• Title/Summary/Keyword: 인간커뮤니케이션

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A Study of the Value of Psychological Recognition on The Pictorial Composition (화면구성에 있어서 심리적 인식에 관한 연구)

  • Moon, Chul
    • Archives of design research
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    • v.13 no.1
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    • pp.111-120
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    • 2000
  • Certain complex forces are existing at the other side of a canvas. These are visual arrangements and within the arrangement, even the simple combination of dots and lines create more than visual patterns. No matter what form that visual art has taken, it is performed in a certain space and it is constucted with various visual elements. For effective communication, visual elements must form a stable sturcture by extablishing organic relationship among each other. These requires an understanding of the human visual characteristics and psychonology, because human sight senses the same biological and psychological visual elements differently in its force and weight, according to the position within a given space. Although the structure which controls such force and weight exists within a peice of work, it is a internal plan of the work that actually controls the communication through a man\ulcorner psychological reactions towards the horizontal and virtical structures within it. Moreover it is a visual statement that effectively expresses a theme or a message. This thesis has studied visual structures through the analysis of art pieces regarding of these kind of a visual picture plane, characteristics of a picture plane formed by a structure of force existing on the other side of the picture and the theory of visual balance. In addition, the aim of this study is to help designers who deals with visual image works to understand the visual structures and psychological recognitions and to apply these picture plane compositions at their real work by recognizing the psychological power within the construction elements.

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Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

Semiotic approach for humanities communication (인문학 소통을 위한 기호학적 접근)

  • Lee, Joo-Eun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.949-958
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    • 2017
  • It is more urgent that the humanities have the capacity to cope with the many challenges that the humanities need to ask, seek and solve. At this point, I think that virtue that humanities should have is communication. As humanities are the study of human beings, if all the world that human beings perceive and experience is the subject of humanities, it is also the subject of semiotics, so that as our life changes, semiology also changes, Semiotics can be done with the closest friend created by humans, at that time providing the tools. I believe there is a reason why humanities in this age should speak semantics. We believe that this new semioticism can give a fresh impression to us who thought that the method and nature of truth pursued in natural science and humanities are totally different, and this is also a very experimental field and I believe that this area of future semiotics will be developed in the future. As such, semiotics is a discipline that shows reasons beyond boundaries, so the area it can deal with is also infinite. In Chapter 2 of this article, we first discuss what semiotics is as a meta-scholar. In Chapter 3, symbol and communication, and Chapter 4, in structural code, And metonymy.

A Qualitative Study of Film Creators' Information Behavior Model (영화창작자의 정보활동모형 설계에 관한 질적 연구)

  • Lee, Jung-Yeoun
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.4
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    • pp.417-439
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    • 2008
  • This study interpreted film-creators' information behavior by reconstructing information behavior in the process of film-planning using human information behavior. Film creators exchange, collect, and analyze information through channels in the information environment so called "the small world." After these processes, they strategically express this information by creating a film. This study concludes that the purpose of film-creating activity and that of everyday life information seeking are intertwined and that co-communication is the most important information channel and information source.

An Interdisciplinary Approach to the Human/Posthuman Discourses Emerging From Cybernetics and Artificial Intelligence Technology (4차 산업혁명 시대의 사이버네틱스와 휴먼·포스트휴먼에 관한 인문학적 지평 연구)

  • Kim, Dong-Yoon
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.836-848
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    • 2019
  • This paper aims at providing a critical view over the cybernetics theory especially of first generation on which the artificial intelligence heavily depends nowadays. There has been a commonly accepted thought that the conception of artificial intelligence could not has been possible without being influenced by N. Wiener's cybernetic feedback based information system. Despite the founder of contemporary cybernetics' ethical concerns in order to avoid an increasing entropy phenomena(social violence, economic misery, wars) produced through a negative dynamics of the western modernity regarded as the most advanced form of humanism. In this civilizationally changing atmosphere, the newly born cybernetic technology was thus firmly believed as an antidote to these vices deeply rooted in humanism itself. But cybernetics has been turned out to be a self-organizing, self-controlling mechanical system that entails the possibility of telegraphing human brain (which are transformed into patterns) through the uploading of human brain neurons digitalized by the artificial intelligence embedded into computing technology. On this background emerges posthuman (or posthumanism) movement of which concepts have been theorized mainly by its ardent apostles like N. K. Hayles, Neil Bedington, Laurent Alexandre, Donna J. Haraway. The converging of NBIC Technologies leading to the opening of a much more digitalizing society has served as a catalyst to promote the posthuman representations and different narratives especially in the contemporary visual arts as well as in the study of humanities including philosophy and fictional literature. Once Bruno Latour wrote "Modernity is often defined in terms of humanism, either as a way of saluting the birth of 'man' or as a way of announcing his death. But this habit is itself modern, because it remains asymmetrical. It overlooks the simultaneous birth of 'nonhumaniy' - things, or objects, or beasts, - and the equally strange beginning of a crossed-out God, relegated to the sidelines."4) These highly suggestive ideas enable us to better understand what kind of human beings would emerge following the dazzlingly accelerating advancement of artificial intelligence technology. We wonder whether or not this newly born humankind would become essentially Homo Artificialis as a neuronal man stripping off his biological apparatus. However due to this unprecedented situation humans should deal with enormous challenges involving ethical, metaphysical, existential implications on their life.

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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The Meaning of Guide System in Cyber University in the Era of Web 2.0 (Web 2.0시대 가이드 시스템의 변천이 가지는 정보디자인적 의미 -국내 사이버대학을 중심으로-)

  • Kim, Mi-Jung;Lee, Hae-Jin
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.117-124
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    • 2008
  • This study aims to propose the futuristic guide system in the Web 2.0 era based on the analysis of past changing guide system in the domestic cyber universities. Guide System is destined to transform its feature and form according to the fast shift of technology and people's way of thinking. The theoretical ground this study took is cognitive psychology, communication theory, especially information design theory.

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Usage of voice mail according to different types of projects (프로젝트 성격에 따른 보이스메일의 사용성)

  • Kim, Min-Kyung;Kim, Hee-Choul
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.529-531
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    • 2005
  • IT 기술의 발전과 네트워크 보급은 일상생활만 변화시킨 것이 아니라, 인간의 의사소통 방법에도 영향을 미치고 있다. 대면(Face to Face) 커뮤니케이션은 지금까지 가장 효과적인 방법이라 일컬어 졌지만, 이제는 통신 기술의 발달과 더불어 여러 형태의 유용한 의사소통 방법들이 보급되어 생활화되어가고 있다. 특히 PC의 대중화와 초고속 통신망의 보급, 그리고 휴대전화의 보편화는 의사소통 방법의 다양화에 큰 영향을 주었다 보이스 메일은 텍스트 기반 소통과는 다른 음성으로 의사 전달을 하는 소통 방식이면서도, 대표적 텍스트 기반의 시스템인 이메일처럼 비동기적인 통신 수단이기도 하다. 본 논문은 프로젝트 수행이라는 특수한 경우 보이스 메일을 사용한 구성원들의 의사소통 케이스를 관찰, 분석하고, 이것을 기반으로 프로젝트 수행 시 보이스 메일의 사용성의 특성에 대해 살펴보고자 한다.

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The Development of Virtual Reality Therapy(VRT) System for the Treatment of Acrophobia and Therapeutic Case (가상현실을 이용한 고소공포증 치료 시스템의 개발 및 치료 예)

  • 신민보;장동표;구정훈;조항준;안희범;이재민;최영희;서병설;김인영
    • Journal of Biomedical Engineering Research
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    • v.22 no.1
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    • pp.119-126
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    • 2001
  • 가상현실은 인간과 컴퓨터가 서로 커뮤니케이션할 수 있도록 하는 새로운 테크놀로지이다. 이는 사용자로 하여금 컴퓨터로 만들어진 가상의 삼차원 환경 속에서 보고, 듣고, 느끼며 그리고 가상환경과 상호 작용할 수 있도록 한다. 본 논문에서, 우리는 정신치료 분야에 가상현실을 도입하고 이를 이용한 고소공포증 노출치료 시스템을 개발하였다. 이러한 가상현실을 이용한 정신치료는 과거의 전통적인 방법보다 더 안전하고 시간적, 경제적으로 효율적이라는 장점을 지니고 있다. 본 시스템은 개인용 컴퓨터를 기반으로 하여 도심 한 가운데에 있는 번지 점프대를 배경으로 가상장면을 구성하였다. 그리고 철 구조물 옆에 사방이 개방된 난간이 있는 리프트를 만들어 가상환경 속에서 피험자가 높이감을 경험할 수 있게 하였다. 또한 이러한 가상현실 정신치료를 이용하여 높이에 대한 두려움을 지니고 있는 환자에게 임상실험을 실시하여 그 주관적 치료효과를 입증하였다.

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A Research and Analysis of Use Purpose and Preference of Smart Phone SNS (스마트폰 SNS의 사용 목적 및 선호도 조사 분석)

  • Yoo, Hwang-Jun;Ka, Min-Kyoung;Kim, Bong-Hyun;Cho, Dong-Uk;Kim, Jong-Ouk
    • Proceedings of the KAIS Fall Conference
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    • 2011.12a
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    • pp.235-237
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    • 2011
  • 현대 사회에서 대부분의 사람들이 SNS 어플리케이션을 선호하고 자주 이용하고 있다. 그 동안 삐삐, 휴대폰, 문자, 싸이월드&메신저 등 커뮤니케이션의 도구가 진화해왔으나 점차적으로 단순화를 추구하는 경향이 증가하고 있다. 또한, 인터넷을 이용한 인간관계가 대중화되면서 삶을 살아가는데 있어 SNS(Social Networking Service)는 매우 중요한 요소가 되고 있다. 따라서 본 논문에서는 현대 사회에서 SNS에 열광하는 이유와 SNS의 사용목적, 선호도 등을 설문 방식의 적용으로 조사, 분석하는 연구를 수행하였다.

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