• Title/Summary/Keyword: Object Perspective

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Weaving the realities with video in multi-media theatre centering on Schaubuhne's Hamlet and Lenea de Sombra's Amarillo (멀티미디어 공연에서 비디오를 활용한 리얼리티 구축하기 - 샤우뷔네의 <햄릿>과 리니아 드 솜브라의 <아마릴로>를 중심으로 -)

  • Choi, Young-Joo
    • Journal of Korean Theatre Studies Association
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    • no.53
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    • pp.167-202
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    • 2014
  • When video composes mise-en-scene during the performance, it reflects the aspect of contemporary image culture, where the individual as creator joins in the image culture through the device of cell phone and computer remediating the former video technology. It also closely related with the contemporary theatre culture in which 1960's and 1970's video art was weaved into the contemporary performance theatre. With these cultural background, theatre practitioners regarded media-friendly mise-en-scene as an alternative facing the cultural landscape the linear representational narrative did not correspond to the present culture. Nonetheless, it can not be ignored that video in the performance theatre is remediating its historical function: to criticize the social reality. to enrich the aesthetic or emotional reality. I focused video in the performance theatre could feature the object with the image by realizing the realtime relay, emphasizing the situation within the frame, and strengthening the reality by alluding the object as a gesutre. So I explored its two historical manuel. First, video recorded the spot, communicated the information, and arose the audience's recognition of the object to its critical function. Second, video in performance theatre could redistribute perceptual way according to the editing method like as close up, slow motion, multiple perspective, montage and collage, and transformation of the image to the aesthetic function. Reminding the historical function of video in contemporary performance theatre, I analyzed two shows, Schaubuhne's Hamlet and Lenea de Sombra's Amarillo which were introduced to Korean audiences during the 2010 Seoul Theatre Olympics. It is known to us that Ostermeir found real social reality as a text and made the play the context. In this, he used video as a vehicle to penetrate the social reality through the hero's perspective. It is also noteworthy that Ostermeir understood Hamlet's dilemma as these days' young generation's propensity. They delayed action while being involved in image culture. Besides his use of video in the piece revitalized the aesthetic function of video by hypermedial perceptual method. Amarillo combined documentary theatre method with installation, physical theatre, and video relay on the spot, and activated aesthetic function with the intermediality, its interacting co-relationship between the media. In this performance theatre, video has recorded and pursued the absent presence of the real people who died or lost in the desert. At the same time it fantasized the emotional aspect of the people at the moment of their death, which would be opaque or non prominent otherwise. As a conclusion, I found the video in contemporary performance theatre visualized the rupture between the media and perform their intermediality. It attempted to disturb the transparent immediacy to invoke the spectator's perception to the theatrical situation, to open its emotional and spiritual aspect, and to remind the realities as with Schaubuhne's Hamlet and Lenea de Sombra's Amarillo.

Development of Heterarchical SFCS Execution Module using E-Net (E-Net을 이용한 Heterarchical SFCS 실행 모듈 개발)

  • Hong, Soon-Do;Cho, Hyun-Bo;Jung, Moo-Young
    • Journal of Korean Institute of Industrial Engineers
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    • v.25 no.1
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    • pp.87-99
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    • 1999
  • A shop floor control system(SFCS) performs the production activities required to fill orders. In order to effectively control these activities, the autonomous agent-based heterarchical shop floor control architecture is adopted where a supervisor does not exist. In this paper, we define functional perspective of the heterarchical shop floor control using planning, scheduling, and execution modules. In particular, we focus on an execution module that can coordinate the planning and scheduling modules and a general execution module that easily can be modified to execute the other equipment. The execution module can be defined informally as a module that downloads and performs a set of scheduled tasks. The execution module is also responsible for identifying and resolving various errors whether they come from hardware or software. The purpose of this research is to identify all the execution activities and solving techniques under the assumptions of the heterarchical control architecture. And we model the execution module in object-oriented modelling technique for generalization. The execution module modeled in object-oriented concept can be adopted to the other execution module easily. This paper also proposes a classification scheme for execution activities of the heterarchical control architecture. Petri-nets are used as a unified framework for modeling and controlling execution activities. For solving the nonexistence of a supervisor, a negotiation-based solution technique is utilized.

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The Diorism in Proposition I-22 of 『Euclid Elements』 and the Existence of Mathematical Objects (『유클리드 원론』 I권 정리 22의 Diorism을 통해서 본 존재성)

  • Ryou, Miyeong;Choi, Younggi
    • Journal of Educational Research in Mathematics
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    • v.25 no.3
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    • pp.367-379
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    • 2015
  • The existence of mathematical objects was considered through diorism which was used in ancient Greece as conditions for the existence of the solution of the problem. Proposition I-22 of Euclid Elements has diorism for the existence of triangle. By discussing the diorism in Elements, ancient Greek mathematician proved the existence of defined object by postulates or theorems. Therefore, the existence of mathematical object is verifiability in the axiom system. From this perspective, construction is the main method to guarantee the existence in the Elements. Furthermore, we suggest some implications about the existence of mathematical objects in school mathematics.

A Taxonomy of Uninterpretable Interactions from Interaction Design Perspective

  • Jin, ZhouXiong;Pan, Younghwan
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.1
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    • pp.53-65
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    • 2016
  • Objective: The aim of this study is to configure a taxonomy of uninterpretable Interactions. Background: Following the spread of the Internet, smart devices have increasingly covered our lives. Human beings are now living in an era of tremendous information explosion. We live with numerous interactive targets nowadays, and there are many ways to interact with these targets. Being an interaction designer in this era, we need to clearly understand the existing methods of the interaction. While Bill Moggridge posed interaction design as a new discipline in 1984, it still has not formed a structured framework. Method: This study categorizes uninterpretable interactions through case studies, and configures the taxonomy of uninterpretable interactions based on Object-Oriented View of interaction. To explore the use value and impact of the taxonomy of uninterpretable interactions, this study conducted an experiment and analyzed related results. Results: The framework gives a positive impact on the design process, and interaction designers can clarify and broaden the scope of their ideas. Conclusion: A study on the Taxonomy of Uninterpretable Interactions was the part that did not gain a lot of attention in the existing interaction process. The study made the part more clear. And the study also helps interaction designers expand their roles in the development process of products or services. Application: The taxonomy framework of uninterpretable interactions might help interaction designers design uninterpretable interactions more clearly, and it can also be applied to design interpretable interactions.

A Study on Pedagogy Researches in Serious Game Design (기능성 게임 설계에서의 교육학적 연구에 대한 고찰)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1259-1265
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    • 2017
  • While there is consensus on the educational potential of serious games, there is still a lack of methodology and tools to support analysis and evaluation as well as design. This paper intends to explore the new methodology or design direction by analyzing pedagogy-related research required for serious games. To do this, we analyzed 4DF(Four Dimensional Framework), GOM(Game Object Model), LM(Learning Mechanics)-GM(Game Mechanics) and a framework for teacher. One of the biggest issues faced by educational games is the inadequate integration of education and game principles. This is due to a variety of factors, including the fact that game designers and educational professionals do not share a common vocabulary or work domain perspective.

A Comparison Study for Optimal Implementation of the EDI Systems of Port Logistics (항만물류 EDI 시스템의 최적 구현을 위한 비교 분석)

  • 김현수;박남규;한계섭;최형림;조재형
    • The Journal of Information Systems
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    • v.10 no.2
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    • pp.103-128
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    • 2001
  • At present, the EDI systems are indispensable software in port logistics industry. Currently, a monopolistic VAN/EDI service provider operates the EDI services. The current EDI client software has the 2-tier fat client/server architecture. However, the current EDI software is lack of Web interface and causes lots of cost for maintenance. Therefore, a variety of implementation architecture has been being tried by using script, XML and distributed object-oriented technology. Web/EDI and XML/EDI are the new EDI systems, However, the EDI systems have some limitations such as speed. This study intends to compare the variety implementation architecture for the EDI systems in the users' perspective and explore the strong and weak points of each architecture. We compared the EDI systems based on our experience of more than 2-years of implementation project for the EDI systems of port logistics. We categorized the EDI systems as client application EDI, Web EDI using script, XML/EDI, and 3-tier distributed object-oriented EDI system. We compared them with criteria such as speed, program maintenance, easiness of implementation and usage, security, and load balancing and fail-over. Finally we discuss the direction of optimal EDI system architecture for the future.

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Video Augmentation by Image-based Rendering

  • Seo, Yong-Duek;Kim, Seung-Jin;Sang, Hong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.147-153
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    • 1998
  • This paper provides a method for video augmentation using image interpolation. In computer graphics or augmented reality, 3D information of a model object is necessary to generate 2D views of the model, which are then inserted into or overlayed on environmental views or real video frames. However, we do not require any three dimensional model but images of the model object at some locations to render views according to the motion of video camera which is calculated by an SFM algorithm using point matches under weak-perspective (scaled-orthographic) projection model. Thus, a linear view interpolation algorithm is applied rather than a 3D ray-tracing method to get a view of the model at different viewpoints from model views. In order to get novel views in a way that agrees with the camera motion the camera coordinate system is embedded into model coordinate system at initialization time on the basis of 3D information recovered from video images and model views, respectively. During the sequence, motion parameters from video frames are used to compute interpolation parameters, and rendered model views are overlayed on corresponding video frames. Experimental results for real video frames and model views are given. Finally, discussion on the limitations of the method and subjects for future research are provided.

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A Study on the Characteristics of Spacial Expression in Piranesi - Focused on the 'Le Carceri' - (피라네지의 공간표현특성 연구 - 'Le Carceri'를 중심으로)

  • Lee, Seung-Woo;Lee, Keun-Taek
    • Journal of the Korean Society of Industry Convergence
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    • v.9 no.2
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    • pp.123-131
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    • 2006
  • The subject of this study is to find out the characteristics of spacial expression in 'Le Carceri' of Giovannibattista Piranesi. Piranesi was the classicist from using classical motif. But for using itself he was not absolute canon of classical but playing tool. Because his etchings of perspective were presented the modernity not fixed the frame. The etchings of Le Carceri were characterized the dark, deep, heavy and devastating. In conclusion, the characteristics of spacial composition in his etchings were presented the simultaneity of time both classic and contemporary time. And it could represented the nonexistent of structurality for visual rationality. Architectural & de-architectural elements of his drawing were become in fragments. So the fragmented elements, his etchings have shawn the off-center to cast off the classical concept. And also the body of human was become the thing of object in his drawing. That is, it was inverted the subject and the object and the function of prison depicted in canvas is disappeared. This is the point of evocation in Piranesi' idea.

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Research on Factors Affecting South Korea's OFDI Based on a Spatial Measurement Model

  • Su, Shuai;Zhang, Fan
    • Journal of Korea Trade
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    • v.26 no.1
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    • pp.99-112
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    • 2022
  • Purpose - This paper empirically investigates via a spatial lag model from the perspective of space economy to find the influencing factors of South Korea's OFDI along with 60 countries. Design/methodology - In the study of regional economic phenomena, we must first test the corresponding spatial correlation, and on this basis, complete the construction of the spatial model. For the target research object, after testing the spatial correlation, if there is spatial correlation, a spatial measurement model is needed. This paper uses the global Moran's I index for calculation. Based on the characteristics and research needs of the research object, this paper selects the spatial lag model to verify the existence of the spatial effect and factors affecting OFDI. Findings - Our results show that export scale, infrastructure, technology level, political stability, resource endowment, market size, distance and labor cost have a certain impact on Korea's OFDI, but at present the distance and market size factors are the most important influencing factors for South Korea's OFDI, The technical level and political stability have little effect on South Korea's OFDI, and are not main factors determining South Korea's OFDI. Originality/value - Through spatial measurement verification, it was found that the spatial effect has a significant impact on OFDI, along with more than 60 countries. On this basis, relevant suggestions are put forward, which have strong practical significance for South Korea's OFDI to achieve healthy and sustainable development.

Using CNN- VGG 16 to detect the tennis motion tracking by information entropy and unascertained measurement theory

  • Zhong, Yongfeng;Liang, Xiaojun
    • Advances in nano research
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    • v.12 no.2
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    • pp.223-239
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    • 2022
  • Object detection has always been to pursue objects with particular properties or representations and to predict details on objects including the positions, sizes and angle of rotation in the current picture. This was a very important subject of computer vision science. While vision-based object tracking strategies for the analysis of competitive videos have been developed, it is still difficult to accurately identify and position a speedy small ball. In this study, deep learning (DP) network was developed to face these obstacles in the study of tennis motion tracking from a complex perspective to understand the performance of athletes. This research has used CNN-VGG 16 to tracking the tennis ball from broadcasting videos while their images are distorted, thin and often invisible not only to identify the image of the ball from a single frame, but also to learn patterns from consecutive frames, then VGG 16 takes images with 640 to 360 sizes to locate the ball and obtain high accuracy in public videos. VGG 16 tests 99.6%, 96.63%, and 99.5%, respectively, of accuracy. In order to avoid overfitting, 9 additional videos and a subset of the previous dataset are partly labelled for the 10-fold cross-validation. The results show that CNN-VGG 16 outperforms the standard approach by a wide margin and provides excellent ball tracking performance.