• Title/Summary/Keyword: 시각화 능력

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A Critical Study of Local Cultural Policy by Village Mural (마을벽화로 본 지역문화정책 비판적 고찰)

  • Jeong, Yoonsoo
    • 지역과문화
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    • v.7 no.3
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    • pp.81-108
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    • 2020
  • This study aims to critically consider the local cultural policies of the government and local governments by village mural. Village murals, which began to be painted in the late 1990s, have been a nationwide cultural phenomenon for decades. In particular, it was consistently used as an important element of various local cultural policies implemented by the government and local governments. The government and local governments have been working on the project for two purposes: 'improving the residential environment' and 'activating tourism' but it has largely focused on 'activating tourism'. This study grasped the concrete status of major village murals across the country through field surveys, one of the case study methods. Also, through the analysis of official documents, the government and local governments operating in the village mural project were analyzed for the policy basis and administrative management plan. As a result of on-site surveys, most of the village murals across the country had problems such as uniform subject matter, low level representation, and poor follow-up management. This is partly based on the experiences and abilities of organizations and artists who participated in the village mural project, but fundamentally, it is due to the projects of the government and local governments that focused on short-term visual tourism rather than long-term improvement of the residential environment. It was confirmed that the projects of the government and local governments were carried out through vertical integration and that there were problems in the actual work, such as requiring specific topics, subject matter, designs and colors. As a result, the village murals 'objectify' the residents and 'romanticized' the place, resulting in a unified visual representation. Therefore, this study suggests that the administration and accounting should be strictly managed, but in actual work, the vertical integration structure should be eased by simplifying various documents and procedures, as well as rich cultural understanding of the target place, selection of various topics, and original subject matter and expressions.

A Study on the Current Status and Improvement of Cultural Arts Education in the 4th year University Early Childhood Education Curriculum -Focused on metropolitan universities- (4년제 대학교 유아교육과의 교과과정 중 문화예술교육의 현황과 개선에 관한 연구)

  • Park, Joo-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.360-372
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    • 2017
  • Cultural arts education helps in the holistic development of children and enhances their language skills and creative thinking. This type of education not only fosters emotional intelligence, but has also been proven to play a positive role in helping children understand different cultures. Based on these findings, in recent times, interest in cultural arts education has been focused on the importance of experiencing art in childhood and the development of artistic ability. A high standard of cultural arts education is desirable, in which regular classes are held based on the close cooperation of teachers, with extensive knowledge and sense of the cultural arts, and cultural arts experts. Therefore, it is necessary to include extensive cultural arts education in the training of early childhood educators, considering the importance of early childhood cultural arts education. This study suggested ways to improve the academic curriculum and develop plans to enhance the expertise of early childhood teachers in the field of cultural arts by analyzing the academic curriculum of early childhood education courses in 4-year universities in the metropolitan area.

Adaptive Data Hiding Techniques for Secure Communication of Images (영상 보안통신을 위한 적응적인 데이터 은닉 기술)

  • 서영호;김수민;김동욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.5C
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    • pp.664-672
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    • 2004
  • Widespread popularity of wireless data communication devices, coupled with the availability of higher bandwidths, has led to an increased user demand for content-rich media such as images and videos. Since such content often tends to be private, sensitive, or paid for, there exists a requirement for securing such communication. However, solutions that rely only on traditional compute-intensive security mechanisms are unsuitable for resource-constrained wireless and embedded devices. In this paper, we propose a selective partial image encryption scheme for image data hiding , which enables highly efficient secure communication of image data to and from resource constrained wireless devices. The encryption scheme is invoked during the image compression process, with the encryption being performed between the quantizer and the entropy coder stages. Three data selection schemes are proposed: subband selection, data bit selection and random selection. We show that these schemes make secure communication of images feasible for constrained embed-ded devices. In addition we demonstrate how these schemes can be dynamically configured to trade-off the amount of ded devices. In addition we demonstrate how these schemes can be dynamically configured to trade-off the amount of data hiding achieved with the computation requirements imposed on the wireless devices. Experiments conducted on over 500 test images reveal that, by using our techniques, the fraction of data to be encrypted with our scheme varies between 0.0244% and 0.39% of the original image size. The peak signal to noise ratios (PSNR) of the encrypted image were observed to vary between about 9.5㏈ to 7.5㏈. In addition, visual test indicate that our schemes are capable of providing a high degree of data hiding with much lower computational costs.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration (조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구)

  • Chung, Seung-Ho;Choi, Eun-Suk;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.891-899
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    • 2009
  • We need education program and contents that satisfy on-off line's education maximize an initiative spirit development in an absence of UI design for infants and elementary students. For the multiplicity of inflection of these initiative spirit development education program, we need development of contents and teaching materials(Cre-kids) that can educate both in on-line and in off-line. Cre-kids are divided of four areas that are increased fluency, flexibility, originality and delicacy. Four areas are ideas of language, visual, making and computer. Through each area, we can develop children's systematic modeling idea ability. And we divide of fluency, flexibility, originality and delicacy each four areas and evaluate each aspect and mark for index. That is CDQ(Creativity Design Quotient). Through the evaluation result, we will be able to study about a modeling initiative spirit index.

A Study of Improvement of Dalsung Park Total Design in Daegu City (대구 달성공원의 통합디자인 개선에 관한 연구)

  • 송재은;박규현
    • Archives of design research
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    • v.16 no.4
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    • pp.471-480
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    • 2003
  • Well designed idealistic zoo requires basically a condition that the zoo is much ecologically considered for the exhibited animals, and secondly where they offer leisure for the visitors' convenience and pleasure. But it is not easy to find a zoo where they have actualized these both-sided purposes. We cannot but discuss the problem of design caused by a lack of plan-ability that is necessary when the zoo is designed. It is because every elements are not wholly unified and those diversified contents aren't mutually harmonized. Therefore, a zoo has to meet the requirement of the pleasure, study, inspection and leisure deserves a special emphasis. The zoo requires a synthesized speculation of design which the elements-Identity Program, Furniture System, animal's ecological environment, animal's showroom, cage and facilities etc., - are mutually harmonized. This study is a combined-design research on the Daegu Dal-sung Park in this concept. 1 have newly analyzed the Dal-sung Park's utilizing form in order to harmonize both visual and ecological environments.

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Measuring Discussion Activities in BBS (BBS의 토의활동 측정)

  • Gyo Sik Moon
    • Journal of the Korea Computer Industry Society
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    • v.5 no.3
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    • pp.383-392
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    • 2004
  • Electronic BBS (bulletin board system) Ins been widely recognized as an appropriate medium for exchanging ideas and sharing information asynchronously. The communication ability if BBS is the main reason for utilizing it as a tool for collaborative learning. Researchers in the community reported a number if findings regarding the educational utilization if BBS recently. In this paper, we propose a qualitative method to measure communication activities using BBS so that the complex discussion behaviors of participants can be understood analytically. We propose characteristic vectors to describe discussion behaviors of groups and individuals, which can be conveniently used for characterizing and comparing discussion groups as well as individuals. The interactivity model representing interactive activities shows graphically the degree of inter activity if discussion groups as well as individuals. Also, time dependent measurements are investigated to analyze discussion activities with time. Experiments on the proposed measurements conducted on the Web-based discussion project using BBS demonstrate how measurements can be carried out, how characteristic vectors and inter activity model can be constructed and used.

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A Design and Implementation of Music & Image Retrieval Recommendation System based on Emotion (감성기반 음악.이미지 검색 추천 시스템 설계 및 구현)

  • Kim, Tae-Yeun;Song, Byoung-Ho;Bae, Sang-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.73-79
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    • 2010
  • Emotion intelligence computing is able to processing of human emotion through it's studying and adaptation. Also, Be able more efficient to interaction of human and computer. As sight and hearing, music & image is constitute of short time and continue for long. Cause to success marketing, understand-translate of humanity emotion. In this paper, Be design of check system that matched music and image by user emotion keyword(irritability, gloom, calmness, joy). Suggested system is definition by 4 stage situations. Then, Using music & image and emotion ontology to retrieval normalized music & image. Also, A sampling of image peculiarity information and similarity measurement is able to get wanted result. At the same time, Matched on one space through pared correspondence analysis and factor analysis for classify image emotion recognition information. Experimentation findings, Suggest system was show 82.4% matching rate about 4 stage emotion condition.

A Design of Operational Test & Evaluation System for Weapon Systems thru Process-based Modeling (프로세스 기반의 모델링을 통한 무기체계 운용시험평가 시스템 설계)

  • Lee, Beom;Seo, Yoonho
    • Journal of the Korea Society for Simulation
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    • v.23 no.4
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    • pp.211-218
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    • 2014
  • The Test and Evaluation (T&E) system became more important due to its advancement and complexity of the weapon system. Time and cost saving T&E related studies are in progress mainly with advanced countries. By utilizing the Modeling and Simulation (M&S) technology recently, we may save time and money. Also, overcome security and safety limitations. There are many M&S based research activities in South Korea but it is way behind of the system that some countries already have developed. i.e.; United States. This area of study requires new way of developing strategies in the T&E system of Korea. This study is to design the Operational T&E system for weapon systems based on modeling of processes. And we modeled the processes of operational performance evaluation through utilizing resources and performance modules of weapon systems and combined it with the simulation engine for 3D visualization. Through this, we propose the Operational T&E system for weapon systems based on modeling of processes that represent operational performances visually.

창업가의 주관적 경력성공이 경영성과에 미치는 영향: 기업가정신의 조절효과를 중심으로

  • Kim, Mi-Jeong;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2017.11a
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    • pp.19-25
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    • 2017
  • 본 연구에서는 창업가의 역량을 주관적 경력성공과 기업가정신으로 설정하여 창업기업의 성과와의 영향관계에 대한 연구를 진행하였다. 특히, 최근 늘어나는 실업율과 정부의 창업지원 정책의 핵심대상군인 청년들을 대상으로 본 연구를 진행하였다. 일반적으로 청년창업이 어려운 이유 중 하나는 시장이나 사업에 대한 경험이 상대적으로 부족한 청년들이 실무적인 지원 및 실패에 대한 안전장치 없이 창업을 시작한다는데 있다. 하지만 창업교육을 통해 간접경험을 높이고 청년들이 가지고 있는 장점인 새로운 시각과 유연한 사고방식을 충분히 활용한다면, 실패에 대한 확률을 줄이고 혁신기업을 만들 수 있는 가능성은 더 높을 수 있다 하겠다. 최근 몇 년간 정부는 대학생을 포함한 청년층에게 창업 초기자금을 지원하여 청년창업의 활성화에 많은 노력을 해왔지만, 이러한 지원들은 대부분 창업을 시작하는 초기단계에 집중이 되어있다. 창업은 그 성공률이 3~4% 남짓으로 쉽지 않은 일이지만, 그래도 이러한 초기단계의 지원들은 청년들이 창업시장에 많은 참여를 할 수 있는 동인이 되고 있다. 또한, 청년들이 시장에서 자신의 아이디어를 실험하고 사업화하며 혁신을 이루어가는 창업의 과정은 훗날 그들에게 훌륭한 경험과 경력이 될 것이다. 경험을 통한 자신의 경력에 대한 주관적인 평가는 개인의 삶과 업무에 대한 태도에 영향을 미치게 되기 때문에, 청년들의 이러한 경험들은 우리사회에 지속으로 긍정적인 가능성을 만들어 줄 것이다. 본 연구는 창업가의 주관적 경력성공과 기업가정신이 창업기업의 성과에 영향을 미치는 요인들을 확인하기 위한 분석을 수행하였다. 이러한 분석을 통해 창업기업들이 성장을 위해서 개인이 가지고 있는 경력과 경험에 대한 활용을 높여야 하는 근거를 도출하였다. 이러한 근거 도출을 위해 창업가의 경력에 대한 중요성과 업무능력과의 관계에서 영향을 주는 요인을 가설로 설정하였고 이에 대한 검증을 통하여 주관적 경력에 대한 중요성을 확인하였다. 본 연구의 주 목적은 첫째, 창업가의 주관적 경력성공과 기업가정신이 경영성과에 미치는 다양한 요인에 대하여 실증 분석하여 학문적 체계를 마련하고, 둘째, 창업가의 주관적 경력성공과 기업가정신이 경영성과에 미치는 요인을 통계적 방법을 통해 찾아내어 창업지원정책의 평가시스템 개발에 유용한 기초자료를 제공하는데 있다.

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