• Title/Summary/Keyword: 리얼리티

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A Phenomenological Study on Reading Therapy through After-school Picturebook Making Activity Program for Adolescents (청소년의 방과후학교 그림책 창작 프로그램을 매개로 한 그림책 치료에 대한 현상학적 연구)

  • Ji, Sangsun;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.369-385
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    • 2022
  • This thesis was a phenomenological study of an after-school picture book making program for middle school students. This study attempted to establish a theoretical system for picture book making activity by analyzing the process of self-discovery and healing through the picture book making activity. The participants were six middle school students, the picture book making activity program was organized into five stages, and in-depth interviews of the study participants and their interpretation of picture books were described. According to the research results, first, the making activity of picturebooks can construct one's own world through hyper-reality that is more excessive than the original. Second, it can be said that the fearful existence of a monster has developed awareness and insight to view its own problems from various angles through defamiliarization. These results might be that the making activity of picturebooks is a way of revealing one's existence to the world, and through this, the process of exploring and constructing the meaning of oneself and daily life. Discussion was made based on this about the creation of another world where the picturebook making activity is different from the original, the stimulating effect of the subconscious mind through the defamiliarization device, and the establishment of self-existence in picturebook creation.

The study on metareality expressed in digital fashion film (디지털 패션필름에 표현된 메타리얼리티)

  • Kim, Sejin;Ha, Jisoo
    • The Research Journal of the Costume Culture
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    • v.23 no.4
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    • pp.554-568
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    • 2015
  • Technological change leads to a value shift in human society. Various cultural experiences through the digital paradigm influence the expression of fashion. This article considers fashion film as a new form for presenting fashion and explores the distinctiveness of expression in digital fashion film. For the methodology, a literature review was conducted to examine the concepts and features of digital fashion film and metareality. Empirical research was also performed by drawing from Nick Knight's digital films, "Sans Couture", "#asif", and "The Elegant Universe" and by specifically analyzing the classification of the themes, visuals, and auditory expression. The results are as follows. The proliferation of fashion film has accelerated in the internet environment. New media in the digital era allows images to become more realistic and variable through immaterial conversion. Metareality is the notion of a reality beyond existence. A metarealistic image maintains the metaphysical nature of an object and transcends empirical appearance. It possesses immaterial, transboundary, and multidimensional features, and the image is realized by digital technology. The expression analysis identifies the metareality expressed in contemporary fashion film appearing as atypical forms, irrational combinations, and the playfulness of motion. It shows a positive attitude, transcending the immaterial limit of reality toward fashion. This study indicates how fashion as products challenges the metaphysical transformation in the digital era. The exploration of metareality in digital fashion film promotes a wider perspective and understanding of the concept of fashion.

Development of Virtual Reality Program for Safety Improvement of Hydrogen Fueling Station (수소충전소의 안전성 향상을 위한 버츄얼리얼리티 프로그램 개발)

  • Kim, Eun-Jung;Kim, Young-Gyu;Moon, Il
    • Journal of the Korean Institute of Gas
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    • v.12 no.4
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    • pp.29-33
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    • 2008
  • The focus of this study is to develop a virtual reality program for safe training and virtual reality of hydrogen station. This programme consists of 4 modules such as hydrogen and safety module, hydrogen station module, hypothetical experience module, and accident scenarios module for hydrogen experts. User can experience with principles and operation condition and collect the information of hydrogen station by this programme and can simultaneously study the probable scenarios, emergency response plan/standard operating procedure about hydrogen stations. It makes it possible to educate and safety publicity for the trainee. This virtual reality program will be expected to be helpful for hydrogen station's construction propagation and technology development which is essential for hydrogen energy induction.

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The Analysis of Date Show Program: Its Focus on SBS Special Episode of < Partner > (데이트 쇼 프로그램의 구성형식과 텍스트 분석 -SBS <짝> 노처녀 노총각 특집물을 중심으로-)

  • Hahm, Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.529-535
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    • 2012
  • This paper attempts to the couple formation of date show program SBS as a hybrid genre. The characteristic of hybrid program emergent popular formation of television culture in our society, as well as encountered by audiences. It also implies that the visual culture transforms the popular elements of episode of television culture as a reality show program refer to central field of media industries. One final thing that date show program has been rapidly changed in terms of many different methods of format, as well as continued process of the date show program is an opportunity to raise the daily lives of fueling.

Comparative analysis Gundam contents(Animation and Figure) and elements of a culture theory (건담 컨텐츠(애니메이션 및 건담 피규어)의 문화 성립 요소분석)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.299-304
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    • 2012
  • First broadcasted in 1979's and until today very popular in the Original title video content Mobil Suit GUNDAM, it has difference to existing other two-way race other robot animation. According to director Tomino Yoshiyuki animation Gundam has an elements of drama. It's explain imply all untruth reality contents. The content of Japanese animation, GUNDAM beyond its wide range of industries around the world, further developed and expanded, and further is referred to as GUNDAM culture. Academic culture in terms of the five elements that make up culture (technology, values, social relations, language, and material) around the content analysis of GUNDAM. As a result, the five cultures of each of the elements that conflict with sufficient information and are believed to be worth.

Movement of Animation through Characteristics of Cinema (영화적 특성을 통한 애니메이션의 운동성)

  • Song, Shi-Hyeong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.48-55
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    • 2014
  • A new relation between technological changes and arts is begins to create by the modernization of the West. Because the arts in the past that were enjoyed by specific individuals and small number of people are now massively produced via technological development, public acceptance of such arts is now possible. In this study, movement between each frame, which can be the core in animation, is investigated. We can see that the animation's cinematic movement cannot be identified with motions reproduced in live action films, let alone the motions in real world, no matter how the reproduced motions in animation are faithfully made. In the end, while crating the detailed expressions of movement of animation, along with cinema factors, and the continuity of such expressions, we can gradually exert the power of animation art form with enlivened reality that only animation has.

Narrative Analysis of Season2: Based on the Competition and Training (<프로듀스 101> 시즌2의 서사연구 경쟁과 육성을 중심으로)

  • Yu, Lulu;Nam, Yoonjae
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.503-518
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    • 2018
  • This study conducted a narrative analysis on the audition program, season2 which was the most popular in Korean in 2016, focusing on the competition and training participators. Results indicated that the narrative structure of the program had three factors; 1) the competition, 2) training, and 3) audience participation. And, season2 was a talent program employing the process of survival and elimination to develop an idol group with audience participations.

A study on realtime interactive performance in 'A Death of Mickey Rat' ('미키쥐의 죽음'에서 표현된 실시간 인터랙티브 퍼포먼스 구현에 관한 연구)

  • Kim, Hyo-Kyung;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.446-450
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    • 2008
  • Due to the advancement of technology, there are many attempts trying to extend ways of expressing for using digital media, even in traditional theater. In the performances that were created before '미키쥐의 죽음' directors used videos only for the background, however, in 'A Death of Mickey Rat', trying to avoid the same patterns as the ones from the past creators realized an interactive performance with the balancing combination of videos, performer and sounds. As a result, the theater suggested a possibility of a new progress in creating theater by making a created space called the stage gain more reality and adding the power of interactivity between the media and the performer.

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A Study On Antialiasing Based On Morphological Pixel Structure (형태학적 픽셀구조에 기반한 앤티에얼리아싱에 관한 연구)

  • Lee, Yong-Jae
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.86-93
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    • 2003
  • In this paper, we propose a new antialiasing method using filtering technique which is base on morphological pixel structure Aliasing occurs along the edge of lines and polygons. This undesirable effect happens because there are not enough pixels available on a typical monitor to properly display mathematically smooth lines and polygon edges. Aliasing can be very distracting. In a typical graphic scene, aliasing artifact will be visible along the edges of all objects that greatly diminish of realism. The proposed antialiasing method attempts to smooth extreme jagged contour lines and edges by properly handling pixel's structure, surface type and adjusting the pixel color according to the amount of pixel coverage. Next, we use filtering technique considering morphological pixel structure. Experimental results have shown that the propose algorithm achieves better performance in reducing noise for antialiasing. The method will be widely applied to basic antialiasing technique for computer graphic applications.

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MPEG-4 Encoding for Stereo Video Stream (스테레오 비디오 스트림을 위한 MPEG-4 인코딩)

  • Na, In-Soon;Kim, Myoung-Eun;Cho, Dong-Sub
    • Proceedings of the KIEE Conference
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    • 2002.07d
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    • pp.2843-2845
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    • 2002
  • 본 논문에서는 입체 영상 재현을 위한 한쌍의 이미지 스트림 데이터를 MPES-4 표준을 기반으로 효율적으로 인코딩하는 방식을 제안하고, 이에 대한 인코더를 분석, 설계하였다. 최근 하이비전 보다 더욱 인간의 감성에 호소하는 영상 시스템으로서 3차원 입체 영상에 대한 기대가 고조되고 있고, 영상 정보의 현실감 부여와 정보 전달의 리얼리티에 관한 많은 정보론 요구하고 있다. 또한 현대의 정보 통신 분야는 방송, 통신 및 컴퓨터가 통합되고, 무선과 유선이 융합되는 새의운 정보 통신 기술로 진화하고 있다. 이러한 변화의 영향으로 영상 서비스에 대한 기술 개발 경향도 영상 정보의 효율적인 전달 및 저장이라는 기존의 동영상 압축 표준이 갖는 기능뿐만 아니라, 보다 더 향상된 기능을 제공하는 방향으로 나아가고 있다. 기존 입체 영상 인코딩 방식은 상관 관계가(Correlation) 높은 각각의 입체 영상을 독립적으로 인코딩하는 반면, 본 논문에서는 한 인코더에서 동시에 인코딩하는 방식을 제안하였으며, 이 방식은 저장 공간과 이미지 스트림 전송에 효율적일 것이나 MPEG-4는 현재 각광받고 있는 인터넷 등의 멀티미디어 서비스에 있어서 효율적이고 필수적인 핵심기술로 본 논문의 기반이 되었다. 본 논문에서 제안하는 방식은 MPEG-4를 이용한 입체 영상 관련 응용에 적용될 수 있다.

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