• Title/Summary/Keyword: 경험미학

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A Study on the Types of Time for Expression as Film Language in Animation (애니메이션의 다양한 시간의 종류와 영상 언어적인 표현에 대한 연구)

  • 김지홍
    • Archives of design research
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    • v.15 no.4
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    • pp.253-262
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    • 2002
  • Without the involvement of time in animation, it cannot be possible to create movement. Therefore, tine is the important element to create animation. In animation, the expression of the emotion of character is more complicate than the appearance. Time is one of element to use for express of the emotion. It can be divided two types of time as the real time and the animation time broadly. The real time has linear, irreversible and analogue form which is in our daily life. And the animation time has multi-direction, reversible, and digital form which can be detected in the movie. For the animation time, there are many types of time that are the running time, the production time, the subjective time, the objective time, the ambiguous time and the universal time etc. This study is to extend and enrich the express as film language through various types of times in animation. Time is one of important element that can be useful method for expressing many unique scenes in film art as film language.

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Adult Readers' Responses to Picturebooks Portraying Play (놀이를 소재로 한 그림책에 대한 성인 독자의 반응)

  • Hyun, Eunja;Lee, Jiun
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.603-614
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    • 2021
  • The purpose of this study is to explore whether reading picturebooks portraying children's play assists adult readers to recall their childhood play memories according to the narrative model of human development. In this study, adult readers recalled their play memories before and after reading a picturebook depicting children's play. Adult readers' responses to the picturebooks were also collected. The types of play from their memories were categorized and the responses were qualitatively analyzed through open coding. The results indicated that first, before reading picturebooks portraying children's play, the type of play that adult readers mostly recalled was games with rules which happened outdoor. Second, after reading a picturebook, adult readers recalled new play memories which contained more detailed elements of narratives. Third, most adult readers responded to picturebooks either emotionally or aesthetically. This study suggests the perspective on picturebooks as a literature and art genre for readers from birth to death. In addition, as an evocative object, a picturebooks could assist adult readers to recall and rediscover their childhood.

Database Security System supporting Access Control for Various Sizes of Data Groups (다양한 크기의 데이터 그룹에 대한 접근 제어를 지원하는 데이터베이스 보안 시스템)

  • Jeong, Min-A;Kim, Jung-Ja;Won, Yong-Gwan;Bae, Suk-Chan
    • The KIPS Transactions:PartD
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    • v.10D no.7
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    • pp.1149-1154
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    • 2003
  • Due to various requirements for the user access control to large databases in the hospitals and the banks, database security has been emphasized. There are many security models for database systems using wide variety of policy-based access control methods. However, they are not functionally enough to meet the requirements for the complicated and various types of access control. In this paper, we propose a database security system that can individually control user access to data groups of various sites and is suitable for the situation where the user's access privilege to arbitrary data is changed frequently. Data group(s) in different sixes d is defined by the table name(s), attribute(s) and/or record key(s), and the access privilege is defined by security levels, roles and polices. The proposed system operates in two phases. The first phase is composed of a modified MAC (Mandatory Access Control) model and RBAC (Role-Based Access Control) model. A user can access any data that has lower or equal security levels, and that is accessible by the roles to which the user is assigned. All types of access mode are controlled in this phase. In the second phase, a modified DAC(Discretionary Access Control) model is applied to re-control the 'read' mode by filtering out the non-accessible data from the result obtained at the first phase. For this purpose, we also defined the user group s that can be characterized by security levels, roles or any partition of users. The policies represented in the form of Block(s, d, r) were also defined and used to control access to any data or data group(s) that is not permitted in 'read ' mode. With this proposed security system, more complicated 'read' access to various data sizes for individual users can be flexibly controlled, while other access mode can be controlled as usual. An implementation example for a database system that manages specimen and clinical information is presented.

A study on optical coherence tomography system using optical fiber (광섬유를 이용한 광영상 단층촬영기에 관한연구)

  • 양승국;박양하;장원석;오상기;김현덕;김기문
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2004.04a
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    • pp.5-9
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    • 2004
  • In this paper, we studied the OCT(Optical Coherence Tomography) system which it has been extensively studied because of having some advantages such as high resolution cross-sectional images, low cost, and small size configuration. A basic principle of OCT system is Michelson interferometer. The characteristics of light source determine the resolution and the transmission depth. As a results, the light source have a commercial SLD with a central wavelength of 1,285 nm and FWHM(Full Width at Half Maximum) of 35.3 nm. The optical delay line part is necessary to equal of the optical path length with scattered light or reflected light from sample. In order to equal the optical path length, the stage which is attached to reference mirror is moved linearly by step motor And the interferometer is configured with the Michelson interferometer using single mod fiber, the scanner can be focused of the sample by using the reference arm. Also, the 2-dimensional cross-sectional images were measured with scanning the transverse direction of the sample by using step motor. After detecting the internal signal of lateral direction at a paint of sample, scanner is moved to obtain the cross-sectional image of 2-demensional by using step motor. Photodiode has been used which has high detection sensitivity, excellent noise characteristic, and dynamic range from 800 nm to 1,700 nm. It is detected mixed small signal between noise and interference signal with high frequency After filtering and amplifying this signal, only envelope curve of interference signal is detected. And then, cross-sectional image is shown through converting this signal into digitalized signal using A/D converter. The resolution of the OCT system is about 30$\mu\textrm{m}$ which corresponds to the theoretical resolution. Also, the cross-sectional image of ping-pong ball is measured. The OCT system is configured with Michelson interferometer which has a low contrast because of reducing the power of feedback interference light. Such a problem is overcomed by using the improved inteferometer. Also, in order to obtain the cross-sectional image within a short time, it is necessary to reduce the measurement time for improving the optical delay line.

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Work Implementation and Analysis for Playful Communication of Netart (넷아트의 유희적 소통을 위한 작품분석 및 구현)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.81-90
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    • 2008
  • The development of digital technologies has changed the paradigm of an information-oriented society. Accordingly, the media-art and the net-art using digital media have been developed more interactively. Under the this influence, various experimental works using digital media are being produced and having a try to combination of art and digital on the network. In this paper, we looked into the relation between characteristics and playful of the net-art and analized the relation among interactive, network characteristics and intuitive play implemented on the net-art. Based upon these analyses, we intend to offer new aesthetic experiences through playful expression for humorous emotion on a traditional character, Dokkaebi.

Aesthetics of Interactive Real-Time 3D (인터렉티브 리얼 타임 3D 아트의 미학적 특성)

  • Dho, Soon-Ho
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.3-9
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    • 2005
  • Interactive real-time 3D enables users to explore virtual three dimensional environments and also experience contents in an absorbing fashion. Unlike other media, Interactive real-time 3D users take an active role in the process of "real-time fashion" where action and reaction occur instantly in a digital 3D structure. Once the components and origins of interactive real-time 3D is made, it is possible making principles of the beauty that help decide success or failure of real-time 3D in two way system. Substantial real-time 3D has not yet passed 10 years so it was unable to make sufficient precedents of fundamental artistic value based upon the credibility of the media. The goal is to explain the new form of design in relation to general principles of arts at the same time to understand the technical definition better. Concepts of historical documentation are explained with an example of categorization of recent video game and recent technology. This thesis concludes with rough forecast on the future interactive real time 3D. Since the medium began relatively recently and is developing in the rapid pace, recent analyses, though clear forecast is difficult, tend to investigate potential directions to some level the field allows.

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Benchmarking analysis of product design and development programs of domestic and foreign universities (국내외 대학의 제품 설계 및 개발 교육과정 과정 벤치마킹)

  • Mun Jeong-Tae;Jeong Gi-Hyo;Han Yun-Taek;Yu Hui-Cheon;Jang Su-Yeong;Jeon Chi-Hyeok;Jeong Mu-Yeong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.05a
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    • pp.203-207
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    • 2006
  • 기업의 시장개척과 경쟁 우위 확보에 있어 인간친화형 혁신 제품의 개발이 중요해지고 있다. 인간친화형 혁신 제품의 개발은 기술, 인간, 미학, 비즈니스와 경영, 윤리와 법에 대한 전공 지식 및 제품 개발 전 과정에 대한 통합적인 시각과 경험을 필요로 한다. 이를 위한 교육과정은 학제간 및 산학간 연계를 통해, 교과과정을 이수한 인력이 별도의 교육 없이 제품 개발 업무를 수행할 수 있도록 개발되어야 한다. 본 연구는 국내 대학의 산업공학, 기계공학, 산업디자인학과와 국외 MIT, Stanford, Carnegie Melon 대학의 제품 설계 및 개발 교육 프로그램을 대상으로 (1) 목표 및 대상 파악, (2) 교과과정 특성분석, (3) 운영 모델을 파악한다. 이를 바탕으로 국내외 현황에 대한 비교 분석 결과를 제시하고 대상과 목표, 이수방식 등에 따른 다양한 학제간/산학간/프로그램 운용 등에 필요한 모델을 정리하고 그 활용방안을 제안한다.

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A study on the Semiotic about 3D animation (3D애니메이션 <슈렉2>에 관한 기호학적 연구)

  • Jung, Joo-Youne
    • Archives of design research
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    • v.17 no.4
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    • pp.327-336
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    • 2004
  • The cultural production of meanings is becoming more and laden with the intricacies of signs and symbols in our times. The idea of 'character' is important as an intermediation for information and an essential characteristic of "the object" experienced through the sence of sight. Character is symbolicin its form but also in its iconic markings. Motion Picture Animation makes Character not just an expression of an image but visual communication that expands the action of meaning piled up, sign upon sign. The analysis of 'character' suggests that motion picture animated characters could play an important role as a cultural mode leading to new styles not merely as an aesthetic mechanism. The study there with analyzed animated character systematically to discem where the sign phenomena shows up in social conventions under the semiotic rigor of Peirce's concepts of icon, index, and symbol.

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A Study on development of Motion Picture Contents in the invisible area of the dematerialized era (탈물질화 시대의 비가시적 영역에서 영상콘텐츠 개발을 위한 연구)

  • 최광춘;김후성
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.449-455
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    • 2004
  • In aspects of materializing rational and reasonable beauty in motion picture contents design area, it intends to conceptualize the visual design through studies of the invisible area, the virtual space of the dematerialized era, contrary to the commonly practiced visual design area of the concrete substance and to provide an opportunity to gain new senses and the embedded meanings of the motion picture graphics, which are created in the electronic space. Especially, although the invisible phenomenon such as electromagnetic wave exist in space, it was treated as a conceptual subject. However, it intends to seek a design approach about physical, poetical, aesthetical experience of the design in the invisible area, escaped from the limited existing perspective. Based on such theory, it denotes to secure the possibility of new design through the application of sound, rhythm, color and image in fractal design area.

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A Study on Enhancing Subject Access to Fiction Focused on Symbol and Motif (소설 주제 접근체계의 확장 연구 - 상징과 모티프를 중심으로 -)

  • Kim, Na-Reum;Kim, Tae-Soo
    • Journal of the Korean Society for information Management
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    • v.23 no.4 s.62
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    • pp.69-87
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    • 2006
  • The access to literary works, including fictions, has focused on descriptive elements, and the subject access has been confined to denotative elements such as the subject matter, name of character and geographical name, etc, which appear in the work. This practice will not lead to the essence of subject of fiction, and does not reflect the demand of users for the subject who pursue aesthetic experience. In this study, concepts of symbol and motif and their possibility to be used as subject access point are considered to enhance a subject access scheme. In addition, this study tries to build the scheme of symbol and motif by using the glossary as the source of information. The composed schemes are applied to 20th century Korean fictions and its usability and limits are discussed.