• Title/Summary/Keyword: 직관 요소

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The Relationship between Youtube Music Video Views and Visual Characteristic: Focused on K-pop Music Video (유튜브 뮤직 비디오의 조회수와 시각적 연출 특성의 관계에 대한 연구 : 케이팝 뮤직 비디오를 중심으로)

  • Kang, Yun-Hoo;Park, Jin-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.63-75
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    • 2020
  • This paper researches the relationship between Youtube K-pop music video views and visual characteristics. K-pop music video, which is the subject of study has intrigued the world since 'Gangnam Style' became Youtube's most viewed video in 2012. This paper questions the existence of element that are related to music video views which is not externally visible and the availability of the discovering the specific element. Previous studies had difficulty in searching the inherent elements of the music video associated with views because they chose a research method that compares music videos based on one or two pieces of work and had a biased result. Therefore, this paper goals to divide nine music videos according to the number of views in three groups and analyze their visual characteristics to find out the differences between the groups and their each features. This paper will contribute to the development of music video field in Youtube market where the number of views is getting more important recently.

Hand-Gesture Dialing System for Safe Driving (안전성 확보를 위한 손동작 전화 다이얼링 시스템)

  • Jang, Won-Ang;Kim, Jun-Ho;Lee, Do Hoon;Kim, Min-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4801-4806
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    • 2012
  • There are still problems have to solve for safety of driving comparing to the upgraded convenience of advanced vehicle. Most traffic accident is by uncareful driving cause of interface operations which are directive reasons of it in controlling the complicate multimedia device. According to interesting in smart automobile, various approaches for safe driving have been studied. The current multimedia interface embedded in vehicle is lacking the safety due to loss the sense and operation capacity by instantaneous view movement. In this paper, we propose a safe dialing system for safe driving to control dial and search dictionary by hand-gesture. The proposed system improved the user convenience and safety in automobile operation using intuitive gesture and TTS(Text to Speech).

A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

Interpretation of Pre-service Teachers' Knowledge by Shulman-Fischbein Framework : For Students' Errors in Plane Figures (평면도형 영역에서 Shulman-Fischbein 개념틀을 활용한 학생의 오류에 대한 예비 교사의 지식 분석)

  • Kim, Ji Sun
    • Communications of Mathematical Education
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    • v.32 no.3
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    • pp.297-314
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    • 2018
  • This article aims at providing implication for teacher preparation program through interpreting pre-service teachers' knowledge by using Shulman-Fischbein framework. Shulman-Fischbein framework combines two dimensions (SMK and PCK) from Shulman with three components of mathematical knowledge (algorithmic, formal, and intuitive) from Fischbein, which results in six cells about teachers' knowledge (mathematical algorithmic-, formal-, intuitive- SMK and mathematical algorithmic-, formal-, intuitive- PCK). To accomplish the purpose, five pre-service teachers participated in this research and they performed a series of tasks that were designed to investigate their SMK and PCK with regard to students' misconception in the area of geometry. The analysis revealed that pre-service teachers had fairly strong SMK in that they could solve the problems of tasks and suggest prerequisite knowledge to solve the problems. They tended to emphasize formal aspect of mathematics, especially logic, mathematical rigor, rather than algorithmic and intuitive knowledge. When they analyzed students' misconception, pre-service teachers did not deeply consider the levels of students' thinking in that they asked 4-6 grade students to show abstract and formal thinking. When they suggested instructional strategies to correct students' misconception, pre-service teachers provided superficial answers. In order to enhance their knowledge of students, these findings imply that pre-service teachers need to be provided with opportunity to investigate students' conception and misconception.

Abduction as Methodology of Cultural Studies (문화연구의 방법론으로서 가추법이 갖는 유용성)

  • Lee, Hee-Eun
    • Korean journal of communication and information
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    • v.54
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    • pp.76-97
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    • 2011
  • What are the meanings of abduction as a methodology of Cultural Studies? By contextualizing Charles Sanders Peirce's logic of abduction in the discipline of Cultural Studies, I explore the epistemological discussion on the modern scientific research methodology of social sciences. Abduction is a kind of logical inference, which is often associated with guessing or intuition. Peirce's method of abduction and Cultural Studies' contextual formation in effect address an alternative methodology to positivism. Criticizing the modern Eurocentric structure of knowledge construction, I suggest that the virtue of abduction, as a logic of discovery, should be re-discovered in the context of Cultural Studies. Abduction holds important lessons for Cultural Studies as well as social sciences in general because of its focus on intuition, empathy, and intellectual collaboration. Through its elaboration of the logic of abduction, Cultural Studies is able to maintain not only its epistemological ground but also its methodological communicability.

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A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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A Study on Infinitesimal Interpretation of Definite Integral (정적분의 무한소 해석에 대한 고찰)

  • Joung, Youn-Joon;Kang, Hyun-Young
    • School Mathematics
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    • v.10 no.3
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    • pp.375-399
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    • 2008
  • Infinitesimal did not play an explicit role concerning definite integral in the textbook nowadays. But studies which investigate understanding of students on definite integral show that many students comprehend definite integral with infinitesimal. Formally infinitesimal is not taught at mathematics classroom, but many students identify definite integral as infinite sum of infinitesimals. This means that definite integral itself contains some structural elements that allow infinitesimal interpretation. In this study we investigate the role of infinitesimal In the historical development of partition-sum in definite integral, extract didactical issues concerning understanding of definite integral, and analyse Korean mathematics textbooks. Finally we propose some suggestions on the teaching of definite integral which contains the process of refinement intuition.

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A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence (인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계)

  • Shin, Choonsung;Jeong, Hieyong
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.489-499
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    • 2021
  • This paper proposes an arts and culture content creation tool powered by artificial intelligence. With the recent advances in technologies including artificial intelligence, there are active research activities on creating art and culture contents. However, it is still difficult and cumbersome for those who are not familiar with programming and artificial intelligence. In order to deal with the content creation with new technologies, we analyze related creation tools, services and technologies that process with raw visual and audio data, generate new media contents and visualize intermediate results. We then extract key requirements for a future creation tool for creators who are not familiar with programming and artificial intelligence. We finally introduce an intuitive and integrated content creation tool for end-users. We hope that this tool will allow creators to intuitively and creatively generate new media arts and culture contents based on not only understanding given data but also adopting new technologies.