• Title/Summary/Keyword: 시각적 사고

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The Role of Affect in Advertising (광고에서 감정의 역할사고)

  • Hwang, Byung-Il;Kim, Beom-Jong
    • Korean Business Review
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    • v.13
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    • pp.67-87
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    • 2000
  • There has been remarkable growth in the study of the role played by affect in advertising in the past 16 year. The research of the role in advertising has studied in different perspectives, provide guidelines for practicers. But the evidence of these research have limits to service advertising creative strategy, because of no integrated framework. The goal is to provide broad assessment and insight of the role played by affect in advertising from academic literature. This article are discussed the concept relating affect, the type of advertising appeal, affect and context effects, affect and individual different in reponses, affect and attitude toward the ad in advertising. Finally, from a critical analysis of state knowledge, this article suggested 5 directions for future research in the recommended areas.

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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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Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Disaster Documentation through Oral History : Focus on Sinking of the MV Sewol (구술을 통한 재난 사고의 기록화 세월호 참사 관련 구술을 중심으로)

  • Song, Zoo Hyung
    • The Korean Journal of Archival Studies
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    • no.44
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    • pp.155-197
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    • 2015
  • Disaster of Sewol took place in one year. Meanwhile, the victim's family and the call time record academics have tried to record it. Ansan activists have moved to objectives such as civil records committee also pivotal. The citizens committee under the dictation recording oral history team has a diverse group of people associated with the time issue. bereaved families were collected from the oral as well as volunteers, religious personnel, activists, Ansan citizens and various people. Disasters around the world is also an important event to remember and honor the people together, and one of the most effective means to record There it is establishing an oral history archive. Does not leave a lot of nature history of sudden disasters that occur, as well as a tribute record dictation telling people of diverse perspectives on events helps a lot closer to the reality of the event. Erected in the National September 11 Memorial Museum to honor the Sept. 11 attacks and provide a variety of programs to chaerok dictation of the people involved with 9/11. To remember the 2013 Boston Marathon bombing 'Our Marathon' of crowdsourcing digital archive was built. In the archives of the local universities and institutions were created to collaborate actively and gathering oral history. Pan Am Flight 103 pieces terror has established an archive from Syracuse University. Here, neither graduates, faculty, and to the victim's family and friends gather and oral hitory. Disaster-related Sewol neither should be able to be used as in the case of foreign well, and it should continue to honor the victims of the collection. It also ought to occasion again to avoid this disaster on earth.

A semiotic analysis of trilogy (<슈렉> 3부작의 기호학적 분석)

  • Lee, Yun-Jin;Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.101-112
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    • 2009
  • The purpose of this study is to analyze trilogy by means of semiotics. trilogy constructs a story as a whole while each piece delivers a concluded ending. This study used 'modele actantiel' and 'carre semiotique' of Greimas in order to clarify not only the meaning structure but also the course of narrative of . is a compelling story which reverses the fairy tale of a beautiful princess and a heroic prince. Each piece of the trilogy unfolds as following; (1)ls the love of a princess and an ogre possible? (2)Can the marriage of the couple get confirmed? (3)Can Shrek be free again? The repeated meaning structure of trilogy is the binary opposition of nature versus culture, and the narrative course forms the meaning square on the basis of the opposition. Human culture represented by the lord Farquaad and Duloc castle signifies cleanness, order, complex, anxiety, paranoia, authoritarian, and violent. On the contrary, Nature represented by Shrek and the swamp signifies barbarity, freedom, confident, maturity, unstrained, and humar. The meaning of Shrek series is generated by the structure of the basic discrimination of culture versus nature. However, as story twists the bias and fixed idea, the meaning structure of Shrek shows a unique relationship of culture and nature. Although Shrek, an ogre, lives alone in a swamp because of the bias of human world, he is depicted as self-sufficient, comfort, and broad-minded. On the basis of this meaning structure, Shrek is not a story that an ogre(nature) strives to enter the human culture, nor a story that nature wins a victory at the confrontation between culture and nature, but a story that human(culture) and ogre(nature) overcome their fixed ideas through the transition from culture to nature and vice versa.

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An Analysis of Observations and Hypotheses of Elementary School Students on Sedimentary Rocks and Geological Structures in Field Courses (야외 지질 학습장의 퇴적암과 지질 구조에 관한 초등학생들의 관찰 및 가설 분석)

  • Seo, Dong-Wook
    • Journal of the Korean earth science society
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    • v.25 no.7
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    • pp.586-594
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    • 2004
  • This study is the qualitative study in order to discover a direction of field courses by analyzing what elementary school students observe or hypothesis in field courses. The purpose of it is to find any relevancy between the observations and hypotheses generated. The result of the study were as follows; First, most participants have observed mostly based on their vision due to the characteristic of field courses, and the observations of sedimentary layers were mainly generated on the rocks while most hypotheses were on geological structures. Secondly, according to observational descriptions the frequency of the comparative observation was high as well as the cases when two different types of observations were joined together. The last conclusion from this investigation is, according to the standard of observational types, the hypotheses combined with the interpretive observation and comparative observation had the greatest percentage. This shows that many participants tried to rationalize their thoughts by interpreting geological structures and comparing them with other people's cases as well. Scientific explanatory hypotheses were mainly found according to the standard of hypothetical types, which can be constructed that those participants tried to explain and apply established knowledge and preconception.

Topic Continuity in Naturalistic Speech Data by Korean High-Functioning Autistic Children (한국 고기능 자폐 아동의 자연발화에 나타난 주제 지속성)

  • Jee, Min-Jung;Hong, Eun-Mi;Song, Young-Wan;Park, Sun-Eon;Cho, Sook-Whan
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2005.05a
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    • pp.261-266
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    • 2005
  • 본 논문은 고기능 자폐 아동들이 담화 주제어 연속성(topic continuity)을 어떻게 습득하는지에 대해 검토하였다. 연구의 목적을 위하여 세 고기능 자폐 아동(9;11-12:2)의 자연 발화를 관찰 분석하였다. 사전 연구에 의하면, 자폐아동들은 의사소통의 기본적인 규칙을 잘 이해하지 못할 뿐만 아니라 타인의 사고와 기대 등에 민감하지 못하여 담화 주제를 적절히 유지하거나 전환하는(topic shift) 일에 많은 어려움을 겪는다. 본 연구는 한국 자폐아동들이 주제어의 유지와 전환 등, 담화 화용적(discourse-pragmatic) 기능의 발달 양상을 규명하는 것을 주요 목표로 한다. 본 연구의 자료는 세 자폐 아동의 자연 발화 내용으로서 1주-2주에 한번씩 매번 방문 시 120분 동안 녹음하였다. 분석 결과 다음의 몇 가지 습득 양상을 발견하였다. 첫째, 세 자폐 아동들에게서 발견된 주제 유지 빈도는 정상 아동들에 비해 낮았다. 한편. 이 아이들은 가끔 화제를 자신의 담화 주제로 돌려 자신의 주제 중심으로 대화를 지속했다. 이 아동들은 대화 상대자의 주제에 대해서는 민감하지 않지만 자신의 주제를 유지하려는 경향을 보이기도 한다. 둘째, 개별 아동을 검토한 결과, 담화 주제의 지속성이 높은 발화를 하는 아동은 현재 담화 주제에 더 민감하고 반향어를 산출할 때에도 자기 자신의 말 반복과 담화 상대자의 말을 반복하는 빈도가 별로 차이가 나지 않았다. 반면, 담화 주제의 지속성이 낮은 발화를 하는 아동은 이전 담화 주제에 더 민감하고, 반향어는 담화 상대자의 말 보다는 자기 자신의 말을 반복하는 비율이 더 높았다. 본 연구의 결과는 자폐 아동들이 담화 주제를 지속하는 능력이 많이 부족하지만, 담화 주제의 연속성은 다른 발화 유형과 상호 작용을 하면서 발달될 수 있다는 가능성을 보여 주었다. 따라서 본 연구 결과는 앞으로 자폐 아동의 연구가 집단 간의 연구뿐만 아니라 개별 아동의 발화에 쓰인 유형 간의 상호 관계를 주목함으로써 자폐 아동의 개별적 언어 치료에 새로운 시각을 심어 줄 가능성을 시사한다.

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A Study on the Digital Image Creating Through Emotional Dimension (감성어휘을 통한 디지털이미지 크리에이팅에 관한 연구)

  • Park Sang-Jin;Kwak Hoon-Sung;Seo Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.89-97
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    • 2006
  • Such changes that the digital paradigm brought propels a change of the value system itself in the existing society so that a way of thinking that differentiates oneself from others is getting much stronger. As public interests are higher in the image production on the internet, such authoring environments as development of related technologies, expansibility of information, and systematization of available information continue to change. Therefore, a variety of unique image presentations that fit to the changed environments are necessary and an expression method is indispensable for such image production. This study focuses on digital image creating in which a synectics method is applied. It suggests digital image application methods and examples that contain not just simple image distortion or variation but intrinsic significance. It is believed that it will be of good use to produce a variety of unique and innate digital images in the end.

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An Empirical Study on the Improvement of Marine Traffic System at the Pyeong-taek Adjacent Areas (평택항 접근수역의 해상교통시스템 개선에 관한 실증적 연구)

  • Yoon, Byoung-Won;Park, Jin-Soo;Park, Young-Soo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.21 no.5
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    • pp.507-514
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    • 2015
  • This study focused on the investigating of the improving measure of marine traffic system around Pyung-Taek Pilotage area. First, we analyzed the marine traffic environment on the study area based on the expert point of view of pilot and shipmasters. Then suggested the following countermeasures to improve the traffic safety according to the analytic results of the hazardous items on the Jangan-Seo and Ippa pilot embarking/disembarking area. We suggested to establish Mokdeok-do TSS and TSS in Ando area, and to adjust the width of Jangan-seo TSS to improve the congestion on the TSSs. Also suggest to put lightbuoys along the outer limit of the TSS. In addition, recommend to establish traffic safety specific area on the Jangan-seo/Ippa-do water, and to suggest expand the anchorage area of Ippa and Jangan-seo anchorage. It is anticipated to improve the traffic safety on the study area through the marine traffic system improvements.

Implementation of an Algorithm that Generates Minimal Spanning Ladders and Exploration on its relevance with Computational Thinking (최소생성사다리를 생성하는 알고리즘 구현 및 컴퓨팅 사고력과의 관련성 탐구)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.39-47
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    • 2018
  • This paper dealt with investigating the number of minimal spanning ladders originated from ladder game and their properties as well as the related computational thinking aspects. The author modified the filtering techniques to enhance Mathematica project where a new type of graph was generated based on the algorithm using a generator of firstly found minimal spanning graph by repeatedly applying independent ladder operator to a subsequence of ladder sequence. The newly produced YC graphs had recursive and hierarchical graph structures and showed the properties of edge-symmetric. As the computational complexity increased the author divided the whole search space into the each floor of the newly generated minimal spanning graphs for the (5, 10) YC graph and the higher (6, 15) YC graph. It turned out that the computational thinking capabilities such as data visualization, abstraction, and parallel computing with Mathematica contributed to enumerating the new YC graphs in order to investigate their structures and properties.