• Title, Summary, Keyword: fun

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Fun of Animation-on the Correlation among the Perceptive fun, the Cognitive fun and the Psychological fun (애니메이션의 재미 - 감각적 재미, 인지적 재미, 심리적 재미의 상관관계)

  • Sung, Re-A
    • Cartoon and Animation Studies
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    • pp.99-126
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    • 2013
  • This study is meant to be seeing how fun of animation works by reviewing it theoretically and coordinating it to suggest the structure which integrates fun of animation and validates the proposed fun model. After reviewing fun theoretically, the fun of animation could be able to coordinate that fun of animation is consist of perceptive fun, cognitive fun, and psychological fun. Perceptive fun is induced by visual, auditory and other sensory information and it is directly affected the image, sound, and movement. Cognitive fun can be obtained by reasoning and interpretation to mobilize their knowledge with sensuously perceived stimulation and it is directly affected the story. Psychological fun occurs when the audience see the animation. The psychological fun is the psychological emotional state when the audience watches animation by relieving psychological congestion. It consists of fun of unfamiliarity or identification. By suggesting research model and validating it how the perceptive fun, cognitive fun, and psychological fun affects each other, perceptive fun enhances cognitive fun and psychological fun. Although cognitive fun enhances psychological fun, cognitive fun enhances psychological fun twice than perceptive fun. Also when perceptive fun affects psychological fun, cognitive fun shows the indirect effect as a parameter. In conclusion, perceptive fun affects psychological fun directly and be enhanced through cognitive fun. Fun of animation can be experienced when perceptive fun caused by accepting sensory information of animation instantly, cognitive fun caused by interpretation and understanding sensory information of animation, and psychological fun caused by relieving psychological identity through recognition fuses and acts as one. An animation emphasized a certain element is difficult to be loved by the audience. In this reason, an harmonical combination among the elements of story, image, sound and movement are important to combinate harmoniously for a successful animation to make the audiences fun by arising funny emotions.

Research on Analytical Method of fun Generating Factor of Product (제품에서 Fun감성이 유발되는 요인의 분석방법에 관한 연구)

  • 강정원
    • Archives of design research
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    • v.16 no.3
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    • pp.221-230
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    • 2003
  • In product design, many designers incorporate psychological aspects to express the "fun" factor. If so, is it possible to apply the fun inducing mechanism utilized in psychology to product design and are there any problems in the application\ulcorner Psychology defines the sense of fun as the result of relief to a situation that causes a mental accumulation through the discovery of a due. The psychological extraction of fun inducing mechanism tends to lean too much to the cognitive aspect. Therefore, when dealing with product design, psychology's particular disposition is inadequate in explaining the important perceptive factor of fun. This study hypothesizes that perceptive aspect of should be induced along with the cognitive aspect in order to rationalize fun in product design. In order to understand the perception of fun, this study will introduce the amusement aspect within Kitsch products. Methods of developing a humorous form will be studied and these methods will be applicable to perceptive aspects. This paper hypothesizes that through the theoretical basis of internal characteristic of cognitive factors and external characteristic of perceptive factors, the mechanism of fun can be determined.etermined.

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A Theoretical Study on the Mechanism of Occurrence of 'FUN' through Form-Giving (조형으로부터의 'Fun' 감성의 발생 메커니즘에 대한 이론적 고찰)

  • 김유진;이동연
    • Archives of design research
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    • v.15 no.4
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    • pp.139-148
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    • 2002
  • This study deals with the occurrence and application of 'Fun' as a linguistic function through form-giving. As a linguistic function, Fun could be defined, in a broad sense, as an emotion of desire when in relation to artifacts, and, in a narrow sense, as a physical or mental response when a person discovers unexpected information or artifacts. Hence, the occurrence of 'Fun' could be an analogy of a removal of a 'mental block' from using (or perceiving) artifacts. As an aspect of cognitive psychology, the context of form-giving, which has meanings in both artifact and design activity, will deal with an important factor of form-giving. From that, the elements of the context and the transformation of the elements are suggestive of 'Fun-oriented form-giving'. Hence, this study will show how to deal with that elements, what is required condition on it, 'Fun' in form-giving, and the Mechanism of Occurrence of 'FUN' based on this study, will be expected to apply them for product-concept effectively and Form-Giving fashionably.

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Factor Analysis for Fun of Animation Using Delphi Technique (델파이 기법을 이용한 애니메이션의 재미요소 도출)

  • Sung, Re-A
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.96-105
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    • 2013
  • The value that is emerging in the 21st century is fun. To be involved in the fun of the show and animation, especially plays an important role in the development of the animation industry. However, the discussion of research in the fun of the animation is very low. Therefore, in this study, what is the fun of animation, animation of any element how to experience the fun for the audience will see. First, I looked for fun animation to help you understand the theory of fun. It prepared a draft of a fun factor associated with the unique characteristics of the animation. Conducted a factor analysis and reliability analysis of the final draft through the Delphi survey across a total of three times, and then derive an element of fun to it scientifically proven derive the animation of an element of fun. Through this process, the fun factor of the animation was drawn to the fun factor of 5(story, image, sound, movement, psychology) and the details of 18.

A Study of Fun Management Introduction on Domestic Construction Industry (Fun Management 기법의 국내 건설산업 도입에 관한 연구)

  • Kwon, Hyuk-Do;Kim, Yea-Sang;Hwon, Soon-Wook;Chin, Sang-Yoon
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • pp.427-431
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    • 2008
  • Recently, the thoughts of Employees about the concept of workspace changes a job for a whole life time into the temporary job for an own' career development. To solve the problem, it causes the introduction of Fun Management among Domestic Corporations as the research for a fun and good workspace and the interest for the organization performance through it are increasing. However, the introduction possibility based on enough comprehension for various problems such as the strict relationship in the workspace, the rigid situation on construction site, the increase in the safe accident and the social avoidance phenomena for the employment to construction field in case that the fun management is introduced into domestic construction industry in the future is considered. Therefore, this study to propose the possibility and direction regarding the future fun management, when introduced into the domestic construction industry, by surveying and analyzing the common problems between The present state of the fun management method which is introduced and applied to other industries in advance and the performance process of the fun management which introduced and applied to the domestic construction corporations.

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Study on Healing Game based on Lazzro's 'Four Keys to Fun' (Lazzro의 '4가지 재미요소' 기반 힐링 게임 특성 분석)

  • Kang, Ho-In;Byun, Hae-Won
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.39-48
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    • 2018
  • Recently, some games with physical and mental healing function are released. The healing games tend to make people relax. With the features of simple healing contents, the healing games provide users psychological stability more than strong stimulus. The games don't give users continuous excitement, so the popularity of the games goes down soon. In this paper, we investigate domestic and international healing games on the basis of the platform, such as mobile, console and PC. We analyze the feature of healing games with the four keys to fun(Hard Fun, Easy Fun, Serious Fun, People Fun) suggested by Nicole Lazzro. By this analysis, we find how much of the 4 keys to fun the games include and the correlation between the 4 keys to fun and the popularity of the healing games.

A study on the 'Fun' in Hangul Iconicity (한글 도상성에 나타난 '재미'에 관한 연구)

  • Park, Young-Won
    • 기호학연구
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    • no.54
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    • pp.65-92
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    • 2018
  • Hangul 's iconicity based on the scientific creation principle makes it possible to expand into various designs. 'Fun' is a factor for success in the cultural contents industry. Through the design process, it is possible to apply fun elements to the design of cultural contents to meet the purpose. The characteristics of Hangul icons that can be used in cultural contents design, the concept of 'fun', the inducing factors of fun and the production methods of visual fun are summarized. The production method of visual fun has suggested the same way as the design humor creation method in visual communication design. 10 types of examples of Hangul in relation to visual 'fun' have been analyzed by the semiotic approach. This suggests a design methodology for the creation of fun elements that utilize Hangul Iconicity in cultural contents design in the future.

Fun Factors by Game Genre (게임의 장르별 재미 요소)

  • Park, Chan-Il;Yang, Hae-Seung;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.20-29
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    • 2007
  • The ultimate purpose of producing game is to make successful sale as making players to be fun. We have to identify fun factors of game and analyze player activities more detail to make fun game. In this paper, we compare game fun factors and select the most detailed one of them and then computed weight factors with AHP method. Based on survey of game players of the selected fun factors, we quantified satisfaction of game fun factors. The result of this paper can be used for assessment of game fun satisfaction and establish game development strategy to implement fun factors according to game genre.

Fun-centered HCI -Investigating the concept of Fun in Human-Computer Interaction- (재미를 위한 HCI -HCI 관점에서의 재미있는 경험에 대한 개념적 연구-)

  • Yoon, Ji-Eun;Kim, Jin-Woo;Lee, In-Seong;Choi, Dong-Seong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.63-71
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    • 2006
  • For many years, the approach taken towards HCI(Human Computer Interaction) has focused on the usability of system and technology. Advances in computing and information technology has shifted the way people use and experience technology from merely using it to enjoying using it. But, there is a lack of theories to conceptualize fun and user fun experience, in the HCI. This paper describes an conceptual approach to "fun" and user's 'fun experience' in the interaction of technology. This paper defines "fun" as positive psychological energy which is produced by playing computer. And this paper provides characteristics of 'Fun experience', which are action mode, random order, free, and activated pleasant. This study provides insights into factors contributing to and influencing fun experiences and the relationships between them; symbol, newness, and vividness.

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An Examination of 'Fun' that the Audience Have Watching Reality Audition Programs : Focusing on the Application of the 'Fun Evolving Model' to K-POP STAR(Season 3) (리얼리티 오디션 프로그램 수용자들이 느끼는 '재미(fun)'에 대한 고찰 : K-POP STAR(시즌3)의 재미진화모형 적용을 중심으로)

  • Choi, Young jun
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.13-23
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    • 2015
  • A study on the 'FUN' of TV reality audition programs. "Why are the audience so enthusiastic about the survival audition programs?" "What fun do the audition program audience have?" In order to find the answers for such questions, this study applied 'the 4-step fun evolving model' and thereby, categorized audience's fun-seeking behavioral modes, and therewith, examined how such fun-seeking behavioral modes would change by step over time. As a result, it was found that the audition program audience had faithfully followed the 4 fun types (watching, having, doing and becoming), and that their fun-seeking behavioral modes had changed by step over time in SBS "K-POP START" (Season 3) in 2013. Such findings suggest that the audition program fans accommodated 'the fun evolving model.' Their step of 'watching' evolved gradually into the step of 'having' both on-line and off-line (support of participants/malicious or good-will replies, participation in blogs/twitters, photo materials collection activities) and that of 'doing' (application for the jury group, organization of fan club, crazy fan activities, participation in phone voting, etc.), while increasing their fun.