Asan Oeam Village”(which is potentially listed on UNESCO). “General Living Landscapes”, the second type of “Rural Cultural Landscape”, is made up of “Damyang Mewol Village”, “Jinan Wonyeonjang Village”, and “Nonsan Dolgaesotdae Village” which are awarded at the “Contest of Ministry of Agriculture, Food and Rural Affairs”, (but they are not a part of “Traditional Living Landscape”), and show off in a cultural way. Lastly, “Rural Production Landscapes” is composed of “Hadong Tea Field”, “Geumsan Ginseng Field” and “Damyang bamboo field” which show great rural scene and are listed on “National Important Agricultural Heritage System of Korea” (which is registered by government). Based on selected regions, a survey was performed for urban and rural residents and landscape experts, and then “General Information”, “Space Image” of target regions, and “Visual Preference” of “Rural Cultural Landscape” were analysed. When looking for the purpose of visiting a rural area in general about the rural area, it appeared in the order of “Landmark Visit”, “Rural Experience”, “Landscape Appraisal”, “Rest”, “Festival”, “Accommodation”, “Light exercise”. Urban residents and rural residents showed higher interest in rural landscapes than experts. Also, as age increases, interest in rural areas has increased. When looking for “Space Image” of “Traditional Living Landscapes” about the rural area, they make people feel the image of “Traditional”, “Natural”, “Friendly”, “Simple”, “Monotonous”, and “Static”. This is because each target site contains traditional buildings and structures, harmonizes with surrounding natural objects and topography, and is considered to be uncomplicated compared to cities. When looking for the “General Living Landscapes” about the rural area, they make people feel the image of “Clean”, “Vivid”, “Simple”, and “Monotonous”. This is because the “General Living Landscapes” of life does not show a distinctive feature, but the landscape in the village is well-organized and has an uncomplicated appearance compared to the city. When looking for the “Rural Production Landscapes”, they make people feel the image of “Straight-line” and “Simple”. This is because the “Rural Production Landscapes” are needed to be organized due to comport of agriculture. As a result of “Factor Analysis” of “Space Image”, “Traditional Living Landscapes” were divided into five factors: “Amenity”, “Reconcilability”, “Regularity”, “Mystery”, and “Openness”, and “General Living Landscapes” were divided into four factors: “Amenity”, “Reconcilability”, “Regularity”, and “Mistery”, so that “Traditional Living Landscapes” and “General Living Landscapes” are somewhat similar. “Rural Production Landscapes” were divided into four factors: “Aesthetic”, “Regularity”, “Openness”, and “Mystery”, and this can be said that they were divided into different types of factors from “Traditional Living Landscapes” and “General Living Landscapes” Factors influencing “Visual Preference” were identified through “Multiple Regression Analysis” with overall preference as a dependent variable. In “Traditional Living Landscapes”, the management status of structures and the color of residential landscapes have an effect. When looking for the “General Living Landscapes”, the specificity of topographic and geospatial, distinguish and beauty of short, middle, and long range view, and the color of residential landscapes were found to affect. When looking for the “Rural Production Landscapes”, the specificity of topographic and geospatial, the scale and the change of farmland, distinguish and beauty of short, middle, and long range view, and the color of residential landscapes were found to affect. As a result of analyzing the relationship between “Space Image” and “Visual Preference”, it was found that the factors of “Space Image” have a significant effect on the “Visual preference” of all “Traditional Living Landscapes”, “General Living Landscapes”, and “Rural Production Landscapes”: “Amenity” and “Regularity” in “Traditional Living Landscapes”, “Amenity” and “Reconcilability” in “General Living Landscapes”, “Regularity” and “Openness” in “Rural Production Landscapes”. Landscape should be preserved keeping characteristic to preserve “Rural Cultural Landscape”. Therefore landscape plan should be made considering images of each type of landscape based on the result of this research. Also, development which contains factors to increase “Overall Preference” is needed to be preceded rather than overall development.

      • 몰입도 환경에 따른 아바타의 시각적 현실감이 자기 인식에 미치는 영향

        이연주 연세대학교 대학원 2024 국내석사

        RANK : 2618

        렌더링 기술의 급속한 발전으로 가상 현실(Virtual Reality, VR) 환경에서 고도로 사실적인 아바타 구현을 가능하게 한다. 이러한 아바타는 사용자의 자기 인식과 상호작용 경험에 중요한 영향을 미치지만, 동시에 컴퓨팅 자원을 과도하게 소모하고 '불쾌한 골짜기' 현상을 유발하여 사용자 경험을 저하시킬 수 있기에 사실적인 아바타에 대한 세부적인 시각적 현실감 연구가 필요하다. 이에 따라, 본 연구는 가상 현실 환경에서 사실적인 아바타의 시각적 현실감이 사용자의 자기 인식에 미치는 영향을 깊이 있게 분석한다. 다양한 요인들을 통하여 시각적 현실감을 조절하고 자기 인식에 미치는 영향을 평가함으로써, 컴퓨팅 자원의 효율적 사용과 자기 인식의 유지를 가능하게 하는 시각적 현실감의 적정 수준을 탐색하고자 한다. 선행 연구들이 주로 2D 환경에서의 시각적 현실감에 초점을 맞췄으나, 본 연구는 VR 환경의 특성을 고려하여 몰입도 환경에 따른 자기 인식에 미치는 시각적 현실감의 다양한 수준을 조사하고자 한다. 본 연구는 Unreal Engine 의 MetaHuman Creator 를 활용하여 고도로 사실적인 개인 맞춤형 아바타를 구현하여, VR HMD 와 2D 디스플레이 참가자를 대상으로 실험을 수행하였다. 40 명의 참가자를 대상으로 한 본 연구는 개인 맞춤형 아바타 연구 분야에서 보다 포괄적인 분석과 통찰을 제공하는 등 상당한 기여를 한다. 분석 결과, 몰입도 환경이 자기 인식에 유의미한 영향을 미치는 것으로 확인되었으며, 특히 VR HMD 환경에서 높은 자기 인식이 나타난 것은 가상 현실에서 몰입 경험의 강화가 중요하다는 것을 시사한다. 본 연구는 또한 자기 인식에 미치는 질감과 디테일 수준의 영향력을 확인하며, 특히 중간 수준과 높은 수준의 유의한 차이가 없음을 발견함으로써, 가상 현실에서의 아바타 설계에 있어 필요 이상의 시각적 현실감이 항상 더 나은 자기 인식을 가져오지 않을 수 있음을 의미한다. 이는 컴퓨팅 자원의 효율적 활용과 사용자 경험 향상을 위한 새로운 방향을 제시하며, 가상 현실 응용 분야에서 아바타 렌더링의 기준을 제시할 수 있을 것으로 기대된다. With the rapid advances in rendering technology, the implementation of highly realistic avatars in a virtual reality (VR) environment has become a possibility. Such realistic avatars have significant effects on the user's self-identification and interactive experience. However, they consume excessive computing resources and cause the uncanny valley phenomenon, which can degrade user experience, necessitating extensive research on the visual realism of realistic avatars. Against this backdrop, this study performs an in-depth analysis on the effect of the visual realism of avatars on the user's self-identification in a VR environment, thereby adjusting visual realism through various factors and evaluating its effect on self-identification. The aim is to investigate the optimal level of visual realism that allows for efficient utilization of computing resources while allowing self-identification. Unlike previous studies that mainly focused on visual realism in two-dimensional environments, this study considers the characteristics of VR environments and investigates the various levels of visual realism that affect self-identification in an immersive environment. In this study, the MetaHuman Creator of Unreal Engine was used to create highly realistic personalized avatars. An experiment was conducted with 40 participants recruited to evaluate the effect of the visual realism of avatars on self-identification in both VR head-mounted display (HMD) and two-dimensional display environments.This study contributes significantly to the field of personalized avatar research by providing more comprehensive analysis and insights. The analysis results indicate that the immersive environment has a significant effect on self-identification. In particular, high self-identification was observed in the VR HMD environment, implying that enhanced immersive experiences are important in virtual reality. The study also examined the impact of texture and the level of detail on self-identification. The results show that there is no significant difference between moderate and high levels of detail, which indicates that when designing avatars in virtual reality, greater visual realism may not always lead to higher self-identification. The findings of this study suggest a new direction for efficient utilization of computing resources and enhanced user experiences. It is further expected that these findings will present a standard for rendering avatars in virtual reality applications.

      • 시트콤 자료를 활용한 대외 중국어 시청교육 연구 분석 : <我愛我家>를 활용

        김성희 창원대학교 2021 국내석사

        RANK : 2606

        Because of the rapid economic development and rising international status of China, the work of “Chinese international communication” has gradually became very important to our country, and its main purpose is to promote the Chinese in the world. The promotion of Chinese includes the Chinese foreign language teaching and the spread of Chinese culture. Audio-visual teaching has always been very important and effective method in second language teaching. Television audio-visual teaching is a new teaching method based on the advantages of traditional audio-visual teaching, and fulfills the tasks of foreign language teaching and culture spread. This new method provides for “Chinese international communication” broad platform. The video resource development and selection is the key to how to make the television audio-visual teaching play advantage in Chinese international communication. In this paper, we proposed that the Sitcoms could be an important resource for audio-visual teaching, and demonstrated this point from theoretical basis, the feasibility of television audio-visual teaching, and the features of Sitcoms, etc. In addition, the article carried out a specific teaching practice with the example of Sitcoms, “I love my family”. By twice implementations of instruction design, the facts show that Sitcoms can be a kind of high-quality foreign language teaching resources, not only because its applicability but also its moderate difficulty. I hope this study can provide some ideas for resource selection and teaching of television audio-visual teaching, but also hope this study can play some positive role in “Chinese international communication”. This study has its own limitations, whether in research of related literature or in teaching practice. Urge the scholars and experts criticize and give correct advice.

      • 박물관 전시 커뮤니케이션 시각 매체로서 풍속화의 역할연구 : 국립민속박물관 풍속화를 중심으로

        김현미 중앙대학교 예술대학원 2025 국내석사

        RANK : 2602

        본 연구는 국립민속박물관 전시실에 전시된 조선 후기 풍속화의 풍속 주제를 분석하고 있다. 이를 통해 풍속화가 가지고 있는 자료이자 기록으로서의 가치를 조명하고, 동시에 국립민속 박물관에서 전시 매체로서 수행하는 역할과 가치를 제시하고자 하였다. 풍속화는 민속의 구체적 장면을 가장 잘 보여주는 자료로 여타 민속 유물과 달리 구비전승과 행위 전승, 물질 전승 등 형태가 없이도 존재하며 무형의 문화까지 아우르는 기록 전승된 시각 자료이다. 이처럼 풍속화는 다양한 민중의 생활상을 구체적인 형상으로 기록하고 있으므로 민속연구 자료로서의 가치가 매우 크다. 선행연구는 풍속화가 지닌 민족의 해학적 미에 집중하거나, 풍속화를 대표하는 특정 작가와 작품 연구에 집중하는 것이 주류를 이루고 있다. 작품을 연구하는 것으로도 사회, 문화를 읽어낼 수 있겠지만 풍속화 화제를 세밀히 분석함으로써 민속자료로서의 역할을 밝히는 연구가 필요하다. 민속의 가치는 단순히 옛것에 대한 의미 부여를 넘어 다양한 관점에서 재해석되어야 한다. 특히 국립민속박물관은 전시를 통해 민속의 가치를 가시적으로 보여준다는 측면에서 중요하다. 그러므로 국립민속박물관이 전시공간에 유물을 독립된 하나의 물건으로만 전시하는 것이 아니라 풍속화를 함께 전시함으로써 유물이 사용되던 당시의 사회상, 생활상, 문화, 풍속에 대한 설명서 역할을 부여하는 것은 매우 중요하다 하겠다. 풍속화 분석 결과 풍속화는 당대 인물들의 사회경제적 지위, 가족 내 역할, 성 역할 차별 등 사회적 규범을 반영한다는 것을 알 수 있었다. 풍속화 속 경제 활동 묘사는 농경과 수공업에 의존했던 조선 후기 사회의 경제적 기반을 보여주고 공동체의 협동은 상호 의존이 조선 사회의 중요한 가치였음을 보여주고 있다. 풍속화 화제와 화소를 분석하는 것은 당시 양민의 생업의 양상과 사회질서를 파악하는 데 매우 긴요한 자료라고 말할 수 있다. 우리의 일상이 디지털 시대로 변모하면서 박물관 전시의 디지털화가 진행되고 있음은 시대를 읽어나가는 데 있어 짚고 넘어가야 할 중요한 문제이다. 국립민속박물관의 전시가 아날로그적 전시와 디지털 전시 사이에서 나아갈 방향에 대한 적극적 모색은 매우 중요한 과제이다. 풍속화를 이용한 전시 설명은 텍스트를 사용한 해설 방법이나 디지털을 활용한 시각적 자극과 달리 시각적인 의미의 부여가 가능하다. 풍속화의 도상을 통해 유물의 활용법 및 사용법에 대한 맥락적 설명을 제시하는 것은 현대에 재현된 매체들과는 다른 특이점을 지니고 있다. ‘원본이 가진 아우라’는 그 자체로 존중되어야 한다. 박물관 전시공간에서 가품이나 디지털 매체가 실물 유물의 자리를 대신하고 있는 경우들이 늘어 가고 있다. 현실을 넘어 가상 세계를 담아내는 매체는 매일 고도화되어가고 있지만, 그 안에 담겨있는 스토리에 대한 이해와 감동의 깊이가 더해질 것인가에 대해서는 의문을 지녀야 한다. 박물관은 관람객에게 준비한 내용을 전달하기만 하는 장소가 아니라, 관람객의 인식과 공감, 반응이 역으로 전달되어 새로운 시대적 자료로 활용되는 장이기 때문이다. 이제 박물관 전시 안에서 유물은 유물로서, 매체는 매체로서, 스토리는 스토리로서, 형식은 형식으로서 목적성을 놓치지 않아야 한다. 이를 위해 박물관마다 각각의 역할과 목표에 맞는 전시 매체 연구의 필요성을 제시하고자 한다. This study analyzes the genre themes of late Joseon Dynasty genre paintings exhibited at the National Folk Museum of Korea. The purpose is to shed light on the value of genre paintings as historical records and resources while highlighting their role and significance as exhibition media at the National Folk Museum. Genre paintings are valuable artifacts that serve as excellent records of past eras. Genre paintings are visual records that best depict specific scenes of folklore. Unlike other folk artifacts, they exist without a tangible form, encompassing forms of oral transmission, practice transmission, and material transmission, and even intangible culture. As such, genre paintings have great value as folk research materials because they record the way of life of various communities in concrete forms. Previous research has predominantly focused on viewing genre paintings as artworks embodying the humorous beauty of the people or concentrated on the study of specific artists and their works that represent late Joseon genre paintings. While focusing on individual works can serve as an important resource for understanding social conditions and culture, it is necessary to conduct research that highlights the role of genre paintings as folk materials and records by analyzing their themes in detail. The value of folklore should be reinterpreted from various perspectives, going beyond simply attributing meaning to the past. This is especially important for the National Folk Museum, as it plays a significant role in visually showcasing the value of folklore through its exhibitions. Therefore, it is crucial for the National Folk Museum not to display artifacts as standalone objects in the exhibition space, but to include genre paintings alongside them, thereby giving the artifacts a contextual role that explains the social conditions, way of life, culture, and customs of the time when they were used. The analysis of genre paintings revealed that they reflect the social norms of the time, such as the socioeconomic status of individuals, roles within families, and gender role disparities. Depictions of economic activities in genre paintings illustrate the economic foundation of late Joseon society, which relied on agriculture and handicrafts, and show that communal cooperation and mutual dependence were important values in Joseon society. Thus, analyzing the themes and motifs of genre paintings can be said to be an essential resource for understanding the livelihoods of common people and the social order of the time. As our daily lives transform in the digital age, the digitization of museum exhibitions has become an important issue that must be addressed to keep pace with the times. It is crucial for the National Folk Museum to actively explore the direction it should take between analog and digital exhibitions. Explanations using genre paintings can provide a visual meaning that differs from the textual interpretation methods or visual stimuli employed by digital media. Offering contextual explanations of the use and application of artifacts through the iconography of genre paintings has unique characteristics that set it apart from modern reproduced media. The 'aura' of an original object must be respected in itself. Cases where replicas or digital media are replacing real artifacts in museum exhibition spaces are becoming more common. While media that capture the virtual world are becoming more advanced every day, there should be questions about whether the depth of understanding and emotional impact of the stories contained within them will increase. Museums are not just places where prepared content is delivered to visitors; they are spaces where the perception, empathy, and reactions of visitors are reciprocally shared and used as new era materials. Now, within museum exhibitions, artifacts should be valued as artifacts, media as media, stories as stories, and formats as formats, without losing their intended purpose. To achieve this, it is necessary to emphasize the need for research into exhibition media that align with the specific roles and goals of each museum.

      • Rushed and Drained: An Experimental Study on Preference for Low-Density Store Interiors

        Haerin Lee 고려대학교 대학원 2024 국내석사

        RANK : 2589

        This study examined the impact of time pressure on consumers’ store interior preference, focusing on the mediating role of perceived resource depletion. Three hypotheses were proposed: (H1) time pressure increases preference for low-density store interiors, (H2) time pressure increases perceived resource depletion, and (H3) perceived resource depletion mediates the effect of time pressure on preference for low-density store interiors. An experiment with 80 participants was conducted, where they were randomly assigned to high or low time pressure conditions and evaluated store interiors with varying visual density. The manipulation check confirmed that time pressure significantly increased perceived time scarcity. However, the effect of time pressure on resource depletion was not statistically significant, and no mediating effect was observed. Interestingly, participants consistently preferred low-density interiors regardless of time pressure conditions. These results suggest the need to consider the inherent aesthetic appeal of stimuli and the limitations of scenario-based manipulations when studying store interior design. This research contributes to a deeper understanding of consumer behavior by integrating time pressure, cognitive resource depletion, and visual density, and offers practical implications for store layout and marketing strategies. Future studies should employ immersive experimental settings and incorporate diverse psychological and behavioral measures to better elucidate the complex mechanisms of consumer responses under time pressure. 본 연구는 시간 압박이 소비자의 인지 및 감정에 미치는 영향을 탐구하고, 인지적 자원 고갈의 매개 역할을 검증하고자 하였다. 이를 위해, 첫째, 시간 압박은 저밀도 매장 인테리어에 대한 선호도를 증가시킬 것이다(H1), 둘째, 시간 압박은 지각된 자원 고갈을 증가시킬 것이다(H2), 셋째, 지각된 자원 고갈은 시간 압박이 저밀도 매장 인테리어 선호도에 미치는 영향을 매개할 것이다(H3)이라는 가설을 설정하였다. 80명의 참가자를 대상으로 한 실험에서, 참가자들은 시간 압박 수준(높음 vs. 낮음)과 시각적 밀도가 다른 매장 인테리어를 평가하였다. 조작 점검 결과, 시간 압박 조건은 주관적 시간 부족감을 유의하게 증가시켰다. 그러나 시간 압박이 인지적 자원고갈을 증가시키는 효과는 유의하지 않았으며, 자원 고갈의 매개 효과 또한 확인되지 않았다. 흥미롭게도, 참가자들은 조건과 무관하게 저밀도 인테리어를 일관되게 선호하는 경향을 보였다. 이러한 결과는 실험 설계 측면에서 시나리오 기반 시간 압박 조작의 한계와 자극물의 내재적 매력도를 고려할 필요성을 시사한다. 본 연구는 시간 압박과 자원 고갈, 그리고 매장 인테리어의 시각적 밀도가 소비자 행동에 미치는 영향을 통합적으로 검증한 점에서 의의가 있으며, 매장 설계 및 마케팅 전략에 실질적 시사점을 제공한다. 향후 연구에서는 실제 쇼핑 환경과 유사한 몰입형 조건을 도입하고, 다양한 심리적 및 행동적 변수를 측정하여 소비자 행동의 복합적 메커니즘을 보다 명확히 이해할 필요가 있다.

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