• Title/Summary/Keyword: Character contents

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The Effects of Emotional Interaction with Virtual Student on the User's Eye-fixation and Virtual Presence in the Teaching Simulation (가상현실 수업시뮬레이션에서 가상학생과의 정서적 상호작용이 사용자의 시선응시 및 가상실재감에 미치는 영향)

  • Ryu, Jeeheon;Kim, Kukhyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.581-593
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    • 2020
  • The purpose of this study was to examine the eye-fixation times on different parts of a student avatar and the virtual presence with two scenarios in the virtual reality-based teaching simulation. This study was to identify user attention while he or she is interacting with a student avatar. By examining where a user is gazing during a conversation with the avatar, we have a better understanding of non-verbal communication. For this study, forty-five college students (21 females and 24 males) participated in the experiment. They had a conversation with a student avatar in a virtual reality-based teaching simulation. The participants had verbal interactions with the student avatar with two scenarios. While they were having a conversation with the virtual character in the teaching simulation, their eye-movements were collected through a head-mounted display with an eye-tracking function embedded. The results revealed that there were significant differences in eye-fixation times. Participants gazed a longer time on facial expression than any other area. The fixation time on the facial expression was more prolonged than on gestures (F=3.75, p<.05). However, the virtual presence was not significantly different in two scenario levels. This result suggested that users focus on the face more than the gesture when they emotionally interact with the virtual character.

A Study on the Korea Folktale of Sign Language Place Names (전국 수어(手語)지명의 유래에 관한 연구)

  • Park, Moon-Hee;Jeong, Wook-Chan
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.664-675
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    • 2019
  • This study examined Korean sign Language of the linguistic form and the etymological forms about the origins of the Korean national sign languages. The general sign language has been shown through previous research all of place names from Chinese character except Seoul and Lmsil. And then, Sign language's form and origins which are current using in order to examine what kind of feature were analysed through interviews and publications in Korean association of the deaf people. As a result, it was analysed that was composed majority. indigenous sign language Korean place names were made and used by deaf than loan word character of Chinese characters, Hangul and loanword. When we consider that place names were correspond to a precious cultural heritage, representing the history with the culture and identity of the relevant area, we can worth of preservation and transmission to the abundant iconicity in the name of Sui. On the other hand the indigenous sign language korea place manes can worth deaf culture or korean sign language. Even lf geographical characteristics of area have been changed or local product was disappeared in this situation by The origin of sign language reach in modern time local specialty by geographical form lt continued over generation. This can be regarded as the Korean sign language of the form in the way of visual. lt will be very valuable heritage in the preservation deaf culture.

The History of Bibimbap (비빔밥의 역사)

  • Chung, Kyung Rhan
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.603-615
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    • 2015
  • The history of Bibimbap, Korea representative traditional foods, was distorted by some humanities scholars as follows : First literature on Bibimbap is Siujonseo(是議全書) in 1890 and origin word of Bibimbap is Koldongban(骨董飯). Such discussions are totally non-scientific and not true. Bibimbap was recorded as Hondonban(混沌飯) in Kijaejapki 500 years ago and Koldongban(骨董飯) in Sunghojeonjip(星湖全集) and Bubuiban, which mean the people in Korea had the Bibimbap often thousands years ago, i.e. around 500 years before literature. Hangul name of Bibimbap as '브뷔움' was written firstly in Mongyupyun(夢喩篇) in 1810, not Siujonseo(是議全書). Hangul names of Bibimbap were written as '부뷔음, 부빔밥, 부?밥, 부뷘밥, 부뷔엄밥, 부뷔음밥'. Koldongban is only the chinese character which write the real existent Bibimbap real name of Bibimbap is just bibimbap. People in 500 years called Bibimbap as Bibimbap, but wrote it as Koldongban, Hondonban and Bubiban because they had to write the things in Chinese character.

Influence of On-line Brand Communities on Customers' Attitudes -Focusing on the Brand Selection of Online Universities- (온라인 브랜드커뮤니티가 소비자 태도에 미치는 영향 -온라인 대학 브랜드 선택을 중심으로-)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.366-377
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    • 2010
  • As internet and mobile technology brings rapid transformation to this society of information, how relations are conducted between customers have become a critical factor influencing companies. Companies are creating Internet communities based on their brands, encouraging customers to actively form and develop brand communities. Thus, this report proposes a plan to analyze the effectiveness of community activities based on the customers active involvement and how to effectively manage and utilize it. The purpose of this research is to understand the effects on-line brand communities and their characters have on customer behavior. Also, it will study the effects community attitudes have on brand decisions and oral transmission communication when on-line brand communities choose a brand. This report was conducted to survey on-line university students to understand how communities' attitude affects the decision of on-line university brand and oral transmissions when students choose to study at a on-line university. According to research, those factors brought positive responses to character of the brand communities(confidentiality of information, interactivity, convenience, intimacy) and by doing so, on the customer's attitude side, positive results on intention of purchase and oral transmissions can be expected. In addition, the character of the brand communities affects intention of purchase and oral transmission communication. Based on this research, it is possible to propose a marketing strategy that revitalizes brand communities' activities.

The Study of Ancient Hat on The Oracle Bone Inscription and Bronzeware Script (갑골문(甲骨文)과 금문(金文)의 고대(古代) 관모(冠帽) 고찰(考察))

  • Kim, Jin Seon;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.67 no.2
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    • pp.101-115
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    • 2017
  • Ancient documents, characters, and relics are the utmost important materials when it comes to researching ancient clothing. Of these, the ancient characters explain the contents of the time, which makes it an objective historical record. China has hieroglyphics, such as oracle bone inscription and bronzeware script, which existed in Sang[Eun] Ju era. This character is formed by a simple line and detailed drawing, showing the object or the concrete form and characteristics, so the reader can understand the meaning. Oracle bone inscription and bronzeware script, which are written in pictograph, include contents that help to grasp the original shape and form of ancient official hats. Chinese characters Geon(巾, 건) Byun(㝸, 변) Myun(免, 면) Mo(冒, 모) Ju(冑, 주) and Kwan(冠, 관), which are the names of the official hats, have been researched, and Mi(美, 미) Ryung(令, 령) Wang(王, 왕) and Hwang(皇, 황), which are the characters related to the official hats, have been studied. Geon(巾, 건) switched its form from shape of material around waist to wraping wearer's head. Byun(㝸, 변) is a hat with decoration, and Myun(免, 면) is in form of a helmet with ornaments. Mo(冒, 모) in bone script looks like a hat with decorations on each sides, but in bronzeware script, it is more like a simple round hat Ju(冑, 주) covers one's head and has decorated ornaments, and The Kwan(冠, 관), which is now a common name of official hats, is not shown in oracle bone inscription or bronzeware script, It might have been used later than the other two types of hats. As for the related Chinese characters, Mi(美, 미) is in the shape of a feather decoration, Ryung(令, 령) is similar in shape to the letter 'A', and Wang(王, 왕) is in shape of simple hat from 령 with decorations. Hwang(皇, 황) is like a Wang(王, 왕) hat, but with fancier decorations. Oracle bone inscription and bronzeware script show the original form and shape of ancient hats.

A Study on Psychological Responses and Evaluation of Degree of Satisfaction for Drivers to Traffic Informations Using Driving Simulator (차량시뮬레이터를 이용한 교통정보제공 유형에 따른 이용자 심리적 반응 및 만족도 평가에 관한 연구)

  • Hong, Ji Yeon;Lim, Joon Bum;Song, Byung Kun;Lee, Soo Beom
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.31 no.2D
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    • pp.227-235
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    • 2011
  • At present, the characteristics of drivers are not properly considered when informations are provided via VMS even though the Variable Message Signs(VMS) are one of the key information provision medias on the roads. In this study, the driver's psychological response(stress index) was evaluated using a driving simulator for the position of the VMS provided, the contents of the VMS provided, the size of characters on VMS, and types of VMS expression. It was appeared that the stress is the least when the position of the VMS provided 1.5km proceeded from exit, the contents of the VMS provided are time information and types of VMS expression are character form respectively and the size of characters on VMS is appeared not important. In addition, the change of the users' satisfaction level was measured when increasing the numbers of VMS on unit distance and the size of characters. The size of character was almost not effected in similar to the result of stress index and the satisfaction level increased when increasing the number of VMS on the unit distance. The results of this research can be utilized as basic data for the ITS system design and operation stages.

Using DGE for Enhancing SMK and PCK of Pre-service Elementary Teachers for the Figure Problem (예비 초등교사들의 도형 문제에 대한 SMK와 PCK 강화를 위한 DGE 활용)

  • Kang, Jeong Gi;Kim, Min Jeong;Jeong, Sang Tae;Roh, Eun Hwan
    • Journal of the Korean School Mathematics Society
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    • v.17 no.2
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    • pp.139-166
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    • 2014
  • The purpose of the study is to enhance the teaching competence for pre-service elementary teacher by using DGE in order to enhance SMK and PCK for them. To do this, we investigated the initial SMK and PCK for 23 pre-service elementary teachers, the reality of implementation activity of DGE and the change of SMK and PCK after quest activity by DGE. As results, 3 pre-service elementary teachers made errors which are misunderstanding a general angle as special angle, an excessive jump of logic and a circulation logic in the aspect of an initial SMK. In the aspect of contents of PCK, most of pre-service elementary teachers proposed teaching focused on the character using in the problem solving. And most of pre-service elementary teachers proposed teaching methods which are based on explanation, measurement and material manipulation. The reality of implementation activity of DGE was classified 4 cases which are a difficulty in understanding the concept of dynamics and embodying in DGE, an obsession about construction of $75^{\circ}$ and generalization, a difficulty in interpreting 'folding activity' mathematically and a good implementation activity. After quest activity by DGE, the case which is misunderstanding a general angle as special angle could be improved, but the others are not. And after quest activity by DGE, most of pre-service elementary teachers still proposed teaching focused on the character using in the problem solving in the aspect of contents of PCK, and some of pre-service elementary teachers added only teaching methods which are involving visual confirmation by GSP. From these results, we could extract some pedagogical implications helping pre-service teachers to reinforce SMK and PCK by DGE.

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A Case Study on the Expansion Transmedia Storyworld of K-POP Idol Group : Focusing on Reboot and Homage (K-POP 아이돌 그룹의 트랜스미디어 스토리월드 확장 사례 연구 :리부트와 오마주를 중심으로)

  • Choi, Yoon-Young;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.723-733
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    • 2021
  • 'Reboot' and 'Homage' are using as creative techniques in traditional storytelling media fields such as movies or dramas, but the possibility of expanding the transmedia story world has not yet been presented. This study was written to present a new concept of transmedia story world expansion type using the 'Reboot' and 'Homage' methods. 'Reboot' and 'Homage' are typical storytelling methods of K-POP idol groups that need to develop content. I selected , , and , which have built their story world, and examined both the narrative creation section and the marketing application section. The result of the study is as follows. First, EXO is an example of a reboot case. They set the original set as 'past' and insert the new storylines. Second, BTS is an example of a character's reboot. They built a story world by paralleling 'Idol BTS' and 'Character BTS'. Third, Wanna One is an example of the original story world's homage. They reorganize the story world of and attracting the attention of the existing audience. Fourth, BTS is an example of other media homage which reinterprets the meaning of BTS characters and story world by using the meaning of classic works.

Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

A Study on the Characteristics and Preference of the Symbol Mark Modeling Performance in Chinese Regional History Museums (중국 지역 역사 박물관 심벌마크의 조형적 표현 특징 및 선호도 연구)

  • Zeng, Long;Park, Yong-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.225-238
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    • 2022
  • The purpose of this study is to explore the performance characteristics and laws of the symbol mark design of representative regional history museums in China, as well as the preferences of Chinese audiences for the symbol marks of different types of Chinese regional history museums. First, the performance theme, performance type, and type performance tendency of symbol mark modeling of the regional history museums among the top 100 museums in China are analyzed. Second, design laws based on the interrelationship of performance theme types and design performance types are explored. Finally, the questionnaire survey is carried out to explore preference from the aspects of attention, readability, closeness, originality, aesthetics and comprehensiveness. According to the results, the theme of regional history is the most in terms of themes. As for the modeling performance types, the concrete type and the visualization of Chinese character are the most. According to the content characteristics of different performance types, the following model characteristics are formed: expressing the theme of regional history, architecture, and regional natural ecological environment through the concrete type, expressing the concept through the abstract type, and expressing the concept and implying some building features through the geometric abstract figure. The three forms of the literal type, the concrete type expressing architecture, regional history, and regional natural ecological environment theme content, and the abstract type expressing concept are combined with each other, and expressed through the visualization of character, the mixture of abstract and literal type, the mixture of concrete and abstract type, and the mixture of concrete and abstract literal type in the mixture type. According to the survey results, Chinese audiences have higher preference for the concrete type in the symbol mark performance type and the regional historical theme in the performance content.