• Title/Summary/Keyword: 실존적 공간성

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Life Experience of Female College Student with Atopic Dermatitis (아토피 피부염을 가진 여대생의 생활 체험)

  • Oh, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.342-350
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    • 2015
  • This study was done to explore the meaning and nature of life world on female college students with atopic dermatitis. The hermeneutic phenomenological method which was developed by Van Manen was used. Methods: The data were collected in two months through individual in-depth interviews using open-ended questions. A total of nine women with atopic dermatitis participated in the study. Results: Essential themes that fit into the context of the four existential grounds of body, other people, space and time were: rage against the body, the conflict with symptoms, unacceptable life, continued efforts. Conclusion: This study provides deep understanding of female students with atopic dermatitis who are relatively alienated from society. Based on the results of the study, health professionals could develop effective nursing interventions to improve quality of life of these women.

Community Change Perceived by participants in the Integrated Program for Early Children Development with Low-income Families Using Photo-voice Method: Centered on the Case of 'Seesaw and Swing' (영유아통합지원 실천의 지역사회변화 인식에 관한 포토보이스 연구: '시소와그네' 사례를 중심으로)

  • Hong, Hyunmeera
    • Korean Journal of Social Welfare
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    • v.66 no.4
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    • pp.233-255
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    • 2014
  • The article attempts to explore community change perceived by participants result from The Integrated Program for Infant and Young Children, a program operated by the Community Chest. The participants expressed and shared their experiences through photos and discussions using the Photo-voice method under the theme of 'community life, its meaning and change'. The main themes were 1. In the past, 'community life,' non-meaningful space; 2. Now, we have shared identity, 'You are not alone'; 3. Our village which is a new place in my life. The article also may suggest issues on both community intervention for early children development program and organization for fosterers as social capital. Additionally, photo-voice method enabled participants to find the way to restructure their community from non-place to place. There were three stages, the first was to reflect on their community, the second was to re-inhabit in the community, and the last was to restore the community.

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Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.

The Significance of Audience's Reception and the Imagination on Transcendental World in Yungyungdang Jinjak(演慶堂進爵) (연경당 진작(演慶堂進爵)의 관극 체험과 무대미학)

  • Sa, Jean Sill
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.379-412
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    • 2009
  • According to "Jinjak-yigwe(進爵儀軌)", a special banquet was held at Yungyungdang(演慶堂, a kind of royal theatre) to celebrate the 40th birthday of Queen Soonwon(純元王后) in 1828. This banquet is famous for the presentation of nineteen new Jungjae(呈才) repertoires that the Crown Prince Hyomyung(孝明) created. In order to explore the theoretical basis for the reproduction and presentation of Yungyungdang(演慶堂) Jinjak(進爵, a type of royal banquets), in this article, the imagination and experience of the presentation of Yungyungdang Jinjak are pursued, while focussing on audience's reception. In Yungyungdang Jinjak, King Soonjo(純祖), Queen Soonwon and the prince were the special audience; they participated in the procedure of Ye(禮, etiquette of ceremony) and also were considered as the characters of certain repertoire of Jungjae. Hyomyung arranged the spectacles from the myths of Taoist gods and immortal hermits, as well as historic episodes of the past emperors' elegant tastes of music. These mythic and historic images lead the audience toward the imagination and experience on the transcendental world. Hyomyung, managing the administration as the representative of King Soonjo, tried to show absolute royal authority through the splendid performances of Yungyungdang Jinjak, so as to overcome the politicaly difficult situation. He set up the sacred world for his father King Soonjo, distinct from the secular ordinary world, and emphasized his position as the bridge between the two sides. He expressed his filial duty through the devotion of performing arts to display absolute royal authority.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.