• Title/Summary/Keyword: 메타언어

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A Study on Expression Visual of Metamorphosis Transition of Image Animation (영상애니메이션 트랜지션의 메타모포시스 시각 표현에 관한 연구)

  • Joo, Hae-Jeong;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.347-350
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    • 2010
  • With the advent of new media era we are living in the world of motion picture image is not an exaggeration. With the development of the mass media with images and moments that passed the day feeling like part of it is communication. In this era a sensual and shapeable image more than the logical and realistic thinking may be passed. In the act of seeing a moving image, prior to linguistic and conceptual meaning, color and screen configuration delivery and formative element in the change they produce is first recognized. Particular kind of video animation having the narrative structure, this territory effect greatly. the film even more significant effect on the area and linking the image of the scene transitions in the scheme also features a simple means of natural communication functions are being expanded. These transitional effects provide visual pleasure from a simple transition traditional methods. And In terms of narrative functions performed to help a narrative flow of availability, visual representation should continue.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

A Contrastive Study on '됐어' and 'X了': Focusing on the Functions as a Discourse Marker (한국어 '됐어'와 중국어 'X了(료)'의 대조 연구 -담화표지로서의 기능을 중심으로-)

  • Zhang, Ya Nan
    • Journal of Korean language education
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    • v.28 no.4
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    • pp.181-219
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    • 2017
  • The purpose of this study is to review the functions of {됐어} and {X了} as a discourse marker on different levels, and to examine their similarities and differences. {됐어} has not been widely recognized as a discourse marker in the field of Korean linguistics and Korean language education. Therefore, in order to establish the identity of {됐어} as a discourse marker, the reasons that {됐어} can be regarded as discourse marker were explained prior to the contrastive analysis. As to the method of contrastive analysis for {됐어} and {X了}, they were analyzed on three main dimensions: that is, the textual dimension, the interpersonal dimension, and the metalinguistic dimension in the corpus consisting of scripts of Korean and Chinese sitcoms. The results are as follows. In the textual domain, {됐어} and {X了} have the function of closing the topic in common, while {X了} can indicate a new topic and transmit a topic. In terms of functions in the interpersonal domain, {됐어} and {X了} are commonly used to refuse a partner's proposal or request and to interrupt a partner's speech or action. Furthermore, in the interactional aspect, {됐어} and {X了} performs the function of expressing a response to a preceding utterance and taking the turn of speaking. The difference between them in the interpersonal domain is that {X了} performs the function of correcting a speaker's utterance. In the metalinguistic domain, {됐어} and {X了} are common in that they perform the function of expressing the dissatisfaction of the speaker, showing generosity and making a compromise with the addressee. {X了}'s distinguishing characteristics in this domain is that it can express the attitude of consoling the hearer.

Korean Information Summary System for National R&D Projcet Information Summary (국가R&D과제정보 요약을 위한 한국어 정보요약 시스템)

  • Lee, Jong-Won;Kim, Tae-Hyun;Shin, Dong-Gu;Jo, Woo-Seung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.72-74
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    • 2022
  • The National Science and Technology Knowledge Information Service (NTIS) provides information on national R&D projects. Project information consists of meta-information such as 'project name', 'project performance institution', 'research manager name', and text explaining projects such as 'research goal', 'research content', and 'expected effect'. There is a problem that it takes a lot of time to find the desired project information by checking all of the "research goals" or "research contents" in the list of results of searching for 1 million project information. To solve this problem, this paper proposes a project information summary system that summarizes the parts consisting of long texts within the national R&D project information. By analyzing the linguistic characteristics of the Korean language, a preprocessor was built and a project information summary model based on natural language processing technology was developed to process preprocessed text information. Through this, project information composed of long sentences is provided in a compressed and summarized form, which will help users to easily and quickly infer the overall content with the summary information alone.

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The Implication and Issues of Landscape Design Education through National Exhibition of Korean Landscape Architecture (대한민국환경조경대전을 통해 본 조경 설계 교육의 쟁점과 시사점)

  • Choi, Jung-Mean;Yun, Su-jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.2
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    • pp.108-121
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    • 2016
  • The purpose of this study is to explore the issues and implications for landscape design education in Korean landscape architecture by analyzing the National Exhibition of Korean Landscape Architecture(NEKLA). This study analyzed the suggested topics and selected site as well as the commentary that appeared in the NEKLA's award-winning book published from 2004 to 2014. Results of the study are as follows: First, topics of NEKLA are not only competition guidelines but related to exploring new area and role of Korean landscape architecture. Second, most dealing with site is 'industrial heritage and regeneration space' and 'green infrastructure'. In more recent years, a larger variety of sites were addressed. Third, site locations are concentrated in metropolitan areas, and awards and participation of the non-metropolitan universities was very low. Fourth, seven criteria can be applied in a general landscape design competition such as 'newness of the concept(idea)', 'logicality of the design process', 'selection of site fidelity of analysis(interpretation)', 'presentation and completion of the master plan', 'consistency with the theme', 'linkage of concepts and results' and 'feasibility'. The evaluation criteria are increasing the sophistication of the design language to provide useful suggestions on how to find design education methods. Its implications are as follows: First, training is essential to derive innovative ideas, but it should avoid excessive concept-oriented education. Second, design education may include instruction on how to define the problems related with the site. Third, more emphasis on design logic is essential to transform the innovative concept to actual results. Fourth, 'slick images' unrelated to design should be suppressed. Fifth, practice is needed to solve the topics addressed in the design process of education. Sixth, 'feasibility' and 'creative thinking' are necessary to recognize a reciprocal relationship that is helpful to one another. This study uses direct quote commentary to minimize the subjectivity of the researcher and to trace issues of the contemporary landscape architecture more directly and vividly. This study is a record waiting for another review as meta-criticism. In this regard this study, the landscape architect of the next times will have a mean that historical records to review the current thinking of the landscape theory and design.

Analysis of Scaffolding Phase in the Discourse during Docent-led Tours in a Science Museum (과학 박물관 도슨트의 관람 안내 담화 내에 나타난 스캐폴딩 양상 분석)

  • Choi, Moon-Young;Kim, Chan-Jong;Park, Eun Ji;Jung, Won-Young
    • Journal of The Korean Association For Science Education
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    • v.34 no.5
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    • pp.499-510
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    • 2014
  • The purpose of this research is to understand interactive learning during docent-led tours in a science museum focusing on scaffolding. We developed a scaffolding framework by collating the work of other researchers in related fields. The results show that scaffolding included three dimensions: purpose, interaction, and domain. The purpose dimension, divided into six categories, is related to the intention of the scaffolder and what the scaffolding are for: strategic, social, procedural, conceptual, verbal, and metacognitive. The interaction dimension reflects students' interaction with the scaffolder in two ways: dynamic (situation specific) and static (planned in advance). The domain dimension is related to two contents: domain-general and domain-specific (such as science). The scaffolding framework was applied to dynamic interactions between docents and visitors. The data was collected from elementary school students' family visits with the guidance of two docents at the Seodaemun Museum of Natural History. The data collected consisted of surveys, interviews, video-recordings, and transcripts. The analysis shows that five guiding contexts and scaffolding phases were recognized; 1) strategic scaffolding in a poorly illustrated exhibit; 2) conceptual scaffolding in a thoroughly explanative exhibit; 3) verbal scaffolding in misleading interpretation; 4) procedural scaffolding in a manipulative exhibit; and 5) metacognitive scaffolding with inaccurate content. In addition, the results show that the docents used the dynamic and static scaffolding synthetically so that the docent-led tour was effective. In conclusion, this study presents the usefulness of understanding visitors' science learning through the scaffolding framework, as well as the how docents can scaffold actively.

Characteristics of Mise en abyme expression in Modern architectural space - Focusing on the construction work of Jean Nouvel - (현대 건축 공간에서 나타난 미장아빔적 표현 특성 - 장누벨의 건축 작품을 중심으로 -)

  • Yoon, Deuk Geun;Kim, Kai Chun
    • Korea Science and Art Forum
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    • v.20
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    • pp.315-326
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    • 2015
  • This study has started from a curiosity about how the concept and characteristics of mise en abyme, which is one of meta-discourse in the contemporary aesthetics and has affected every aspect of modern philosophy, art, and culture, are expressed in modern architecture. 'Mise en abyme' is a technique mainly used by writers of the nouveau roman after it was introduced first in the work of novelist Andre Gide; this technique of artistic expression has been extended across the whole contemporary art and has become the meta-discourse which essentially makes its appearance in the art after postmodernism. 'Mise en abyme', meaning endless formation of image between two mirrors, got involved with discourse of the various philosophers of the time such as Deleuze and Derrida, and was also expressed in the language of architecture by modern architects who have been influenced by their philosophy. In this context, the technique of mise en abyme which is mostly used in art has a relation to methods of space expression of architects. This research studied the characteristics of mise en abyme which show in the expressional method of the modern architecture based on the relationship between the technique of mise en abyme and the modern method of architectural expression. Moreover, on the basis of this an analysis was carried out on architectural works of Jean Nouvel, who uses de-materialization and singularity as the architectural language. Through the research it was confirmed that the characteristics of expression of mise en abyme in architecture are embodied in material of the surface which forms buildings' exterior, or expressed by using reflection and graphical factors. Through analysis this study allows the chance to see that even though the means and field for expressing mise en abyme are different, the characteristics of the fundamental concept are shared among them, and to think about the meaning in the technique of mise en abyme as one yardstick to understand modern architecture in modern times with no specific mainstream.

Reading "Money": Value and Signification of Money (화폐 읽기: 화폐의 의미작용과 가치)

  • Won, Yong-Jin;Hong, Sung-Il
    • Korean journal of communication and information
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    • v.41
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    • pp.75-107
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    • 2008
  • The paper aims to figure out the meaning of money in terms of communication in which we can find the specific communicative and cultural form of money. In the modern capitalist society, we cannot limit money within the economical terms - for example, store of value, medium of exchange, unit of account and means of payment - because money mediates all human activities beyond the economic boundary and conveys specific meaning in the social and the cultural area. Money can be the medium of the cultural and the communicational as well as the medium of the economic. In this respect, we've try to articulate money with linguistic or semiotic insight. Through this theoretical dialogue, we find two significations of money as a medium of communication. The first signification is meta-signification which drives the individual to the unlimited accumulation of the money. Meta-signification displace the second signification of the money that is the singular, over-determined and the mosaic significations. In this process money can be the signifier without signification. And then, money is the Master signifier which all sign should be identified imaginary. Finally, Money is not only the re-presense (Darstellung) of all sings but also the representative (Vertretung) of all signs. But this double position creates some tensions and makes master signifier of money unstable. Man's analysis of Bonapartism, which shares the linguistic or semiotic insight, shows the crack of the re-presence between the representative. Like Marx's analysis, the money has the tension between two signification which makes the room for the struggle to signify.

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Development of a Metamodel-Based Healthcare Service System using OSGi Component Platform (OSGi 컴포넌트 플랫폼을 이용한 메타모델 기반의 건강관리 서비스 시스템 개발)

  • Kim, Tae-Woong;Kim, Hee-Cheol
    • Journal of Korea Multimedia Society
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    • v.14 no.1
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    • pp.121-132
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    • 2011
  • A healthcare system is a type of medical information system that performs early detection and prevention in diseases by checking one's health condition periodically. Such a healthcare system is based on the signal obtained from the body. However, the developed existing system represents certain differences in the storage and description of vital signs according to medicare devices and the evaluation method of the system. It brings some disadvantages, such as lacks in the interoperability between systems, increases in the development cost of systems, and absence of a unified system. Thus, this study develops a healthcare system based on a meta model. For establishing this objective, this study describes and stores vital sign data based on the standard meta model of HL7 and applies OCL, which is a mathematical specification language, for defining wellness indexes and extracting data in order to evaluate health risk appraisals in health. In addition, this study implements components based on OSGi and assemble them in order to easily extend various devices and systems. By describing vital data based on the meta model, it represents some advantages that it makes possible to ensure the interoperability between systems and introduce the standardization of the evaluation method of health conditions through defining the wellness index using OCL. Also, it provides dear specifications.

A Method to Manage Faults in SOA using Autonomic Computing (자율 컴퓨팅을 적용한 SOA 서비스 결함 관리 기법)

  • Cheun, Du-Wan;Lee, Jae-Yoo;La, Hyun-Jung;Kim, Soo-Dong
    • Journal of KIISE:Software and Applications
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    • v.35 no.12
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    • pp.716-730
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    • 2008
  • In Service-Oriented Architecture (SOA), service providers develop and deploy reusable services on the repositories, and service consumers utilize blackbox form of services through their interfaces. Services are also highly evolvable and often heterogeneous. Due to these characteristics of the service, it is hard to manage the faults if faults occur on the services. Autonomic Computing (AC) is a way of designing systems which can manage themselves without direct human intervention. Applying the key disciplines of AC to service management is appealing since key technical issues for service management can be effectively resolved by AC. In this paper, we present a theoretical model, Symptom-Cause-Actuator (SCA), to enable autonomous service fault management in SOA. We derive SCA model from our rigorous observation on how physicians treat patients. In this paper, we first define a five-phase computing model and meta-model of SCA. And, we define a schema of SCA profile, which contains instances of symptoms, causes, actuators and their dependency values in a machine readable form. Then, we present detailed algorithms for the five phases that are used to manage faults the services. To show the applicability of our approach, we demonstrate the result of our case study for the domain of 'Flight Ticket Management Services'.