Rimbaud's prose poem, Barbare in Illuminations, is known for its abstruseness with regard to forms, themes, metaphors. This paper first analyzes the poem's grammatical structure to make sense of such an inscrutable piece of work, then discusses its autotextuality in order to decipher its meaning by comparison with Rimbaud's other works. Autotextuality, a method of literary interpretation of Rimbaud's prose poem presented by Steve Murphy, refers to the intertextuality between the author's works. Despite some previous researches focusing on the intertextuality of Barbare, previous authors have failed not only to find its meaning but also to determine its significance. The abstruseness of Rimbaud's Barbare is sometimes considered an example of the meaningless of Rimbaud's work. However, examining the textual structure and the autotextuality builds meaning, rather than rendering the work meaningless. Barbare which consists entirely of noun phrases and metaphors means destruction, fusion and the pure power of regeneration in the original context of Rimbaud's work. This poem is Rimbaud's answer to Baudelaire's poetic question, Any of where out of World, and presents a strange scenery that uses 'the eternal female voice' to reach the Vulcan in the North Pole. Interpretation of Barbare could provide a methodology for reading the difficult Illuminations. The kind of analyses used are, for example, analysis of the text, analysis of verbal indicators, autotextuality, and an understanding of the joy and the solitude in the silence of the poem. Understanding Barbare may provide a method of interpreting the abstruseness of Illuminations. Through this approach, we can connect and combine every fragment of the Illuminations, so that we can reconstruct the story and the adventure contained therein.
Fantasy emerges from the cracks and crevices of rational reality. Italo Calvino says, "Fantasy is possible when the reader stays at a certain distance without falling into the text." Fantasy does not form farthest from reality. It comes from the confusion between reality and fiction. In short, fantasy does not exist on the contrary of reality, but on the boundary of reality. Reality and fantasy are also structurally intertwined. We can't distinguish the reality from fantasy clearly. In fact, in this case, the reader or audience is confused about whether what I see is real or not. Todorov calls this case "hesitation." Hesitation is a key element of fantasy. Two texts that expressed "hesitation" are Kim Young-ha's short novel Vampire (1997) and Wes Anderson's film The Grand Budapest Hotel (2014). On the surface, these two texts seem to have nothing to do with narrative structural similarities. And both also arouse readers' and audiences' interest by letting confuse reality to fantasy. In Kim Young-ha's Vampire, we can look at the process of confusion of reality called "narrative infection" when a text is read to the reader. In the movie The Grand Budapest Hotel, we can find a strategy to make an unreal story feel like a fact in history. And we can also find a process in which the success stories of alienated characters become reality through 'solidarity' in the film. This paper is a study of how fantasy creates "reality", makes readers feel fantasy, and how it spreads through these two texts.
Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.
This study is meant to be seeing how fun of animation works by reviewing it theoretically and coordinating it to suggest the structure which integrates fun of animation and validates the proposed fun model. After reviewing fun theoretically, the fun of animation could be able to coordinate that fun of animation is consist of perceptive fun, cognitive fun, and psychological fun. Perceptive fun is induced by visual, auditory and other sensory information and it is directly affected the image, sound, and movement. Cognitive fun can be obtained by reasoning and interpretation to mobilize their knowledge with sensuously perceived stimulation and it is directly affected the story. Psychological fun occurs when the audience see the animation. The psychological fun is the psychological emotional state when the audience watches animation by relieving psychological congestion. It consists of fun of unfamiliarity or identification. By suggesting research model and validating it how the perceptive fun, cognitive fun, and psychological fun affects each other, perceptive fun enhances cognitive fun and psychological fun. Although cognitive fun enhances psychological fun, cognitive fun enhances psychological fun twice than perceptive fun. Also when perceptive fun affects psychological fun, cognitive fun shows the indirect effect as a parameter. In conclusion, perceptive fun affects psychological fun directly and be enhanced through cognitive fun. Fun of animation can be experienced when perceptive fun caused by accepting sensory information of animation instantly, cognitive fun caused by interpretation and understanding sensory information of animation, and psychological fun caused by relieving psychological identity through recognition fuses and acts as one. An animation emphasized a certain element is difficult to be loved by the audience. In this reason, an harmonical combination among the elements of story, image, sound and movement are important to combinate harmoniously for a successful animation to make the audiences fun by arising funny emotions.
Journal of the Korean Institute of Landscape Architecture
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v.43
no.5
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pp.40-54
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2015
Tashkent Seoul Park was completed in June, 2014, following the signing of a sisterhood relationship between Seoul City and Tashkent, the capital of Uzbekistan in July, 2010. An open competition for the design of the park was held and, based on the design, the park was completed in June and open to the public in September, 2014. Tashkent Seoul Park is more than a public park in Tashkent. The focus was on making it a starting point for offering a new model for traditional parks of Korea built abroad. Korean gardens and parks built in overseas cities are not only a landscape space but also serve as an ambassador that promotes the culture of Korea to foreigners who are unfamiliar with Korean culture. Therefore, Tashkent Seoul Park was designed to reflect the beauty and uniqueness of Korean traditional landscaping to promote the image of Korea and Seoul. As such, the design and plan was focused on the best measures to make known Korean culture through a design that sets itself apart from the landscape of Uzbekistan. To date, Korean parks or Seoul parks that have been built overseas have focused on the re-enactment of gardens and parks during the Josun Dynasty era. But with the Tashkent Park, the process of the 170,000 people from Goryeo was also reflected onto the design so that the culture and sensibilities of old Goryeo could be felt as well. Korean traditional garden design elements for the representation of the Korean identity are taken from the pilot study. This design element includes not only that of Goryeo, but also the Josun Dynasty era to allow local people to experience a general Korean traditional garden. The traditional beauty and lyricism of Korea was presented to Central Asia through the park in Tashkent so that the citizens could feel the simple yet down-to-earth beauty of Korean aesthetics. As such, the spatial experience of story-telling in Seoul Park evolves from two points of view. First, it is a spatial experience from the perspective of the Goryeo period and of foreigners. It is a continuum of a landscape experience where one can trace the sentiments of Korea and a hometown in Korea by passing through lyrical and multi-faceted spatial structures. Second, it is an experience that evolves from the viewpoint of an outsider, including the Tashkent citizens. It allows visitors to read the various methods and attitudes in an unfamiliar landscape and terrain. Through a story-telling that is reminiscent of the Silk Road through which trade with East Asia took place, visitors can interact with Korean culture in the Korean Garden and throughout the process they can feel the very Korean sentiments. This park presents the latest example of a 'Korean Garden' formed overseas and thus presents a clue to understanding the representation pattern of the Korean aspects of Korean Gardens through a study on the design strategies.
Regarding the theme park business as an area of cultural content business, this study focuses on the trend of pursuing indoor theme parks as a small-scale small capital strategy escaped from the existing approach oriented to large-scale outdoor complex theme parks. It is because although existing large-scale outdoor complex theme parks require the capital with the scale of hundreds of billion won and also high-level technique and the latest operational know-how that they have a great barrier for new entry as well as enormous risk, the rent indoor theme parks succeed in market entry with efficient risk management and flexible market strategies. Thereupon, this study examines the current status of the children's indoor theme park market with Korean characters as their theme as a new market among the indoor theme parks and also investigates the market strategies of this market in the two aspects of expansion: the expansion of Korean characters' property value and the expansion of the local theme park market. For that, this article reviewed the advanced researches on theme parks and divided the types of theme parks existing in Korea with the criteria of classification by space and theme or classification by main users. Also, among the children's indoor theme parks with Korean characters as their theme, this study visited five ones located in the capital area to examine the current status. And about two located in the capital area and also four in the local area, the current data were received from the persons in charge of the companies for analysis. Also, with the subjects of spectators visiting the 'DIBO VILLAGE, Cheonggye-cheon' newly opened on April 25th, 2012, the research on satisfaction was conducted for analysis. Through that, this study analyzed the structure of the existing children's indoor theme park business with Korean characters as their theme and suggested the ground to analyze the effectiveness of market strategies being implemented. It is expected that this study will establish the clues of systematic and profound discussion for the indoor theme park business that can be said to be the niche market of the theme park business and allow the small-scale areal indoor theme parks to be examined as a significant business model for the local theme park industry. In the aspect of character business as well, it is expected that this will give a chance to establish a new model of spatial storytelling expansion in terms of the property value of Korean animation characters.
This study aimed to examine the possibility of upcycling extracts of Angelica keiskei and Oenanthe javanica juice by-products through comparing enzyme extraction (EE) and complex extraction (CE) methods to increase the extraction yield and flavor of materials. A higher extraction yield was obtained for free amino acid content with EE and CE for A. keiskei and O. javanica juice by-products, respectively, and a higher extraction efficiency was achieved with juice by-products than with extracts prepared from raw materials before juice production. The content of major amino acids varied depending on the extraction method used. When used according to the characteristics of the extract, their use as a functional material was confirmed along with improvement in the flavor of the food. Consistently high extraction yields for organic acid and sugar levels were obtained with CE in A. keiskei and O. javanica juice by-products. The DPPH radical scavenging ability and TPC were consistently high with CE in A. keiskei and O. javanica juice by-products; the increase in extracted content was likely because of the reaction between the ethanol used for CE and the phenolic compounds. However, because the antioxidant capacity of the juice by-product extracts was somewhat lower than that of the extracts from raw materials before juice production, the amount used should be reviewed. The TFC was found to be higher in extracts obtained with EE than with CE for A. keiskei juice by-products; however, no significant difference was observed between EE and CE in the O. javanica juice by-products. Through this study, the taste compounds and antioxidant properties of extracts obtained from juice by-products produced after the production of A. keiskei and O. javanica green juice were analyzed, and the availability of high value-added materials was confirmed. Based on these research results, expanding specific R&D for practical use should be explored.
Journal of the Institute of Electronics Engineers of Korea CI
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v.47
no.6
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pp.47-56
/
2010
HDD-based RAIDs have been used in high-capacity storage systems for traditional data server. However, their data reliability are relatively low and they consume lots of power since hard disk drive is weak on shock and its power consumption is high due to frequent spindle motor operation. Therefore, this paper presents new SSD based RAID system architecture using various erasure codes. The proposed methode applys Reed-Solomon, EVENODD, and Liberation coding schemes onto file system level and device driver level, respectively. Besides, it uses data allocation method to minimize the side effect of reducing the lifespan of SSD. Detail experimental results show that Liberation code increase wear-leveling rates of SSD based RAID-6 more than other codes. The SSD based RAID system applying erasure codes at the device driver level shows better performance than that at the file system level. I/O performance of RAID-6 system using SSD is 4.5%~8.5% higher than that of using HDD and the power consumption of the RAID system using SSD is 18%~40% less than that of using HDD.
Park, Jong Seon;Park, Jin Hyung;Kim, Seung Hae;Noh, Min Ki
KIPS Transactions on Computer and Communication Systems
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v.7
no.2
/
pp.33-40
/
2018
In an environment with a large network bandwidth, maximizing bandwidth utilization is an important issue to increase transmission efficiency. End-to-end transfer efficiency is significantly influenced by factors such as network, data transfer nodes, and intranet network security policies. Science DMZ is an innovative network architecture that maximizes transfer performance through optimal solution of these complex components. Among these, the data transfer node is a key factor that greatly affects the transfer performance depending on storage, network interface, operating system, and transfer application tool. However, tuning parameters constituting a data transfer node must be performed to provide high transfer efficiency. In this paper, we propose a method to enhance performance through tuning parameters of 100Gbps data transfer node. With experiment result, we confirmed that the transmission efficiency can be improved greatly in 100Gbps network environment through the tuning of Jumbo frame and CPU governor. The network performance test through Iperf showed improvement of 300% compared to the default state and NVMe SSD showed 140% performance improvement compared to hard disk.
This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.
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