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Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

The Development of Mobile-based User Inferface Framework for Virtual Environments (가상환경에서의 인터랙션을 위한 모바일 시스템용 인터페이스 프레임워크 개발)

  • Kim, Seok-Hwan;Cho, Yong-Joo
    • The KIPS Transactions:PartB
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    • v.14B no.5
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    • pp.343-350
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    • 2007
  • Virtual environment is an interactive multimedia space that allows users to experience realistic sensory feedbacks and interactions as they do in real world. There have been some work on the development of two-dimensional user interface for supporting interactions in a virtual environment. However, most of them were designed for specific virtual environments and hence could not be easily deployed to other virtual worlds. To address this problem, some frameworks were developed for building two-dimensional user interfaces for virtual environment, but they had limitations in usability or flexibility. In this paper, we present the HIVE framework, which is designed to help ease the development of two-dimensional user interface for the virtual environment while satisfying the requirements of both usability and flexibility. The HIVE framework utilizes XML and scripting capability, dynamic module loading, XML and script language for usability. It provides module reading, configuration, and event processing mechanism for flexibility. This paper first explains the HIVE framework and describes the applications developed for some virtual environments followed by discussing the future research directions.

Communication and Implications of the Untact Era through Hanji Works - Focusing on Moon-jung's Art - (한지 작품을 통한 언택트 시대의 소통과 함의 - 본인의 작품을 중심으로)

  • Kim, Moon-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.47-57
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    • 2021
  • The purpose of this study is to find out what the implications for communication in the Untacted era are through interpretation of works created by researchers for communication and relationship using traditional Hanji materials as a new communication method to cope with the situation of Corona 19. This work uses an in-depth interpretation of the motivations, intentions, and meanings of researchers who are challenged with their experience, knowledge, and intuitive insights. The works and interpretations that were originally exhibited for the purpose of human relations and communication using Hanji materials representing traditional Korean beauty are as follows. First, creative activities that utilize traditional materials for human relations and communication through overcoming the limitations of the untact era, such as Corona 19, are helpful for mutual understanding and finding meaning. Second, the use of traditional materials for the formation of relationships and communication between people in the same ethnicity, language, and space can be a medium for forming a common perception. The findings will provide motivation for the use and expansion of human relationships and communication in disaster situations as basic data.

Consideration of Metaphors Appeared on Shaun Tan's 3D Short Animation, (숀 탠 (Shaun Tan)의 3D 애니메이션 에 나타난 은유적 표현에 대한 고찰)

  • Jang, Eun-Young
    • Cartoon and Animation Studies
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    • s.23
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    • pp.1-17
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    • 2011
  • The paper analyzed the metaphoric expressions appeared in whose cinematic quality has been subjectively recognized on the global stage by winning the Oscar for Best Animated Short Film. Many contents and visual effects of the film were expressed with metaphor. Story and sequence were analyzed through the language system-based 'Conceptual Metaphor Analysis Framework'. In addition, characters have been analyzed through the 'Visual Metaphor Analysis Framework'. The framework is to analyze visual dimensions which are derived when concepts are structuredin animation. This paper has attempted to investigate and reveal patterns how animation self-organizes or how animation self-realizes through linguistic objectives. That is, it is to reveal how animation communicates with the audience from the metaphoric perspective among many conventional ones. In an animated film, metaphor is a fundamental means to connect fragmented images, produce a holistic view and therefore induce creative communication with the audience. The essential motive of metaphor which is expressed in various styles in is modern people's feeling of loss and sense of missing something. Train, bottle top, food, lost-and-found center, in-between space and lost items have significance across the movie. According to an analysis, metaphor offers simplicity and freshness as an aesthetic function. In addition, the metaphor expresses lengthy contents and various meanings implicitly, delivering an economic function. With a creative function, metaphor is a tool to generate new meanings. In other words, an animated film is a medium to inspire and move the general public as a means of communication and thinking, not just an entertainment for young generations. After all, metaphoric expressions have been used to deliver diverse and deep meanings in animated films.

Developing English Proficiency by Using English Animation (영어애니메이션을 활용한 영어 의사소통 능력 향상에 관한 연구)

  • Jung, Jae-Hee
    • Cartoon and Animation Studies
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    • s.37
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    • pp.107-142
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    • 2014
  • The purpose of this study is to examine the effects of the teaching English factors on student's communicative competence and motivation by using animation at the College. To achieve this purpose, this study presented an effective integrative teaching model to develop students communicative competence. The study created animation based teaching English model by using the animation of Frozen and applied it to lectures. Using animation in the classroom was a creative English teaching technique involving authentic activities like English dram, English guide contest, and various communicative activities A case study on the use of the animation in English classes at was examined and the language teaching syllabus were provided. In order to investigate the motivation and proficiency of learners, the writer chose 79 students who took the lecture. The study discovered the students' motivation and proficiency in English improved significantly. The results of experiment are as follows: First, using animation in the English class was found to have meaningful influence student's intrinsic motivation to learn English. Second, using animation in the English class was found to be effective for developing student's English proficiency. Third, appropriate materials should be selected and applied it to the real classroom activities. In conclusion, one of disadvantages of learning is less communication and the authentic interaction in a real life, so that the integrative teaching methodology which is combined English content and English animation content is also the effective method to improve student's intrinsic motivations in the age of global village.

Textuality and Vision : Visual Narrative of Ancient Chinese Literature Art Focused on Narratology's Viewpoint (중국 고대예술의 도상서사와 시각문화 연구 -회화의 이시동도법과 만화의 칸의 상호 해석-)

  • Jo, Jeong-rae;Huang, Kuo-Li
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.779-790
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    • 2016
  • This study is to exhibit the iconographic narrative and visual culture of ancient Chinese art. The focus of the study is the composite integration of literature and graphic forms, in particular the heterochronous expression of different scenarios of scenes occurring in different time periods in pictures of ancient art. The unity of their origins with picture narration and comic art creation is the fusion of our modern times. The ancient Chinese understanding of visual art includes the traditional style of images and their symbolic meanings. Among artistic narrative expression, imagery contemplation and visual presentation have significance. Artistic thinking is inseparable from visual articulation. It is a rational thought process through creative language interpretation in visual media of imagery narratives. The characteristics of ancient imagery thinking and the way of presenting sequential incidents in the form pictures is a creative space of time. This is the spatial thinking of modern comic art, which is demonstrated through acceptance in artistic styles. Image narration needs new forms and media styles, including integrating with cultural values as aesthetic communication is necessary.

Theoretical Exploration of Migrant Women's Location as Multicultural Borderers: Conceptual Application of Borderlands, Intersectionality, and Transposition to the Feminist Migration Study (다문화경계인으로서 이주여성들의 위치성에 대한 이론적 탐색: '경계지대,' 억압의 '교차성,' '변위' 개념에 대한 검토 및 적용)

  • Jung, Hyunjoo
    • Journal of the Korean Geographical Society
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    • v.50 no.3
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    • pp.289-303
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    • 2015
  • This paper is an introductory research to theorize women migrants' positionality in the era of globalization and the feminization of migration. It particularly examines three recent theoretical approaches within feminist studies and their application to the feminist migration study. Migration means a process of continuous negotiations of one's social and material positions within ever changing relations and situations through crossing various borders including national boundaries. Women migrants face multifaceted oppressions due to gendered relation and greater challenges to transform their identities. They embody politics of location through migration. The paper revolves around theories that explore a potential of feminist subjectivation of marginalized women such as female migrants through their identity negotiation and transformation. The theories in questions are Borderlands and the New Mestiza introduced by Gloria $Anzald{\acute{u}}a$, Intersectionality of oppressions, and Transpositions and the Nomadic Subjects by Rosi Braidotti who borrowed the theories of Deleuze and Guattari through feminist critiques. These theories all represent power relations and subject transformations through spatial metaphors. rough spatialized understandings, the paper proposes interlocking relations among space, gender and migration, and explores conceptual tools as well as epistemological insights for Korean migration study.

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A Study on Developing GIS-based Marine Exploration Data Management System using XML (GIS 기반의 XML을 이용한 해양탐사 데이터 관리 시스템 개발에 관한 연구)

  • Song, Hyun-Oh;Kim, Kye-Hyun;Kim, Mu-Jun
    • Spatial Information Research
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    • v.18 no.4
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    • pp.65-73
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    • 2010
  • Recently, the importance of the ocean has been increasing internationally as the new source for mineral resources following the exhausted land resources that arc becoming scarce. On a long-term aspect, growth of nations by gaining competitiveness on marine resources was considered a paradigm. Because dominating the development right of marine resources came up as the main concern. South Korea has also been interested in marine resources and this is the reason why massive amounts of marine exploration data arc annually created through surveying and drilling around the Korean Peninsula. but the data has not been systematically managed very well because of its economic costs. Therefore, this research is mainly focused on systematical data managing methods. For Systematical data management. the exploration data is integrated and organized by using XML tables. This can be a systematical data management. because the methods release dependency between data and system, and it also enables to update existing data and renew the data. In the future, the constructed database from this study could definitely contribute to enhancing data management. As well, the developed system in this research can provide various spatial analysis and searching techniques to enable easier data provision of various exploration areas. Furthermore. this will be very useful to extend functions of the system and to adopt other types of DBMS. In addition, the spatial analysis and search function of location based service can be utilized through GIS. and it can support sustainable and systematic management in a long term.

A Study on the Architectural Environment as a Combination of Performance and Event (퍼포먼스.이벤트의 결합체로서 건축환경연구)

  • 김주미
    • Archives of design research
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    • v.14
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    • pp.121-138
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    • 1996
  • The purpose of this study is to develop a new architectural language and design strategies that would anticipate and incorporate new historical situations and new paradigms to understand the world. It consists of four sections as follows: First, it presents a new interpretation of space, human body, and movement that we find in modern art and tries to combine that new artistic insight with environmental design to provide a theoretical basis for performance-event architecture. Second, it conceives of architectural environment as a combination of space, movement, and probabilistic situations rather than a mere conglomeration of material. It also perceives the environment as a stage for performance and the act of designing as a performance. Third, in this context, man is conceived of as an organic system that responds to, interacts with, and adapts himself to his environment through self-regulation. By the same token, architecture should be a dynamic system that undergoes a constant transformation in its attempt to accommodate human actions and behaviors as he copes with the contemporary philosophy characterized by the principle of uncertainty, fast-changing society, and the new developments in technology. Fourth, the relativistic and organic view-point that constitutes the background for all this is radically different from the causalistic and mechanistic view that characterized the forms and functions of modernistic design. The present study places a great emphases on dematerialistic conception of environment and puts forth a disprogramming method that would accommodate interchangeability in the passage of time and the intertextuality of form and function. In the event, performance-event architecture is a strategy based on the systems world-view that would enable the recovery of man's autonomy and the reconception of his environment as an object of art.

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Rothko's Painting-Image and the Expansion of the Real: Lacan, Zizek, and Wilber (로스코의 회화이미지와 실재의 확장 : 라깡, 지젝, 그리고 윌버)

  • Bae, Chul-young
    • Journal of Korean Philosophical Society
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    • v.117
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    • pp.85-111
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    • 2011
  • Topics with which chis paper deals are as following; (1)Zizek's interpretation of Rothko's painting, (2)Lacan's gaze and picture, (3)the real as object a, (4)primal jouissance and death-drive, (5)a new identity of man-emptiness in Zizek, (6) existential level and existential conflict, (7)a variety of meanings of emptiness, (8)transpecsonal drive and meditation, (9) the different Real-Emptiness, (10)Rochko's painting and transpersonal drive.