• Title/Summary/Keyword: 상상력

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Climate Change, Meteorological Vision, and Literary Imagination (기후변화·기상학적 비전·문학적 상상력)

  • Shin, Moonsu
    • Journal of English Language & Literature
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    • v.57 no.1
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    • pp.3-25
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    • 2011
  • As extremes of climate such as heavy storms, rainfalls, and droughts tend to be routine in recent years, global climate change becomes a serious concern not only for natural scientists but also for scholars of the human sciences. Efforts to tackle the anthropogenic climate change certainly require not only scientific knowledge about it but also a new sociocultural paradigm for valorizing and respecting nature in its own right. The huge casualties and mass destruction caused by recent climate disasters also remind us that nature has been an important factor to bring about changes in human history-a fact largely ignored in traditional history. This again validates the ecocritical request to prioritize place, physical setting, or the relationship characters hold with the natural world in understanding literary works. In this context this paper aims to demonstrate the importance of the meteorological vision in creating as well as understanding literary and cultural texts by examining such works as Shelley's "The Cloud," Byron's "Darkness," Keats's "To Autumn," all produced during the period of dramatic climate change including "the year without summer." It also briefly discusses Roland Emmerich's 2004 movie The Day after Tomorrow as a way of understanding recent cultural responses to the crisis of global warming.

Game and evolution of human identity - focused on MMORPG (게임과 인간 정체성의 진화 - MMORPG를 중심으로)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.89-98
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    • 2020
  • Computer simulations based on technical imagination break down invisible walls placed between the virtual and reality and causes users to face situations mixed with reality and the virtual. The development of technology embraces evolves human identity. This can serve as an opportunity that increases the value and utilization levels of games and this can be seen as an opportunity to discuss the evolution of games. In this study focused on MMORPG, discussions are made of the diverse values of online games along with the evolution of human identity that is achieved within them.

Interdisciplinary Approach to Healthcare Design Project: Exploring Designer's Role in Collaborative Settings (학제간 접근법을 통한 헬스케어 디자인 프로젝트: 협업 환경에서 디자이너의 역할에 대한 연구)

  • Kim, Seoyoung;Nah, Ken
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.353-361
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    • 2021
  • As demands for health and wellbeing in the ageing society have grown, complex problems involving diverse stakeholders arise in the healthcare environment. The objective of this study is to identify roles and abilities of designers in a healthcare setting where professionals from different disciplines collaborate to achieve a common goal. Case studies on healthcare design projects adapting interdisciplinary approach were explored to find which methods and processes were implemented effectively. Results are based on three research questions that lead to analyzing multifaceted roles of designers regarding process facilitation, manage relations, visualization, and imagination.

사회적경제의 부상과 북한학 연구의 접목에 대한 소고

  • Gwon, Yeong-Tae
    • KDI북한경제리뷰
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    • v.21 no.10
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    • pp.3-28
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    • 2019
  • 사회적기업, 협동조합, 소셜벤처 등 사회적경제의 부상으로 이들이 전체 경제에서 차지하는 비중이 커지고 있어 북한, 통일 관련 연구에서도 접목이 필요하다. 사회적경제는 북한·통일 문제와 어떤 연관이 있는지에 대해 통일정책과 통일 역량 강화의 측면에서 나누어 고찰했다. 전자에 포괄되는 주제로는 통일국가의 미래상, 북한경제의 유사성 및 변화가 있다. 후자와 관련되는 주제로는 남북교류협력, 북한이탈주민정책, 통일교육에 대한 함의를 다뤘다. 통일국가의 미래상과 관련하여 사회적경제는 통일경제의 부작용에 대한 완충기제로 작동할 수 있을 것으로 예상된다. 사회적경제는 자본주의의 발전에 따라 제기되는 사회적 문제를 해결하고자 하는 보완적 성격의 경제활동으로 이해된다. 따라서 향후 자유시장경제 방식의 통일이 진행되는 경우, 남한 자본주의의 문제점이 전 한반도로 확산되는 부작용에 대한 대안적 해결방안으로 작동할 수 있을 것으로 기대된다. 사회적경제가 북한경제, 나아가 사회주의 경제와 유사성이 있는지에 대해서는 논란이 있다. 향후 이에 대한 연구 성과에 따라 북한경제의 변화를 추동하는 동력으로서 사회적경제의 영향력을 가늠할 수 있을 것이다. 남북교류협력과 관련해서는 우선, 교류협력이 재개되는 경우 사회적경제기업의 참여를 어떻게 추동하고 지원할 것인지에 대한 대안을 내놓을 필요가 있다. 일반 기업 또한 사회적경제 관점을 활용해 북한 진출에 나설 수 있을 것으로 예상할 수 있고, 이 때 중요한 사회적경제의 키워드는 BOP 시장이다. 사회적경제는 북한이탈주민을 취약계층으로 자리매김하고 있는데, 향후에는 적극적으로 사회적경제의 창업의 주체로 육성할 필요성이 있다는 점도 제기하였다. 통일교육과 관련해서는 대상, 주체, 내용과 관련한 시론적 차원의 접근을 정리하였다. 사회적경제의 부상이 북한학 연구에 미치는 영향에 대해서는 더 많은 새로운 상상력의 발휘가 요구된다.

Visual Information Tactile Transformation Display to Expand the Enjoyment of Art and Culture for the Blind (시각장애인 예술 문화 향유 확장을 위한 시각 정보 촉각 변환 디스플레이)

  • Sang-Don Lee;Ju-Hyeon Lee;Jae-Hyeong Hwang;Hyeon-Jung Hwang;Jae-Hun Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.996-997
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    • 2023
  • 시각 장애인들의 시각 정보에 대한 낮은 접근성은 문화, 예술 활동에 큰 제약을 가져다 주고 있다. 실제로 시각 장애인 중 약 절반 이상이 문화, 여가생활에 만족하지 못한다고 답하였고 전시회, 미술품 감상 또는 관람 활동은 약 5%만이[1] 참여하고 있는 것으로 나타났다. 이러한 한계를 극복하기 위해 시각이라는 감각의 한계를 뛰어넘어 시각 미디어를 즐길 수 있게 하는 서비스를 제작하였고, 이는 크게 웹서비스인 web view editor와 물리적인 촉각 디스플레이로 구성된다. 시각 미디어인 이미지는 8×8로 나눠 각 영역을 OpenCV 라이브러리와 K-means clustering 알고리즘을 이용하여 9 level로 분류시키고, 구분된 level에 맞게 cell의 높낮이 차이를 두기 위하여 Arduino를 통한 회전-선형 변환기를 제작했다. Arduino의 PWM 기능을 이용해 모터의 속도와 방향을 제어하며, 각 모터의 드라이버는 Arduino와 연결되어 있어 모터의 회전을 제어하게 했다. 결과적으로 본 연구에서는 cell의 높낮이 차이를 9 level로 구분하여 시각 정보를 촉각으로 수용할 수 있는 장치를 제작하였고, 이 장치를 통해 기존의 시각 장애인들이 문화 생활을 쉽게 향유하고 이를 바탕으로 창의성과 상상력을 증대시켜 더욱 밀접하게 사회와 연결되고 소통 할 수 있는 기회의 초석이 되기를 기대하는 바이다.

A Case Study(II) on Development and Application of 'Literature-Art-Science' Integrated Education Programs ('문학-미술-과학' 융합교육 프로그램의 개발 및 적용 사례 연구(II))

  • Choi, Byung Kil
    • Korea Science and Art Forum
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    • v.32
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    • pp.319-334
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    • 2018
  • This research is a case study to make sure the enhancement of students' imagination and creativity through developing and applying the Literature-Art-Science Integrated Education Program. Its research object was totally 25 persons of 29 students of the 1st to the 4 th Grades from Gunsan Sulsan Elementary School. Its research period lasted for 4 months from September to December, 2017, and I, as the research place, used the art room at Gunsan Sulsan Elementary School. The programs were totally 10 sessions with a unit of 1 session per each grade for 2 hours from 1:00 to 3:00 in the afternoon from Monday through Friday. I fixed ten themes of this program-eight plane modeling, and two solid modeling, and finished the work of storytelling during summer vacation. And I arranged their levels as low:middle:high(3:5:2) ones. The former was 'A Film of Monster Gorilla'(L), 'Learning the Spirit of Gyeongju Choi's Family'(M), 'A Tale of My Friend Made of Natural Materials'(L), 'The Reading of My Dream'(M), 'Gathering the Objects in My Mobile'(M), 'A Mock Trial of Marrying Off'(M), 'Painting My Favorite Children's Poem'(H), and 'Painting My Favorite Children's Song'(H), and the latter was 'Seeking for a Bluebird in My Mind'(L), and 'Making My Cherished Object' (M). Then I used the unique art expression technique per each theme, which were in sequence marbling, Korean paper art, combine painting, collage, imaginary painting, imaginary painting, play dough art, imaginary painting techniques. And I delivered to the students the scientific knowledge in terms of growing or manufacturing processes of materials used for making artworks. Prior to and after the processing this program, I surveyed about the students' ability of integrated thinking and emotional experience by 'Figure B Type' and 'Figure A Type' of The Torrance Tests of Creative Thinking, and took statistics with the resultant data. And I executed a paired t-test in order to verify the significance of mean difference in the result of investigation with those data. From the analyzed result according to the elements of creativity and the mean quotients of creativity, there showed a significant difference (t=3.47, p<.01) in 'fluency', and also a significant difference(t=3.59, p<.01) in 'creativity.' Judging from the statistic values of two fields such as the student's ability of integrated thinking and emotional experience, I estimate that over the majority of the students showed the enhancement in self-confident creative expression as well as higher interest and concern through this program. The result that I arranged and analyzed the making process of artworks, the photos of the resultant, etc. as such is as follows : Firstly, from this program being proceeded as art-centered STEAM class, the student's systematic problem-solving ability was improved in his ability of integrated thinking to transform the literary contents into artistic one. Secondly, the student obtained the emotional experience such as interest in the class, self-confidence, intellectual satisfaction, self-fulfillment, etc. through art-centered STEAM class using ten art expression techniques. Thirdly, the student's mind willing to cooperate, communicate with his friends, and care for them was ripened in the process of problem-solving. Fourth, the student's self-confidence was further instilled when presenting famous artists and their artworks in the introduction and finale of ten art expression techniques. Likewise, the statistic values on the fields of student's ability of integrated thinking and emotional experience illustrate that over the majority of the students showed improvement in the ability of creative expression with confidence as well as higher interest and concern upon this program.

A Comparative Analysis on Classification Systems for Children's Materials of Internet Portals and Online Bookstores (인터넷포털과 인터넷서점의 어린이자료 분류시스템의 비교분석)

  • Bae, Yeong-Hwal;Oh, Dong-Geun;Yeo, Ji-Suk
    • Journal of Korean Library and Information Science Society
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    • v.39 no.3
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    • pp.321-344
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    • 2008
  • This study tries to compare the classification systems of major internet portals and their sub-portals specialized for the children and of major online book stores. It compares and analyzes the major directories of them and suggests recommendations not only to improve their own systems but also to apply to the development for the classification systems for children's library. Some of them are: (1) The system should reflect information requests and use behaviors of the children netizen. (2) It should select the terms reflecting the children's viewpoints and expressions and suggest the guidelines by ages. (3) It should maintain the clear hierarchies and grouping for the accessability and convenience of the users. (4) It will be helpful to establish the categories to mix the subject- or concept-based categories and the activities and objects of the children. (5) It will also be helpful to establish the categories based on the curricula added by those creating the imagination and interest and to subdivide by subject.

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Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

The Notion and Forms of Pataphor in Science Educational Contents Design (과학 교육콘텐츠 디자인에서 파타포(Pataphor)의 개념과 유형)

  • Han, Ji-Ae
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.399-406
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    • 2016
  • As the paradigm of science education has been changing from offering scientific knowledge to 'Public Understanding', ways of communication through visual tools in science education has become increasingly important. In this study, I considered 'Pataphor' as a visual tool for scientific communication, and suggested its functions and forms. By studying the notion of pataphor, which was used an overlapped image of virtual reality and reality in literature, in the perspective of contents design, I defined 'Pataphor' as a visual way of deducing or making the metaphysical similarity with the reality based on scientific imagination. Also, I deduced the functions of pataphor as a visual mediacy and suggested its types as "Pataphor of duplicated reality", "Pataphor of reflected reality", "Pataphor of metamorphosed reality", and "Pataphor of artificial reality". Through this study, it was found to be necessary to study in detail the ways to use pataphor depending on contents producing media's and learners' awareness process of contents so there will be a follow-up study on the ways to use pataphor.

Implementation of 'Instructive Fairy Tale Story Making' Model to Cultivate Creativity and Character (창의·인성 함양을 위한 '교훈적 동화 만들기' 수업 모형의 적용 방안)

  • Kim, Hun-Hee;Choi, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.655-663
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    • 2015
  • The purpose of this study is to inquiry 'instructive fairy tale story making' teaching model developed in Russia to cultivate creativity and character and to present implementation idea in Korea. Fairy tale story is one of first tasks to spread his and her creativity and latent ability, and good genre to identify and express his and her feeling and to accomplish through these experience for children. In process of this teaching model, they are able to recognize and compare good literary works, to know 'instructive fairy tale story making' algorithm and to do 'instructive fairy tale story making' personally. As a result, students' imagination, creativity and linguistic performance would be developed more through 'instructive fairy tale story making', at the same time they will examine closely and apply moral and ethical contents in daily life and internalize.