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Analysis of movement in (2013) (<셜리에 관한 모든 것>(2013)에 나타난 움직임 분석)

  • Moon, Jae-Cheol;Lee, Jin-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.43-52
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    • 2020
  • This paper is a study of Gustav Deutsch's film (2013). The film transformed the painting of Edward Hopper into an homage film. So it gives the impression that the picture is moving. In this regard, it raises the issue of 'remediation' between film and pictures. In this study, We ask how (2013) dealt with the movement in turning Hopper's paintings into movies. To that end, To this end, we look at two aspects of movement: the actor's movement and the screen's movement. The concepts of "tableau vivant," Agamben's gesture and mediation were used in the process. The actor's movement in the film is not an act of making and developing events. It is a gesture that moves a person's body and expression itself. It is not a story-oriented acting, but a gesture that Giorgio Agamben said. Editing and camera movements are used while maintaining frontality. This suggests that the movement of the screen is the eye of the audience. At first glance, it embodies the voyeuristic gaze of the original work. However, But the audience isn't looking at the image unilaterally, as in mainstream fiction films, but they are also being seen by that image. Also, the camera's movement to take a closer look at the details of the screen shows the movement itself rather than the means to reveal the details. The 'vision of reality' in a film is made through movement. The film questions the vision of reality between painting and film, between words and images. The move is a means of mediating reality, but the film is regaining the "lost gesture" that Giorgio Agamben once said by revealing its mediated nature. This tells us that the vision of reality appears when it obscures its mediated nature.

An Analytical Study on the Apparition of Virgin Mary of Rue du Bac: The Virgin Mary as the Incarnation of the Divinity (뤼 뒤 박 발현 성모상의 분석심리학적 고찰: 신성의 육화로서의 성모상)

  • Ki-Hwan Kim;Jung Taek Kim
    • Sim-seong Yeon-gu
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    • v.38 no.1
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    • pp.45-111
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    • 2023
  • This paper examines the apparition of the Virgin Mary revealed in Rue du Bac, Paris, France, in 1830, from a perspective of analytical psychology. To do so, it amplifies the archetypal motifs manifested in the images of the Virgin Mary of Rue du Bac by introducing the medieval alchemical picture titled "Glorification of the body portrayed as the coronation of the Virgin Mary" from Reusner's Pandora (1588). This image of the Virgin Mary is full of archetypal motifs that show the process and end result of individuation, which is the main idea of Jungian psychology. These symbols that depict the individuation process, both in Reusner's Pandora and in the Mary of Rue du Bac, are expressions of mythologems, constituent elements of the collective unconscious. Jung noted that these mythologems are the ultimate base and matrix of all religions. Through examining the archetypal motifs, which appear in the Mary of Rue du Bac, the apparition of the Mary turns out to be the revelation of the archetypal image of the Self in a space-time continuum, which is constellated in the collective unconscious. That is, an archetypal figure revealed itself to a witness' ego-consciousness to whom a space-time continuum functions as a cognitive category. The Mary of Rue du Bac represents the union of the opposites of divinity and humanity, which lacks in the symbolism of the Cross in Christianity. In this regard, she is an image of the new savior, who opens the new aeon of the Aquarius. The revealed image of Mary shows that divinity originates from the inner realm of the human psyche, that corporeal human beings are the matrix in which the divine incarnates, and that human being is the subject of psychological redemption. The image of Mary awakens us to the value of divinity in the human psyche in the times when the spiritual values Christianity has retained declines drastically.

Development and mathematical performance analysis of custom GPTs-Based chatbots (GPTs 기반 문제해결 맞춤형 챗봇 제작 및 수학적 성능 분석)

  • Kwon, Misun
    • Education of Primary School Mathematics
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    • v.27 no.3
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    • pp.303-320
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    • 2024
  • This study presents the development and performance evaluation of a custom GPT-based chatbot tailored to provide solutions following Polya's problem-solving stages. A beta version of the chatbot was initially deployed to assess its mathematical capabilities, followed by iterative error identification and correction, leading to the final version. The completed chatbot demonstrated an accuracy rate of approximately 89.0%, correctly solving an average of 57.8 out of 65 image-based problems from a 6th-grade elementary mathematics textbook, reflecting a 4 percentage point improvement over the beta version. For a subset of 50 problems, where images were not critical for problem resolution, the chatbot achieved an accuracy rate of approximately 91.0%, solving an average of 45.5 problems correctly. Predominant errors included problem recognition issues, particularly with complex or poorly recognizable images, along with concept confusion and comprehension errors. The custom chatbot exhibited superior mathematical performance compared to the general-purpose ChatGPT. Additionally, its solution process can be adapted to various grade levels, facilitating personalized student instruction. The ease of chatbot creation and customization underscores its potential for diverse applications in mathematics education, such as individualized teacher support and personalized student guidance.

Effect of Contruals on Social Action Perception: Modulation of Motor Resonance Effect by Perspectives (사회적 행위 지각에 있어 해석 효과: 관점에 따른 운동공명효과의 조절)

  • Lee, Dong-Hoon;Shin, Cheon-Woo;Shin, Hyun-Jung
    • Korean Journal of Cognitive Science
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    • v.23 no.1
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    • pp.109-132
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    • 2012
  • According to recent embodied cognition approach, understanding of actions is not based on abstract symbolic process but based on mental simulation of sensory-motor information related to those actions. As supporting evidence, motor resonance effect is a facilitation/interference effect of motor response in terms of similarity between observed action and concurrent own action. In the current research, we investigated this effect in the situation to perceive a complex social action perception and how it would be modulated by perspectives of construals of the social action scene. For this purpose, we created three kinds of fighting action scenes of two people in terms of body actions of the subject(ie., hitting, stepping, biting), and described them in two perspectives; active and passive. During the experiment, subjects had to verify the congruency of the picture and the description first, and if they are congruent, they had to do two different actions in terms of color of following cues. In the first experiment, subjects' response time for stepping on a pedal and pressing a button were analyzed for measuring motor resonance effect for the foot movement. In the second experiment, voice response time with a microphone and button pressing time were analyzed for the mouth movement motor resonance effect. Results showed the facilitation of the foot movement(in Exp1), and the mouth movement(in Exp2) only when the action scene was described in active perspective. Our results indicate that the motor resonance effect can be occurred during perception of social actions in the real life situation, but it can be also modulated by the perspective of the mental construal of the action event.

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Development of Bayes' rule education tool with Excel Macro (엑셀 매크로기능을 이용한 베이즈 정리 교육도구 개발)

  • Choi, Hyun-Seok;Ha, Jeong-Cheol
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.5
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    • pp.905-912
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    • 2012
  • We are dealing with the Bayes' rule education tool with Excel Macro and its usage example. When an event occurs, we are interested in whether it does under certain conditions or not. In this case, we use the Bayes' rule to calculate the probability. Bayes' rule is very useful in making decision based on newly obtained statistical information. We introduce an efficient self-teaching educational tool developed to help the learners understand the Bayes' rule through intermediate steps and descriptions. The concept and examples of intermediate steps such as conditional probability, multiplication rule, law of total probability, prior probability and posterior probability could be acquired through step-by-step learning. All the processes leading to result are given with diagrams and detailed descriptions. By just clicking the execution button, users could get the results in one screen.

An Improvement of Mathematics Course Using MathML in ICT Environment (MathML을 이용한 수학교과 ICT활용 교육 개선방안)

  • Hong, Eun-Pyo;Lee, Su-Hyun
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.11-26
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    • 2003
  • Although many mathematical teaching/learning materials are already developed in the web, diverse utilization of this materials such as calculation, searching, or reusing of expressions are limited since the expression is actually a figure. To cope with this, MathML which describing mathematical notation was developed. In the paper, we proposed the methods of developing teaching materials using MathML, making learning assistance tools which utilize MathML, and applying MathML to information exchange community for Mathematics courses in ICT environment. Using MathML to develop a teaching material makes easy to correct and reuse the mathematical notations conveniently. Furthermore, learning assistance tools made by placing MathML help teachers reorganize and utilize these materials in the classroom as well as enhancing the connection between mathematical notations and concepts. The web-board that can make a use the mathematical notations using MathML enables the teachers and students to exchange information actively. It also helps to fulfill different types of teaching using ICT such as "discussion on the web".

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A Study of Formativeness in the Western Symbolic Icons of Evil (서양 악의 상징물에 나타난 조형성 연구)

  • Lee, Young hwa
    • Journal of the Korea Convergence Society
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    • v.9 no.4
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    • pp.127-135
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    • 2018
  • Men are ambivalent since they have good and evil at the same time. To concretize this evil further, men created symbolic icons of evil with formative elements by giving shape to it. Thus, this researcher would investigate and analyze the concept of evil and the formativeness appearing when the essence of humans' evil is expressed as symbolic icons. For this purpose, items for the classification of formativeness were constructed, and questionnaires were prepared to draw the results of an analysis as follows. As for the type of composition, symbolic icons of evil were expressed by pictures or signs, rather than letters. The objects of expression were characters and animals in myths. As for the layout, most were expressed in a radial shape. As for the method of description, most were in the forms of simplicity and complexity, and as for the outer form, most were circles. It was noted that the symbolic icons in which items with these types of composition had high scores, were drawn, used and developed in formative relations with each other.

The Illusion-Image of Digital Animation Used in a Live action Film and 3D Animation (영화의 합성과 디지털 애니메이션의 가상성에 관한연구)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.9
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    • pp.235-249
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    • 2005
  • Manual processing to make illusion-image of Digital Animation consists of handicraft technology indeed, such as an animation process, image addition and image revision etc.. This thesis asserts that is acquiring new art concept, resuscitating the craftsmanship of art in this digital manufacturing process. To concrete this, this paper consists of the following steps. First, reproduction and mixture in a Film. In art history which have emphasized 'Aura' of an, Reproduction by machine became that can not avoid. Various pictorial information and added images stored by digital become having an opportunity that can do easily a new film-work with reproduction and mixture It is the second rank, extension of an area of Digital Animation. Now, Digital Animation is recognized as a new creative art through illusion of meta-realism. Consequently, the process of Digital Animation is acquiringing the possibility as a new art of Digital Animation, showing the characteristics of a new media art that reconstructs imagination which past media arts could not achieve.

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The Gauss, Rayleigh and Nakagami Probability Density Distribution Based on the Decreased Exponential Probability Distribution (감쇄지수함수 확률분포에 의한 가우스, 레일레이, 나카가미 확률 밀도 분포)

  • Kim, Jeong-Su;Lee, Moon-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.59-68
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    • 2017
  • Random process plays a major role in wireless communication system to analytically derive the probability distribution function of the various statistical distribution. In this paper, we derive the decreasing function of the exponential distribution under the given condition which is expressed as wireless channel condition. The probability distribution function of Gaussian, Laplacian, Rayleigh and Nakagami distribution are also derived. Extensive simulation results of these statistical distributions are provided to prove that random process has a significant role in the wireless communications. In addition, the Rayleigh and Rician channels show specific examples of visible distance communication and invisible distance channel environment. This paper is motivated by that we assume a block fading channel model, where the channel is constant during a transmission block and changes independently between consecutive transmission block, can achieve a better performance in high SNR regime with i.i.d channel. This algorithm for realizing these transforms can be applied to the Kronecker MIMO channel.

Learning System of Programming Language using Basic Algorithms (기초 알고리즘을 활용한 프로그래밍 언어 학습 시스템)

  • Park, Kyoung-Wook;Oh, Kyeong-Sug;Ryu, Nam-Hoon;Lee, Hye-Mi;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.1
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    • pp.66-73
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    • 2010
  • The curriculum of programming education including algorithm has been recognized as a very important subject to many students majoring in natural sciences and engineering including electronic engineering and computer related departments. However, many students have had difficulties with it due to its characteristics; as a consequence, they have been in trouble taking upper-level subjects. Flow chart is a diagram that expresses logical stages necessary to solve certain problems and has been widely used to have an understanding of the flow of algorithm. The practice-oriented education of algorithm and programming would be very important to assist the understanding of operation processes. Furthermore, it has been desperately required to the necessity of auxiliary programs that could enhance an understanding of the concept of algorithm and program execution process. This study was aimed to design and embody the learning system of programming languages using basic algorithms so as for students to easily learn basic algorithm among the entire programming curriculum.