• Title/Summary/Keyword: 예술 행위

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The Effect of Empathy in Responses to Persuasive Health Communication Campaign Contents (건강캠페인 콘텐츠에 대한 공감 반응 효과 연구)

  • Shin, Kyung-Ah;Cha, Kyung-Sim;Kim, Ji-Yun
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.128-137
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    • 2021
  • The purpose of this study is to examine the effect of sympathetic reactions to public service advertisement video messages produced for health campaigns. To this end, based on the empathy response scale proposed by Campbell & Babrow (2004), the empathy response to the images of nine health campaigns with themes of smoking cessation, tuberculosis, and suicide triggered fear of health risks and health behaviors (information seeking, preventive actions). As a result of the analysis, among the factors of empathy reaction, the reality of the message creative, the match of emotions, and the identification of the characters in the video each played a role in raising fear, and it is rather fear that logically understanding the situation that causes health problems through the health campaign video It was found that it played a role in reducing health information seeking behavior. On the other hand, it was found that the higher the degree of interest, such as sympathy for the characters in the video, among the factors of the sympathetic response to the health campaign, the higher the intention of preventive action to reduce the health risk.

A Basic Study on the Development of Autonomous Behavioral Agent based on Ontology Used in Virtual Space (가상공간에서 활용되는 온톨로지 기반 지능형 자율주행 에이전트 개발에 관한 기초 연구)

  • Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.777-784
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    • 2017
  • In the architectural space, the user's behavior is the most important factor in evaluating the quality of architecture. Normally, the evaluation of user behavioral performance was carried out after a building was completed. Recently, interest in and efforts at pre-simulation based on information technology are accelerating. However, since existing user simulation technology is concerned mainly with simply escaping from a large space, it is impossible to simulate the behavior of multiple users in an architectural space. The present study strives to develop a human-figured intelligent agent for advanced user simulation based on ontology. The main purpose of the study is to employ the intelligent behaviors of a NPC(Non-player Character) to infer the ontology of both spatial and user information. In this paper, we intend to integrate ontology inference technology into the virtual space. And also, this study suggest the ontology visualization technology which illustrate the ontology-based information and their change in the spatial information.

A Study of Aggressive Driver Detection Combining Machine Learning Model and Questionnaire Approaches (기계학습 모델과 설문결과를 융합한 공격적 성향 운전자 탐색 연구)

  • Park, Kwi Woo;Park, Chansik
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.361-370
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    • 2017
  • In this paper, correlation analysis was performed between questionnaire and machine learning based aggressive tendency measurements. this study is part of a aggressive driver detection using machine learning and questionnaire. To collect two types tendency from questionnaire and measurements system, we constructed experiments environments and acquired the data from 30 drivers. In experiment, the machine learning based aggressive tendency measurements system was designed using a driver behavior detection model. And the model was constructed using accelerate and brake position data and hidden markov model method through supervised learning. We performed a correlation analysis between two types tendency using Pearson method. The result was represented to high correlation. The results will be utilize for fusing questionnaire and machine learning. Furthermore, It is verified that the machine learning based aggressive tendency is unique to each driver. The aggressive tendency of driver will be utilized as measurements for advanced driver assistance system such as attention assist, driver identification and anti-theft system.

The Hague Convention on Jurisdiction and Enforcement, of Judgments

  • Park, Yu-Sun
    • Journal of Arbitration Studies
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    • v.16 no.1
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    • pp.343-373
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    • 2006
  • 지적재산권의 속지주의 원칙에 따라 전통적으로 지적재산권의 침해에 있어서 결과의 발생이 없는 행위지를 침해지로 인정하지 않았다. 어문과 예술작품을 보호하기 위해 1886년 체결된 베른협약(Berne Convention for the Protection of Literary and Artistic Works) 제5조 제1항은 저작자가 베른협약에 따라 보호되는 저작물에 관하여 본국 이외의 동맹국에서 각 법률이 현재 또는 장래에 자국민에게 부여하는 권리 및 이 협약이 특별히 부여하는 권리를 향유한다고 규정하여 내국민대우원칙을 천명하고 있다. 또한 베른협약 제5조 제2항은 저작권의 보호와 향유는 저작물의 본국에서 보호가 존재하는 여부와 관계가 없이, 보호의 범위와 저작자의 권리를 보호하기 위하여 주어지는 구제의 방법은 오로지 보호가 주장되는 국가의 법률의 지배를 받는다라고 규정하여 저작권 침해가 발행한 국가의 법률의 적용을 명시하고 있다. 인터넷과 무선통신 기술의 발달은 저작물을 디지탈 형식으로 실시간에 전세계에 배포하는 것을 가능하게 하였다. 특히 저작물의 인터넷상에서의 배포는 다국적 저작권 침해행위를 야기하여, 저작권자가 다수의 국가에서 저작권 침해소송을 제기하여 판결을 집행하는 것이 필요하게 되었다. 헤이그국제사법회의(Hague Conference on Private International Law)에서 1992년부터 논의되어 온 민사 및 상사사건의 국제재판관할과 외국판결에 관한 협약(Convention on Jurisdiction and Foreign Judgment in Civil and Commercial Matters)에서 채택된1999년의 예비초안(preliminary draft) 및 2001년 외교회의에서 수정된 잠정초안(Interim text) (이하 헤이그 협약 )은 저작권자가 저작권침해행위가 발생한 각 국가에서 저작권 침해행위를 금지하는 소송을 제기할 필요없이, 동 협약의 한 가맹국가의 법원의 저작권침해금지판결을 다른 가맹국가에서도 집행할 수 있는 가능성을 제시해 주는데 의미가 있다. 헤이그 협약 제10조는 불법행위(torts)에 관한 일반적인 재판관할에 관한 규정을 두고 있으며, 저작권침해에 관한 분쟁은 동 조항의 적용을 받는다. 제10조에 의해 당사자는 가해행위지 국가의 법원 또는 결과발생지 국가의 법원에서 소송을 제기할 수 있다. 결과발생지의 경우 제10조 1항 (b)는 피고가 자신의 행위가 본국의 법규에 비추어 동일한 성격의 손해를 초래할 수 있다라고 합리적으로 예견할 수 없었던 경우에 본 조항의 적용을 배제하고 있다. 인터넷을 통한 저작권침해의 경우, 피고가 자신의 국가의 법규하에서 합법적으로 저작물을 웹사이트에 게시하였으나, 그 행위가 다운로딩이 행해진 국가에서 불법인 경우, 피고는 저작권침해를 예견할 수 없었으므로 이에 문제가 제기된다. iCrave TV사건에서, 피고인 캐나다회사가 미국 및 캐나다에서 방송되는 텔레비젼 방송 프로그램을 자신의 웹사이트에 게시하여 이용자들로 하여금 컴퓨터를 통하여 방송을 재시청 할 수 있도록 하였는데 이는 캐나다에서 합법인 반면에 미국에서는 저작권 침해에 해당한다. 피고는 방송 프로그램을 인터넷상에서 재방송하는 것은 캐나다법상 합법이므로 저작권침해를 예견할 수 없었다고 주장하면서, 해당 사이트에 오직 캐나다 거주자만의 접속을 허용하고 미국 거주자의 접속을 제한하는 일련의 Click-Wrap 계약과 스크린 장치를 제공하였다고 주장하였다. 본 사건 피고의 주장을 받아들인다고 가정할 때, 제10조 1항(b)에 의해 원고는 결과발생지인 미국법원의 재판관할을 강제할 수 없을 것이다. 지적재산권을 둘러싼 분쟁에 관한 재판관할과 국제법상의 판결의 승인 및 집행의 통일성을 기하기 위하여 2001년 1월 세계지적재산권기구(World Intellectual Property Organization)가 제안한 WIPO 협약초안(Draft Convention on Jurisdiction and Recognition of Judgments in Intellectual Property Matters)은 헤이그 협약이 재판관할과 판결의 승인 및 집행에 대한 일반적인 접근을 하고 있는 점에 반하여 지적재산권자의 보호라는 측면을 고려하여 지적재산권침해소송에 국제재판관할권을 규정하고 있다. WIPO 협약초안 제6조는 저작권자가 저작권 침해를 막기 위한 합리적인 조치를 취한 국가에서 저작권 침해소송을 피할 수 있다고 규정하고 있다. 따라서 본 조항에 의할 경우, iCrave TV사건의 피고는 미국에서의 저작권 침해소송을 회피할 수 있을 것이다. 이상과 같이 헤이그 협약이 외국판결의 승인 및 집행을 가능하게 하고 있음에도 불구하고, 외국법원의 판결이 다수의 가맹국가에서 집행되지 못하는 가장 큰 장애는 대다수의 국가들이 외국법원의 판결이 공서양속(Public Policy)에 반하는 경우 판결을 승인하지 않는 예외규정을 두고 있기 때문이다. 미국의 경우, Uniform Recognition Act와 Restatement(Third) of Foreign Relations에 따른 공서양속의 예외규정(Public Policy exception)은 외국법원의 판결의 승인을 부인하는 근거가 된다. Yahoo! 사건에서 Yahoo! Inc.의 옥션 사이트를 통해 독일 나치 소장물의 판매가 이루어졌는데, 프랑스 형법상 이는 범죄행위에 해당하므로, 프랑스 법원은Yahoo! Inc.에게 프랑스 이용자가 당해 옥션 사이트에 접속할 수 없도록 모든 가능한 조치를 취할 것을 명하였다. 이에 미국 법원은 프랑스 법원의 판결은 Yahoo! Inc.의 미국헌법 제1 수정(First Amendment)의 언론의 자유(freedom of speech)에 반하므로 판결의 집행을 거부하였는데 이는 공서양속의 예외규정을 보여주는 예이다. 헤이그 협약 제28조와 WIPO 협약초안 제25조 또한 공서양속의 예외규정을 두고 있다. 본 논문은 인터넷과 통신기술의 발달로 야기되는 다국적 저작권 침해사건에서 한 국가의 법원의 저작권 침해금지판결이 다수의 국가에서 승인 및 집행될 수 있는 능성을 헤이그 협약과 WIPO 협약초안 및 미국판결을 중심으로 살펴보았다. 국제적으로 통일된 저작권법이 존재하지 않고 외국 판결의 승인을 부인하는 예외조항과 외국판결의 집행에 관한 각국의 이해관계와 준거법의 해석이 다른 현시점에서 지적재산권의 속지주의를 뛰어넘어 외국법원의 판결을 국제적으로 집행하는 것은 다소 어려움이 있어 보이나 국제적인 집행가능성의 열쇠를 제시하는 헤이그 협약과 장래의 국제조약에 그 기대를 걸어볼 수 있겠다.

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Animation Education as VCAE in the Digital Age (시각문화교육과 디지털 미디어 시대의 애니메이션 교육의 방향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.29-65
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    • 2014
  • Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.

A Study on the 'Re-appearance of Picturing ' in the On-Line Community (온라인 커뮤니티에서의 픽처링 재현에 관한 연구)

  • Son, Keum-Sun;Yoon, Jun-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.737-742
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    • 2007
  • The concept of 'Picturing' is beyond the 'Illusion' of traditional art in the Digital Media era. It is a 'Suffering' of the 'Re-appearance' that is masquerade the 'Actual' as a 'Digital Apparition.' This study aims to concern the point of view on the above subject; the 'Picturing' through the analysis of communication problems in the digital era. To begin with, need to define the concept of 'Picturing' and how it is expected to have a role through the accessibility of medium use, intervention by body and images. Also, I suggest a new approach to 'Picturing' as a new mutual communication method. Body, Digital media, and Image. These three principles of 'Picturing' create huge benefits to our world/nature whether we want it or not. It seems to become more and more of powerful self-replicating organism. We have to be aware what sort of images are surrounding us and how transmitting it to where in/on our body via newest sophisticated media we use. 'Picturing' is an invasion of ordinary, no longer exists pleasure for body, no longer speaks intension of its next destination. It strongly self-grows and also controls us in the name of Digital media era. However, 'Picturing' is a mode of re-imaging activity and also suggestion of re-appearance practice.

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Korea's Design Prototypetyle (한국 디자인 원형 연구)

  • Kim, Bok-Kyung
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.175-181
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    • 2007
  • Design prototype is described from the stately aspect as a principle of formative art, and from the shapeable aspect of physical feature. The prototype can be a common denominator which is contained in one nation's culture, art and life, as the thing which corresponds to the daily industrial craft, architecture and art's production intention and activity with the thought and background of the culture. We have formed the design prototypes with time and space in the process which absorbs and integrates the new culture. Modern Korean design's prototype can be seen in the late Chosun. As the upper culture and sub-culture were combined, the active culture was developed. Nobody can deny that Chosun's culture and art becomes a basis of today's design and Korea's beauty. In creating the design prototype, the natural environmental factors such as topography and climate are the most important. Such natural environmental factor led the design recognition of art and craft art, as well as an architecture and indoor environment's form. Korea design produced the artisan sprite which is devoted to a moral duty and instinct as our nation's nature and emotion, and ensured the emotional process not the rational process. So, it created naturalism which accepted the material and shape. Our design prototype's path tracking as an energy of future society's new design identity, can be the important theme for our design development.

The Archival Method Study For Female Worker in the 1970s : Focused on (1970년대 여성 노동자 아카이빙 방법론 연구 전시 를 중심으로)

  • Lee, Hye Rin;Park, Ju Seok
    • The Korean Journal of Archival Studies
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    • no.63
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    • pp.145-165
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    • 2020
  • , in collaboration with Mary Kelly, Kay Hunt and Margaret Harrison, tells the story of workers in the 1970s. Since the late 1960s, the world has undergone many political and social changes, and social movements have been active to protect the socially underprivileged, including women, children and workers. This phenomenon led to the diversification of the collection of the general public, the community, and the minority, and the expansion of the artist's political remarks and themes in the art world. , completed in conjunction with these social issues, surveyed and recorded the reality of workers in a factory in London and produced it as a artwork. is a collaborative work of three artists, a record of workers in the 1970s, and a record of the labor situation, factory, and even the history of the region. Therefore, this study examined the methods and features of , which dealt with the lives of women workers in the 1970s, based on social conditions.

A Study on the Expression Characteristic of Objects: Focusing on the Works of William Forsythe (윌리엄 포사이드(William Forsythe) 작품을 통해서 본 오브제(Object)의 활용과 표현 특성 연구)

  • KIM, TaeHee
    • Trans-
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    • v.2
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    • pp.161-190
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    • 2017
  • As times progress, creative change is achieved by attempts to embrace different needs. These attempts are expressed as the form of an Object which pulls down the barriers of genre between art. There is now in fact difficult to find a work that doesn't contain the characteristic of an Object. The necessity of this study is that it tries to approach an Object with a holistic perspective and understand it as a single system. It also tries to analyze the roles that an Object's characteristic and expression and the research ways they influence the dance work by contemplating the aesthetic discussion process of an Object in the art field. Also, by researching the characteristics of expression and how Objects stimulate a dance work, this study will take an important part in developing the dance works. Based on this necessity, this research choose the works of William Forsythe, (2006), (2009), (2009) which clearly depicts the expression characteristics of an Object. It is noted that the usage of an Object maximized creativity and brought expansion of expressions in a dance performance by using diverse mediums, body actions and even nonmaterial components without losing the essence of a dance. As a result, this usage of an Object provides theories that bring the enlargement of expression and suggests various ways to overcome the limits of other existing dance works.

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An Implications of the Korea's Traditional Seokgasan through the Studying Traditional Sandae (산대(山臺)를 통해 본 석가산 조영 문화)

  • Yun, Young-Jo
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.4
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    • pp.39-48
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    • 2020
  • This study examined the type, the structural shapes, and the representation of Sandae, which was the stage for traditional performing arts and constructed for the purpose of imperial processions, ritual ceremonies, banquets, etc. from the Goryeo Dynasty to the Late Joseon Dynasty, and the implications of Seokgasan, which was built in the same era. First, through the history and meaning of Sandae, it was confirmed that Sandae has a homogeneity with Seokgasan, which attempted to imitate the shape of "Mountain" in the outer space. The construction of Sandae was deeply related to the tradition of famous mountains. This is consistent with the fact that 'Famous mountains and lakes" in China was symbolically replicated on the Seokgasan in the front yard of the "Cheongyeongak" in the Goryeo Dynasty. Second, Sandae and Seokgasan differed in their structural shapes, materials, and production methods, but they were used as a stage background for national events by constructing in the shape of the mountain, and appeared in various types. It can be seen that the interest in gardens and art of those days has resulted in various formative expressions of nature through the shape and symbolic meaning of the Sandae that mimics the mountain. Third, it is presumed that the square pond with lotus flowers, which is believed to have been located in the center of the garden of Shin Jaehyo's old house, and the Sugak and Seokgasan adjacent to it were not only elements of the garden, but also functioned as a background for the training and performance stage of Shin Jaehyo's students.