• Title/Summary/Keyword: 감각융합

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A study on the visual expression of Korean style character design through the visual analysis on traditional magic pattern (전통주술문양의 시각적 분석을 통한 한국적 캐릭터의 시각적 표현에 관한 연구)

  • 신승택;이현주
    • Archives of design research
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    • v.14 no.3
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    • pp.135-144
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    • 2001
  • What find the motive of new design from Korean traditional cultural inheritance and symbolize it visually is to create a new design of Korean style into the harmony of shape and aesthetics by harmonizing past design and modern one, to discover the value of the future, and to make a new traditional culture. This study is to find the motive of design from Korean traditional pattern and character of the twelve horary signs, to develop unique Korean style character by studying character to cause novel and refined sense and interest through the mix of traditional image and modern one, and to propose a plan to apply in various and practice the Korean style character to modern design. In addition, the purpose of this study is to discover the identity of Korean style from foreign culture by presenting identity and originality with our peculiar cultural elements as well as to develop the visual effect and character of traditional pattern, and to have national competitiveness with Korean style design from the world market of the future.

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Research on International Cooperation Education Plan in game design (게임 디자인의 국제 산학협력 교육 방안에 대한 연구)

  • Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.315-322
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    • 2015
  • Since 2012, the government has attempted to stimulate the human resources businesses need and substantial R&D technology by promoting "Leaders in INdustry-university Cooperation" (LINC). They use the natural the relationship between industry and university develop and spread a variety of industry-university cooperation for mutual growth model leading universities and industries of the region. More than recent cooperation education, at the level of practical use, field oriented talent needed in the industry demand Internationalized talent which can become members of a global community cultivated with International perspective and insight. Furthermore, while currently each university's circumstances and the position is different, and while this strategy, each unique, individual, specific international level's Cooperation Education Plan is Established and operating actively, Governments and businesses will be able to train desired international academic centers' advanced talent. We have come to hope that this will act as an important factor in furthering national competitiveness.

A review of speech perception: The first step for convergence on speech engineering (말소리지각에 대한 종설: 음성공학과의 융복합을 위한 첫 단계)

  • Lee, Young-lim
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.509-516
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    • 2017
  • People observe a lot of events in our environment and we do not have any difficulty to perceive events including speech perception. Like perception of biological motion, two main theorists have debated on speech perception. The purpose of this review article is to briefly describe speech perception and compare these two theories of speech perception. Motor theorists claim that speech perception is special to human because we both produce and perceive articulatory events that are processed by innate neuromotor commands. However, direct perception theorists claim that speech perception is not different from nonspeech perception because we only need to detect information directly like all other kinds of event. It is important to grasp the fundamental idea of how human perceive articulatory events for the convergence on speech engineering. Thus, this basic review of speech perception is expected to be able to used for AI, voice recognition technology, speech recognition system, etc.

Technology of Sensors with Human Sensitivity (인간과 같은 감도를 가진 오감센서 기술)

  • Song, Byung-Taeck
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.6
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    • pp.507-514
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    • 2015
  • The Internet of Things era is approaching where all the things are equipped with smart sensors and communicate through internet. The three core technologies of the Internet of Things are 'detection technology' to get information from things and the environment, 'wired and wireless communications and network infrastructure skills' that support to connect things to the internet, and 'service interface technology' that processes the information appropriate to various services. Smart sensor application can expand to smartphone, smart cars, smart home systems, wearable electronic devices, telemedicine systems, and environmental monitoring systems, etc. In particular, technologies that mimic the five human senses. This study reviews the biological principles of the human senses and the principles of operation, research & development status, technology trends and market analysis of the sensors.

Making Cultural Products Using Natural Dyed Hanji-Fabric (I) (천연염색 한지직물을 활용한 문화상품 제작 (I))

  • Jung, Jin Soun
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.23-27
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    • 2019
  • Korea boasts outstanding cultural heritage accumulated over the 5 thousand-year-long history, but has neglected developing marketable commercial products out of its culture. As a result, despite the fact that Korea had successfully developed internationally well-acknowledged technologies, there isn't any exceptional cultural product that can be marketed globally. Therefore, it is necessary to re-design and commercialize a modern sense using unique materials in traditional culture. Fabrics made by natural dyeing have a low saturation, so they do not need special color harmony, they are natural and comfortable. Therefore, fabrics obtained by natural dyeing are considered to be a very suitable material for cultural product development. In addition, Hanji is a good material that can build a field of art by itself because it has a quality, a profound and elegant feeling. In this study, Hanji-fabric, which is made of excellent Hanji, is used for natural dyeing with. Using the dyed fabrics, the cultural products such as two parasols and a card holder was made and presented.

Representation of History and Resistance - Focused on and ('일제 강점기 영화'의 역사와 저항의 재현 -<암살>과 <동주>를 중심으로)

  • Kwon, Eunsun
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.185-190
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    • 2019
  • Historically, the representation of the colonial period has responded closely to the policies and political conditions of the time. The Korean blockbuster , which links the genealogy of Manchuria Western, adopts a safe nationalism frame, upgrading the genre's narrative typology to colorful action and spectacle, including the Japanese army, the Liberation Army, the good and evil, and the confusion of identity. On the other hand, , which deals with the friendship of the poet and the warrior, treats the mental and internal struggles implied by the power of poetry, without resorting to familiar nationalism and heroism. is a thorough genre of rules. If the visual and sensual pleasures of imaginative resilience beyond the bounds of the law are provided within the Rules, inevitably seeks resistance within the colonial empire's legal system. Political, diplomatic, and economic conflicts between Japan and Korea, which have been continuing until recently, reaffirm the framework of nationalism on the screen.

Development strategy of acting skills based on the principle underlying physical behavior - Using Taekwondo technology - (신체행동에 내재된 원리를 바탕으로 한 연기술의 발전방안 - 태권도 기술을 활용하여 -)

  • Nam, Chan-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.233-238
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    • 2019
  • The purpose of this study was to realize and apply Taekwondo's technology and the fact that actors on stage and screen have much in common. In the meantime, there have been many prior studies on the development of the theoretical field. However, there is a slight lack of practical development and development plans, and it is time to improve. This seems to be a lack of practical experience leading to the creation of physical images. In that sense, I think that it should be supported by the complement of concrete and detailed research that seeks to make changes in open technology significantly. Considering this situation, it is necessary to further develop the practical field in parallel with the theoretical field. Therefore, I suggested the principle of physical behavior through Taekwondo technology and the development of acting skill. The performance training using these taekwondo techniques is meaningful research.

Evaluation on Wear Sensation of Safety Clothing for Current Street Cleaners -Focusing on Publicly Supplied Safety Clothing for Street Cleaners- (현 환경미화원용 안전작업복의 착용감 평가 -공적으로 공급된 환경미화원복을 중심으로-)

  • Park, Soonja;Dempoya, Ayano;Koshiba, Tomoko
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.6
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    • pp.1037-1052
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    • 2020
  • This study evaluates the comfort and suitability of safety clothing. We made three safety clothes 'y', 'lg', 'lgH'. Only 'y' made with fluorescence fabric has passed International Standards (ISO 20471). A wearing test investigated the physiological response and subjective sensations at 30℃ and 50% RH, six men participated. Mean skin temperature and tympanic temperature showed significant difference with experimental course (p<.05). The micro-temperature (Tm) showed significant differences between three garments on the thigh (p<.01). When wearing 'lg', Tm was the highest. Micro-humidity indicated the interaction between clothing and the experimental course on the chest with no significant difference; however, there was a low tendency when wearing 'lgH' after the second half of exercise. The sweat rate indicated a significant difference between 'lg' and 'lgH' at 20 minutes of exercise (p<.05). Three sensations showed significant differences with the time (p<.01), there was also a tendency to feel hotter and more humid when wearing 'lg'. Skin sensation showed significant differences between pre-experiment and post-experiment (p<.05), 'y' was the most preferred. The 'lg' with long-sleeved currently worn in Korea tended to feel hotter, more humid and more uncomfortable than 'y'. It indicates that there is room for improvement in Korean safety clothing.

A Study on the Dual Control Platform for Drone Field Training (드론 교육현장 이중화 제어 플랫폼 연구)

  • Ryu, Ukjae;Kim, Yanghoon
    • Journal of Platform Technology
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    • v.10 no.2
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    • pp.20-26
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    • 2022
  • Interest and investment in drones that apply the concept of the 4th industrial revolution and ICT convergence advanced technology are continuing. The purpose of drone operation has been widely spread from the initial military use to the use of various industries such as construction, forestry, facilities, and agricultural support. In these industries, the training of pilots who can actually operate drones is increasing centering on the qualification system. However, the detailed standards including the training place, training place, educational environment, and education method for nurturing pilots are ambiguous, so the education through the oral instruction of the training instructor is continuing at the drone training site. In order to solve this problem, this study conducted a study on a dual control platform in which a training instructor could directly intervene in the pilot's flying drone to execute a map in order to improve the quality of synesthesia, which is essential in the field.

Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.