• Title/Summary/Keyword: Play Immersion

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A study on the expression methods and influence of pataphysics in modern fashion (현대 패션에 적용된 파타피직스의 표현 방식과 영향성에 관한 연구)

  • Junho Kang;Giyoung Kwon
    • The Research Journal of the Costume Culture
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    • v.31 no.3
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    • pp.346-360
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    • 2023
  • The pataphysics implemented by digital technology differs from the form of objects in the real world and is used throughout the cultural industry. This study aims to analyze the expression method of pataphysics as applied to modern fashion and derive its impact on the fashion industry. The research analyzes fashion images, shows, films, displays, and e-commerce, since 2016, when pataphysics began to be used in the fashion domain. Pataphysics, created by Alfred Zaire, appeared as an overlapping phenomenon that reflects physical phenomena in the virtual world. The expression method of pataphysics applied to modern fashion was divided into an augmented reality method based on immersion and interaction, a virtual platform-oriented metaverse, and a virtual model expressing a processed self. The influence of pataphysics applied to modern fashion is as follows. In the field of design, pataphysics affects the development of contemplative designs for innovation and creativity. Second, digital technology can expand the role of fashion at the intersection of art and fashion that takes a novel perspective through pataphysics. Third, e-commerce positively affects efficient production and consumption through virtual and economic models. In conclusion, this study's findings are expected to play a positive role in promoting creativity and innovation by introducing new perspectives and ideas into modern fashion through pataphysics.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

Biomechanical evaluation of dental implants with different surfaces: Removal torque and resonance frequency analysis in rabbits

  • Koh, Jung-Woo;Yang, Jae-Ho;Han, Jung-Suk;Lee, Jai-Bong;Kim, Sung-Hun
    • The Journal of Advanced Prosthodontics
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    • v.1 no.2
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    • pp.107-112
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    • 2009
  • STATEMENT OF PROBLEM. Macroscopic and especially microscopic properties of implant surfaces play a major role in the osseous healing of dental implants. Dental implants with modified surfaces have shown stronger osseointegration than implants which are only turned (machined). Advanced surface modification techniques such as anodic oxidation and Ca-P application have been developed to achieve faster and stronger bonding between the host bone and the implant. PURPOSE. The purpose of this study was to investigate the effect of surface treatment of titanium dental implant on implant stability after insertion using the rabbit tibia model. MATERIAL AND METHODS. Three test groups were prepared: sandblasted, large-grit and acid-etched (SLA) implants, anodic oxidized implants, and anodized implants with Ca-P immersion. The turned implants served as control. Twenty rabbits received 80 implants in the tibia. Resonance frequencies were measured at the time of implant insertion, 2 weeks and 4 weeks of healing. Removal torque values (RTV) were measured 2 and 4 weeks after insertion. RESULTS. The implant stability quotient (ISQ) values of implants for resonance frequency analysis (RFA) increased significantly (P <. 05) during 2 weeks of healing period although there were no significant differences among the test and control groups (P >. 05). The test and control implants also showed significantly higher ISQ values during 4 weeks of healing period (P < .05). No significant differences, however, were found among all the groups. All the groups showed no significant differences in ISQ values between 2 and 4 weeks after implant insertion (P >. 05). The SLA, anodized and Ca-P immersed implants showed higher RTVs at 2 and 4 weeks of healing than the machined one (P < .05). However, there was no significant difference among the experimental groups. CONCLUSION. The surface-modified implants appear to provide superior implant stability to the turned one. Under the limitation of this study, however, we suggest that neither anodic oxidation nor Ca-P immersion techniques have any advantage over the conventional SLA technique with respect to implant stability.

A Study on the Directorial Approaches of by Juan Mayorga (후안 마요르가 작 <하멜린> 연출적 접근방법 연구)

  • Lee, Seo-A;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.161-180
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    • 2021
  • The purpose of this study is to define Juan Mayorga's play Hamelin as a Post-Epic Theatre and to study the practical directing technique for Hamelin as a Post-Epic Theatre. Post-Epic Theatre, which appeared after the Post-drama, has the purpose of presenting social issues, communicating interactively between the actors and the audience, and making the audience think about the issues presented by the techniques of immersion and alienation. To this end, after examining the theoretical background of the Post-Epic Theatre, the characteristics of the Post-Epic Theatre of Hamelin were identified and based on these features, '1. Building a visual image based on a Cubistic multifocal concept' and '2. The concept of directing was derived from reinforcing Meta-drama through role-playing'. Next, the actual directing technique was discussed, focusing on the chain action of immersion and alienation that occurs in the form of communication between actors and audiences. '1. Presenting the characteristics of the work through Post-Epic Theatre scenography', '2. Co-existence of actors and characters', '3. Building and utilizing body-centered gestus' are them. As a result, demanding an active attitude from the audience, various experiences such as critical thinking of the audience, strengthening the characteristics of post-epic dramas, and active meaning creation were made possible.

Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

Reliability of Sn-Ag-Cu Solder Joint on ENEPIG Surface Finish: 2. Effects of time of Pd activation (ENEPIG 표면처리에서의 Sn-Ag-Cu 솔더조인트 신뢰성: 2. Pd 촉매 시간의 영향)

  • Huh, Seok-Hwan;Lee, Ji-Hye;Ham, Suk-Jin
    • Journal of the Microelectronics and Packaging Society
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    • v.21 no.3
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    • pp.51-56
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    • 2014
  • The reliability of solder joint is significantly affected by the property of surface finish. This paper reports on a study of high speed shear energy and failure mode for Sn-4.0wt%Ag-0.5wt%Cu (SAC405) solder joints with the time of Pd activation. The nodule size of electroless Ni-P deposit increased with increasing the time of Pd activation. The roughness (Ra) of electroless Ni-P deposit decreased with increasing the time of Pd activation. Then, with $HNO_3$ vapor, the quasi-brittle and brittle mode of SAC405 solder joint decreased with increasing the time of Pd activation. This results indicate that the increase in the Pd activation time for Electroless Ni/ Electroless Pd/ Immersion Au (ENEPIG) surface finish play a critical role for improving the robustness of SAC405 solder joint.

Study on Gesture and Voice-based Interaction in Perspective of a Presentation Support Tool

  • Ha, Sang-Ho;Park, So-Young;Hong, Hye-Soo;Kim, Nam-Hun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.593-599
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    • 2012
  • Objective: This study aims to implement a non-contact gesture-based interface for presentation purposes and to analyze the effect of the proposed interface as information transfer assisted device. Background: Recently, research on control device using gesture recognition or speech recognition is being conducted with rapid technological growth in UI/UX area and appearance of smart service products which requires a new human-machine interface. However, few quantitative researches on practical effects of the new interface type have been done relatively, while activities on system implementation are very popular. Method: The system presented in this study is implemented with KINECT$^{(R)}$ sensor offered by Microsoft Corporation. To investigate whether the proposed system is effective as a presentation support tool or not, we conduct experiments by giving several lectures to 40 participants in both a traditional lecture room(keyboard-based presentation control) and a non-contact gesture-based lecture room(KINECT-based presentation control), evaluating their interests and immersion based on contents of the lecture and lecturing methods, and analyzing their understanding about contents of the lecture. Result: We check that whether the gesture-based presentation system can play effective role as presentation supporting tools or not depending on the level of difficulty of contents using ANOVA. Conclusion: We check that a non-contact gesture-based interface is a meaningful tool as a sportive device when delivering easy and simple information. However, the effect can vary with the contents and the level of difficulty of information provided. Application: The results presented in this paper might help to design a new human-machine(computer) interface for communication support tools.

A Study on Remote Automatic Flipped System for Music Score Based on IoT (사물인터넷(IoT)기반한 원격 악보 넘기기 시스템 연구)

  • Kang, Ki-ho;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.259-267
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    • 2018
  • In this study, we study the system to remotely transmit musical score based on Internet of Things(IoT). When musicians play music, they occasionally use the instrument and the musical score at the same time. At this time, the degree of immersion in music is reduced. In order to solve this problem, this paper proposes automatic sheet page turning system based on Internet of Things(IoT). The system can be remotely adjusted using the foot without using the hand. The system consists of a Wireless Smart Button equipped with Bluetooth and an application capable of operating the Wireless Smart Button. The Wireless Smart Button used Arduino based open source. We designed an application(App) to utilize it and proposed an intuitive UI.

Corrosion Behavior of As-Cast and Solution-Treated AZ91-4%RE Magnesium Alloy (주조 상태 및 용체화처리한 AZ91-4%RE 마그네슘 합금의 부식 거동)

  • Han, Jin-Gu;Hyun, Soong-Keun;Jun, Joong-Hwan
    • Journal of the Korean Society for Heat Treatment
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    • v.31 no.5
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    • pp.220-230
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    • 2018
  • The objective of this study is to investigate the effect of solution treatment on the microstructure and corrosion behavior of cast AZ91-4%RE magnesium alloy. In the as-cast state, microstructure of the AZ91-4%RE alloy was characterized by intermetallic ${\beta}(Mg_{17}Al_{12})$, $Al_{11}RE_3$ and $Al_2RE$ phase particles distributed in ${\alpha}-(Mg)$ matrix. After solution treatment, the ${\beta}$ particles with low melting point dissolved into the matrix, but Al-RE phases still remained due to their high thermal stabilities. It was found from the immersion and potentiodynamic polarization tests that corrosion rate of the AZ91-4%RE alloy increased after the solution treatment. On the contrary, EIS tests and EDS compositional analyses on the surface corrosion products indicated that the stability of the corrosion product was improved after the solution treatment. Examinations on the corroded microstructures for the ascast and solution-treated samples revealed that dissolution of the ${\beta}$ particles which play a beneficial role in suppressing corrosion propagation, would be responsible for the deterioration of corrosion resistance after the solution treatment. This result implies that the microstructural features such as amount, size and distribution of secondary phases that determine corrosion mechanism, are more influential on the corrosion rate in comparison with the stability of surface corrosion product.

3D virtual shopping mall implementation based on the rich media technology (리치미디어 기술 기반의 3D 가상쇼핑몰 구현)

  • Lee, Jun;Kang, Eung-Kwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.2
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    • pp.229-238
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    • 2007
  • Cyber shopping mall is based on technique of the Internet that is purpose in a new business form from cyber space. Cyber shopping mall's economic activity will be much grow up and upswing compare than past object economy. Therefore we proposed the interactive Internet shopping mail system. Especially, the proposed shopping mali is 3D interaction Cyber Shopping mall based on 'Rich media Technique' and it different with existing shopping mall. This system is represent to Hyper view when the customer click the object what they want to buy during cyber space tour. This system can be Move, Rotate, Zoom in, Zoom out and Play the object. This system can increase customer's feeling more interesting, immersion, etc. And 3D objects look like a real thing get out of the conventional 2D image form is great contribute to increase customer's interest.