• Title/Summary/Keyword: 외적 기호

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A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game (디지털 게임의 '생산적 소비' 행위에 관한 연구 : 레이버테인먼트 게임의 기호학적 분석을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.79-87
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    • 2010
  • Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.

Analysis of External Representations in Matter Units of 7th Grade Science Textbooks Developed Under the 2015 Revised National Curriculum (2015 개정 교육과정에 따른 7학년 과학교과서 물질 영역에 제시된 외적 표상의 분석)

  • Yoon, Heojeong
    • Journal of The Korean Association For Science Education
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    • v.40 no.1
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    • pp.61-75
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    • 2020
  • In this study, external representation presented in two units, 'Property of Gas' and 'Changes of States of Matter,' in seventh grade of 2015 revised science curriculum, were analyzed to suggest educational implications. External representations presented in five science textbooks were analyzed according to the six criteria, which were 'type of representation,' 'interpretation of surface features,' 'relatedness to text,' 'existence and properties of a caption,' 'degree of correlation between representations comprising a multiple one,' and 'function of representation.' The characteristics of typical representations related to each achievement standard of two units were also analyzed. The results were as follows: The macro representations for 'type of representation', and explicit representations for 'interpretation of surface features' showed highest frequency. For 'relatedness to text' criteria, 'completely related and linked' and 'completely related and unlinked' representations showed the highest frequency. It means that most representations were properly related with the text. There were appropriate captions for most representations. The degree of correlation between representations comprising a multiple one was largely sufficiently linked with regards to the criteria 'degree of correlation between representations comprising a multiple one'. The complete representations for 'function of representation' showed the highest frequency in the aggregate, however incomplete representations showed more frequencies in the inquiry parts. The typical representations for each achievement standard differed in terms of the type, contained information, used symbols and so on. The educational implications with the use of representations presented in seventh grade textbook were discussed.

Physiochemical Characteristics and Sensory Evaluation of Greenhouse Satsuma Mandarin (시설온주밀감의 이화학적 특성과 관능평가)

  • Hwang, In-Ju;Kim, Chan-Shick;Kang, Soan-Sun;Koh, Jeong-Sam;Oh, Young-Ju
    • Applied Biological Chemistry
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    • v.40 no.4
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    • pp.313-317
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    • 1997
  • To assess the physiochemical characteristics of greenhouse Satsuma mandarin (Citrus unshiu Marc. var, miyakawa) produced in Cheju, were analyzed chemical compositions for fruits, external and internal factors influencing the edible quality. Changes in organoleptic value according to brix and acid content were also evaluated. The ratios of sucrose : glucose : fructose in citrus juice were 2 : 2 : 1.5. Citric acid as the main acid in the juice represented about 70% of total organic acid. Most of the amino acids were found to be nonessential amino acids. Deep yellow color of the citrus peel showed a significant relationship(r=0.563) with brix/acid ratio of the citrus juice, indicating the ripeness of the fruit. Since the acid content showed highly negative statistical relationship(r= -0.882) with the pH value of the juice, the pH value appears to be a simple indicator for the sourness of the fruit in the field test. The fruits were divided into 9 groups based on the brix/acid contents for sensory evaluation. The palatability patterns of each group changed depending on the acid content. The optimal ranges of brix/acid content for acceptable taste were 11 and $0.5{\sim}1.0$, respectively.

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The Physical Acting as a Sign: Its Theatrical Features and Cognitive Science Principles. (기호로서의 신체적 연기: 그것의 연극적 특성과 인지과학적 원리)

  • Kim, Yongsoo
    • Journal of Korean Theatre Studies Association
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    • no.52
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    • pp.271-317
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    • 2014
  • This essay studied the acting theories of Diderot, Delsarte, Meyerhold, and Artaud to know the historical formation of 'sign acting' and its theoretical and aesthetic appropriateness. The sign acting so far discussed shows the repetitive patterns of idea as follows. The sign acting (1) emphasizes the physical expression such as gesture and movement, (2) assumes that the physical expression functions as a sign evoking special emotion and thought, (3) thus recommends the imitation of the outer sign, (4) uses a tableau for the effective reception of outer sign, (5) aims for the spectator oriented aesthetics as it stresses the result of outer sign rather than the creative process of a role, (6) assumes that the emotional reaction or the intellectual understanding springs from the physical experience, (7) thus emphasizes the physical language rather than speech, (8) can attain the appropriateness of physical language by the recent theories of cognitive science. Besides having such commonness, the sign acting also reveals the individual differences. For instance, the intended sign for Diderot and Delsarte was the sign of emotion, for Meyerhold the stylized sign of circus and acrobatics, and for Artaud the spiritual sign. If Diderot and Meyerhold demands the cool consciousness for the correct sign acting, Artaud's sign acting tends to pursue the state of trance. And if Diderot, Delsarte, and Meyerhold think the sign acting on the level of sensory appeal, Artaud insists that the sign acting should dismantle the spectator's sense. As such the discussion of sign acting shows both recurrent ideas and new visions, forming an unity out of diversity. Perhaps the sign acting is a matter of practice before we consider it as a theory. It is not only supposed to have been existed practically since ancient theatre, but also used by actors consciously and unconsciously in expressing certain emotion and thought. We need to study the sign acting more academically, considering its long history and aesthetic potentials. In fact the sign acting has been an essential element of acting, in spite of bad reputation judging it as a banal and worn-out style. It is true that the sign acting, in the worst case, could produce a stereotypical expression. It was this aspect of sign acting that caused a fierce negative reaction of the realists who sought the natural expression based upon psychological truth. Of course the sign acting has a serious problem when it stays banal and artificial. But we need to see this issue from a different perspective. What is the natural expression of emotion? How is it free from the learned way of expression? In some respect, we use, in reality, a learned expression of emotion that could be accepted socially. For instance, when we attend a funeral, we use the outer sign of mourning gestures learned socially. If a semiotic expression pervades various aspects of our life, the acting, being the representation of life, seems not to be free from codified expression. The sign acting could be used consciously and unconsciously in all kinds of acting.

A Study on Directionality in Modern Utilization of 『Natya sastra』 -Focused on Facial Expression Acting Techniques- (『나띠야 샤스뜨라』의 현대적 활용에 대한 방향성 고찰 -표정연기술을 중심으로-)

  • Ahn, Jae-Beom
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.408-416
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    • 2017
  • This researcher looked at the characteristics of "$N\bar{a}tya$ $\acute{s}\bar{a}stra$" acting techniques focused on body expressions and sought to utilize it as training method for modern actors. 'Body postponement as a symbol' is a key characteristic of "$N\bar{a}tya$ $\acute{s}\bar{a}stra$" acting techniques, and each facial expression, gesture, and movement performed by an actor has a specific meaning. Therefore, the study on "$N\bar{a}tya$ $\acute{s}\bar{a}stra$" has been treated as a major study mainly in the non-realistic expression style or the body-centered acting theory. Therefore, a study on "$N\bar{a}tya$ $\acute{s}\bar{a}stra$" acting techniques was mainly dealt with as a major research subject in the nonrealistic expression style or body-centered acting theory. This study, on the other hand, emphasized the importance of research on the utilization plan of actor training, which can be usually used in realistic plays as well as non-realistic plays. According to psychologists such as Damasio and Eckman, internal impulses can also be triggered through expressions and actions associated with emotions. In addition, not only acting through the actor's inner impulse, but also expression of the actor's faithful external emotion can trigger the emotion of the audience. Such a case can be a psychological basis that "$N\bar{a}tya$ $\acute{s}\bar{a}stra$" acting techniques, which defines rasa and expresses it physically, can be used as a methodology to enhance inner truth. Therefore, the study on the actor training utilizing ing "$N\bar{a}tya$ $\acute{s}\bar{a}stra$" can be applied as an effective approach in the study of contemporary acting theory which intends to integrate inner impulse and external expression.

Characteristics of the Mobility with Figurative Approach in Location based Games (위치기반게임의 이동성 반영 구조에 관한 문채적 접근: <패러랠 킹덤(Parallel Kingdom)>을 중심으로)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.33-42
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    • 2015
  • This study analyzes location based game focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings, structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.

중소기업의 공동 ASP환경을 이용한 WebERP 활용과 구축전략

  • Jeong, Sei-Hyun
    • 한국IT서비스학회:학술대회논문집
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    • 2002.06a
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    • pp.96-107
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    • 2002
  • 21세기를 맞이하는 기업은 세계화와 국제화, 정보의 다양화 및 분산화, 제품수명주기의 단축과 수익률의 감소, 고품질의 제품, 지식산업의 등장, 고객 욕구의 증대 등 다양한 내 ${\cdot}$ 외적 환경변화에 대응해야 하고 경쟁우위를 확보하기 위해 끊임없이 기업의 변화능력을 확보해야 한다. 기업은 제품을 생산하여 판매하는 기업의 시스템 전체가 경쟁력을 갖추어 총체적 우위를 확보하고 고객의 기호와 감성에 호소하는 제품을 만들 수 있도록 다양한 정보를 제공하는 시스템을 필요로 하게 되었다. 즉, 시간과 서비스에 뒤진 고객지원체계는 기업의 성장에 절대적인 마이너스 요인이므로 고객 정보의 효율적 관리, 고객 요구에 대한 신속한 대응, 정기적 고객만족도 조사 등 고객이 원하는 것을 재빠르게 얻어낼 수 있는 고객 친밀형 정보시스템의 확립이 요구되는 것이다. 이를 해결해 줄 수 있는 새로운 경영정보시스템이 바로 WebERP인 것이다. WebERP는 기업의 원활한 자재, 구매활동을 위해 제안된 MRP에서 시작되었으며, 생산관리의 개념을 포함하고 있는 MRPII로 확대되었다가 다시 인사나 회계, 재무 등 조직이나 기업의 전업무영역을 수용하는 종합경영정보시스템으로 발전된 것이다. 현재는 전자상거래와 관련하여 WebERP의 필요성이 부각되었고, 모기업과 협력사간의 구매발주 및 납품관리를 확대시켜 소모성자재(MRO: Maintenance, Repair & Operation) 및 기타 공동구매서비스와 유사업종간의 그룹을 형성하여 ASP(Application Service Provider)의 공동 환경을 이용한 WebERP 환경을 이용한 WebERP활용이 현시점으로 적실히 필요한 것이다. 이는 중소기업들의 공동 협업체제를 도모하여 외세를 대비하는 응집력을 확고히 함으로써 집단체제의 e마켓플레이스 확립과 더불어 국제경쟁을 대비한 방안으로서 집단 공동의 웹환경 인프라가 필요한 것이다. 이러한 배경에서 ASP환경을 이용한 WebERP활용방안과 시스템 구축전략을 경남지역의 기계산업정보화사업단이 추진하는 일반기계, 전기기계, 금속기계, 수송기계, 정밀기계의 5개 업종을 4,877개 기업 대상으로 추진하고 있으며, 그 중 WebERP의 모델로서 2003년도까지 50개 기업을 선정하고, 이는 5개 업종 골고루 선정하여 적용과 표준화 모델로 전개해 나가는 것을 정리한 것이다.

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A Study on the Characteristic Expression in Picture Book Illustrations (동화책 일러스트레이션의 표현특징에 대한 연구)

  • 박성완
    • Archives of design research
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    • v.12 no.4
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    • pp.69-77
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    • 1999
  • In creating an illustration, rather than depend on the subjective expression of the illustrator, one should consider the characteristics of child cognitive development. Illustrations should be those which can arouse child's interesting and which can be educational. To do this, first, characteristic expressions shown in children's pictures can be used to arouse child's interesting. In creating an illustration, one should consider sufficiently "intuitive form" and "representative form" in order to appeal to curiosity of child. Second, illustrations should be able to be helpful to the development of child's intellect, emotion and imagination. The form is desired to be adequately exaggerated or reduced feature, to have anthropomorphic figure and to be fantastic composition considering the egocentrism and animalism of the child. As mentioned above, it can be said characteristic expression in picture book illustrations are affected by the two points - fascinating expression drawn by child and expression by illustrator, which can be helpful to the development of intellect, emotion and imagination.otion and imagination.

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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Survey on Consumer Perceptions of the Sensory Quality Attributes of Apple (사과의 품질결정을 위한 소비자 인식 조사)

  • Cho, Sun-Duk;Kim, Dong-Man;Kim, Gun-Hee
    • Food Science and Preservation
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    • v.15 no.6
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    • pp.810-815
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    • 2008
  • Improving quality is a very important component of maintaining competitiveness of agricultural products. However, evaluation of 'high quality' indicates it is a very abstract concept and independent of some quality attributes, leading to differences in the perception of quality. Thus, there is a pressing need to objectively define 'high quality' and to develop basic technologies for its measurement, for application in the production, storage and distribution of competitive agricultural products. To objectively quantify apple quality, a survey was conducted on consumer preferences and awareness of quality attributes including color, taste, flavor and shape. The survey questionnaire targeted male and female adults (463 persons) ranging in age from 20 to 59 years. The questionnaire was based on purchases made at a wholesale market (50.1%) or a traditional market (18.8%). The majority of purchases were as small packets (62.0%) or as individual pieces (20.5%). Apples of moderate size (fist size, 60.5%) were preferred over small (4.3%) or large (32.6%) apples. The questionnaire provided consumer data on external quality attributes including color, shape and variety. Taste attributes were evaluated in relation to the balance between sour and sweet taste, and flavors peculiar to apples.