Animation documentary is a hybrid genre that is newly highlighted with opposite properties. The actual world is reproduced with an unrealistic method in documentary aspect, but the objectivity of documentaries cannot be guaranteed as the boundary of actual pictures and digital images has become ambiguous. As the animation documentary by Ari Folman succeeded in 2008, the focus of this study is on 'how can fictional animations prove the authenticity of documentaries?' in which the study is mainly conducted in documentary aspect. For this, the researcher considers visual style research has important role in understanding and developing a new video genre, and asserts the necessity of research on reproduction image that is produced by the characteristics of animation which is produced in frame units. This paper has contents on the visual style of animation documentaries with pictorial reproduction methods in which animation images were classified into 3 styles based on previous research on animation documentary style. Visual styles are classified into actual image that is based on similarity with reality to deliver objective facts, image that is transformed through emphasis and omission which are factors of animations, and surrealistic image that reproduces non-visual regions such as illusions and the inner side of characters. Through this study that analyzes visual style types and characteristics, animation documentaries are expected to position as a hybrid genre that illustrates reality with a new method instead of being included in the existing reproduction method of documentaries.
This study investigated effects of Korean students' contacts with International students on Korean college students' multicultural competencies. This study also examined mediating effects of life satisfaction and realistic conflict perception between contacts with international students and multicultural competencies. For the purpose, 384 Korean college students completed the questionnaires including contacts, life satisfaction, realistic conflicts perception toward international students, everyday multicultural competencies, and demographic information. The results indicate that number of contacts predicts cultural self-efficacy and cultural knowledge, whereas contact diversity predicts cultural openness. Life Satisfaction predicts cultural openness, cultural self-efficacy, and cultural knowledge, and realistic conflicts perception predicts all subscales of everyday multicultural competencies scale other than cultural knowledge. Results also discovered that life satisfaction mediates the relationship between contact diversity and multicultural competencies, but realistic conflict perception did not mediate between contact diversity and multicultural competencies. Based on the results, the suggestions to enhance college students' multicultural competencies were discussed.
Kim, Kyong-Ho;Cho, Sung-Ik;Lee, Jae-Sik;Wohn, Kwang-Yun
Journal of the Korea Society for Simulation
/
v.18
no.4
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pp.9-20
/
2009
Navigation system providing route-guidance and traffic information is one of the most widely used driver-support system these days. Most of the navigation system is based on the 2D map paradigm so the information is ed and encoded from the real world. As a result it imposes a cognitive burden to the driver to interpret and translate the ed information to real world information. As a new concept of navigation system, augmented-reality navigation system (AR navigation) is suggested recently. It provides navigational guidance by imposing graphical information on real image captured by camera mounted on a vehicle in real-time. The ultimate goal of navigation system is to assist the driving task with least driving workload whether it is based on the abstracted graphic paradigm or realistic image paradigm. In this paper, we describe the comparative studies on how map navigation and AR navigation affect for driving tasks by experimental research. From the result of this research we obtained a basic knowledge about the two paradigms of navigation systems. On the basis of this knowledge, we are going to find the optimal design of navigation system supporting driving task most effectively, by analyzing characteristics of driving tasks and navigational information from the human-vehicle interface point of view.
Kim, Soo-Jeong;Shin, Min-Sup;Nam, Min;Hong, Kang-E
Journal of the Korean Academy of Child and Adolescent Psychiatry
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v.8
no.1
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pp.3-21
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1997
We examined the developmental characteristics of dream, daydream, and hope of elementary school students in their 1st, 3rd, and 5th grades, and studied the correlation between three variables. We summarized the results of this study as follows. 1) The contents of dream developed with the cognitive development and socialization process. In detail, appearance of animals, family members, and known persons gradually decreased, and appearance of self, same-sex peers, and strangers gradually increased. These results are comparable with the previous studies of dream. 2) Daydream, hope, and current state also developed with age. In detail, frequency of daydream increased, and the contents of daydream and hope changed toward more self-centered and more realistic. The changes of current state are thought to reflect the specific situation of Korea. 3) There are some correlation among dream, daydream, and hope. Especially happy mood and fearful mood had positive correlation with the relevant contents of dream, daydream, and hope. Also the contents of dream showed positive correlation with the same contents of daydream. This study is the first trial which investigate the developmental characteristics of dream, daydream, and hope of normal children in Korea. We verified that dream and daydream are on the continuous line of ‘reality-imitation-play-daydream-dream’ Finally, considering the facts that dream developed with age;responded to meaningful emotional experiences;and had the correlation with daydream, hope, and current state, the results of this study support the psychological meaning of dream.
This study examined the involuntary retirement of executives in conglomerates based on Williams' need-threat temporal model of ostracism(2009), which explains the psychology of individuals facing social exclusion in the stages of reflexive, reflective and resignation. In-depth interviews were conducted on 15 retirees from conglomerates, and their contents were used for phenomenological method of analysis. As a result, in the reflexive stage of need-threat temporal model of ostracism, they experienced cognitive panic and emotional panic immediately following retirement. Due to an unexpected shocking experience of retirement notice, they experienced cognitive numbness first, and repressed the following negative feelings cognitively to hide them. In the reflective stage, retirees dream of 'a complete restoration to their best performance in the past', but as such expectation fails, they don't adjust to the reality more due to 'unrealistic thought', 'self-deception', and 'shift responsibility'. In resignation stage, a long-term failure to satisfy the desire led them to experience a sense of defeat and helplessness. Such results were reviewed and compared to Williams' need-threat temporal model of ostracism, and the implications of such result on the nation, companies and retirees in terms of the response to retirement.
The aim of this review is to analyze the trend of using Virtual Reality (VR) in addiction treatment by categorizing the types of addictions and methods of Virtual Reality Therapy (VRT) for substance use disorders. VR has been utilized as a new paradigm for treating various mental and psychological problems. In recent years, a number of researches have been done to demonstrate the effectiveness of VRT for addiction treatment, specifically substance use disorders. In order to comprehend the tendency of these researches, the current study performed a systematic review of published book and journal articles using the following bibliographical databases: ScienceDirect, MEDLINE, ProQuest, and Embase. Forty-five (45) articles were retrieved; out of these researches, nicotine/smoking has garnered the highest number of studies (73%, n=33); alcohol (18%, n=8); cannabis/marijuana (2%, n=1); and other drugs such as heroin, cocaine and methamphetamine (7%, n=3). This paper analyzed the results of those studies, found some limitations as well as strengths, and made suggestions for further research on VRT for addiction treatment.
Journal of the Korea Society of Computer and Information
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v.16
no.3
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pp.109-119
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2011
The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.
The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.
This study aims to prove the value of SNS tourism information by confirming the relation between SNS tourism information and perceived risk and by verifying its influence on the intention to switch tourism destination. The data was collected from 302 tourists. For data analysis, SPSS 18.0 program and AMOS 18.0 were conducted. First, functional characteristics of SNS tourism information have been verified to have no relationship with the tourist's perception of risk, and therefore the functional tourism information is thought to cause individual motive regardless of tourist's perception of risk. Second, aesthetic value and economic benefits of SNS tourism information have been analyzed to reduce perceived risk of tourists. Third, a symbol of SNS Tourism information has proved to be an element that increases the risk perceived by tourists, indicating that various kinds of tourism information provided by other channels including SNS can serve as a momentum to make tourists recognize new risks the other way round as new tourism information is accumulated, which acts as new motivating factor.
This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.
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