• Title/Summary/Keyword: 영상 언어

Search Result 531, Processing Time 0.027 seconds

Devising Methodology of Creative VaQi -Focused on (2017)- (극단 크리에이티브 VaQi의 공동창작 방법론 -연극 <워킹 홀리데이>(2017)를 중심으로-)

  • Lee, Kyung-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.370-388
    • /
    • 2019
  • From 2010, new keyword of so-called devising theatre in the Korean performing arts scene has emerged. The backdrop is the antipathy to the hierarchical creative environment, the search for a language that can reflect increasingly complex societies, and the influx of new performances from abroad. Of course, devising theatre can be realized in a wide variety of forms in the actual field, so it cannot be defined as one methodology. But commonly all these various forms of the attempts aim to create a democratic relationship among participants, and process-centered breakthrough in the hierarchy of creative materials such as texts, sounds. light and human body. In 2017, Creative VaQi seeks to find new keyword called 'Reality of Division in Korean Peninsula' and to develop it into performance languages experimenting inter-disciplinary devising methodology. The company conducted a walking trip alongside the division line(300km) and tried to achieve the landscape and traces of division. After the walking, they created a specific form and performing contents called "Walking Holiday" out of their experiences. In this thesis, I will analyze the whole process of the devising "Walking Holiday" and examine what kind of result it led to. Furthermore, I, as the director of "Walking Holiday" will continue to discuss new possibilities and limitations of devising theatre methods that the company tries and aim at this time.

A Contrastive Study of Japsaeknorum and Mime (잡색의 몸짓과 그 의미 - 잡색놀음과 마임의 대비적 고찰 -)

  • Lee, Youngbae
    • (The) Research of the performance art and culture
    • /
    • no.18
    • /
    • pp.103-136
    • /
    • 2009
  • This study analyzed the aspect of action and mean in Japsaeknorum. Secondly, this study contrasted Japsaeknorum with Mime. Thirdly, the characteristics of gestures in Japsaeknorum were analyzed. The results, obtained by those steps are subordination, hostility, cultural control, the comic characteristics by situation, functional role, the sublation of competition and conflict, the variation of subordination and deviation, the end of subordination and deviation. The korean mime is a heritage of Western culture. But in the history of korean mime, it make every effort to seek the korean form of mime. Therefore, this study is very helpful to seek such a way.

Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.1
    • /
    • pp.47-57
    • /
    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

A Study on the Children's Perspective in Iranian Films - Focus on the films by Director Majid Majidi (이란 영화 속에 나타난 어린이 시각에 관한 연구 - 마지드 마지디 감독 작품을 중심으로)

  • JIAYI WAN;Daniel H. Byun
    • Trans-
    • /
    • v.14
    • /
    • pp.93-122
    • /
    • 2023
  • Children's films can be found by country and region within the scope of world films, but children's films have different definitions depending on the country and region. For example, American children's films represented by Disney are mainly aimed at satisfying the joys of children and families.Chinese children's films place more importance on the educational role of children. Although the purpose is different, children's films in the general sense are films that main audiences are children and are created for children. Children's films in Iran differ greatly from ordinary children's films. It indirectly expresses the creator's intention by reflecting reality while looking at the adult world through the eyes of children. This special function is a children's visual language that indirectly conveys the creator's thoughts. The use of children's perspective is a kind of special strategy, paving the way for Iranian films to survive in a special creative environment, and creating unique characteristics of Iranian films. Among the numerous Iranian directors who make children's films, Majid Majidi is one of the representative directors with personal characteristics. Of his nine Iranian films written and directed, five are children's films.At the same time, in his other Iranian films, we can more or less see the traces of children and children's perspective of the narrative and performance.Looking at the use of children's vision in Iranian films, the use of children's vision in Iranian films began with children's films and developed in Iranian children's films and other genres of Iranian films.

Digital Library Interface Research Based on EEG, Eye-Tracking, and Artificial Intelligence Technologies: Focusing on the Utilization of Implicit Relevance Feedback (뇌파, 시선추적 및 인공지능 기술에 기반한 디지털 도서관 인터페이스 연구: 암묵적 적합성 피드백 활용을 중심으로)

  • Hyun-Hee Kim;Yong-Ho Kim
    • Journal of the Korean Society for information Management
    • /
    • v.41 no.1
    • /
    • pp.261-282
    • /
    • 2024
  • This study proposed and evaluated electroencephalography (EEG)-based and eye-tracking-based methods to determine relevance by utilizing users' implicit relevance feedback while navigating content in a digital library. For this, EEG/eye-tracking experiments were conducted on 32 participants using video, image, and text data. To assess the usefulness of the proposed methods, deep learning-based artificial intelligence (AI) techniques were used as a competitive benchmark. The evaluation results showed that EEG component-based methods (av_P600 and f_P3b components) demonstrated high classification accuracy in selecting relevant videos and images (faces/emotions). In contrast, AI-based methods, specifically object recognition and natural language processing, showed high classification accuracy for selecting images (objects) and texts (newspaper articles). Finally, guidelines for implementing a digital library interface based on EEG, eye-tracking, and artificial intelligence technologies have been proposed. Specifically, a system model based on implicit relevance feedback has been presented. Moreover, to enhance classification accuracy, methods suitable for each media type have been suggested, including EEG-based, eye-tracking-based, and AI-based approaches.

Implementation of Hand-Gesture Interface to manipulate a 3D Object of Augmented Reality (증강현실의 3D 객체 조작을 위한 핸드-제스쳐 인터페이스 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.16 no.4
    • /
    • pp.117-123
    • /
    • 2016
  • A hand-gesture interface to manipulate a 3D object of augmented reality is implemented by recognizing the user hand-gesture in this paper. Proposed method extracts the hand region from real image, and creates augmented object by hand marker recognized user hand-gesture. Also, 3D object manipulation corresponding to user hand-gesture is performed by analyzing a hand region ratio, a numbet of finger and a variation ratio of hand region center. In order to evaluate the performance of the our proposed method, after making a 3D object by using the OpenGL library, all processing tasks are implemented by using the Intel OpenCV library and C++ language. As a result, the proposed method showed the average 90% recognition ratio by the user command-modes successfully.

CHILDHOOD ONSET SCHIZOPHRENIA IN DEVELOPMENTAL ASPECT (소아 정신분열병의 발달학적 측면)

  • Lee, Young-Sik
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.16 no.2
    • /
    • pp.173-182
    • /
    • 2005
  • This review is a clinical and research update of recent literature related to childhood onset schizophrenia (with an onset of psychosis by age 12). Childhood onset schizophrenia(COS) is a rare disorder, but that may represent a more homogeneous patient population in which to search for risk or etiologic factors of schizophrenia. These overview data show that COS shares the same clinical and neurobiological features as later onset forms of the disorder. Compared with later onset schizophrenia, however, this subgroup of patients appear to have more severe premorbid neurodevelopmental abnormalities, more cytogenic abnormalies, poor outcome, and potentially greater family histories of schizophrenia and associated spectrum disorders. Future studies of this subgroup may provide important clues as to the genetic basis for schizophrenia and how gene products influence certain feature of the disease, such as age of onset and mode of inheritance.

  • PDF

Constructing 3-year-old classroom with role play areas based on field-trips (현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역)

  • Suh, Hye Jeong;Han, Ye Hee
    • Korean Journal of Childcare and Education
    • /
    • v.6 no.2
    • /
    • pp.83-115
    • /
    • 2010
  • The purpose of this study is to reveal the insights that teachers has learned through developing preschooler's classroom into field-trip-oriented ones with role play areas. The data of this study was collected from participatory observation and in-depth interviews, which included videos, photos, teachers' journal, descriptive questionnaire, and interview records. The whole process of organizing role-play oriented class was composed of four steps: activities before the trip, activities on-the-spot, activities after the trip, and its evaluation. Firstly, activities before the trip were making the lists of questions, deciding children who ask the questions, making rules on the trip, understanding the purpose of the trip. Secondly, on-the-spot activities included having a tour of the place and asking the questions. Thirdly, activities after the trip was constructing the classroom into small real world with various sections. This required the teachers to reflect the field trips, make plans how to construct, prepare for the data, and furnish the classroom with role-play areas. In the process of furnishing the classroom with small real world, the field trips played a big role as the learning opportunities for language development, and keeping public rules.

The implementation of the color component 2-D DWT Processor for the JPEG 2000 hard-wired encoder (JPEG 2000 Hard-wired Encoder를 위한 칼라 2-D DWT Processor의 구현)

  • Lee, Sung-Mok;Cho, Sung-Dae;Kang, Bong-Soon
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.9 no.4
    • /
    • pp.321-328
    • /
    • 2008
  • In this paper, we propose the hardware architecture of two-dimensional discrete wavelet transform (2D DWT) and quantization for using JPEG2000. Color 2-D DWT processor is proposed that is to apply to JPEG 2000 Hard-wired Encoder. JPEG 2000 DWT processor uses the Daubechies' (9,7) bi-orthogonal filter, and we design by minimizing error of the DWT transformer by ${\pm}1$ LSB during compression and decompression. We designed the DWT filters that using by using shift and adder structure instead of multiplier structure which raise the hardware complexity. It is improve the operation speed of filters and reduce the hardware complexity. The proposed system is designed by the hardware description language Verilog-HDL and verified by Synopsys Design Analyzer using TSMC 0.25${\mu}m$ ASIC library.

  • PDF

Reproducibility of Hemispheric Language Dominance by Noun, Verb, Adjective and Adverb Generation Paradigms in Functional Magnetic Resonance Imaging of Normal Volunteers (정상성인의 뇌기능적 자기공명영상에서 명사, 동사, 형용사 그리고 부사 만들기 과제들에 대한 언어영역편재화의 재현성에 관한 연구)

  • In Chan Song;Kee Hyun Chang;Chun Kee Chung;Sang Hyun Lee;Moon Hee Han
    • Investigative Magnetic Resonance Imaging
    • /
    • v.5 no.1
    • /
    • pp.24-32
    • /
    • 2001
  • Purpose : We investigated the reproducibility of language lateralization by 4 different word generation paradigms or the rest contents in each paradigm using functional magnetic resonance imaging in normal volunteers Materials and Methods Nine normal volunteers with left-handedness (mean age: 25 yrs) were examined on a 1.57 MR unit using a single-shot gradient echo epibold sequence. Four different word generation paradigms of noun, verb, adjective and adverb were used in each normal volunteer for investigating language system. In each paradigm, two different rest contents consisted of only seeing the " +" symbol or reading the meaningless letters. Each task consisted of 96 phases including 3 activations and 6 rests of 2 different contents. Two activation maps in one task were obtained under two different rest contents using the correlation method. We evaluated the detection rates of Broca and Wernicke areas and the differences of language lateralization among four different word generation paradigms, or between the rest contents. Results : The detection rates of Broca and Wernicke areas were over 67 % in 4 different language paradigms and there was no significant difference of them among language paradigms, or between two different rest contents. Language dominances, in all 4 different language paradigms, were shown to be consistent in 66 %, but were contrary with language paradigms in some subjects. The rest contents made no significant effect on dominant language dominance determination, but the success rates of the dominant language dominances determined from 4 language paradigms were higher in reading the meaningless letter (100%, n=9) than in only seeing "+" on screen at the rest task (78%, n=7).

  • PDF