• Title/Summary/Keyword: 시각적 감각

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About the Multi-layered Communication of Princess Pari on the Webtoon Platform of Daum -Focusing on Analysis of Narrative Structure and Comments (Daum 웹툰 <바리공주>를 통해 본 고전 기반 웹툰 콘텐츠의 다층적 대화 양상 -서사구조와 댓글 분석을 중심으로)

  • Choe, Key-Sook
    • Journal of Popular Narrative
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    • v.25 no.3
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    • pp.303-345
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    • 2019
  • This article analyzes the multi-layered communication in the Webtoon Princess Pari, released on the Daum portal site, created (written and illustrated) by Kim Naim, through analyzing the narrative structure and comments with the qualitative / quantitative methodology. The webtoon Princess Pari is structured in an omnibus style in which unit narratives are intermittently articulated, multi-lined, and interconnected. As integrated narratives which link with unitary narratives, Pari's growth story as a shaman and a romance narrative are structured. The classical original story of the shaman was used as a prehistory corresponding to the prequel of the webtoon through a preview, and the writer restructured the narrative to overcome the contradictions of the gender asymmetry and the patriarchal ideology of the original text. The viewer then creates a conversational space by giving critical and reflective comments. According to a statistical analysis conducted through sampling, the types of comments can be classified as follows: Appreciation and criticism of the contents ≫ Emotional response ≫ Intuitive overall review ≫ Knowledge and reflection ≫ Comments on comments. In the process of creation and acceptance of the Webtoon, a multi-layered dialogue between classical and modern, content and audience, acceptance and creation has been at play. In the creation dimension, the writer used a device to fill the gap of mythical symbols of the contents. At the level of the audience, they formed a culture of sharing information, knowledge, and reflection about tradition/folk/culture through comments. This corresponds to classical and modern dialogue through the webtoon. The viewers form a sympathetic bond, attempt hermeneutical coordination, supplement the information, and search for a balanced angle through controversial conversation. In addition, by commenting on attitudes, views, and perspective, the commentators showed a behavioral pattern corresponding to meta-criticism in literature. The viewers' comments acted as feedback on the creation of the webtoons, so that the creation and acceptance itself influenced the production of the content of the webtoon. The webtoon Princess Pari, which was based on Korean classical narrative, has been reorganized onto 'moving and dynamic' content, which leads to sense, thinking, criticism and reflection through the formation of various dialogues.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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An Audio Comparison Technique for Verifying Flash Memories Mounted on MP3 Devices (MP3 장치용 플래시 메모리의 오류 검출을 위한 음원 비교 기법)

  • Kim, Kwang-Jung;Park, Chang-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.5
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    • pp.41-49
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    • 2010
  • Being popularized the use of portable entertainment/information devices, the demand on flash memory has been also increased radically. In general, flash memory reveals various error patterns by the devices it is mounted, and thus the memory makers are trying to minimize error ratio in the final process through not only the electric test but also the data integrity test under the same condition as real application devices. This process is called an application-level memory test. Though currently various flash memory testing devices have been used in the production lines, most of the works related to memory test depend on the sensual abilities of human testers. In case of testing the flash memory for MP3 devices, the human testers are checking if the memory has some errors by hearing the audio played on the memory testing device. The memory testing process like this has become a bottleneck in the flash memory production line. In this paper, we propose an audio comparison technique to support the efficient flash memory test for MP3 devices. The technique proposed in this paper compares the variance change rate between the source binary file and the decoded analog signal and checks automatically if the memory errors are occurred or not.

The Effect of BTS Preference on Fandom Star & Fan Community Identification and Purchase Intention - Focused on Korean and Southeast Asian - (BTS의 선호요인이 팬덤 동일시욕구와 구매의도에 미치는 영향 - 한국 및 동남아 팬을 중심으로 -)

  • Kim, Yoon-Chul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.1-14
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    • 2020
  • This study was initiated by the interest in identifying what the characteristics of BTS' preference is in the expanded K-Pop market. For this study, a survey was conducted to Taiwan, Thailand, Vietnam, and Korea where BTS is popular. The results of this study show that Vietnam and Thailand have the most positive perceptions of most of the BTS preferences, and the factors affecting the highest quality were analyzed by the differentiating sense of BTS. BTS' preference is an independent variable consisting of five factors: singers and music, a discriminative sense, global communication, meditative lyrics and Korean sentiment. And it has been shown to have a statistically significant influence on both the fandom star and the fan community at a high level. In particular, the Identification desire for fandom star shows that the discriminative sense and meditative lyrics affect the positive at a high level. Also, the identification desire for the fan community's found that the attraction of singers and music affects the highest level of affection. This study was extended to Southeast Asian and Korean fans through a wide range of survey participants, and it is meaningful that a new perspective on the BTS preference was available. Nonetheless, Failure to take into account the various variables that may affect the fandom effect and the intent to purchase, and the lack of a survey of fans in the U.S. and Europe, which has more fans worldwide, could be a limitation of the study.

Concept and characteristics of safety information design that reflects human characteristics (인적 특성을 반영한 안전 정보디자인의 개념과 특징)

  • Dasol Kim;Sicheon You
    • Smart Media Journal
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    • v.13 no.8
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    • pp.79-86
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    • 2024
  • In design studies, there has been extensive prior research on accident and disaster prevention, but it mainly focuses on visualization methods to improve visibility. Most accidents and disasters are caused by human factors. However, there is little design research that considers human characteristics that manifest in dangerous situations. This study aims to identify the concepts and characteristics of safety information design that reflects human traits. It examines the concepts of risk and safety from a social science perspective and looks into human visual information processing from a cognitive neuroscience perspective. Additionally, it explores the relationship between human information processing and accident rates in dangerous situations from a psychological perspective. Based on these analyses, the study distinguishes between conventional information design and safety information design, ultimately identifying the features of safety information design that incorporates human traits. The key findings are as follows: First, information should be presented considering the human tendency to suspend rational judgment in dangerous situations. Second, appropriately dispersing or concentrating attention according to the level of risk can serve as an opportunity to minimize harm. Third, it was found that sensory and perceptual characteristics should be given top priority in the field of risk and safety information design. Through these findings, the study concludes that a design approach that reflects human traits in safety information design can ultimately be a key indicator for improving safety levels.

Development of Textile Design for Fashion Cultural Products - Focusing on Traditional Korean Patterns - (패션문화상품을 위한 텍스타일 디자인 개발 - 한국전통문양을 중심으로 -)

  • Hyun, Seon-Hee;Bae, Soo-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.6 s.165
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    • pp.985-996
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    • 2007
  • The purpose of this study is to analyze the symbolism of traditional Korean patterns which reflect an emotional cultural background of Korean people, to apply modernized and developed patterns to Textile Design for fashion cultural products, and to explore productive direction of developing designs of fashion cultural products. The process of developing Textile Design of fashion cultural products which applied symbolism of traditional Korean patterns was conducted as follows. Firstly, based on '05 S/S-'07 S/S fashion trends, a design concept wat decided(man-urban ethnic style, woman-romantic ethnic style). Secondly, motive was abstracted from selected traditional patterns to develop into modem patterns. Thirdly, items were selected according to symbolic meaning of traditional Korean patterns. Man's items included shirts, necktie, and handkerchief which were highly preferred by Korean and foreign visitors. Finally, developed textile designs were diagrammed by item using textile CAD and an illustrator 10 and presented as images. The following results were obtained. First, textile designs for fashion cultural products, in which apply traditional patterns may reflect the understanding of traditional aesthetic beauty and philosophical approach by applying symbolic significance inherent in patterns as well as the aesthetics of the patterns. Second, traditional patterns have been recognized as old fashioned to consumers because they have been often used for traditional handicrafts or folk products. If their unique shapes are changed or simplified, emphasizing images, and trend styles and colors are used, they will be recreated as a modem design. Third, textile designs using traditional patterns may provide various images and visual effects according to techniques and production methods. Then, the method will be applied to many items. Finally, since traditional patterns in fashion cultural products can be used as our unique design elements, they can be utilized as the source of design inspiration for the development of value-added products.

A study on design of glasses pattern using Optical Art (옵아트를 이용안 안경 패턴 디자인의 연구)

  • Kang, Min-Soo;Kim, In-Soo;Kang, Sung-Soo
    • Journal of Korean Ophthalmic Optics Society
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    • v.10 no.4
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    • pp.391-403
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    • 2005
  • Vision is the most important sense of the five senses in our body. This represents that an eye is for the mysterious organ playing the essential role in our body. Alain Mikli known as a famous spectacle designer in France said that glasses exists for seeing and for being seen. This saying is one of the philosophically well-organized definition of the most fundamental function of eye-glasses described in and out of itself. Today, in the world, there are a number of works of glasses design and lots of glasses designers are designing hard in order to convey the goods with the best value and philosophy to customers. They work for the goal that glasses is used as seeing and try to give customers satisfaction and enjoyment of it. And they think that glasses should play the role of the interface. At this point, we need to catch hold of the interface of glasses. That means that glasses has to have the communication between eyes and objects and be the mediation of the connection between the image of oneself and that of one by others. For the character of the interface of glasses, glasses designers should plan and investigate this character at the being of design. This study of optical art has been researched for the necessary and sufficient condition between consumers and products.

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Metabolic impairment pattern analysis of the Alzheimer's disease (Alzheimer's Disease의 대사영상패턴 분석)

  • Juh, Ra-Hyeong;Lee, Chang-Uk;Chung, Yong-An;Choe, Bo-Young;Suh, Tae-Suk
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2004.11a
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    • pp.91-95
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    • 2004
  • Several MRI studies have reported reductions in temporal lobe volumes in Alzheimer's disease (AD). Measures have been usually obtained with regions-of-interest (ROI) drawn manually on selected medial and lateral portions of the temporal lobes, with variable choices of anatomical borders across different studies. We used the automated voxel-based morphometry (VBM) approach to investigate gray matter abnormalities over the entire extension of the temporal lobe in 10AD patients (MM5E 22)and 22 healthy controls. Foci of significantly reduced gray matter volume in AD patients were detected in both medial and lateral temporal regions, most significantly in the right and left posterior parahippocarmpal gyri. At a more flexible statistical threshold (P<0.01, uncorrected for multiple comparisons), circumscribed foci of significant gray matter reduction were also detected in the right amygdala/enthorinal cortex, the anterior and posterior borders of the superior temporal gyrus bilaterally, and the anterior portion of the left middle temporal gyrus. These VBM results confirm previous findings of temporal lobe atrophic changes in AD, and suggest that these abnormalities may be confined to specific sites within that lobe, rather than showing a widespread distribution.

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.