• 제목/요약/키워드: Reality Show

검색결과 656건 처리시간 0.03초

현대조각에 있어서 실재의 다중화 (Multiplification of the Reality in Contemporary Sculpture)

  • 유재흥
    • 조형예술학연구
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    • 제12권
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    • pp.65-96
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    • 2007
  • Today, the modern art is extremely diverse. It is denying its own boundary through chaos, extreme, abjection. In fact the diversity of the modern art can be best described as questioning and challenging to the essence of the reality, rather than the artistic pursuit of the beauties. The pursuit of the reality has been a long lasting discourse since the ancient. Through the history, the reality (referent) and representation (image) has been complementing and disposing each other in a relationship of a meaningful construction until the modern times. The limit of modernistic self-reference and the emergence of the figure leads to the emergence of Post-modernism in a trend of experimenting new visual arts. The return to the figure is clearly distinguished from existing representation's system and it brought new meanings to approaches and interpretations of the reality. In the case of Pop arts of 1960's and the following the modern sculptures, which is covered by this thesis, I put an emphasis on the diversification of those via changed strategies on the reality. In a situation where the reality is dictated by signified, the modern arts can no longer stay on a classic concept of representation, rather it pursuits new system and diverse strategies. I provide three types of strategic characters of the reality and the diversification of reality: the transition of the reality. These three types can be used as a frame work, which is supporting new aspects of the modern arts in reflecting on existing system. Therefore, the reason of categorizing is to distinguish modernistic arts and post modernistic arts, and to propose new post-modernistic discourses. Adapting J.F, Lyotard's view, absence is used to trace down the diversification of the reality thorough the sublime on the deconstruction of the mega discourses and the relationship of representation. Based on H. Faster's theory of the appropriation, the appropriation is used to exemplify the strategies of visual arts are in variations and being delayed. Lastly, in the transition, J. Baudrilliard's simulacre is used in terms of the concept of post modernistic representation. Based on the core of his theories, the deconstruction of existing concepts and simulation as the post modernistic representation, and the world of hyperreality based on simulacre are explained. These allows us to deny that representation is the expression of reality through mimesis. My aim is to work on the definition of the arts and representation in the modern era, and go further from there in order to clarify meaning and extension of the modern sculptures. Now two artists are reviewed based on their own art works: George Seagal; Jeff Koons. They are selected among numerous artists from the Post Modern era. Epic contents and emphasis on daily life of Seagal's works show good examples to artists from Pop Arts and following time period and may have served as a start point for Postmodernism. Indeed, he tried to show a newly defined relationship between art works and daily life experience. On the other hand, J.Koons used the strategies of fabrication and appropriation, which shows characteristics of the postmodernism. Through his four individual exhibitions, he shows the diversification of the reality based on art works as fetishistic merchandises, and newly defined concept of Ready-made since M Duchamp. Lastly, the diversification of the reality is analyzed again in context of my art works. I focused on the return to the figure among a variety of trends of late 20 th century modern sculpture. It showed the post modernistic point of view on the reality. Post modernistic diversified strategies are adopted as a method of distinguishing each art works via the diversification of the reality. This is the result of contemporary social and cultural situations.

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<창조 101> 프로그램의 아이돌 양성 모식 분석 (The Analysis of the "Idol Nurture" Pattern of the PRODUCE 101 Program)

  • 이두야
    • 한국엔터테인먼트산업학회논문지
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    • 제13권5호
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    • pp.37-46
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    • 2019
  • <창조 101>은 중국 텐센트가 한국 <프로듀스 X 101> 프로그램의 제작권을 매입하여 만든 리얼리티 예능 프로그램이다. 이 프로그램은 양성 대상의 미완성성, 양성 목표의 지향성, 과정의 성장성, 결정자의 국민성 등 네 가지 특징을 가지고 있다. 기획사에서 연습생을 키우는 과정을 프로그램을 통해 연습생 개인의 후면영역(back region)과 연예계의 후면영역을 전면영역(front region)으로 전환시켜 대중들에게 공개하였다. 이는 시청자들에게 기분 전환(diversion), 대인관계(personal relation) 유지와 자아 인정(personal identity) 등 효용 가치가 있으므로 주목과 인기를 많이 얻었다. 이러한 아이돌 양성 프로그램은 오디션 리얼리티 예능 프로그램의 발전에 좋은 귀감을 제공해 주었다.

철근 배근 교육을 위한 증강현실 컨텐츠 개발 (Mobile Augmented Reality for Teaching Bar Placing)

  • 박우열
    • 한국건축시공학회지
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    • 제18권5호
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    • pp.471-477
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    • 2018
  • 본 연구는 최근 건설분야에서 활용도가 높아지고 있는 증강현실 도구를 활용하여 학생들이 철근공사 배근작업을 학습할 수 있는 교육지원 컨텐츠를 개발하고 적용효과를 분석하였다. 구조도면에 대한 이해도를 높이기 위해 구조도면을 마커 이미지로 활용하였으며, 구조도면에 따라 배근된 가상의 3D 배근 모델을 화면에 겹쳐 표현하는 방식으로 증강현실을 구현하였다. 또한 3D 배근 모델과 함께 2D도면의 독도법, 이음 정착길이 기준, 부재별 구조설계기준에 따른 배근방법, 그리고 실제 배근하는 순서 등을 학습할 수 있도록 컨텐츠를 구성하였다. 적용결과 인터페이스 스타일, 지각된 유용성, 지각된 활용의 용이성, 지각된 즐거움, 활용 태도, 활용 의도 측면에서 긍정적으로 평가되었으며, 증강현실은 교육적 측면에서 시각화와 상호작용의 장점이 있기 때문에 활용가치가 높을 것으로 판단된다.

문제중심학습 기반 가상현실 시뮬레이션 교육이 간호대학생의 비판적 사고능력, 문제해결능력 및 자기효능감에 미치는 효과: 유사실험 연구 (Effects of a virtual reality simulation integrated with problem-based learning on nursing students' critical thinking ability, problem solving ability, and self-efficacy: a non-randomized trial)

  • 송영아;김민경
    • 여성건강간호학회지
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    • 제29권3호
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    • pp.229-238
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    • 2023
  • Purpose: This study analyzed the effects of virtual reality simulation-based problem-based learning on nursing students' critical thinking ability, problem-solving ability, and self-efficacy in the nursing care of women undergoing induction of labor. Methods: A nonequivalent control group pretest and posttest design was employed. The study participants included 52 nursing students (24 in the experimental group and 28 in the control group). The experimental group took a problem-based learning (PBL) class in the first week, and then engaged in self-directed learning using virtual reality simulation. In the second week, lectures about emergency nursing care for induction of labor and drug administration were given. The control group participated in PBL in the first week and lectures in the second week. The study was conducted from April 17 to May 19, 2023. Data were analyzed using the chi-square test, Fisher exact test, analysis of variance, and the independent t-test. Results: Before-and-after differences between the two groups were statistically significant in problem solving ability (t=-5.47, p<.001) and self-efficacy (t=-5.87, p<.001). Critical thinking ability did not show a statistically significant difference between the two groups. The score for satisfaction with the virtual reality simulation program was 3.64±5.88 out of 5 in the experimental group. Conclusion: PBL education using a virtual reality simulation was found to be an effective way of teaching. Although convenience sampling was used, PBL education using virtual reality can be used as an educational strategy to enhance nursing students' problem-solving ability and self-efficacy.

가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 - (Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design -)

  • 덩베이지아;김영훈;차오린썬;허상현
    • 한국조경학회지
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    • 제47권3호
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    • pp.71-80
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    • 2019
  • 지능화와 정보화를 핵심으로 하는 4차 산업혁명이 2016년에 열렸다. 본 연구는 4차 산업혁명시대에 가장 주목받고 있는 가상현실(Virtual Reality: VR) 기술을 이용해서 조경설계 구현에 적용하는 접근 용이성이 강한 버츄얼 워크스루 방법을 제시하는 목적으로 시행되었다. 현재 가상현실 기술은 게임, 비상훈련 및 건축설계 등 많은 영역에서 활용되어 있지만, 조경분야에서는 초기단계에 처하고 있으며, 발전 전망이 밝다. 조경관련분야에서 대부분 전통적인 2차원 도면과 동적인 동영상을 통해 조경설계를 구현하는 방법을 사용하며, 또한 게임 제작 엔진으로 가상현실 구현하는 방식을 사용하고 있으나, 여러 한계점이 존재한다. 따라서 본 연구는 설계-구현-체험 단계로 진행하였으며, 전통적인 조경설계 구현방법을 보완시키는 버츄얼 워크스루 구현방법을 제시하고자 한다. 결과적으로 버츄얼 워크스루 방법은 전통적인 방법에 비해 체험 자유성, 각도 다양성, 정보 제공 및 상호작용 등이 우수한 것으로 나타났다. 또한 높은 품질 및 효과 표현이 가능함으로 조경분야에 적용성이 강한 것으로 볼 수 있다. 향후 조경설계 평가 및 검토 관련 연구의 평가방법을 제공하며, 가상현실 조경분야에서 간편하고 활용성이 있는 구현방법으로 기대효과를 가진다. 가상현실 기법은 조경학계의 지속적인 성장을 기여할 수 있으며, 무한한 전망을 가지고 있다.

HMD 및 가상현실을 이용한 청소년 자살예방 교육방법의 효과에 대한 연구 (A Study on the Effect of Education Method for Adolescent's Suicide Prevention Using HMD and Virtual Reality)

  • 이윤길
    • 한국멀티미디어학회논문지
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    • 제19권2호
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    • pp.495-503
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    • 2016
  • The purpose of this study is to develop the education content that induce energetically the adolescent's participation and learning for the education of suicide prevention. In order to realize it, we suggested the novel education methods based on virtual reality and HMD (Head Mounted Display), and developed the prototype system. This study intends to evaluate the effect of the proposed prototype system as a new education method with experiment and survey. This approach can show us the different possibility of adolescent's suicide prevention education.

루빅스 큐브를 활용한 다 종류 3차원 객체 증강 시스템 (A Multi 3D Objects Augmentation System Using Rubik's Cube)

  • 이상준;김수빈;황성수
    • 한국멀티미디어학회논문지
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    • 제20권8호
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    • pp.1224-1235
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    • 2017
  • Recently, augmented reality technology has received much attention in many fields. This paper presents an augmented reality system using Rubiks' Cube which can augment various 3D objects depending on patterns of a Rubiks' cube. The system first detects a cube from an image using partitional clustering and strongly connected graph. Thereafter, the system detects the top side of the cube and finds a proper pattern to determine which object should be augmented. An object corresponding to the pattern is finally augmented according to the camera viewpoint. Experimental results show that the proposed system successfully augments various virtual objects in real time.

가상현실을 위한 몰입형 멀티채널 디스플레이 (Immersive Multichannel Display for Virtual Reality)

  • 김상연;임성민;김도윤;이재협
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.131-139
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    • 2010
  • Virtual reality(VR) technology allows users to experience the same sensation as if they look and feel real objects, and furthermore it enables users to experience phenomena in virtual environment which are difficult to illustrate in real world. A multichannel display is one of the virtual reality systems for generating high-quality images and guaranteeing a wide view angle using multiple projectors. In this work, we present the multichannel display system whose resolution is $4096{\times}1536$. We implement an automatic calibration (geometric and color) method for compensating the distorted image and color. The results clearly show the proposed system provides continuous and smooth images.

Web-based Visualization of Forging Operation by Using Virtual Reality Technique

  • Lee, Young-Seok;Hwang, Ho-Jin;Oh, Jea-Woo;Park, Man-Jin;Lee, Tae-Hong;Jang, Dong-Young
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.274-279
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    • 2001
  • This paper presented a virtual manufacturing simulation system by using Virtual Reality Modeling Language (VRML) and Finite Element Method(FEM). The system is to simulate forging operation. Stress distributions and deformation profiles as well as the operation of forging machine can be simulated and visualized in the web. Since the forging machine, user interface, and specimen were modeled by using Java and VRML, the forging machine and analysis results were browsed and integrated on the web that is interfaced to users through EAI to show the whole forging simulation. The developed system realized the working environment virtually so that education and experiment of forging process could be performed effectively even on the PC.

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모바일 증강현실 구현을 위한 사용자의 위치/자세 추정 (Estimation of the User's Location/Posture for Mobile Augmented Reality)

  • 김주영;이수용
    • 제어로봇시스템학회논문지
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    • 제18권11호
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    • pp.1011-1017
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    • 2012
  • Augmented Reality is being widely used not only for Smartphone users but also in industries such as maintenance, construction area. With smartphone, due to the low localization accuracy and the requirement of special infrastructure, current LBS (Localization Based Service) is limited to show P.O.I. (Point of Interest) nearby. Improvement of IMU (Inertial Measurement Unit) based deadreckoning is presented in this paper. Additional sensors such as the magnetic compass and magnetic flux sensors are used as well as the accelerometer and the gyro for getting more movement information. Based on the pedestrian movement, appropriate sensor information is selected and the complementary filter is used in order to enhance the accuracy of the localization. Additional sensors are used to measure the movements of the upper body and the head and to provide the user's line of sight.