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영화 ‘기생충’에서 나타나는 몰입도에 따른 감성 키워드 비교 분석 연구 - 영화 속 공간과 가상현실 공간을 중심으로 -

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dc.contributor.author채성우-
dc.contributor.author석정은-
dc.contributor.author안구진-
dc.contributor.author장순각-
dc.date.accessioned2022-07-06T20:38:41Z-
dc.date.available2022-07-06T20:38:41Z-
dc.date.issued2021-04-
dc.identifier.issn1229-7992-
dc.identifier.issn2733-6832-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/142032-
dc.description.abstractIn the 21st century, when the media industry was developed, virtual reality (VR) became popular all over the world, making it easy for anyone to access. Currently, it is trying to integrate with VR in various content fields, and interest in video content and film production using the technology is increasing. Since VR technology is collaborated by experts from the planning stage, knowledge in architecture and interior design is essential to create a space with high immersion. In this study, the following hypothesis was established and demonstrated to prove that the physical immersion as well as emotional immersion in VR space would be higher than 2D space, based on visual emotional keywords among human perceptual sensitivity to derive comparative analysis of emotional keywords in indoor space and VR space. The experimental results show that Hypothesis 1 was established, and Hypothesis 2 was not. Furthermore, although the validation of the hypothesis enabled comparative analysis of keywords in 2D environments and PC-VR environments, it is difficult to expect absolute figures due to the lack of detail on the overall space and the relatively small number of subjects. There were also young variables during the experiment, such as experimenters complaining of dizziness and inexperience in using equipment. Therefore, it is likely that the experimenter will need to be informed of the understanding and operation of sufficient equipment in advance.-
dc.format.extent8-
dc.language한국어-
dc.language.isoKOR-
dc.publisher한국실내디자인학회-
dc.title영화 ‘기생충’에서 나타나는 몰입도에 따른 감성 키워드 비교 분석 연구 - 영화 속 공간과 가상현실 공간을 중심으로 --
dc.title.alternativeA Comparative Analysis of Emotional Keywords by Immersion in the Movie ‘Parasite’- Focused on the Space in the Movie and the Virtual Reality --
dc.typeArticle-
dc.publisher.location대한민국-
dc.identifier.doi10.14774/JKIID.2021.30.2.049-
dc.identifier.bibliographicCitation한국실내디자인학회 논문집, v.30, no.2, pp 49 - 56-
dc.citation.title한국실내디자인학회 논문집-
dc.citation.volume30-
dc.citation.number2-
dc.citation.startPage49-
dc.citation.endPage56-
dc.identifier.kciidART002713903-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthorVirtual Reality-
dc.subject.keywordAuthorMovie Space-
dc.subject.keywordAuthorVFX-
dc.subject.keywordAuthorEmotional Keyword-
dc.subject.keywordAuthor가상현실-
dc.subject.keywordAuthor영화 공간-
dc.subject.keywordAuthorVFX-
dc.subject.keywordAuthor감성 키워드-
dc.identifier.urlhttps://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE10552079&language=ko_KR&hasTopBanner=true-
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COLLEGE OF HUMAN ECOLOGY (DEPARTMENT OF INTERIOR ARCHITECTURE DESIGN)
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