• Title/Summary/Keyword: 감각 갈등 이론

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Analysis of conflict intensity and VST factor In the Animation conflict scene (애니메이션 갈등장면에서의 갈등강도와 VST요소 분석)

  • Lee, Tae Rin;Chen, Danni;Wang, YuChao;Kim, Jae Ho
    • Korea Science and Art Forum
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    • v.29
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    • pp.279-292
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    • 2017
  • This study was started by recognizing that visual storytelling(VST) is an important factor that determines the success of the work. The goal of this study is to analyze the VST study approaching from the narrative and visual dimension by analyzing the conflict intensity and VST factor. Therefore, in this paper, we analyzed the conflicts of the theater animation(4) that succeeded in the worldwide success and attempted the VST interpretation by approaching it technically. The results and contents of the study are as follows. Firstly, based on the narrative theory of Sung bong-Sun and Robert McKee, we classified the conflict scenes and found the kinds of conflicts. In addition, based on the 5B model, a total of 108 conflict shots were extracted. Secondly, through expert experiment, we found the conflict intensity of conflict shots. Thirdly, the visual elements of fifteen significant conflicts were extracted from internal and super individual conflicts. Fourth, as a result of the experiment, it was confirmed that the reliability of the visual elements in the inner and super personal conflicts was in the range of 100-83.33%, and the frequency of usage was found to be widely distributed in 5.88-70.59% and 5-70%. This means that the VST expression, which relied on the sense of the artist, can be engineered. Finally, I expect that it will be the basis of the development of the VST Tool which can predict the conflict expression of the work in the animation pre - production stage successfully.

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.

Effect of Inconsistency Between Visually Perceived Walking Speed and Physically Perceived Walking Speed on VR Sickness in VR-Treadmill Walking (가상현실-트레드밀 보행에서 시각적 속도감과 보행 속도감의 불일치가 가상현실 멀미에 미치는 영향)

  • Choi, InBeom;Park, Jong-Jin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.79-90
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    • 2020
  • The inconsistency in different sensory information causes virtual reality (VR) sickness. This research verifies whether the consistent sensory information reduces VR sickness within treadmill-based virtual reality. Furthermore, we examined the inconsistency between the visually perceived walking speed by optical flow in VR and the physically perceived walking speed in treadmill walking on VR sickness. In Experiment 1, participants reported VR sickness levels while experiencing an increase in the virtual reality. We compared the VR sickness level reported on the standing still condition with that on the treadmill-walking condition. Based on our results, less VR sickness and more sense of presence and immersion were reported on the treadmill-walking condition than on the standing still condition. In Experiment 2 and Experiment 3, the effect of inconsistency between perceived visual speed and perceived walking speed on VR sickness was examined. Interestingly, participants reported less sickness when the perceived visual speed was faster than the perceived walking speed, compared to when the sense of speed was consistent. These results imply that allowing participants to walk on a treadmill while experiencing virtual reality reduces VR sickness. Hence, the perceived visual-walking speed consistency is not necessarily required to reduce VR sickness.

The Importance of Kant's 'Sensus Communis' in the Contemporary Practical Philosophy : Focused on the Relation between Autonomy and Solidarity (현대 실천철학에서 칸트 공통감 이론의 중요성 - 자율성과 연대성을 중심으로 -)

  • Kim, Suk-soo
    • Journal of Korean Philosophical Society
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    • v.123
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    • pp.57-86
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    • 2012
  • Many contemporary philosophers argue that modern philosophy is only the philosophy being imprisoned in subject and consciousness without communicating other subjects with language. They criticize that it is solipsistic. Today, those who are taking part in the communication theory, hermeneutics, and de-constructivism are trying to overcome this problem. The practical philosophers, especially those who advocate communintarianism criticize that modern libertarianism is not free from the isolated autonomy and breaks the solidarity of the traditional community with treating formally others. They criticize Kant's philosophy in the same way. But it is unreasonable. Because Kant was not the philosopher who pursued the same philosophy of subjectivity and liberalism as the earlier modern philosophers pursued. He tried to criticize its limits and overcome them. Especially he did not remain within the modern subjectivity, but rather tried to come up with the inter-subjectivity communicating between subjects. He showed this side through the 'sensus communis'. He thought of a judgement of taste as an effect resulting from the free play between imagination and understanding, and postulated the 'sensus communis' as a ground of the universal validity of this judgement. Therefore this 'sensus communis' is the subjective principle of a judgement of taste. Furthermore, he did not treat this 'sensus communis' merely as a self-relation of a subject, but rather developed it into an communicative relation among subjects. This position of Kant enables us to seek the harmony between the aesthetic sphere and social-moral sphere, and to overcome the conflicts between the autonomy of the liberalism and the solidarity of the communitarianism. Especially, his 'sensus communis' can be developed into the 'critical hermeneutics' and the 'relational autonomy'. Therefore his 'sensus communis' has the possibility to overcome the negative points of the traditional community and the modern community, and to overcome the conflicts among the isolated selves occurring in today's society. Hence Kant's 'sensus communis' has still the important values in the contemporary philosophy, especially in the practical philosophy being now discussed over the relation between autonomy and solidarity.

Zhuzi Learning, Yangming Learning, and Formation of "Gukhak": Genealogy of Subjectivity and Silsim (주자학과 양명학, 그리고 '국학'의 형성 - 주체성과 실심(實心)의 계보학 -)

  • Kim, Woo-hyung
    • The Journal of Korean Philosophical History
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    • no.58
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    • pp.307-336
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    • 2018
  • This paper traces the historical genealogy of the subjectivity and the silsim (實心, true mind) that appear in Jeong In-Bo's "gukhak" (國學, the national learning) thought and illuminates its characteristics. In the modern East Asian history of thought, the beginning of the emergence of subjectivity and the silsim as the main philosophical topic comes from the Neo-Confucianism of Song Dynasty in China. Cheng Yi is the first thinker to emphasize subjectivity and consciousness. Zhu Xi and Wang Yang-ming inherit the Neo-Confucian thought based on Cheng Yi's principle of subjectivity, but only show difference in methodology. In the Chosun Dynasty, Jeong Je-Doo and his School were one example of the Neo-Confucian spirit of subjectivity and the silsim. Although Jeong In-Bo (鄭寅普) belongs to Jeong Je-Doo's school of Ganghwa in the school curriculum, he has only used it methodologically since he believed that Yangming's learning is more effective in the awareness and practice of the silsim. Especially noteworthy is that the principle of subjectivity led Jeong In-Bo to follow the frame of Zhu Xi's moral theory. Jeong's claim that selfish desire (jasasim 自私心) should be controlled by a conscious mind (silsim) being aware of the right and 'ought to do' corresponds to Zhu Xi's view that the moral mind (dosim 道心) should be selected in the conflict situation between sensual desire (insim 人心) and moral consciousness so that the insim should be supervised by the dosim. Such ethics is a position to emphasize the inner motive and the sense of duty of conduct, and there is no fundamental difference in Zhu Xi and Wang Yang-ming. At least on this point, it is necessary to look at modern and contemporary Korean studies from the perspective of continuity, not discontinuity from Confucian tradition.

The Cyber world of the Matrix as a typical type of 'Simulacre' (시뮬라크르의 전형(典型)으로서 매트릭스(Matrix)의 가상 세계)

  • 이종한
    • Archives of design research
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    • v.17 no.1
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    • pp.339-346
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    • 2004
  • Matrix, produced by Larry & Andy Wachowski, was relatively precisely dealt with the cyber world. After the movie was released, it had a mania for the movie and was adopted into a various forms of cultural products. It was remade not only into the parodies of the other movies and TV programs, but also the clothes and miscellaneous items of the movie were reincarnated as an unique cultural trend. The cause of the popularity is the fresh storyline as well as the sophisticated visual effects and good-looking actors. The agony of the protagonist was connected with the people outside the movie who are yearning for the ideal world. He was confused at the fact that his circumstances which were believed as the real world were not tortally true, complicated between the sensually phisical truth and the spiritual truth and had an will for the freedom that would ransack the truth and save the other people from the fictitious world. Consequently, the movie has got sympathies with many audiences suggesting the situation that has no a firm belief of the reality, the difference between the real and the cyber world is meaningless and the faked images of the high-technology are overturned This thesis tries to study the present that the real images are excessly duplicated and consumed, related to the Jean Baudrillard's theory, 'Hyperreel'. Replaced the real objects by a technical programming in the Matrix world, there happens the image-violence that the true nature is slaughterred by images. In the world where the reproducts are more actual than the reality and pretends to be real, only semiotics are consumed and produced. That is to say, the tortally programmed images has no references and aims, therefore should be produced in an 'impediment-strategy' like a faked crisis. That is the step of 'Simulation' that artificially reincarnates the real. Based upon the Baudrillard's theory, 'Simulacre', this study tries to research today's post-modern situation that the boundary of the real world and the faked copy is vague and vanishing, through the analysis of the cyber world of the movie 'Matrix'.

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