• Title/Summary/Keyword: 表現

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A Study on an Integrated Design for Masks through the Use of the Characteristics of Art Nouveau -Centered on the Works by Gustav Klimt- (아르누보의 특성을 활용한 아트 마스크 융합디자인 연구 -구스타프 클림트 작품을 중심으로-)

  • Kang, Eun-Ju;Park, Li-La
    • Journal of Convergence for Information Technology
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    • v.11 no.9
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    • pp.208-213
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    • 2021
  • This study is a proposal for art mask design through the use of Art Nouveau. Based on precedent studies, its characteristics have been divided into a curvy expression, feminine expression, naturalism expression, and a repetitive expression. The four pieces by Gustav Klimt, a signature artist of Art Nouveau, have been selected. With the motif from them, the art masks were redesigned and the following results have been obtained. First, the study sought out a possibility and the methodologies to apply Art Nouveau to the art mask design. Second, the study has improved the accessibility to materials by increasing the scopes and methods of the art masks. Third, an integration of the art masks with the art history has provided a suitable condition for them. Based on such study results, it is expected that art mask materials could be developed and their status, as a field of makeup, could be raised.

Educational Effectiveness of Elementary School Expressive Activities and Various Convergence Education (초등학교 표현활동과 다양한 융합수업의 교육적 효과)

  • Woo, Jung Wook
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.393-400
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    • 2018
  • This study was to verify the effects of education in expression activity and various convergence education found in the class scene of one elementary school man teather to research of qualitative pattern and analyzes how it is expanded. This study were made through two class participation observation and six video analysis. In addition, we measured in-depth interviews of participants and students, a 10-week jump band training program, and applied a step-by-step physical activity program to enhance creative expressiveness. Based on the results of the study, the conclusions are as follows. First, It was found that the Jump-band training positively affects the students' speed, agility, and cardiopulmonary endurance. Second, It was found that the application of the step-by-step physical expression activity program had a positive effect on the students themselves. Third, It was found that it has an educational effect on the whole life of students beyond the curriculum and the field by attempting various fusion education. Based on this study, we propose the educational effects of the pre - curricular activities and the convergence lessons in elementary school during the follow - up research.

Recognition of Occluded Face (가려진 얼굴의 인식)

  • Kang, Hyunchul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.6
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    • pp.682-689
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    • 2019
  • In part-based image representation, the partial shapes of an object are represented as basis vectors, and an image is decomposed as a linear combination of basis vectors where the coefficients of those basis vectors represent the partial (or local) feature of an object. In this paper, a face recognition for occluded faces is proposed in which face images are represented using non-negative matrix factorization(NMF), one of part-based representation techniques, and recognized using an artificial neural network technique. Standard NMF, projected gradient NMF and orthogonal NMF were used in part-based representation of face images, and their performances were compared. Learning vector quantizer were used in the recognizer where Euclidean distance was used as the distance measure. Experimental results show that proposed recognition is more robust than the conventional face recognition for the occluded faces.

Coupling Framework of Hair with FLIP Solver for Representing Spray Motion of Liquid in Wet Hair (젖은 헤어에서 분사된 액체의 움직임을 표현하기 위한 FLIP 해법과 헤어의 결합 프레임워크)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.4
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    • pp.1-8
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    • 2019
  • In this paper, we propose a new framework that can express the detailed movement of liquid sprayed from wet hair or fur. In wet hair, not only the friction and adhesion of the hair but also the movement of the liquid has a distinctive motion compared to the dry hair. However, the recently proposed techniques only considered the contact force and friction of the hair and did not improve the movement of the liquid dispersed in the wet hair. This problem is detrimental to the quality of the result because it does not capture the detailed features expressed in the interaction of hair and liquid. The main point of this paper is to alleviate this problem and improve the quality of the result. As a result, we propose a combining framework that can efficiently express FLIP (Fluid-implicit particle) based fluid simulation and interaction of hair particles. The proposed method expresses the movement of the liquid sprayed in a curved shape which was not expressed in previous studies.

The Sementic Network Analysis of Elementary Students' Perceptions about Global Environment (초등학생들의 지구환경 인식에 대한 네트워크 분석)

  • Lee, Sanggyun;kim, Soonshik
    • Journal of the Korean Society of Earth Science Education
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    • v.11 no.3
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    • pp.212-223
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    • 2018
  • The purpose of this study is to investigate the perception of elementary students' 'global environment'. The research method used the Sementic Network Analysis method of the global environment elements which appeared in the students' explanation about the picture and the picture that emerged about the 'global environment'. The results of the study are as follows. First, as a result of analyzing the students' explanation of the pictures along with the pictures of the students, the elementary students were perceived negatively about the global environment such as 'environmental pollution', 'global warming' and 'trash problem'. Second, as a result of analyzing the image of the global environment expressed in the picture, there were many images expressed from a everyday viewpoint rather than a macroscopic viewpoint, and there was a tendency to express the earth personified. In addition, the picture expressing the clean earth environment expressed the most trees with natural environment elements and expressed the healthy earth with various natural elements such as sea, mountain, and land. Third, as a result of analyzing the difference of perception of global environment by grade, it was found that the difference of perception of global environment by grade was not much different.

The Mediating Effects of Difficulties in Emotion Regulation between Anger Expression and Interpersonal Problems of College Students (분노표현과 대인관계문제에서 정서조절곤란의 매개효과)

  • Lee, Myung-In;Seo, Hye-Young;Hwang, Soon-Jung
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.295-305
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    • 2021
  • This study identifies the relationship between the anger expression and interpersonal problems of college students, and then confirms the influence on emotion regulation difficulties as a mediating effect. And, it was conducted to understand college students who complain of interpersonal problems and to provide basic data for developing programs that can solve their problems. As a result of the study, anger expression showed a positive correlation in interpersonal relations problem and emotion regulation difficulty, and interpersonal relations problem showed somewhat high positive correlation with emotion regulation difficulty. In addition, it was found that emotion control difficulties were partially mediated in the anger expression among college students and interpersonal relationships. In conclusion, we could see the need for future research to develop educational programs that reduce the difficulty of emotion control and lead to positive anger expression among college students, and intervention programs that can improve interpersonal relationships.

Bias & Hate Speech Detection Using Deep Learning: Multi-channel CNN Modeling with Attention (딥러닝 기술을 활용한 차별 및 혐오 표현 탐지 : 어텐션 기반 다중 채널 CNN 모델링)

  • Lee, Wonseok;Lee, Hyunsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.12
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    • pp.1595-1603
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    • 2020
  • Online defamation incidents such as Internet news comments on portal sites, SNS, and community sites are increasing in recent years. Bias and hate expressions threaten online service users in various forms, such as invasion of privacy and personal attacks, and defamation issues. In the past few years, academia and industry have been approaching in various ways to solve this problem The purpose of this study is to build a dataset and experiment with deep learning classification modeling for detecting various bias expressions as well as hate expressions. The dataset was annotated 7 labels that 10 personnel cross-checked. In this study, each of the 7 classes in a dataset of about 137,111 Korean internet news comments is binary classified and analyzed through deep learning techniques. The Proposed technique used in this study is multi-channel CNN model with attention. As a result of the experiment, the weighted average f1 score was 70.32% of performance.

Analysis of RPG Characters' Personality Performance (RPG게임 캐릭터에서 개성 표현 요소에 관한 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.403-408
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    • 2021
  • From the perspective that RPG games give players a sense of reality, the characterization of game characters can be said to be at the heart of design behavior. The personality of a unique character enhances the player's concern and commitment, allowing players to experience a variety of experiences. Through theoretical research and case analysis, this paper analyzes the expression of individuality in RPG game character design. In the RPG game, the way to express the character's individuality is first based on the game's time-space background, plot, task, etc. to inform the character's general gender, race, occupation, and skills. In line with the application and use of the characters, the roles will be developed in a concrete and rich way, and the shapes, movements, colors, costumes and weapons will be more refined. The purpose of this study is to obtain the main factors that influence RPG character's personality design from the viewpoint of perceptual design theory. In addition, it is proposed that the RPG game character personality design method should be adopted.

Knowledge Structures to Simulate the Spatial Behavior of Intelligent Virtual Humans (지능형 가상인간의 공간적 행동을 모사하기 위한 지식구조)

  • Hong, Seung-Wan;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.230-240
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    • 2020
  • To develop a virtual world-based immersive tutoring system, we would like to develop a simulation in the spatial aspect to maximize the diversity and realism of the situation. This implementation requires the modeling of virtual space as well as the knowledge and intelligent thinking functions of virtual humans. First, information structures are needed to simulate the hierarchical and multifaceted composition of space and the corresponding knowledge of virtual humans. Specifically, four structures for 2.5D spatial distribution expression, complex spatial relationship expression, object expression, and temporal and spatial representation of events are developed respectively. It then uses these expressed knowledge to develop the spatial thinking function of virtual humans needed to make spatial movement. In general, events have a chain effect on adjacent or connected objects through force, resulting in a variety of situations and reflected in the planning of the next action by the virtual humans involved. For this purpose, the development of events according to historical trends is recorded on the representation structure of time and space. It embodies typical events to demonstrate the feasibility of independent behavior in complex spaces among virtual people.

Presentation of Self and SNS Posting Styles: Focusing on Goffman's Impression Management Framework (자아 표현과 SNS 게시 형식: 고프만의 인상관리 이론을 중심으로)

  • Song, Seung-A;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.284-291
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    • 2022
  • People use various tools to present themselves including Social Network Services(SNS hereafter). This study categorized three types of presentation of self, which are genuine, ideal, and social self, and based on Goffman's Impression Management Framework, investigated if these types of presentations have any patterns related to SNS posting styles. Especially, we focused on the styles of hashtags including if hashtags are used in the main tests, if hashtags are hidden, and what kinds of words are used for hashtags. Using 450 posting data uploaded to the Instagram, we found that the posting presenting ideal self show very high rate of using hidden hashtags(98%) and using common expressions(97%), which are not the case for genuine and social self types. This results imply that people concern more about their impressions especially when they present their ideal self on SNS, partially confirming Goffman's Impression Management Framework.