• Title/Summary/Keyword: 영상문화

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The Cases of Integrated Science Education Practices in Schools -What are the ways to facilitate integrated science education?- (통합 과학교육을 실천하고 있는 두 중등학교의 사례 -무엇이 통합 과학교육을 가능하게 하는가?-)

  • Ahn, Jungyong;Na, Jiyeon;Song, Jinwoong
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.763-777
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    • 2013
  • This is a case study on two schools practising integrated science education (hereafter ISE). The purposes of this study are to investigate the types and features of ISE in the schools actively practising ISE, to identify the contextual factors of the schools, and to give implications for implementing ISE in schools. This study investigated the contextual factors in practicing ISE with a focus on the two schools, a middle school in Gyeonggi-do and a high school in Busan. They were breaking down the boundaries among teaching subjects and providing student-oriented instruction with problems in the real world. The data were collected by observing classes, by interviewing teachers, and by reviewing school documents and students' reports. The research findings are as follows: first, the two schools took part in ISE actively. They teach science to students providing integrated experiences mainly by using interdisciplinary knowledge and/or by solving the problems pertaining to the real world. While the former integrated subjects centering on topics, the latter focused on a project-based learning driven by students. They have differences in regard to the role of teachers and students, the level of integration and the type of integration. Second, the contextual factors that enabled ISE to be implemented there were found. The previous studies revealed six contextual factors in practising ISE: small and stable learning environment, leadership, team activities, in-school planning time, flexible timetable and community links. This study also found similar factors. However, the cases of this study provided ISE on a large scale and in a short period of time, instead of a small and stable learning environment. Teachers viewed the process of ISE not only as a tool to overcome the conservative culture of teachers but also as a pursuit of innovation.

Remediation Characteristics that Appear in the Change of MP3Player II: Re-mediation through Appearance Changes, Cultural and Social Paradigms (MP3Player의 변화에서 나타나는 재매개적 특성 II: 외형적 변화와 문화, 사회적 패러다임을 통한 재매개성)

  • Lee, Jin-Hyuk;Lee, Young-Chun;Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.69-78
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    • 2013
  • A Korean MP3player also has become complex multimedia device which can provide various functions such as DMB, image playback, radio, electronic dictionary, storage device, and Internet. However, these functions are not provided through one-time mediation. Therefore, studying which changes were made for obtaining or installing these functions and what made such changes possible will be a basis to approach the change factors of medium through medium. Ultimately, by enabling to access the factors of cultural and social changes through MP3player, the main point of this study, it will be a methodological attempt to study a social aspect through medium. This study approached re-mediation according to the genealogical change of MP3player. This study researched the change of media through mediation of MP3player, and approached the change in social contextuality through this. The factors for which a medium is changed are various, but in the change of MP3 player there is re-mediation of each medium in addition to technical change. That is, it is deemed that there are 're-mediation among devices' and 'socially contextual re-mediation' in the change through re-mediation of MP3player.

Trend and Implications of the Academic Research on the Digital Comics (디지털만화에 대한 학술연구의 동향과 함의)

  • Jeon, Gyongran;Park, Sung Dae
    • Cartoon and Animation Studies
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    • s.32
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    • pp.159-187
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    • 2013
  • The purpose of this study is to verify the status of current digital comics research trends and the characteristics in Korea. For this purpose, 87 articles and dissertations published between 19900 to 2012 were analysed by a meta-analysis methods. Digital comics platforms, topics, methods were examined to understand the landscape of the digital comics in Korean context. The main results of this study are as follow. First of all, the number of researches on the digital comics has been in the rise, and the various academic journals have published articles to understand the digital comics on the basis of their own academic background. Despite of the short history of digital comics researches, the range of research subjects has been broaden, and more integrated approaches have been taken from the various research fields. The content of articles, however, was skewed to a certain platform, topic and the method such as the website based comics, the text analysis, and the qualitative methodology. Thus, the more systematic and integrated approaches are needed to understand the digital comics issues and to build up the digital comics studies.

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.

A Study on Teachers' Recognition of Importance and Reflection on Creative Hands-on Activities at Technical High School: Focused on Club Activities (공업계 고등학교 교사가 인식하는 창의적 체험활동 영역의 중요도 및 반영도 분석: 동아리활동을 중심으로)

  • Ko, Kun-Soo;Seo, Won-Seok;Lee, Chang-Hoon;Kim, Jong-Seoung
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.227-246
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    • 2014
  • The purpose of this study is to suggest the desirable direction toward the creative hand-on activities suitable for the characters of the technical high school students by examining the teachers' recognition of sub-factors of creative activities in technical high school and analysing whether the factors are properly utilized. Respondents of this study were 393 teachers at the Technical high school in South Korea. The questionnaire survey on the recognition of creative hand-on activities consisted of questions, which are importance and reflection, from 32 sections in 5 fields. The summary of the results through this study is as following. First, In the results of importance analysis of teachers in technical high school, in club activity field, 'the invention' of 'academic activity', 'film-art' in 'culture-art activity', 'challenge activity' in 'sports activity', 'school specialized major' in 'work practice activity', 'scout federation', 'Red Cross youth activity' in 'youth group activity' were seemed to be higher. Second, In the results of reflection analysis, it was found that the 'academy, culture-art', 'sports activity' fields were similarly reflected in importance thought by teachers in technical high school. However, for 'the work practice activity' and 'youth group activity', except 'the school specialized major', all fields are not properly reflected, independent of importance. For 'the work practice activity', analyses of importance and reflection seemed to be alike but for 'the youth group activity', there was a significant difference between them.

Filtering & Cridding Algorithms for Multibeam Echo Sounder Data based on Bathymetry (수심에 기반한 멀티빔 음향 측심 필터와 격자 대표값 선정 알고리즘)

  • 박요섭;김학일
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1999.11a
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    • pp.260-265
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    • 1999
  • 멀티빔 음향측심기(Multibeam Echo Sounder)는 기존의 단빔 음향측심기(Singlebeam Echo Sounder)와 달리 탐사선 진행방향의 수직(Crosstrack)으로 해저면을 주사(Swath)하여, 한 번의 송수신(Ping)으로 다중의 빔 자료 - 수심, 후방산란된 음압(Backscattered Amplitude), 사이드 스캔 소나(Side Scan Sonar) 자료 - 를 취득하는 장비이다. 멀티빔 음향 측심기를 이용한 해저면 탐사의 경우, 수심이 변함에 따라 주사폭(Swath width)이 변화하고, 각 빔의 수평 해상도(Footprint)는 수심과 더불어 빔폭(Beam width)에 의하여 동적으로 변화한다. 멀티빔 음향 측심기는 해저면을 전역탐사 할 수 있을 뿐만 아니라, 연속된 음향 탐사를 통하여 이웃한 핑 사이에 발생하는 전방중첩영역(Endlap)과 이웃 측선(Trackline)을 따라 겹쳐지는 측방중첩영역(Sidelap)의 자료들을 이용하여 멀티 뎀 자료들의 전반적인 정확도 및 신뢰도를 평가할 수 있다. 본 논문은 수로 측량(Hydrographic Survey)에서 사용되는 멀티빔 음향 측심기를 운영하여 얻어진 측심 자료를 처리하는 알고리즘 개발에 관한 연구이다. 본 논문에서는 L3사의 Sea Beam 2100 벌티빔 음향 측심기를 대상으로, 멀티빔의 측심 원리와 해저 지형에 대한 일반적 이해를 통하여 획득된 측심 자료의 통계적 특성을 파악하고, 오측심된 수심 자료를 제거하는 방법을 제안하며, 측심 구간의 대표격자 크기를 결정하는 기준을 제시한다. 또한, 항공원격탐사에서 고도 추정시 사용되고 있는, 평균보간법, 가중평균 보간법과, 본 논문에서 제안하는 격자 대표값 선정 알고리즘(Gridding Algorithms)의 결과를 비교하고, 최종적으로 얻어지는 해저 수치지형모델(DEM, Digital Elevation Model)과 후방산란 영상을 제시한다. 빠른 한지형잔디들이 지표면을 피복하도록 하고 여름의 고온기와 장마시기에는 뿌리전단력이 우수한 이러한 초종들로 지표면이 피복되도록 하는 것이 이상적이라 생각된다. 4. 혼파처리간의 토사유출량을 비교한 결과 토사 유출 억제효과는 한지형과 나지형잔디들의 혼합형(MixtureIII)과 자생처리구(MixtureV), Italian ryegrass와 자생식물의 혼합형(MixtureIV)등에서 비교적 낮은 수치를 토사유출량을 기록하였다. 이러한 결과는 자생식물들이 비록 초기생육속도는 외래도입초종에 떨어지지만 토사유출의 억제효과면에서는 이들 외래초종에 필적할 수 있음을 나타낸다고 할 수 있겠다.중량이 약 115kg/$m^2$정도로 나타났다.소 들(환경의 의미, 사람의 목적과 지식)보다 미학적 경험에 주는 영향이 큰 것으로 나타났으며, 모든 사람들에게 비슷한 미학적 경험을 발생시키는 것 이 밝혀졌다. 다시 말하면 모든 사람들은 그들의 문화적인 국적과 사회적 인 직업의 차이, 목적의 차이, 또한 환경의 의미의 차이에 상관없이 아름다 운 경관(High-beauty landscape)을 주거지나 나들이 장소로서 선호했으며, 아름답다고 평가했다. 반면에, 사람들이 갖고 있는 문화의 차이, 직업의 차 이, 목적의 차이, 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.corner$적 의도에 의한 경관구성의 일면을 확인할수 있지만 엄밀히 생각하여 보면 이러한 예의 경우도 최락의 총체적인 외형은 마찬가지로 $\ulcorner$순응$\lrcorner$의 범위를 벗어나지 않는다. 그렇기 때문에도 $\ulcorner$순응$\lrcorner$$\ulcorner$표현$\lrcorner$의 성격과 형태를 외형상으로 더욱이 공간상에서는 뚜렷하게 경계

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Hand Motion Recognition Algorithm Using Skin Color and Center of Gravity Profile (피부색과 무게중심 프로필을 이용한 손동작 인식 알고리즘)

  • Park, Youngmin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.411-417
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    • 2021
  • The field that studies human-computer interaction is called HCI (Human-computer interaction). This field is an academic field that studies how humans and computers communicate with each other and recognize information. This study is a study on hand gesture recognition for human interaction. This study examines the problems of existing recognition methods and proposes an algorithm to improve the recognition rate. The hand region is extracted based on skin color information for the image containing the shape of the human hand, and the center of gravity profile is calculated using principal component analysis. I proposed a method to increase the recognition rate of hand gestures by comparing the obtained information with predefined shapes. We proposed a method to increase the recognition rate of hand gestures by comparing the obtained information with predefined shapes. The existing center of gravity profile has shown the result of incorrect hand gesture recognition for the deformation of the hand due to rotation, but in this study, the center of gravity profile is used and the point where the distance between the points of all contours and the center of gravity is the longest is the starting point. Thus, a robust algorithm was proposed by re-improving the center of gravity profile. No gloves or special markers attached to the sensor are used for hand gesture recognition, and a separate blue screen is not installed. For this result, find the feature vector at the nearest distance to solve the misrecognition, and obtain an appropriate threshold to distinguish between success and failure.

Biopolitics, Montage, and Potentialities of the Image: Giorgio Agamben and Cinema (생명정치, 몽타주, 이미지의 잠재성: 조르조 아감벤과 영화)

  • Kim, Jihoon
    • Cross-Cultural Studies
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    • v.49
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    • pp.59-93
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    • 2017
  • This paper provides an in-depth examination of the relationship between cinema and Giorgio Agamben's aesthetics and philosophy. Intersecting Agamben's key concepts including gesture, mediality, biopolitics, historicity, and profanation with historical and aesthetic dimensions of cinema, I argue for his ambivalent view on cinema and visual media. On the one hand, Agamben linked cinema and visual media to his discussion on biopolitics and spectacle as he considered them as apparatus for capturing and controlling gestures. On the other hand, he also argued that cinema could restore the image with capacity to preserve and recuperate gestures based on his consideration of montage as cinema's key aesthetic and technical component (an operation of profanation) and his Benjaminian thought on the ways in which montage suspended linear flow of images and activated an alternative memory of them. Drawing on history of cinema and optical devices in the 19th and early 20th centuries as well as examples of found footages of filmmaking predicated upon stoppage and repetition of images, I argue that Agamben's concept of potentialities can be extended into his thought on cinema and visual media apparatuses in general.

A Flow of Generative Change and Ideological Convergence in Chinese Media Policies (중국 미디어 관리의 생성적 변화와 이데올로기적 수렴)

  • Ko, Yoon-sil
    • Cross-Cultural Studies
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    • v.44
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    • pp.123-145
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    • 2016
  • A flow of generative change has existed in the Chinese media following political, economic, and institutional changes. Since a market system was introduced to the field of drama production, people called 'zhipianren' who act as government agents as well as market administrators have spontaneously emerged. The government, by granting legal qualifications and authority to these 'zhipianren', have institutionalized and absorbed them within the system. Through this process, the 'drama zhipianren system', under the unique environment of a socialist market economy, demonstrates a Chinese administrative model that effectively reveals the changing process from a direct administration by the government to indirect administration and self-censorship. Furthermore, with the widespread adoption of the internet, various types of media including grassroots media have emerged, and the participation and production activities of netizens has enabled the development of a new genre of literature called internet literature. Furthermore, some websites that functioned as platforms for video and grassroots media came to self-produce contents so as to function as media in and of themselves. Originally, the internet was cultivated as a portion of the IT industry, but when it began to function as media, forming a new media landscape, regulations and institutions were gradually established and subsequently advanced in the direction of supervision and regulation over all internet media contents. A flow of generative change in the field of media has emerged, and the pattern of generation-convergence repeats itself as the official media policies converge.

A study on the usage patterns of Yun Dong-ju's poetry in the musical (- 창작가무극 <윤동주, 달을 쏘다>에 나타난 윤동주 시 활용 양상 연구)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.85-92
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    • 2019
  • Yun Dong - ju's poetry and his representations are used in various visual and dramatic media. According to its medium and genre characteristics, Yoon Dong - ju's representations and his poems are selected and changed. It is also the process of reading what the text is trying to convey to the public through a single person. In this study, Yoon Dong - joo's poetry was compared with other poetry of poetry. Particularly, the discussion was focused on the creative actor . If the creative drama is transmitting the feelings of Yoon Dong-ju through the city, the film conveys the poem of Yoon Dong-ju. Gamuplays are more restrictive than the movies because of their genre. As a result, the emotional expressions of the characters are more intense, the progress of the narrative is also dramatic, and the aspect of Yun Dong - ju, a poem illuminated by the movie and the drama, also differs. If the film aims to portray poet Yoon Dong-ju as a genuine literary youth, the creative poet reinterprets Yun's poetry as having a meaning of resistance.