• Title/Summary/Keyword: 텍스트시각화

Search Result 233, Processing Time 0.022 seconds

A Study on the Comedic Acting Methods in the Play - Focusing on Character of Kim Seo-Young - (연극 <코트>에 나타난 희극적 연기 방법 연구 - 김서영 역을 중심으로 -)

  • Kim, Seok
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.89-100
    • /
    • 2021
  • Comedy has been popular since ancient Greece. In order to visualize comedy more effectively, the actor's acting acts as an important factor. Then active discussion is needed on how actors can actually shape their comedic performance. I would like to approach comedic acting methods, focusing on the character of Kim Seo-young in the play . This researcher played the character of Kim Mi-young, and the characteristics of comedic acting include exaggeration, repetition, fast tempo, changing tone, and exaggerated physical behavior. Comedic acting comes from a dissonance of reactions. This is because unexpected reactions to stimuli can cause audience laughter. Comedic acting is also important in exaggeration and repetition, which must be based on true acting. The fast tempo of the act and the changing tone of the words also affect comedic acting expressions, and the embodiments of 'slapstick' and 'group dance', which are characteristics of farce acting, play an important role in causing audience laughter. In order for these characteristic elements to show comic effects, the actor's true acting must be the basis. What is important in comedic acting is understanding the narrative flow and features of the text and expressing it accurately. Comedic effects can be sufficiently represented if an actor truly expresses his means and faithfully demonstrates what the text requires. It is hoped that such research will help explore various acting arts, the acting education field, and the theater creation process.

A Comparative Study on the Social Awareness of Metaverse in Korea and China: Using Big Data Analysis (한국과 중국의 메타버스에 관한 사회적 인식의 비교연구: 빅데이터 분석의 활용 )

  • Ki-youn Kim
    • Journal of Internet Computing and Services
    • /
    • v.24 no.1
    • /
    • pp.71-86
    • /
    • 2023
  • The purpose of this exploratory study is to compare the differences in public perceptual characteristics of Korean and Chinese societies regarding the metaverse using big data analysis. Due to the environmental impact of the COVID-19 pandemic, technological progress, and the expansion of new consumer bases such as generation Z and Alpha, the world's interest in the metaverse is drawing attention, and related academic studies have been also in full swing from 2021. In particular, Korea and China have emerged as major leading countries in the metaverse industry. It is a timely research question to discover the difference in social awareness using big data accumulated in both countries at a time when the amount of mentions on the metaverse has skyrocketed. The analysis technique identifies the importance of key words by analyzing word frequency, N-gram, and TF-IDF of clean data through text mining analysis, and analyzes the density and centrality of semantic networks to determine the strength of connection between words and their semantic relevance. Python 3.9 Anaconda data science platform 3 and Textom 6 versions were used, and UCINET 6.759 analysis and visualization were performed for semantic network analysis and structural CONCOR analysis. As a result, four blocks, each of which are similar word groups, were driven. These blocks represent different perspectives that reflect the types of social perceptions of the metaverse in both countries. Studies on the metaverse are increasing, but studies on comparative research approaches between countries from a cross-cultural aspect have not yet been conducted. At this point, as a preceding study, this study will be able to provide theoretical grounds and meaningful insights to future studies.

A Study on the Sensibility Analysis of School Life and the Will to Farming of Students at Korea National College of Agricultural and Fisheries (한국농수산대학 재학생의 학교생활 감성 분석 및 영농의지에 관한 연구)

  • Joo, J.S.;Lee, S.Y.;Kim, J.S.;Shin, Y.K.;Park, N.B.
    • Journal of Practical Agriculture & Fisheries Research
    • /
    • v.21 no.2
    • /
    • pp.103-114
    • /
    • 2019
  • In this study we examined the preferences of college life factors for students at Korea National College of Agriculture and Fisheries(KNCAF). Analytical techniques of unstructured data used opinion mining and text mining techniques, and the results of text mining were visualized as word cloud. And those results were used for statistical analysis of the students' willingness to farm after graduation. The items of the favorable survey consisted of 10 items in 5 areas including university image, self-capacity, dormitory, education system, and future vision. After classifying the emotions of positive and negative in the collected questionnaire, a dictionary of positive and negative was created to evaluate the preference. The items of 'college image' at the time of university support, 'self after 10 years' after graduation, 'self-capacity' and 'present KNCAF' showed high positive emotion. On the other hand, positive emotion was low in the items of 'college dormitory', 'educational course', 'long-term field practice' and 'future of Korean agriculture'. In the cross-analysis of the difference in the will to farming according to gender, farming base, and entrance motivation, the will to farm according to gender and entrance motivation showed statistically significant results, but it was not significant in farming base. Also in binary logistic regression analysis on the will to farming, the statistically significant variable was found to be 'motivation for admission'

Sketch-based Graph-Control User Interface Method for Personal Information Management (개인정보관리를 위한 스케치기반 그래프 컨트롤 사용자 인터페이스 기법)

  • Kim, Jung-Jin;Park, Tae-Jin;Jeon, Jae-Woong;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.7
    • /
    • pp.893-902
    • /
    • 2009
  • Many People are collecting and managing variable information(Image, Graphic, Animation, Text, music files etc.) about personal interests and holding them in common. Most users are using Microsoft Explorer to make a folder and classify many files. but It's difficult to understand the relation of the data instinctively. To resolve this problem, we adopt information visualization method (especially tree-graph control interface). We suggest an interface that all user can drawing a Graph easily and rapidly. So user can see the relations of their data instinctively and control the relation directly with our sketch-based interface.

  • PDF

A Study for Depth-map Generation using Vanishing Point (소실점을 이용한 Depth-map 생성에 관한 연구)

  • Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.2
    • /
    • pp.329-338
    • /
    • 2011
  • Recent augmentation reality demands more realistic multimedia data with the mixture of various media. High-technology for multimedia data which combines existing media data with various media such as audio and video dominates entire media industries. In particular, there is a growing need to serve augmentation reality, 3-dimensional contents and realtime interaction system development which are communication method and visualization tool in Internet. The existing services do not correspond to generate depth value for 3-dimensional space structure recovery which is to form solidity in existing contents. Therefore, it requires research for effective depth-map generation using 2-dimensional video. Complementing shortcomings of existing depth-map generation method using 2-dimensional video, this paper proposes an enhanced depth-map generation method that defines the depth direction in regard to loss location in a video in which none of existing algorithms has defined.

A Novel Sub-image Retrieval Approach using Dot-Matrix (점 행렬을 이용한 새로운 부분 영상 검색 기법)

  • Kim, Jun-Ho;Kang, Kyoung-Min;Lee, Do-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.3
    • /
    • pp.1330-1336
    • /
    • 2012
  • The Image retrieval has been study different approaches which are text-based, contents-based, area-based method and sub-image finding. The sub-image retrieval is to find a query image in the target one. In this paper, we propose a novel sub-image retrieval algorithm by Dot-Matrix method to be used in the bioinformatics. Dot-Matrix is a method to evaluate similarity between two sequences and we redefine the problem for retrieval of sub-image to the finding similarity of two images. For the approach, the 2 dimensional array of image converts a the vector which has gray-scale value. The 2 converted images align by dot-matrix and the result shows candidate sub-images. We used 10 images as target and 5 queries: duplicated, small scaled, and large scaled images included x-axes and y-axes scaled one for experiment.

Comparison of Topic Modeling Methods for Analyzing Research Trends of Archives Management in Korea: focused on LDA and HDP (국내 기록관리학 연구동향 분석을 위한 토픽모델링 기법 비교 - LDA와 HDP를 중심으로 -)

  • Park, JunHyeong;Oh, Hyo-Jung
    • Journal of Korean Library and Information Science Society
    • /
    • v.48 no.4
    • /
    • pp.235-258
    • /
    • 2017
  • The purpose of this study is to analyze research trends of archives management in Korea by comparing LDA (Latent Semantic Allocation) topic modeling, which is the most famous method in text mining, and HDP (Hierarchical Dirichlet Process) topic modeling, which is developed LDA topic modeling. Firstly we collected 1,027 articles related to archives management from 1997 to 2016 in two journals related with archives management and four journals related with library and information science in Korea and performed several preprocessing steps. And then we conducted LDA and HDP topic modelings. For a more in-depth comparison analysis, we utilized LDAvis as a topic modeling visualization tool. At the results, LDA topic modeling was influenced by frequently keywords in all topics, whereas, HDP topic modeling showed specific keywords to easily identify the characteristics of each topic.

Mythological Imagination in Animation - Focusing on Animation (애니메이션에 나타난 신화적 상상력 - 애니메이션 <오늘이>를 중심으로)

  • Cho, Mi-Ra
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.2
    • /
    • pp.237-245
    • /
    • 2007
  • When reviewing animation based on a mythical motive, the mythical imaginary power has been dependent only on audio visual senses thereby resorting to a fantasy nature regardless of reality, or there has been too much emphasis on an educational message and animation has been utilized as a conflicting composition between good and evil. Therefore, this thesis reviewed 1) whether the author's consciousness was reflected in animation according to the contemporary interpretation of mythical imaginary power and 2) whether the author included an internal meaning of a universal subject by having a short animation that was produced by actively utilizing a mythical motive as a text. Also, based on the analysis, the study deduced the conclusion that the most important thing in animation based on a mythical motive is the author's consciousness that reinterprets the theme of 'universality' from a contemporary perspective before expressing the mythical objects through the senses such as by a brilliant image and sound. The products of such an analysis are supposed to solve the problem over how mythical factors need to be applied and utilized in creating animation.

A Fundamental Study on the Development of a Web-based Three-dimensional Authoring Environment for e-Learning of Traditional Korean Architecture (e-Learning을 위한 전통건축물 저작환경 구현방안에 관한 기초연구 - "조선시대 탐라순력도(耽羅巡歷圖)의 디지털콘텐츠 개발"을 중심으로 -)

  • Hwang, Sun-Hwie;Kwon, Young-Sook;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.353-360
    • /
    • 2007
  • 최근 국가균형발전을 위한 문화콘텐츠산업의 비중은 날로 커지고 있으며 디지털 컨버젼스의 중심으로 부각되고 있다. 이러한 시대적, 사회적 요구에 즈음하여 정부의 지역문화 콘텐츠 육성 의지에 부합하는 전통건축물의 e-Learning을 위한 웹 기반 저작도구의 구현방법을 제안하고자 한다. 지금까지의 전통건축의 복원 및 재현은 전통적인 전수방식에 의존하거나 다분히 현상적인 수준에 그치고 있어, 우리 문화에서 중요한 위치를 차지하고 있는 전통건축물에 대한 저변의 확대와 보편적이고 대중적인 이해를 돕기에는 한계가 존재하는 것이 사실이다. 또한 전통건축에 관련한 교육자료는 대부분 고서(古書)나 텍스트에 의존하고 있는 것이 현실인 점을 감안할 때, 시각적이고 인터랙티브한 e-Learning 시스템의 연구는 필수적이라 할 것이다. 연구의 범위로서는 한국문화콘텐츠진흥원의 진행 중 사업인 문화원형복원사업인 "조선시대 탐라순력도의 디지털콘텐츠 개발"의 내용을 토대로 하며, 조선 중기인 17세기 제주도의 주심포계 전통건축을 대상으로 하고 있다. 본 연구의 내용은 1) 17세기 중엽 제주도의 주심포계 전통건축물에 대한 가구구조의 형성관계 및 그 형상을 디지털화하기 위한 데이터 체계를 제안하고, 2) 이에 따른 웹 기반의 가상전시 및 e-Learning 콘텐츠를 위한 시스템 구축의 프로토타입을 제시하며, 3) 상기 제시한 데이터 체계에 근거한 사용자 중심의 전통건축물 재현을 위한 3차원 저작환경 및 그 인터페이스를 제시한다. 이 결과로 전통건축물의 형성원리를 이해하고 전통 양식에 근거한 창의적 저작이 가능한 환경을 제시함으로써 멀티미디어 저작물 및 디자인 협업, 전통건축 유지보수 분야 등에 파급효과를 기대할 수 있다. 더불어 제안된 내용에 근거한 향후 연구로 전통건축물에 대한 일관되고 통합적인 관리방안과 그 실현수단에 대한 논의를 비롯하여 전통문화를 소재로 한 디지털 콘텐츠의 활용방안 및 그 부가가치에 대한 논의가 병행되어야 할 것이다.

  • PDF

Level of Length Detail for Representing Virtual Objects' Real Length (가상 객체의 실제 길이 표현을 위한 다중 레벨)

  • Lee, Myeong-Won;Im, Chang-Hyuck;Lee, Yong-Duck
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.3
    • /
    • pp.25-31
    • /
    • 2007
  • Current computer graphics technology creates and displays virtual objects in a normalized environment. We cannot know or assume the real physical properties of objects related to appearance without textual information. It is also difficult to represent any two objects in relation to each other when the difference between the two objects' size is large because of the limited resolution of the computer display. In order to solve the problem, we define and implement the real length property among the physical properties in virtual environments. We define the concept of LOLD (Level of Length Detail) to represent real-world length for objects in metric units such as millimeter, meter, kilometer, etc.

  • PDF