• Title/Summary/Keyword: 장면 이해

Search Result 121, Processing Time 0.027 seconds

How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1208-1217
    • /
    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

  • PDF

The Effectiveness of Teacher's Leadership, Class Climate and Friendship on Academic Attitudes in the Elementary School Students (초등학생들이 지각하는 교사의 지도성 유형, 학급풍토, 교우관계가 학업태도에 미치는 영향)

  • Lee, Jayoung;Jung, Eun-Sun;Seo, Mi
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.19 no.10
    • /
    • pp.37-45
    • /
    • 2018
  • The purpose of this study was to investigate the impact of a teacher's leadership (initiating and consideration), class climate, and friendship on academic attitudes. In order to accomplish this, 1,533 elementary school students were recruited. Descriptive statistics and path analysis were employed to examine relationships. The major findings of this study are as follows. First, there were positive correlations between academic attitudes and the teacher's leadership, class climate, and friendship. Second, results of path analysis illustrated that a teacher's leadership consideration indicator had a direct impact on class climate, friendship, and academic attitudes. Furthermore, the teacher's leadership consideration indirectly affected academic attitudes through mediation of class climate and friendship. However, the teacher's leadership initiating indicator did not have a direct impact on class climate, friendship, and academic attitude. The indices of the best fit model for these variables were adequate (GFI, NFI, CFI > 0.90). This study shows that the teacher's leadership consideration is the significant predictor for elementary school students' class climate, friendship, and academic attitudes. Finally, the meaning and limitations of this research, and its implications on academic assistance and intervention, are discussed in detail.

Raising Visual Experience of Soccer Video for Mobile Viewers (이동형 단말기 사용자를 위한 축구경기 비디오의 시청경험 향상 방법)

  • Ahn, Il-Koo;Ko, Jae-Seung;Kim, Won-Jun;Kim, Chang-Ick
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.13 no.3
    • /
    • pp.165-178
    • /
    • 2007
  • The recent progress in multimedia signal processing and transmission technologies has contributed to the extensive use of multimedia devices to watch sports games with small LCD panel. However, the most of video sequences are captured for normal viewing on standard TV or HDTV, for cost reasons, merely resized and delivered without additional editing. This may give the small-display-viewers uncomfortable experiences in understanding what is happening in a scene. For instance, in a soccer video sequence taken by a long-shot camera techniques, the tiny objects (e.g., soccer ball and players) may not be clearly viewed on the small LCD panel. Moreover, it is also difficult to recognize the contents of the scorebox which contains the elapsed time and scores. This renuires intelligent display technique to provide small-display-viewers with better experience. To this end, one of the key technologies is to determine region of interest (ROI) and display the magnified ROI on the screen, where ROI is a part of the scene that viewers pay more attention to than other regions. Examples include a region surrounding a ball in long-shot and a scorebox located in the comer of each frame. In this paper, we propose a scheme for raising viewing experiences of multimedia mobile device users. Instead of taking generic approaches utilizing visually salient features for extraction of ROI in a scene, we take domain-specific approach to exploit unique attributes of the soccer video. The proposed scheme consists of two modules: ROI determination and scorebox extraction. The experimental results show that the proposed scheme offers useful tools for intelligent video display on multimedia mobile devices.

The Effects of Contingencies of Self-Worth(Superiority and Others' Approval) on College Students' Adjustment and Expectancy for Future Success: The Roles of Cognitive Flexibility as Mediators (자기가치감 수반성과 대학생활적응 및 미래성공기대와의 관계에서 인지적 유연성의 매개효과)

  • Jung, Eun-Sun;Ha, Jung-Hee;Lee, Sung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.5
    • /
    • pp.226-236
    • /
    • 2017
  • This study was conducted to investigate the relationship between contingencies of self-worth(superiority and others' approval), college adjustment and expectancy for future success and the mediating role of cognitive flexibility in these relationships. For this study, data from 460 college students were analyzed. The results were as follows. Contingencies of self-worth(superiority) were positively associated with college adjustment and expectancy for future success, while contingencies of self-worth(others' approval) were negatively associated with college adjustment and expectancy for future success. Second, the results of structural equation modeling indicated that cognitive flexibility fully mediated the relationship of contingencies of self-worth (superiority and others' approval) with college adjustment and expectancy for future success. Third, even the contingencies of self-worth(other's approval) were negatively associated with cognitive flexibility, and if the latter was high, it influenced college adjustment and expectancy for future success. Finally, the meanings and limitations of this research and implicationsfor counseling strategies and interventions were discussed in detail.

A Study about the Users's Preferred Playing Speeds on Categorized Video Content using WSOLA method (WSOLA를 이용한 동영상 미세배속 재생 서비스에 대한 콘텐츠별 배속 선호도 분석 연구)

  • Kim, I-Gil
    • Journal of Digital Contents Society
    • /
    • v.16 no.2
    • /
    • pp.291-298
    • /
    • 2015
  • In a fast-paced information technology environment, consumption of video content is changing from one-way television viewing to VOD (Video on Demand) playing anywhere, anytime, on any device. This video-watching trend gives additional importance to videos with fine-speed-control, in addition to the strength of the digital video signal. Currently, many video players provide a fine-speed-control function which can speed up the video to skip a boring part, or slow it down to focus on an exciting scene. The audio information is just as important as the visual information for understanding the content of the speed-controlled video. Thus, a number of algorithms for fine-speed-control video-playing technologies have been proposed to solve the pitch distortion in the audio-processing area. In this study, well-known techniques for prosodic modification of speech signals, WSOLA (Waveform-Similarity-Based Overlap-Add), have been applied to analyze users' needs for fine-speed-control video playing. By surveying the users' preferred speeds on categorized video content and analyzing the results, this paper proposes that various fine-speed adjustments are needed to accommodate users' preferred video consumption.

Research on Cultural Scenic Landscape in Jingyeong Sansuhwa - Centering around Gyeomjae Jeongseon's Works - (진경산수화에 표현된 풍토경관에 관한 기초연구 - 겸재 정선의 작품을 중심으로 -)

  • Yoo, Kahyun*;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.37 no.1
    • /
    • pp.87-99
    • /
    • 2009
  • This research is an introductory study that hopes to interpret the cultural scenic landscape by analyzing Korea's mountains, streams, topography, color, light, human behavior, and more based on real landscape paintings. It places its purpose on understanding our intrinsic cultural scenic landscape by investigating the changed topography and the differing life patterns caused bythe active national land development after the modern era. With Seoul, which is now difficult to find images of its past, and the surrounding areas of the Han riverbed, the interpretation related to its original topography, landscape, climate, weather, and human behaviors was observed while the main focus was placed on the climate of the perception held by people regarding Mt. Geumgang and other ranges which are not fully opened to the public yet. In order to comprehensively analyze the figures of features and appearing landscapes including color, light, and more, it was described through the concept called climate. Hereupon, the real landscape paintings by Gyunjae(Jeong-Seon), mainly bearing features of existing Korean mountains, wereutilized as visual historical material. However, not having all his works, other pieces with representative characteristics were utilized such as "Gyeong-Gyo-Myeong-Seung-Chup(a painting with picturesque sceneries around old Seoul)" and "Hae-Ak-Jeon-Shin-Chup(a landscape painting including even the spirits of the seas and mountains)" which contain the regions' distinct scenery. As a result, the old cultural scenic landscapes of Korea are regarded as containing diverse mountains and where the conceptions of the treatment of mountains were reflected.

A new approach for overlay text detection from complex video scene (새로운 비디오 자막 영역 검출 기법)

  • Kim, Won-Jun;Kim, Chang-Ick
    • Journal of Broadcast Engineering
    • /
    • v.13 no.4
    • /
    • pp.544-553
    • /
    • 2008
  • With the development of video editing technology, there are growing uses of overlay text inserted into video contents to provide viewers with better visual understanding. Since the content of the scene or the editor's intention can be well represented by using inserted text, it is useful for video information retrieval and indexing. Most of the previous approaches are based on low-level features, such as edge, color, and texture information. However, existing methods experience difficulties in handling texts with various contrasts or inserted in a complex background. In this paper, we propose a novel framework to localize the overlay text in a video scene. Based on our observation that there exist transient colors between inserted text and its adjacent background a transition map is generated. Then candidate regions are extracted by using the transition map and overlay text is finally determined based on the density of state in each candidate. The proposed method is robust to color, size, position, style, and contrast of overlay text. It is also language free. Text region update between frames is also exploited to reduce the processing time. Experiments are performed on diverse videos to confirm the efficiency of the proposed method.

The Characteristics of Hybrid Visual Direction of Musical Animation Film -Focusing on - (뮤지컬 애니메이션 영화의 혼성적 영상연출 특성 -<겨울왕국, 2013>을 중심으로-)

  • Lee, Hae-Ra;Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.12
    • /
    • pp.50-60
    • /
    • 2015
  • The animation film , which became a worldwide sensation with its theme song 'Let it go', did not only rank first in the U.S. box office - it was also the greatest box office hit in the history of Disney animation. Why did , recreated into a musical animation, become a worldwide success and what were the characteristics of its materialized hybrid visual direction technique? In order to look into this, firstly, literature on musicals and animations were studied, and secondly, analysis standards were drawn for musical characteristics of musicals and direction techniques of animations. Thirdly, analyzation and investigation will be conducted on hybrid visual direction techniques based on the research above with as the example. Through this study, it's known that realizes its musical features such as 'exaggerated acting,' 'delivering the meaning of circumstances', 'dramatic expression of emotion' and etc. through animated characters and that its background music is aided by 'narrative features' through its musical composition. Besides, its snow effect through animated VFX composing scenes along with its musical characteristics realizes hybrid image direction. It can be said that image directing effects of musical animations through hybrid grafting and the characteristics of image aesthetics generate public demands worldwide.

Study on the lyrical expression of Mono no aware aesthetic -concentrated on (모노노아와레 미학의 서정적 특성에 관한 연구 -곤 사토시의 <천년여우>를 중심으로-)

  • Xia, Yi;Kim, Hong-Kyun
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.169-202
    • /
    • 2017
  • In this thesis, we investigate the animation (2001) based on the three phases of the lyrical expression derived from Ye Weiqu's Mono no aware Aesthetic-a Japanese classical aesthetics' perspective, on the aspects of the perceptions of human, world, and nature. By analyzing each component of three phases of Mono no aware Aesthetic, the thesis illustrated that how (2001) utilized and expressed Japanese classical aesthetic and how Japanese classical aesthetics were widely utilized into modern Japanese animations. Moreover, the thesis also stated that Mono no aware Aesthetic has become a creative element in order to answer a development direction with future Japanese animations. Through integrating Japanese unique classical aesthetics into the animation elements, Satoshi Kon, the director of the animation, well carried and expressed the cultural content of Japanese nation, thus promoting a deep understanding of characteristics for Japanese animation which have a wide appeal. In his masterpiece -, the characters building, plot describing, theme expressing, cultural meaning could be analyzed respectively by means of Ye Weiqu's 3 phases of Mono no aware aesthetic, reflecting how inherited the legacy of Japanese classical aesthetics. Furthermore, based on the analysis method, the animation contributed tremendously to Japanese classical aesthetics and Mono no aware aesthetics. Tradition for classical aesthetics could play a role as a creative tool for contemporary and future animation.

The Effects of Design Thinking in High School Chemistry Classes (디자인씽킹 기반 고등학교 화학 수업의 효과 연구)

  • Yang, Heesun;Kim, Mi-Yong;Kang, Seong-Joo
    • Journal of the Korean Chemical Society
    • /
    • v.64 no.3
    • /
    • pp.159-174
    • /
    • 2020
  • The purpose of this study is to examine 'Design Thinking' based Chemistry Class program as an education strategy for core competence of creative convergence talent. The program stages were modified and supplemented into eight stages, including 'Knowledge Understand', 'Empathy', 'Sharing perspective', 'Ideate', '1st Prototype', '1st Test', '2nd Prototype', and '2nd Test', so that the 'Design Thinking Process in Science Education' can be applied to the chemistry class. Considering the linkage between the 2015 and 2009 revised national curriculum, the achievement criteria were selected, and the lesson plans and student activity sheet were developed according to the themes to be met. Four thematic educational programs were developed and applied to Chemistry I for the second grade of high school students from March to August. The results were verified through qualitative data analysis of the class scene and pre- and post-test based on inventories of 'Empathy' 'STEAM educational competence', 'Problem solving process'. As a result of applying the developed program, 'empathy' showed a significant improvement in empathy with others and empathy with the problem situation. In 'STEAM educational competence', there was a significant enhancement in science and design competence. In the 'problem finding process', the problem definition, problem solution design, and problem-solving review were significantly improved in the 'problem-solving process'. The results of this study provided implications for the applicability of design thinking - based chemistry classes and its educational effect.