• 제목/요약/키워드: 감각화

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Effects of infant children Mothers' humor and ego resilience on Maternal behavior (영아기 자녀를 둔 어머니의 유머감각과 자아탄력성이 양육행동에 미치는 영향)

  • Lee, Jin-Wha;Kang, Eun-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제15권11호
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    • pp.6576-6586
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    • 2014
  • This study examined the effects of the mothers' sense of humor, ego-resilience on the maternal behavior. 187 mothers of 24~36 month old children completed the questionnaires. To analyze the data, descriptive statistics, Pearson's co-relation and hierarchical regression analysis were used. The results were as follows. First, concerning the mothers' personal variables, the mean of the sense of humor, ego-resilience, and maternal behavior were relatively high. Second, the mothers' sense of humor and its sub-scales, except as a copying strategy, and ego-resilience had a positive co-relation with the maternal behavior and its sub-scales. Lastly, the mothers' sense of humor and its sub-scales, and ego-resilience were significant variables to influence the maternal behavior. As stated above, the ways were discussed to improve the mothers' sense of humor and ego-resilience.

A Study on the SAD Motion Reaction using Color Tone Cognizance Sensationalizing Method (색상인식 감각화를 활용한 SAD모션 반응에 관한 연구)

  • Kim Jung-Ui;Park Seong-Il;Ko Young-Hyuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국해양정보통신학회 2006년도 춘계종합학술대회
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    • pp.966-969
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    • 2006
  • This paper proposed frequency that is done special quality Tuesday that can create wave length and size of RGB color by sound and method to convert to amplitude. Talk feedback of division side according to the change amount of motion energy through SAD by 4 in each frame of animation that is inputed by proposed method, and grasped stream and action of object. Also, meaning of animation through collar price that can do modelling by sound show.

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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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    • 통권42호
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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.

팬시용품 닮은 '작고 가벼운' 책들

  • Kim, Gi-Tae
    • The Korean Publising Journal, Monthly
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    • 통권224호
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    • pp.6-6
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    • 1997
  • 감각적인 신세대 취향이 주제를 앙증맞은 디자인과 톡톡 튀는 편집으로 만들어낸 '미니화.슬림화.팬시화'한 책들이 서점 한켠을 장악하기 시작했다. 작고 가벼운 이들 책이 다양한 출판경향의 하나임에 틀림없지만 청소년들을 가벼운 책 읽기로 이끌 우려가 있다.

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The Effects of 4D-Frame Teaching upon Mathematically Gifted Elementary Students' Mathematical Creativity and Spatial Sense (4D 프레임 활용 학습이 초등 수학영재학생의 공간감각 및 수학적 창의성에 미치는 영향)

  • Lee, Ju Yong;Choi, Jae Ho
    • Education of Primary School Mathematics
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    • 제16권1호
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    • pp.1-20
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    • 2013
  • The aim of this study was to develop a gifted educational program in math-gifted class in elementary school using recently developed 4D-frame. This study identified how this program impacted on spatial sense and mathematical creativity for mathematically gifted students. The investigation attempted to contribute to the developments for the gifted educational program. To achieve the aim, the study analysed the 5 and 6th graders' figure learning contents from a revised version of the 2007 national curriculum. According to this analysis, twelve learning sections were developed on the basis of 4D-frame in the math-gifted educational program. The results of the study is as follows. First, a learning program using 4D-frame for spatial sense from mathematically gifted elementary school students was statistically significant. A sub-factor of spatial visualization called mental rotation and sub-factors of spatial orientations such as sense of distance and sense of spatial perception were statistically significant. Second, the learning program that uses 4D-frame for mathematical creativity was statistically significant. The sub-factors of mathematical creativity such as fluency, flexibility and originality were all statistically significant. Third, the manipulation properties of 4D-frame helped to understand the characteristics of various solid figures. Through the math discussions in the class, participants' error correction was promoted. The advantage of 4D-frame including easier manipulation helped participants' originality for their own sculpture. In summary, this found that the learning program using 4D-frame attributed to improve the spatial sense and mathematical creativity for mathematically gifted students in elementary school. These results indicated that the writers' learning program will help to develop the programs for the gifted education program in the future.

A Study on the Garden Meaning of Pungryu through Genre Painting in Joseon Dynasty (조선시대 풍속화를 통해 본 정원의 풍류적 의미 연구)

  • Zoh, Kyung-Jin;Seo, Young-Ai
    • Journal of the Korean Institute of Landscape Architecture
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    • 제36권5호
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    • pp.94-107
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    • 2008
  • This study examines the diversity of garden culture in the Joseon Dynasty focusing on genre painting. Genre painting gives us insight into the various ways of enjoying the garden. The intimate activities portrayed in the painting show us about the vivid scenes of Korean garden at that time. Among the various meanings of gardens, sensual pleasure is focused on here. The garden has always been a place of pleasure for seeing, smelling, touching, meeting people and erotic flirting. Here, the oriental aesthetic idea of Pungryu is adopted to reformulate pleasure based on the traditional way of thought. Most Korean gardens in the Joseon Dynasty were understood as the place for Pungryu. Sensuality in the Korean garden associated with a high level of spiritual pleasure. In order to look closely into garden activities, genre paintings were selected and analyzed. Several characteristics were elicited. First, the garden was understood as the medium of communication through reconciling man with nature. Mediating man with nature often calls for uplifting the sense of community within groups of people. Second, the garden was featured as the place of cultural creation. Many scholars utilized the garden as a place for poetic imagination. Therefore, the garden was the locus of intellectual discourse. Third, personal retreat was one of important functions in the Korean garden. the humble attitude toward landscape such as solitude and mediation might be understood as one way of enjoying the nature. Fourth, taste, power and social relations were embedded in garden culture. Therefore, the garden was regarded as a space of distinction. Garden making was understood as one of the high class leisure activity. It was quite natural that the garden was used as a place of showing up their taste and culture. Finally, we need to reinvigorate the rich meanings of garden in contemporary practices. In-depth analysis of garden culture through the lens of genre painting gives us quite useful information in Korean garden culture.

Reinterpretation of Lee-Sang's Poems based on McLuhan's Media theory (맥루한의 미디어 이론에 근거한 '이상(李箱) 시(詩)'의 재해석)

  • Jung, Soo-Gyung;Han, Kwang-Pa;Ming, Shihua;Kang, Kyung-Kyu;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.582-586
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    • 2008
  • MeLuhan's work has enormous power in the study of media theory. In Lee-Sang's works, we can find out the Macluhan's idea, "tactile" writing, which enhances more than one single sense, we-Sang's pieces, viewed as the origin of Korean concrete poetry, are being reconfigured in modern times. After publication, Lee-Sang's esoteric and complicated poem was considered as the result of schizophrenia. However, in the reconfiguring process, his continuously issued poems were reconsidered as a fraction of visual arts and analyzed as the substances of Korean dadaism and an attitude to challenge. But the real importance of Lee-Sang's poem is the extension of a sense; his poem is unbiased either by visual part or by emotional part, though one sense is extended to another sense. Now you will see the reinterpretation of we-Sang's world from the viewpoint of media, 'extension of senses'.

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TMCS : Tangible Media Control System (감각형 미디어 제어 시스템)

  • 오세진;장세이;우운택
    • Journal of KIISE:Software and Applications
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    • 제31권10호
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    • pp.1356-1363
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    • 2004
  • We propose Tangible Media Control System (TMCS), which allows users to manipulate media contents with physical objects in an intuitive way. Currently, most people access digital media contents by exploiting GUI. However, It provides limited manipulations of the media contents. The proposed system, instead of mouse and keyboard, adopts two types of tangible objects, i.e RFID-enabled object and tracker-embedded object. The TMCS enables users to easily access and control digital media contents with the tangible objects. In addition, it supports an interactive media controller which users can synthesize media contents and generate new media contents according to users' taste. It also offers personalized contents, which is suitable for users' preferences, by exploiting context such as user's profile and situational information. Therefore. the proposed system can be applied to various interactive applications such as multimedia education, entertainment and multimedia editor.

감성표현의 객관화를 위한 직물의 압축 점탄성 특성 해석

  • 강재식;권영하;강대임;박연규
    • Proceedings of the Korean Fiber Society Conference
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    • 한국섬유공학회 1998년도 가을 학술발표회논문집
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    • pp.444-448
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    • 1998
  • 사람이 손끝으로 직물을 누르며 문지를 때 느끼는 감정을 객관적으로 표현하는 연구의 필요성은 계속 증대되고 있다. 일본의 가와바타 교수는 직물의 역학적/물리적 특성을 측정하여 Hand value로서 객관화 시켰다. 가와바타 시스템에서는 직물을 손으로 누를 때의 탄력성, 따뜻한 느낌이 동반된 두꺼움(Fullness It softness)을 'FUKURAMI'라는 감각표현용어를 사용하여 이 주관적인 느낌을 객관화 시켰다. (중략)

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Verbalizing visual stimuli can reduce the global precedence effect (시각 자극의 언어화에 의한 전역 선행성의 역전)

  • Min, Soo-Jung;Yi, Do-Joon
    • Korean Journal of Cognitive Science
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    • 제23권3호
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    • pp.389-408
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    • 2012
  • 'Verbal overshadowing' refers to the phenomenon whereby the verbal reporting of a visual memory of a face interferes with subsequent visual recognition of that face. Schooler (2002)[1] suggested that verbalization causes a shift from a holistic/global processing orientation towards a more analytic/local processing orientation that is detrimental to face recognition. The present research investigated whether this processing shift occurs or not by assessing performance of Navon task following face recognition task, interposing verbalization between encoding stage and retrieval stage. The face recognition task showed the verbal overshadowing effect. In the Navon task, while non-verbalization group showed global precedence, verbalization group showed local precedence. This results imply that the cause of verbal overshadowing effect is a processing shift induced by verbalization.

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