• Title/Summary/Keyword: 텍스트 시각화

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Reading Korean and Chinese Paintings Expressing the Ideas of Classical Literary Works - Focused on Interpretation of The Text (한국과 중국의 시의화(詩意畵) 읽기 - 텍스트의 해석을 중심으로 -)

  • Kang, KyungHee
    • (The)Study of the Eastern Classic
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    • no.50
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    • pp.261-294
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    • 2013
  • The purpose of this paper lies how the original text of Chinese classical literary works have been implemented in the paintings of China and Korea, and inspect the ways how of these original text interpreted in paintings. It is an experiment of trying to analyze through literature with painting and read again painting through literature. Qu Yuan(屈原) Prose Poem of Fisherman("漁父辭"), Tao Yuanming(陶淵明) Prose Poem of Returning Home("歸去來辭") and the prose with a poem on the peach blossom spring("桃花源記幷詩"), Du Fu(杜甫), Song of Eight Drunken Celestials("飮中八仙歌"), Su Shi(蘇軾), Odes on the Red Cliff("赤壁賦"), Ou Yangxiu(歐陽脩), Odes of the Sounds of Autumn("秋聲賦") and the paintings which based on these texts were the target of examination. These literary texts shared by Chinese and Korea have been compared in the aspects of acceptance and enjoyment. And on the basis of this process the characteristics of korean paintings expressing the ideas of classical literary works was induced. As a result, the following facts are derived. First, By the emergence of the typical style which was formed historically in China at the korean painting shows that korean painters not only actively embraced the art style of China also did not lose the international sense. Second, through the profound study for chinese painting, they transformed it in accordance with korean aesthetic view and finally revealed typical korean characteristics. Third, the results as described above showed the difference of perception and interpretation of literary works between China and Korea.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

A Case Study of a Text Mining Method for Discovering Evolutionary Patterns of Mobile Phone in Korea (국내 휴대폰의 진화패턴 규명을 위한 텍스트 마이닝 방안 제안 및 사례 연구)

  • On, Byung-Won
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.2
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    • pp.29-45
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    • 2015
  • Systematic theory, concepts, and methodology for the biological evolution have been developed while patterns and principles of the evolution have been actively studied in the past 200 years. Furthermore, they are applied to various fields such as evolutionary economics, evolutionary psychology, evolutionary linguistics, making significant progress in research. In addition, existing studies have applied main biological evolutionary models to artifacts although such methods do not fit to them. These models are also limited to generalize evolutionary patterns of artifacts because they are designed in terms of a subjective point of view of experts who know well about the artifacts. Unlike biological organisms, because artifacts are likely to reflect the imagination of the human will, it is known that the theory of biological evolution cannot be directly applied to artifacts. In this paper, beyond the individual's subjective, the aim of our research is to present evolutionary patterns of a given artifact based on peeping the idea of the public. For this, we propose a text mining approach that presents a systematic framework that can find out the evolutionary patterns of a given artifact and then visualize effectively. In particular, based on our proposal, we focus mainly on a case study of mobile phone that has emerged as an icon of innovation in recent years. We collect and analyze review posts on mobile phone available in the domestic market over the past decade, and discuss the detailed results about evolutionary patterns of the mobile phone. Moreover, this kind of task is a tedious work over a long period of time because a small number of experts carry out an extensive literature survey and summarize a huge number of materials to finally draw a diagram of evolutionary patterns of the mobile phone. However, in this work, to minimize the human efforts, we present a semi-automatic mining algorithm, and through this research we can understand how human creativity and imagination are implemented. In addition, it is a big help to predict the future trend of mobile phone in business and industries.

A study on the Domestic Consumer's Perception of "Hansik" with Big Data Analysis : Using Text Mining and Semantic Network Analysis (빅데이터를 통한 내국인의 '한식' 인식 연구 : 텍스트마이닝과 의미연결망 중심으로)

  • Park, Kyeong-Won;Yun, Hee-Kyoung
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.145-151
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    • 2020
  • 'Hansik', or Korean cuisine is one of Korea national brands. To understand the domestic consumer awareness of Korean cuisine, data was gathered under the keyword search, 'Hansik.' Textom 3.5 was used to gather data from blogs, news media found on Naver from November 1, 2018, to October 31, 2019. The results from frequency and TF-IDF analysis indicate that the 'buffet' had the largest proportion in terms of consumer awareness to Hansik. Also, broadcasting contents starring star chefs had a great influence. The Hansik awareness did not remain in the domains of its traditionality, but also branched into extents into areas such as fusional and gourmet cuisine. UCINET6 and NetDraw were used to conduct CONCOR analysis. Four cluster formations have been found; various food cultural cluster, high-end restaurant cluster referring to aired restaurants on media, Hansik brand cluster, and Hansik buffet cluster. This study proposes presenting a various menu of Hansik which use a multiple number of ingredients. Also, a promotion that introduces fine Hansik and a development of marketing views and media contents about the convenient HMRs make the associated imagery of Hansik to be strengthen.

Analysis of Policy Trends in Convergence Research and Development Using Unstructured Text Data (비정형 텍스트 데이터를 활용한 융합연구개발의 정책 동향 분석 )

  • Jiye Rhee;JaeEun Shin
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.177-191
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    • 2024
  • This study aims to analyze policy changes over time by conducting a textual analysis of the basic plan for activating convergence research and development. By examining the basic plan for convergence research development, this study looks into changes in convergence research policies and suggests future directions, thereby exploring strategic approaches that can contribute to the advancement of science and technology and societal development in our country. In particular, it sought to understand the policy changes proposed by the basic plan by identifying the relevance and trends of topics over time. Various analytical methods such as TF-IDF analysis, topic modeling (LDA), and network (CONCOR) analysis were used to identify the key topics of each period and grasp the trends in policy changes. The analysis revealed clustering of topics by period and changes in topics, providing directions for the convergence research ecosystem and addressing pressing issues. The results of this study are expected to provide important insights to various stakeholders such as governments, businesses, academia, and research institutions, offering new insights into the changes in policies proposed by previous basic plans from a macroscopic perspective.

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
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    • v.12 no.7
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    • pp.893-902
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    • 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.

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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
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    • v.7 no.2
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    • pp.237-245
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    • 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
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    • 2007.02b
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    • pp.353-360
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    • 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.

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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
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    • v.13 no.3
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    • pp.25-31
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    • 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.

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A Study of the Design Improvement Measure for the Globalization of Domestic Online Shopping Malls (국내 온라인 쇼핑몰의 글로벌화를 위한 디자인 개선방안 연구)

  • Choi, Yun-Hee;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.73-80
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    • 2015
  • Starting the popularity of Korean dramas exported to China in 1996, the Korean wave started around the world market. Afterwards, as the Korean culture itself as well as dramas rapidly emerged as contents of the Korean market, the foreign direct sale consumers who want to buy Korean goods directly online are increasing at an alarming rate. This study each selected 4 domestic shopping malls and 4 foreign famous shopping malls which were conducting a global marketing currently and compared/researched them in the design aspect in order to apprehend if domestic online shopping malls were properly meeting the consumer environment of the foreign market. As a result, it was revealed that domestic online shopping malls conducting the global marketing could not fully understand the internet environment by countries and were going through a limit of the information delivery by SMS, and could not use the visual signs actively which were useful to the meaning delivery. Accordingly, this thesis suggested a plan to actively utilize the variable element considering various screens to the design, plan to efficiently design the text for solving the language problem by countries, and plan to design using the developing IT technology as a solution to those problems.