• Title/Summary/Keyword: Delight

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Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Wit in English Sijo (영어시조에 나타난 위트에 대하여)

  • Kim, Jin-Hee
    • Sijohaknonchong
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    • v.42
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    • pp.117-150
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    • 2015
  • English sijo is the sijo poems written in English. This paper considered English sijo especially in association with its wit. In English-speaking countries, wit has been often emphasized as one of the main characteristics of the sijo genre, and it is often found in many English sijo poems. As a critical term, wit indicates a kind of "concord of discord", which consists of dissimilar images, paradox, irony, etc. This paper investigated how English sijo embodied this kind of critical wit and created three kinds of delight; those are intelligent, sarcastic, and humorous one. First, I examined old Korean sijo poems and the wit embedded in them, and then I compared them to the case of English sijo. Sijo was received in English-speaking countries in the context of the literary genre tradition such as the epigram and the sonnet, and of the literary concepts such as irony and wit. In this context, sijo, which has a three-divided semantic structure and a twist in the last part, often containing irony and wit, could be received and composed without much difficulty in Englih-speaking countries. Many English sijo poems contain wit, and they make abundant delight, which is intelligent, sarcastic, or humorous. Wit is found in Korean old sijo too, but the wit that catches humorous moments variously in everyday lives, rather than show acid sarcasm or exaggerated comic scene, is a remarkable characteristic of the English sijo. English sijo presents the possibility of the sijo genre as the poetry of everyday life, which presents various aspects of daily lives in a warm and delightful perspective.

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The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.

TouchWiz Evolution

  • Yang, Hui-Cheol
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.46-46
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    • 2009
  • 2007년 본격적으로 시장에 출시된 터치폰은 시장의 관심을 받으며, 휴대전화의 한 영역으로 자리매김하였다. 전세계 휴대전화 시장에서 터치폰이 차지하는 비중은 급속도로 증가하고 있다. 삼성전자는 시장에 후발주자로서 터치폰 시장에 진입하였음에도 불구하고, 2009년 3분기 기준 전세계 터치폰 시장의 23.9% 점유율을 차지하며 1위를 차지하고 있다.터치폰에서의 선전으로 삼성전자는 전세계 휴대전화 판매량의 20.3%를 달성하며 2위 자리를 확고히 하고 있다. 이러한 상승 추세는 지속될 것으로 보이며, 터치폰에서의 성공에는 TouchWiz UX가 중심에 있다고 할 수 있다. 본 세션에서는 TouchWiz UX를 통한 삼성 터치폰의 성공 전략에 대해 소개하고자한다. 우선 TouchWiz UX가 탄생할 수 있었던 배경으로서 당사의 디자인 철학이자 UX 다지인 철학을 간단하게 소개한다. "Creating Emotional Journey"라는 슬로건 아래 "Desire", "Intrigue", "Delight"라는 핵심철학을 공유하고 있다. 다음으로 TouchWiz UX를 성공 시킬 수 있었던 UX 추진 전략을 "Good UX 전략", "브랜드화 전략", "진화 전략", "확산 전략" 으로 나누어 소개한다. 첫째, Good UX 전략에서는 "Simple", "Robust", "Reliable"의 3대 원칙하에 사용성이 높고 감성을 자극하는 UX를 만들기위해 노력하였다. 둘째, 브랜드화 전략에서는 UX를 마케팅에 적극적으로 활용하여 TouchWiz라는 UX 브랜드를 탄생시켰다. 셋째, 진화 전략에서는 TouchWiz 1.0에서 2.0으로 진화하는 과정에서 핵심적인 부분은 유지하면서 발전시켜 나가는 전략을 선택하였다. 넷째, 확산 전략에서는 TouchWiz UX가 각기 다른 OS, Platform, 사업자에 따라 공통화, 차별화를 병행하여 확산하였다. 마지막으로, 내년에 소개될 TouchWiz 3.0에 대해 전략과 키워드를 간단히 소개한다.

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Comparing Elder Users' Interaction Behavior to the Younger: Focusing on Tap, Move and Flick Tasks on a Mobile Touch Screen Device

  • Lim, Ji-Hyoun;Ryu, Tae-Beum
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.413-419
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    • 2012
  • Objective: This study presents an observation and analysis on behavioral characteristics of old users in comparison to young users in the use of control on display interface. Background: Touch interface which allows users to control directly on display, is conceived as delight and easy way of human-computer interaction. Due to the advantage in stimulus-response ensemble, the old users, who typically experiencing difficulties in interacting with computer, would expected to have better experience in using computing machines. Method: Twenty nine participants who are over 50 years old and 14 participants who are in 20s years old were participated in this study. Three primary tasks in touch interface, which are tap, move, and flick, were delivered by the users. For the tap task, response time and point of touch response were collected and the response bias was calculated for each trial. For the move task, delivery time and the distance of finger movements were recorded for each trial. For the flick task, task completion time and flicking distance were recorded. Results: From the collected behavioral data, temporal and spatial differences between young and old users behavior were analyzed. The older users showed difficulty in completing move task requiring eye-hand coordination.

Design of an Autonomous Eating Pet Robot

  • Park, Ch.S.;Choi, B.J.;Park, S.H.;Lee, Y.J.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.855-858
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    • 2003
  • The trends of recent developed a pet robot which interacts with people are increased gradually. There are a few pet robots that are a robot dog, robot cat, and robot fish. The pet robot is featured that it is possible to sympathize and give pleasure to human. The pet robots express delight, sorrow, surprise, and hunger through the artificial intelligence. Previously, the pet robot has to exchange the battery when it is exhausted. Commercialized robots have a self-recharging function, which express hunger. Robot dog AIBO, SONY in Japan, checks the battery for expressing hunger. They find an energy station for recharge. While operation time of AIBO is 1 hour 30 minutes, recharging time is 2 hours. Recharging time is longer than operation time. During the recharge, they don't operate. We obtain a motivation for eating the battery when find the problem. In this paper, introduce an Autonomous Eating Pet Robot and propose a design for realization. The Autonomous Eating Pet Robot has a function that is the most basic instinct that is finding a food and evacuating.

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Interconnected meso/microporous carbon derived from pumpkin seeds as an efficient electrode material for supercapacitors

  • Gopiraman, Mayakrishnan;Saravanamoorthy, Somasundaram;Kim, Seung-Hyun;Chung, Ill-Min
    • Carbon letters
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    • v.24
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    • pp.73-81
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    • 2017
  • Interconnected meso/microporous activated carbons were prepared from pumpkin seeds using a simple chemical activation method. The porous carbon materials were prepared at different temperatures (PS-600, PS-700, PS-800, and PS-900) and demonstrated huge surface areas ($645-2029m^2g^{-1}$) with excellent pore volumes ($0.27-1.30cm^3g^{-1}$). The well-condensed graphitic structure of the prepared activated carbon materials was confirmed by Raman and X-ray diffraction analyses. The presence of heteroatoms (O and N) in the carbon materials was confirmed by X-ray photoemission spectroscopy. High resolution transmission electron microscopic images and selected area diffraction patters further revealed the porous structure and amorphous nature of the prepared electrode materials. The resultant porous carbons (PS-600, PS-700, PS-800, and PS-900) were utilized as electrode material for supercapacitors. To our delight, the PS-900 demonstrated a maximum specific capacitance (Cs) of $303F\;g^{-1}$ in 1.0 M $H_2SO_4 $ at a scan rate of 5 mV. The electrochemical impedance spectra confirmed the poor electrical resistance of the electrode materials. Moreover, the stability of the PS-900 was found to be excellent (no significant change in the Cs even after 6000 cycles).

Incorporation of Brainteaser Game in Basic Organic Chemistry Course to Enhance Students' Attitude and Academic Achievement

  • Cha, Jeongho;Kan, Su-Yin;Wahab, Nurul Huda Abdul;Aziz, Ahmad Nazif;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.61 no.4
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    • pp.218-222
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    • 2017
  • Game shows are capable of grabbing students' attention in a lecture, and at the same time offers much delight to students to learn in a more interesting and entertaining way. A mind game was developed and incorporated into the teaching of basic organic chemistry course at the Universiti Malaysia Terengganu. The modified brainteaser game is comprised of a set of problems associated with vocabulary or concepts in basic organic chemistry, whereby students were required to solve within a stipulated time frame. Students' attitude changes were then evaluated with the administration of Attitude toward the Subject of Chemistry Inventory Version 2 (ASCIv2) questionnaire. The result of this study revealed that the intervention group experienced a significant change in attitude towards the course as compared to the control group. The intervention group also experienced a positive learning environment, resulting in an increased academic performance and interest.

The garden for the blind-perspective, enclosure, light/shade, form and environment (시각 장애인을 위한 정원-투시, 위요, 음양, 형태 및 환경)

  • 김준연
    • Journal of the Korean Institute of Landscape Architecture
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    • v.23 no.4
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    • pp.81-96
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    • 1996
  • The idea I set my thesis upon was to develop a methodology for the visually impaired to perceive an environment through their other senses. Since the Blind perceive spatial relationships by combined association of their other senses, it was essential to create a setting where their senses can be amplified. Thus this garden was designed to accommodate two or more of blind person's senses at once to provide more of '3-D' spatial relationship. The main goals of this thesis are, first, to create a place where the Blind can enjoy and nurture their own specific interests. Second, to reveal the nature in its allowing individual analysis and interpretation of a garden. Third, to move away from the prejudice of gardens for the Blind being made of only touching and smelling. To achieve these goals, the most important task was to establish a sense of space. In order to do so, five principles were used; Perspective, Enclosure, Light/Shade, Form, and Environment. After all, the garden for the Blind does not proclaim its purpose in loud terms nor in obvious manner. It should attempt to provide joy, serenity, and activity; a freedom to choose, recognize and analyze nuances of garden, the rhythm of enclosure and openness to experience variety, also to delight in subtle changes and to just imagine.

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Transcendency and Embracement in Fashion Designs

  • Shin, Young-Sun
    • Journal of Fashion Business
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    • v.6 no.6
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    • pp.56-67
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    • 2002
  • Fashion designs reflect the trend of the times embedded within the cultural structures of eastern and western civilizations as well as the traditional styles. However, the motives in fashion designs fundamentally come from human beings' willingness for creation through deep understand of nature or using symbolism and artificial esthetic appreciation. Mankind has expressed their willingness for creation through speculation not with the attitude of conquering nature but by acknowledging the flow between their lives and nature. The purpose of this paper is to investigate human beings' transcendental and embracing attitude toward the natural environment and the human environment in fashion design. In natural environment factors, sublimity toward nature's marvelous powers and the transcending state of mind within happiness and delight or the extreme fear or unavoidable coerciveness and the consequential daunting feelings and smallness, and sorrow all stimulate the will of mental speculation and cause a transcending sublimity. A sublime state of mind does not exist in a superficial framework of enjoyment. It is rather an act of transcendence and embracement residing in a sublime object and leading man's spirit into a state of philosophical thought. Also, in man-made Environment factors, we found from magnanimity we were ability to see the true nature of an era's culture.