• Title/Summary/Keyword: 감각의 확장

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A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Immediate Effect of Patterned Sensory Enhancement (PSE) on Upper Limb Function after Stroke (패턴화된 감각 증진(PSE)이 뇌졸중 환자의 상지 기능에 미치는 즉각적 영향)

  • Han, Soo Jeong;Kwon, Ae Ji;Park, Hye Young
    • Journal of Music and Human Behavior
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    • v.11 no.1
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    • pp.1-19
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    • 2014
  • The purpose of this study was to investigate the immediate effect of Patterned Sensory Enhancement (PSE) technique on the motor function of the affected upper limb in hemiplegic stroke patients by comparing the use of PSE and simple rhythmic cue. A total of 16 stroke patients were recruited from rehabilitative hospitals. The participants were assigned to the experimental group (n = 8) and control group (n = 8). While performing six different upper limb motions, musical stimuli applying the PSE technique was presented for the experimental group and simple rhythmic cue using the metronome was applied for the control group. The results showed that while the significantly increased range of motion (ROM) was found in the experimental group with the immediate use of PSE (p < .05), the control group did not show no significant change. This study implies that the use of musical elements in cueing for upper limb motion immediately leads to significant improvement in ROM by providing sufficient temporal, spatial, and dynamic information for expected motor performance.

The Influence of Experiential Marketing for the Agricultural 6th Industry on the Revisit Intention (농업6차산업 체험 마케팅이 재방문의도에 미치는 영향)

  • Kang, Duck-boung
    • Journal of Venture Innovation
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    • v.2 no.1
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    • pp.119-130
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    • 2019
  • In this study, we intend to test whether experience variables such as sense, feel, think, relate, and action experiential activities of farming village can be usefully applied to revisit intention. As a result, we found that the sense, relate, and action experiences were adopted, while the feel and think variables were rejected, leading to the conclusion that Schmitt's (1999) experiential marketing theory was also applied to 6th industry experience marketing activities in rural areas. Therefore, the significant effect of rural experience activities on revisiting intention is thought to be related to the fact that they stimulated sensitivities by drawing attention and interest of consumers during the 6th industrial experience configuration, and to the environmental facilities connected to the experience site. The Feel experience has been rejected due to limitation of development of emotional element from the 6th industry certification business experience program, leading to the necessicity for development of a program that can stimulate the consumer's emotions. The reason why the Think experience was rejected is that the experience of the rural area 6th industry did not create surprises or curiosity, and thus does not meet the expectations of consumers. In case of relational experience, experiential marketing through social organizational relationship formation is expanding, and in case of behavioral experience, experience of 6th industry constitutes experience related to interaction with others and lifestyle.

A Study on Digital Epistemology and Christian Education based on Media Theory (매체이론적 관점에서 보는 디지털 인식론과 기독교교육에 관한 연구)

  • Yang, Kum Hee
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.23-59
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    • 2022
  • This paper explored the effect of digital epistemology on Christian education. The media of an era determines the type and form of the epistemology of that era, which in turn has a decisive influence on the direction of Christian education in that era. Therefore, it consists of three parts. First, an investigation on the relationship between media and epistemology, second, an investigation on digital epistemology, and third, an investigation on the effect of digital epistemology on Christian education. In this paper, first, from the perspective of McLuhan's media theory, it was discovered that media go beyond simply expanding the our senses and change our perception through creating a new environment and way of life. This paper could characterize digital epistemology in the following four ways through comparison with the traditional epistemology of the print media era: namely "from linguistic to omnisensory epistemology", "from causality to relational epistemology", "from historical to post-historical thinking", and "from interpretive to performative epistemology". In addition, it examined the effects of that digital epistemology on Christian education. Through this study, it found that digital media can act both positively and negatively on the essence of Christian education. Therefore, the task of Christian education in the digital age is to make it a positive function rather than a dysfunctional one, and an opportunity rather than a challenge.

An Analysis of Audiovisual Art Exhibition "lux et sonitus" - in the Context of Nam June Paik's Artworks (오디오비주얼아트전 분석 - 백남준의 예술 작품의 관점에서)

  • Yeo, Woon Seung;Yoon, Ji Won
    • Design Convergence Study
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    • v.19 no.2
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    • pp.107-122
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    • 2020
  • "lux et sonitus" is an audiovisual art exhibition series with an artistic combination of music and video at its center. Since its first introduction in 2013, the series have been held five times under the theme of "exhibition of music", presenting works featuring both audio and visual media in an effort to explore the key issues in the field of audiovisual art. In addition to the previous achievement of the exhibition, recent works from the series feature new concepts that explore the possibility of expanding the realm of synesthesia. In this paper, details of the entire series are summarized. In addition, theoretical background behind creative results of the series is analyzed in the context of music, synesthesia and space found in Nam June Paik's audiovisual artwork as a source of inspiration. This will contribute to establishing a vision for the creation/analysis of audiovisual art in the future.

The Aesthetic Transformation of Shadow Images and the Extended Imagination (그림자 이미지의 미학적 변용과 확장된 상상력 :디지털 실루엣 애니메이션과 최근 미디어 아트의 흐름을 중심으로)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
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    • s.49
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    • pp.651-676
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    • 2017
  • Shadow images are a representative medium and means of expression for the imagination that exists between consciousness and unconsciousness for thousands of years. Wherever light exists, people create play with their own shadows without special skills, and have made a fantasy at once. Shadow images have long been used as subjects and materials of literacy, art, philosophy, and popular culture. Especially in the field of art, people have been experimenting with visual stimulation through the uniqueness of simple silhouettes images. In the field of animation, it became to be recognized as a form of non - mainstream areas that are difficult to make. However, shadow images have been used more actively in the field of digital arts and media art. In this Environment with technologies, Various formative imaginations are being expressed more with shadow images in a new dimension. This study is to introduce and analyze these trends, the aesthetic transformations and extended methods focusing on digital silhouette animation and recent media art works using shadow images. Screen-based silhouette animation combines digital technology and new approaches that have escaped conventional methods have removed most of the elements that have been considered limitations, and these factors have become a matter of choice for the directors. Especially, in the display environment using various light sources, projection, and camera technology, shadow images were expressed with multiple-layered virtual spaces, and it becomes possible to imagine a new extended imagination. Through the computer vision, it became possible to find new gaze and spatial images and use it more flexibly. These changes have given new possibility to the use shadow images in a different way.

A Comparative Study of Elementary Mathematics Textbooks in Korean and Chinese - Focused in Number, Addition and Subtraction- (한국과 중국의 초등수학 교과서의 내용과 전개방식 비교 - 수 개념과 덧셈 뺄셈 영역을 중심으로 -)

  • Kim, Pan-Soo
    • Journal of Elementary Mathematics Education in Korea
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    • v.15 no.3
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    • pp.599-617
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    • 2011
  • This study is aimed at finding some drawbacks of current elementary mathematics textbooks and to give suggestions for ongoing new textbooks according to 2009 revised curriculums, by comparing and analyzing Korean textbooks and chinese textbooks of People's Education Press. The areas are confined to number concepts, addition and subtraction for comparative analyzing. The results are followings: Korea textbooks have more verbal expressions, designated instructive activities for students to do, similar algorithm applied for enlarging mathematical concepts, bigger number concepts and number usage of operations, and monotonous number sense activities. Therefore Korean textbooks, compared to China's, is more weaker in areas such as encouraging student's interest, in challenging mathematics, and in forming fundamental mathematical concept.

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A study on Materialization of Virtual Reality for Environmental Interface (환경인터페이스를 통한 가상의 현실화에 관한 연구)

  • Kang, Yoon Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.545-551
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    • 2023
  • In this paper, we present the environment interface as a method of bringing the virtual environment in the interface to reality, and explain the experience of the virtual that can be sensed in the real environment. Expanded experience by discussing the transparency of the interface and interactivity that expands synesthesia as a condition for an interface to express virtual without distinction from the real environment, and establishing a discussion on the composition and inevitability of an environment interface that satisfies these conditions The environment interface is discussed as a tool for realizing the interface that extends from the real environment, the expansion of cognition into the environment by interaction, and the virtual for immersion into the environment due to these conditions.

Media Experience in multi-Layered Space through Media Art (미디어아트 기반 다층공간에서의 미디어 경험)

  • Kang, Yoon Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.635-641
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    • 2024
  • Based on Merleau-Ponty and Lakoff's research on the inseparability of body and mind, this thesis seeks to explore the impact of experiences in multi-layered spaces based on media art on the understanding of human existence. The sensory experience provided by media art strengthens the viewer's physical presence and induces a new perception of reality by blurring the boundaries between reality and virtuality. Through this, it shows that it is possible to newly recognize and explore the deep relationship between human existence and the world. This paper analyzes how media art can be an important means of expanding existential experience through the connection between body and mind, and explains how the combination of art and technology contributes to ontological understanding.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.