• Title/Summary/Keyword: 지각적 의미

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A Design on Experience Space Based on Interactive Storytelling (인터렉티브 스토리텔링을 기반으로 한 체험 공간 디자인)

  • Park, Sun-Ja;Park, Seung-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.55-62
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    • 2007
  • 정보통신 기술과 컴퓨터의 급속한 발달은 과거에 불가능했던 많은 일들을 가능하게 하였다. 디지털 기술의 발전은 기존의 추상적인 것을 구체적으로 체험 가능한 것으로 발전시켰으며, 이를 통해 인간은 경험을 확장 시킬 수 있게 되었다. 즉, 인간의 체험, 인식, 가치, 행위가 가상의 공간으로 무한하게 확장될 수 있기 때문이다. 이러한 배경 속에서 현대 사람들은 체험 공간이 현실 세계와는 다른 비일상적 체험과 욕구실현을 구현할 수 있는 공간이 되기를 원한다. 이에 따라서 체험 공간의 논의가 과거의 시각적 정보전달만을 위한 체험 공간이 아닌 정보와 흥미, 체험을 동시에 줄 수 있는 노력들이 요구, 진행되고 있다. 체험 공간에 있어서 엔터테인먼트 적인 요소가 효과적인 방법론으로 제시되고 있지만, 아직도 시청각적 흥미위주의 직선적인 공간의 이야기로 관람자를 일회적인 관람에서 그치게 하고 있다. 매체를 나열식으로 던져 준다고 해서 사람들이 흥미를 느끼거나 몰입을 경험하지는 못한다. 그러기 위해선 인터렉티브 스토리텔링(Interactive Storytelling)의 인터렉티비티한 요소가 체험 공간에서 효과적일 수 있다. 인터렉티비티는 인터렉티브 스토리텔링의 특징 중 하나로, 이와 같은 인터렉티비티 요소들은 관람자에게 다양한 선택과 통제의 기회를 주기 때문이다. 이에 따라서 체험 공간 속에서 관람자는 스스로 매체와 매체간의 반복과 조합을 통해 관람자 개개인이 새로운 시나리오를 쓸 수 있게 되고 체험 공간은 유동적인 공간이 될 수 있게 된다. 따라서 본 연구는 체험 공간이 관람자 스스로가 만들어가는 공간이 되고, 지각적 체험과 정신적 체험까지 경험할 수 있는 체험의 장이 될 수 있도록 인터렉티브 스토리텔링의 가치를 재해석하고자 하였다. 이러한 인터렉티브 스토리텔링이 공간 속에서 의미를 획득할 수 있는지에 대한 연구를 진행하고자 하였으며, 이를 위해 기존의 체험 공간에 대한 연구와 인터렉티브 스토리텔링의 기존 사례를 선행하였다. 이러한 과정을 통해 인터렉티브 스토리텔링이 체험 공간 안에서 사람들에게 일회적인 경험을 주는 것이 아닌 사람들이 직접 그 공간의 스토리를 만들 수 있는 새로운 체험 공간의 가능성을 가지고 있음을 발견하였다. 이에 따라서 월드컵이 열리는 대표적인 도시인 상암동에 한국 소프트웨어진흥원이 주관하여 건설되는 ‘상암 디지털 파빌리온’을 대상으로 인터렉티브 스토리텔링을 기반으로 한 체험공간 디자인을 작품 형태로 기획 되었으며, 기본적인 시나리오 컨셉을 제시하고 공간의 구조도, 체험 과정(Process)등이 제시된다. 이러한 연구는 기존 체험 공간이 직선적인 내러티브에서 벗어나 체험 공간 속 협업의 가능성을 열어주어 새로운 소통의 장을 마련해 준다는 긍정적인 효과를 기대할 수 있다.

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Effect of Food Habits and Perceived Food Quality on Satisfaction with Elementary School Lunch in Gyeonggi Province (경기도 초등학교 급식에서 식습관과 지각된 식사품질이 만족에 미치는 영향)

  • Ahn, Kyeong Ah;Byeon, Jin Young;Choe, Young Chan
    • Culinary science and hospitality research
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    • v.21 no.5
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    • pp.98-108
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    • 2015
  • The provincial education office considers providing school lunch as a foodservice and intends to improve consumer satisfaction. This study investigates the effect of student food habits and perceived food quality on satisfaction with school lunch based on Oliver's expectancy disconfirmation theory. We test the moderating effect of student gender and school conditions, such as the location of the school, job positon of the nutrition teacher, renovating kitchen and food distributing place. Questionnaires were collected from 240 sixth graders in the eight elementary schools in Gyeonggi province from August to September 2014. Excluding inadequate questionnaires, 208 were analyzed. PLS (Partial Least Square) and bootstrap t-tests were conducted for this study. The results showed food habits affected satisfaction directly (p<0.01). The perceived food quality of the school lunch service mediated this relationship in part (p<0.01). Moderating effects identified were gender (p<0.1), nutrition teacher's position(p<0.05), and renovating kitchen (p<0.1), but not location of school or distributing place. The study revealed the importance of student food habits and perceived food quality, which had an influence on satisfaction. We make a distinction between the concepts of satisfaction and quality so as to improve student satisfaction. When it comes to offering education program about food habits, the schools with old-fashion kitchen is given priority to than renovating one.

Characteristics of Nd Isotopic Compositions of the Phanerozoic Granitoids of Korea and Their Genetic Significance (한국 현생 화강암류의 Nd 동위원소 조성 특성과 성인적 의미)

  • Park, Kye-Hun;Lee, Tae-Ho
    • The Journal of the Petrological Society of Korea
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    • v.23 no.3
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    • pp.279-292
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    • 2014
  • Nd isotopic compositions analyzed from the Phanerozoic granitoids of Korea are integrated and discussed. Variations in Nd isotopic compositions can be explained either by temporal trend or by regional differences. Among the three active periods, first two periods during the Permian-Triassic and Jurassic seem to show variations from rather high ${\varepsilon}_{Nd}(t)$ values at the beginning to lower ${\varepsilon}_{Nd}(t)$ values during the later stages. Such trends probably reflect melting of the subducting oceanic crust and producing magma with higher proportion of depleted mantle derived materials during the early stage of subduction process, and subsequent magmas with greater proportion of old continental crust with progress of subduction. However, the Cretaceous-Paleogene period of active magmatism displays higher ${\varepsilon}_{Nd}(t)$ values during the advanced stage of the igneous activities, which is opposite to the previous active periods. The other explanation is that such differences in ${\varepsilon}_{Nd}(t)$ reflect regional differences, based on the observations that such high-${\varepsilon}_{Nd}(t)$ granitoids distribute in the northeastern Gyeongbuk Province and Gyeongsang Basin. If this is the case, the regions with highr ${\varepsilon}_{Nd}(t)$ values may have distinct crustal evolution histories, e.g. younger average age. The choice between the two hypothesis could be made through further studies.

A Study on Spectators Reception of Visual Error in Manually Produced Animation (아날로그 제작 방식 애니메이션에 나타나는 시각적 오차성의 관객 수용에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.83-96
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    • 2008
  • Digital production method in animation has enabled us to reconstruction the real world in the way we had sought in visual all. However, spectator's visual desire is not satisfied with mere photographic visual reconstruction. It demands traditional picturesque qualify with involves a great deal of contingencies and errors. Naturally, Digital film technology has also sometimes tried to simulate analogue technique such as hand drawing so on. This is not caused by nostalgia, but by recursive instinct. The spectator's visual desire for media doesn't remain only precision of real world but require mental demand on successive visual and perceptive errors while repealing ripeness of new media and going through perception and recognition. This spectator's desire and visual art technology pursuits variously its visual perfection in history.

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An Examination of Preconditions for the Creation of Collective Intelligence (집단지성 발현의 선행요인 검토)

  • Chu, Cheol Ho;Ryu, Suyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.213-229
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    • 2022
  • This study aimed to reveal factors that contribute to the creation of collective intelligence (CI) and to provide a cornerstone for future studies on this subject. We hypothesized that effects of the complexity and meaningfulness of the task, diversity, openness to experience, independence, decentralization, and the use of information and communication technology (ICT) are preconditions for the creation of CI. To investigate these hypotheses, we surveyed 200 individuals in the research and development-based manufacturing industry and collected a total of 185 valid responses. The results of the analysis showed that the meaningfulness of the task, openness to experience, independence, decentralization, and the use of ICT had positive effects on CI. Both perceived dissimilarity and value diversity had negative effects on CI. When all variables were included, their significance for the creation of CI showed the following order: use of ICT, the meaningfulness of the task, openness to experience, perceived dissimilarity, and value difference. The theoretical and empirical implications of these results were discussed.

A Similarity Ranking Algorithm for Image Databases (이미지 데이터베이스 유사도 순위 매김 알고리즘)

  • Cha, Guang-Ho
    • Journal of KIISE:Databases
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    • v.36 no.5
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    • pp.366-373
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    • 2009
  • In this paper, we propose a similarity search algorithm for image databases. One of the central problems regarding content-based image retrieval (CBIR) is the semantic gap between the low-level features computed automatically from images and the human interpretation of image content. Many search algorithms used in CBIR have used the Minkowski metric (or $L_p$-norm) to measure similarity between image pairs. However those functions cannot adequately capture the aspects of the characteristics of the human visual system as well as the nonlinear relationships in contextual information. Our new search algorithm tackles this problem by employing new similarity measures and ranking strategies that reflect the nonlinearity of human perception and contextual information. Our search algorithm yields superior experimental results on a real handwritten digit image database and demonstrates its effectiveness.

The Cerebral activation of Korean visual word recognition in Ventral stream (한글 시각단어재인의 초기처리과정에 대한 대뇌 활성화 양상 : 'VWFA(visual word from area)'를 중심으로)

  • Sohn, Hyo-Jeong;Jung, Jae-Beom;Pyun, Sung-Bum;Song, Hui-Jin;Lee, Jae-Jun;Min, Sung-Ki;Chang, Yong-Min;Nam, Ki-Chun
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2006.06a
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    • pp.119-123
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    • 2006
  • 문자는 의사소통의 중요한 매개체 중 하나로 사람이 문자를 인식할 때, 글자의 크기나 모양, 위치, 글 자체 등의 매우 다양한 지각적인 변화에 의한 영향을 크게 받지 않는다. 이는 문자에 대한 처리가 다른 사물과는 다소 다르게 일어나며 머릿속에 추상적인 형태(abstract form)로 저장되어 있음을 의미한다. 이러한 처리과정은 시각단어재인 과정에서 어휘 지식에 접근하기 위한 중요한 단계로 여겨지면서 이와 관련된 대뇌 영역의 국재화 양상에 대한 연구들이 진행되고 있다. 본 연구에서는 한글 시각단어재인에 있어 Cohen과 Dehaene 등이 'visual word form area'주장하고 있는 좌측 ventral occipito-tempoarl region의 대뇌 활성화 양상을 살펴보았다. 실험 결과, 좌측 'VWFA'는 어휘의 친숙성에 우뇌의 대측 지점은 어휘성(lexicality)에 민감한 것으로 나타났다.

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The Face Color Analysis According to the Foot Acupressure Stimulation (발 지압 자극에 따른 얼굴 색상 분석)

  • Cho, Dong-Uk;Yeon, Yong-Heum;Min, Ji-Seon;Han, Sang-Hyo;Lim, Soon-Yong;Lim, Sung-Su;Yoo, Hwang-Jun;Ka, Min-Kyoung;Kim, Bong-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1051-1054
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    • 2011
  • 사람의 신체 중 손, 발, 얼굴 부위는 오장육부와 관련이 있다. 이 중 발은 '제2의 심장'이라고까지 불러지고 있다. 이러한 내용은 발의 건강이 인체의 건강을 유지할 수 있고 혈액순환에도 중요하다는 의미도 있다. 본 논문에서는 발 지압점에서도 신장과 관련된 지압점이 있다는 내용을 기반으로 발 지압을 통한 얼굴의 색상 수치 변화를 분석하였다. 특히, 얼굴 부위 중 신장을 나타내는 지각 부위의 Lab 색체계에서 L값과 CMYK 색체계에서 K값의 변화를 분석하였다. 결론적으로 신장 발지압 자극에 따른 지각 부위의 색상 변화를 통한 지압의 효과성을 객관적으로 입증하는 실험을 수행하였다.

The psychological factors and impacts in lottery-purchasing decisions (복권 구매행동의 심리적 결정요인과 그 영향)

  • Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.19-36
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    • 2004
  • An experimental research investigated the components of lottery games affecting lottery-purchasing behaviors and the psychological consequences of the behaviors. In the experiment, participants were given a chance to purchase a lottery tickets during a series of computer games and their decision of purchasing the lottery ticket was measured. Also, the size and probability of the lottery games were manipulated and the perceived difficulty, satisfaction of the mid-outcome, and perceived probability of success in the computer game were measured in order to examine their impacts on participants' lottery-purchasing decisions. In addition, the behavioral tendency, satisfaction of the final outcome, and perceived self-capability in the computer game were measured at the end of the computer games in order to examine the effects of lottery-purchasing experiences on the variables. Participants who perceived the games as easier and estimated the probability of their success highly were more likely to buy the lottery tickets. However, the winning prize and odd of lottery tickets, perceived satisfaction of their own performance, and the performance itself did not influence the purchasing decisions. The common beliefs on the negative effects of lottery-purchasing experiences on human motivation and behaviors were not supported. The implications of the present research findings and limitations of the experimental research on lottery were discussed.

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An Exploratory Study on the Concept of Play for Establishing Cultural Contents Studies (문화콘텐츠학 정립을 위한 놀이 개념에 대한 탐색적 연구)

  • Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.646-657
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    • 2019
  • It has been 20 years since the cultural contents were newly emerged in the late 1990s and grown in our society. However, efforts to establish culture contents concept and to establish cultural contents as a separate discipline are relatively poor. There may be various reasons, but the most important thing is that it failed to cover the broad sense of the word 'cultural contents' and to present a key concept through the core. Therefore, this study examined the possibility of securing the conceptual resources necessary to lay the foundation for cultural contents within play, under the premise that cultural contents should be play studies in the 21st century. In order to do this, this paper examined the meaning of play in each of the three conceptual categories, ie, mimesis, aesthetics, and power, which are deemed to be related to the meaning of cultural contents that we currently use. As a result, it has been confirmed that play is used in various ways in connection with various concepts such as emotion, art, percept, cognition, education, coincidence, power, hegemony, class, religion, ritual. These various uses of play concept can give cultural contents researchers an opportunity to study cultural contents from a play perspective.