• Title/Summary/Keyword: 사실적 표현유형

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A Study on the Abstract Types of the Contemporary Landscape Design (현대조경디자인의 추상유형에 관한 연구)

  • Kim, Jun-Yon;Lee, Haeung-Yul;Bang, Kwang-Ja
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.1-11
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    • 2009
  • This study focuses on Abstract Types in Contemporary Landscape Design. The formation and artistry of contemporary landscape design reveals many areas which Previously have not been able to be expressed in scenic landscape thanks to the deviation of the genre in contemporary landscape and the hybridization that has occurred among architecture, landscape and art genres. The focus of this study is basic research concerning "the abstract", which is used as a creative artistic theory in a variety of art fields such as landscape, architecture and painting. Through a theoretical establishment of "the abstract", its process of change, and the discovery of its contemporary principles, the relationship between each art field in landscapes and the formation of the abstract, abstract language, and abstract properties have been studied. The use of the abstract in contemporary landscape design can be classified in three ways: Inductive abstract representing conceptual transcendental symbols not logically but rather through intuition and transcendental cognition to display the inner expressions, ideas and minds of the artists. Second, a deductive abstract represents an expansive, logical model for the simplification of objects, distortion, exaggeration based on knowledge and logical reasoning about objective fact based on traditional realism. The complexity of the abstract is a concept that is bound to both the deductive & inductive abstract. As a major trend, the concept of "The abstract" in contemporary landscape has been putting forth ever-deeper roots. New trends like abstract works and landscape architecture reflecting the artist's inner expression, in particular, will provide fertile soil for landscape in the future. Further research about the concept of "the abstract" will also be necessary in the time to come.

The Diffusion of Rumor Via Twitter : The Diffusion Trend and the User Interactivity in the Korea-U.S. FTA Case (트위터를 통한 루머의 확산 과정 연구: 한미 FTA 관련 루머의 자극성에 따른 의견 확산 추이와 이용자의 상호작용성을 중심으로)

  • Hong, Ju-Hyun;Yun, Hae-Jin
    • Korean journal of communication and information
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    • v.66
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    • pp.59-86
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    • 2014
  • This study explored how rumor is diffused via Twitter and how the characteristics of rumor affect the interactivity among users in the Korea-U.S. FTA case. A key word search located three issues as major ones related to the Korea-U.S. FTA: appendectomy myth, collapse of health insurance, and increases in medicine prices. The arousal of rumor has two dimensions: fact and expression. The fact arousal was the highest in the issue of 'appendectomy myth', and the expression arousal the highest in 'increases in medicine prices'. The rumor diffusion took the 'explosive wave' in the issue of appendectomy myth, the 'latent wave' in the issue of increase in medicine prices, and the 'repetitive wave' in the issue of collapse of health insurance. Correlation analyses revealed a high correlation between the arousal intensity of rumor and the user interactivity in the issue of collapse of health insurance. The study showed that Twitter took a role of diffusing negative messages about the Korea-U.S. FTA. Results implies that government officials and journalists pay attention to Twitter for sensing the public opinion when building policies and managing crises.

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Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.2 no.1
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    • pp.25-33
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    • 2007
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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A Study on Commemoration Culture of Vietnam War Memorials in Vietnam (베트남전쟁 메모리얼에 나타난 기념문화)

  • Lee, Sang-Suk
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.3
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    • pp.26-38
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    • 2011
  • The purpose of this study was to analyze the commemoration culture of Vietnam War Memorials (VWM) in Vietnam. Through site survey, the researcher selected 23 VWM in Vietnam and analyzed 5 categories: memorial type, design concept and narratives, location and spatial form, landscape elements, and content expressed in landscape details. The results are as follows: 1. Because of the long, drawn out Vietnam War, which lasted from 1955 to 1975, VWM were divided into 10 types mainly as soldier cemeteries based on a traditional memorial style, battlefields and places of tragedies considering sense of place, war museums representing victory and atrocity in war, and peace parks promoting reconciliation and peacemaking. 2. The analysis revealed that the main concepts and narratives of VWM were to value the victims of the Vietnam War, remember soldiers' contributions, highlight the victory in war and resistance to the United States, and express a sense of place. Peacemaking applied only to My Lai Peace Park and Han-Viet Hoa Binh Cong Vien, built by international cooperation. 3. Cemeteries and appreciation memorials were designed to follow a traditional memorial space form that highly regard both axis and symmetry. The design concept at battlefields and places where tragedies occurred depended mainly upon a sense of place and used symbolic landscape elements to compensate for the undefined concept. 4. Sculptures and towers were mainly used to highlight war victory and resistance as the representative style of a Socialist country, weapons and pictures exhibited in war museums and battlefield showed the reality and strain of war. Symbolic elements of Buddhism and Confucianism were often introduced as a way to venerate the memory of deceased persons. 5. The state and heroic actions in the Vietnam War were realistically depicted on sculptures and walls. Also, the symbolic phrase, 'TO-QUOC-GUI-CONG' meaning 'our country remember your achievement', were written on the memorial tower and 'Quagmiire' was used to metaphorically represent the difficulties faced by the U.S. military on battlefields during the war and the uncertainly that pervaded U.S. society in those days. 6. In VWM, ideologies like nationalism, patriotism, socialism, capitalism were mixed and traditional cultures like Buddhism, Confucianism, Taoism were inherent. Differing from their Confucianism culture, war heroes, particularly including women, were often described by sculpture, monument, and pictures and the conflict in and outside the country regarding the Vietnam War was shown. Further study will be required to analyze design characteristics of VWM in the u.s. and to understand the difference in commemoration cultures between Vietnam and the U.S.

An Interaction Model for Virtual Objects (가상객체 간의 상호작용 모델)

  • Ko, Myeong-Cheol;Kim, Taek-Soo;Oh, Tac-Cheol;Choy, Yoon-Chul;Koh, Kyun
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.479-484
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    • 2000
  • 웹 기반 3차원 가상환경에서 내부 객체들간의 다양한 상호작용 기능은 가상환경이 제시하는 현실세계와의 유사성 및 참여자의 몰입감 정도를 판단하는 기준으로서 현재 좀 더 많은 연구가 필요한 분야이다. 특히 사용자를 대신하는 아바타의 다양한 행위표현과 관련하여 얼마나 이를 실세계의 개념에 가깝고 자연스럽게 지원하는지의 여부는 가상환경이 제공하는 사실감에 절대적인 영향을 데치게 된다. 본 논문에서는 아바타를 포함한 가상환경 내의 다양한 객체들을 그 특징에 따라 분류하고 이들간의 상호작용 및 행위의 유형물 정의한다. 또한 본 논문의 개념에 기반 한 가상환경시스템을 실제 구축하여 제안하는 상호작용모델에 대한 타당성을 검증한다.

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Construction of Korean Linguistic Information for the Korean Generation on KANT (Kant 시스템에서의 한국어 생성을 위한 언어 정보의 구축)

  • Yoon, Deok-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3539-3547
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    • 1999
  • Korean linguistic information for the generation modulo of KANT(Knowledge-based Accurate Natural language Translation) system was constructed. As KANT has a language-independent generation engine, the construction of Korean linguistic information means the development of the Korean generation module. Constructed information includes concept-based mapping rules, category-based mapping rules, syntactic lexicon, template rules, grammar rules based on the unification grammar, lexical rules and rewriting rules for Korean. With these information in sentences were successfully and completely generated from the interlingua functional structures among the 118 test set prepared by the developers of KANT system.

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A study of data and chance tasks in elementary mathematics textbooks: Focusing on Korea, the U.S., and Australia (한국, 미국, 호주 초등 수학 교과서의 자료와 가능성 영역에 제시된 과제 비교 분석: 인지적 요구 수준과 발문을 중심으로)

  • Park, Mimi;Lee, Eunjung
    • Education of Primary School Mathematics
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    • v.27 no.3
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    • pp.227-246
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    • 2024
  • The purposes of this study were to analyze the levels of cognitive demand and questioning types in tasks of 'Data and Chance' presented in elementary mathematics textbooks in Korea, the United States, and Australia. The levels of cognitive demand of textbook tasks were analyzed according to the knowledge and process and thinking types required in the tasks. The tasks were also analyzed for questioning types, answer types, and response types. As a result, in terms of knowledge and process and thinking types in tasks, all three countries had something in common: the percentage of tasks requiring 'representation' and process was the highest, and the percentage of tasks requiring 'basic application of skill/concept' was also the highest. From a thinking types perspective, differences were found between textbook tasks in the three countries in graph and chance learning. The results of analyzing questioning types showed that in all three textbooks, the percentage of observational reasoning questions was highest, followed by the percentage of factual questions. The proportions and characteristics of the constructing questions included in the U.S. and Australian textbooks differed from those in the Korean textbooks. Based on these results, this study presents implications for constructing elementary mathematics textbook tasks in 'Data and Chance.'

An analysis of Earth Science Items and Achievement in TIMSS 2003 (TIMSS 2003 지구과학 영역 문항 및 성취도 분석)

  • Kwak, Young-Sun;Jeong, Eun-Young
    • Journal of the Korean earth science society
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    • v.28 no.4
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    • pp.405-414
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    • 2007
  • This study examined students' achievement of Earth science in the Trends in International Mathematics and Science Study (TIMSS) that was conducted with 46 participating countries in 2003 and analyzed average percent-correct items for Earth science were analyzed in terms of subcategory, item type and cognitive domain. In addition, items showing a gender difference and a big difference in the test scores of Korean and international students were analyzed. Korean students performed higher than the international average, especially in the astronomy-related topic and in the cognitive domain of 'reasoning and analysis'. In an analysis of the five items that Korean students scored lower than the international average, Korean students performed not so well in demonstrating what they understood with drawings and writings. Korean female students showed a difficulty more than male students did in multiple-choice items that asked recalling of factual knowledge and demonstrated lack of confidence in the items that they have not learned yet. Based on the result content organization of Earth science curriculum and ways to improve teaching and loaming methods were recommended.

The Geographical Concepts Development and its ZPD through the Collaborative Interaction - A Case Study on the Concept of GSMA in the Middle School - (협동적 상호작용을 통한 지리개념 발달과 근접발달영역에 관한 연구 - 중학생의 수도권 개념을 사례로 -)

  • 강창숙
    • Journal of the Korean Geographical Society
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    • v.37 no.4
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    • pp.425-441
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    • 2002
  • This study focused on the geographical concepts development and its zone of proximal development(ZPD) through the collaborative interaction. Among the conclusions are: 1) Students who have higher cognitive structure represented the Creator Seoul Metropolitan Area(GSMA) as a geographical concepts, not as a spontaneous concepts. The concepts is developed from concrete facts, subordinate element concept to basic element concept hierarchically. The most difficult concept that the learner should internalize was represented as the basic element concept. 2) Although ZPD of GSMA is individualized, it could be divided into 9 types. The ZPD was developed differently according to the qualitative differences how much more and how systematically represented the geographical concepts. The characteristics shown in this development procedure was that there was a quality change based on quantity extensive.

미용실의 서비스 품질과 소비자 만족에 관한 연구

  • 황선아;황선진
    • Proceedings of the Korea Society of Costume Conference
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    • 2001.04a
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    • pp.44-45
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    • 2001
  • 다양해지는 소비자들의 패션에 대한 개성적 표현 욕구에 따라 우리나라 미용산업은 헤어, 메이크업과 피부미용, 네일케어 분야로 전문화.세분화되면서 토탈 패션산업의 주요영역으로 성장하고 있다. 이러 한 토탈 패션의 등장으로 미용서비스에 대한 수요증가로 양적으로는 상당히 그 규모가 증가했음에도 불구하고, 서버스 품질에 대해서는 고객들에게 확실한 신뢰를 주지 못하고 있다. 이는 국내 미용업계가 미용서비스 제공자의 관점에서 일방적인 서비스를 창출하여 왔고, 고객이 바라는 서비스의 내용과 품질을 제대로 파악하지 못하고 있다는 사실을 의미하고 있다. 따라서, 본 연구는 미용실의 서비스품질의 구성 요인을 확인하고. 미용실의 서비스품질과 소비자 만 족과의 관계를 알아보는 것을 목적으로 한다. 이를 위한 본 연구의 연구문제는 다음과 같다. 첫째, 미용실의 서비스 품질을 결정하는 요인에는 어떠한 것이 있는가\ulcorner 둘째, 미용실의 서비스 품질 중 소비자 만족과 관련하여 상대적으로 중요한 서비스 품질 결정요인은 무엇인가\ulcorner 본 연구를 위한 예비조사에서는 개방형 질문(open-ended question)을 실시하였다. 예비조사결과 프랜차이즈 미용실, 시내중심가 미용실 그리고 집.직장 근처 미용실의 3가지 유형의 미용실은 그 규모나 소비 자 인식이 상이하여 미용실의 서비스품질 차원을 연구하는데 유용한 것으로 나타났다. 본조사에서는 설문지법을 이용하였으며, 그 대상은 서울 지역의 3가지 유형의 미용실을 이용하는 고객들중 2 20-30대의 주요 고객층으로 정하였고 편의 표집하였다. 분석방법으로는 신뢰도 검증을 위해서는 Cronbach's 외 alpha값을 활용하였고, 미용실의 서비스품질 차원의 개념 타당성을 알아보기 위하여 LISREL을 이용한 확인 적 요인분석(confirmatory factor analysis)을 실시하였다. 또한 미용실의 유형에 따른 서비스 품질의 차이를 알아보기 위해서 일원변량분석(one-way ANDV A)을 실시하였으며, 서비스품질 속성들 중 소비자 만족을 결정하는 요인들을 알아보기 위해서 다중 회귀분석(multiple regression analysis)을 실시하였다. 본 연구의 결과들을 요약하면 다음과 같다. 첫째, 미용실의 서비스 품질을 결정하는 요인으로 는 물리적 서비스(유형성, 접근성, 청결성), 판매원 관련 서비스(감정배려, 능력), 정책관련 서비스(점포운영, 명성, 신용카드) , 미용기술관련 서비스로 나타났다. 둘째, 미용실의 서비스 품질을 결정하는 요인들에 있어서 점포 유형간의 차이를 분석한 결과 전체적으로 응답자들은 프랜차이즈 미용실의 서버스 품질에 가장 만족했으며, 시내중심가 미용실과 집근처 미용 실 순으로 나타났다. 셋째, 미용실의 소비자 만족을 예측하는데 유의한 서비스 품질 결정 요일을 살펴보면, 프랜차이즈 미용 실은 청결성($\beta$ =.30), 감정배려($\beta$ =.54), 명성($\beta$ =.60), 미용기술관련 서비스 차원($\beta$ =.68)이 결정 요인으로 나타났다. 시내중심가 미용실은 청결성($\beta$ =.39), 직원의 능력($\beta$ =.49), 명성($\beta$ =.59), 미용기술관련 서비스 차원($\beta$ =.68)가 서비스 결정 요인이었고, 집근처 미용실은 청결성($\beta$ =.27), 감정배려 ($\beta$ =.57), 명성($\beta$ =.73), 미용기술관련 서비스 차원 ($\beta$ =.60)으로 나타났다. 이것으로 미용실의 소비자 만족을 예측하는데 유의한 서비스 품질 결정 요인은 청결성, 감정배려, 명성, 상품관련 서비스임을 알 수 있다. 본 연구의 방법론적 의미는 그 동안 개발된 소매점이나 패션점포의 서비스 품질에 대한 평기척도를 우리나라 미용실에 적용해 봄으로써 미용실의 특성인 유행성, 청결성, 미용실의 명성, 직원과의 친분 등을 포함한 미용실의 서비스 품질 차원과 그 신뢰성 과 유용성을 입증하였다는데 그 의미가 있다. 또한 본 연구의 결과는 미용실 서비스에 대한 소비자들의 인식과 각 미용실의 유형에 따른 소비자 만족을 예측하는데 중요한 서비스 품질 결정 요인들을 통해서 좀 더 나은 미용서비스를 정착시키는데 필요한 전략 을 수립할 수 있다는데 실질적 의미를 지닌다.

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