• Title/Summary/Keyword: Science Visual Media

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The Development and Application of Elementary Convergence Teaching and Learning Strategy Using the Science Visual Media (과학 영상매체를 활용한 초등 융합형 교수학습 전략 개발 및 적용)

  • Kwon, Nanjoo
    • Journal of Science Education
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    • v.38 no.1
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    • pp.29-40
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    • 2014
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. The purpose of this study was to utilize science visual media that can improve students' scientific creativity and artistic sensibility. Curriculum reorganization can be one solution for the primary convergence science teaching and learning strategies using science visual media. Through a new and exciting experiment to a various science visual media such as science picture, TV film, movie, UCC, etc., we hope this teaching and learning strategy can increase the students' scientific interest and attitude.

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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An Empirical Investigation into How to Use Visual Storytelling for Increasing Facebook User Engagement

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.23-38
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    • 2017
  • In order to identify effective approaches for creating more viral Facebook posts, this research conducted an empirical content analysis of leading Korean brands' Facebook fan-pages (Samsung Mobile, SK Telecom, Kia Motors, and POSCO). Their distinctive visual storytelling and communication patterns were investigated as effective user engagement triggers. Through analysis of the research results, it was statistically proved that the different industrial attributes of the four brands, which are primarily characterized by their product (or service) types, affect their Facebook posting patterns by showing different engaging rates (measured by like, comment, and share metrics). In addition, the user engagement rates of the posts were influenced by their visual storytelling factors (i.e. ad objective, value scale, and visual media types). In line with these statistical findings, the distinctive visual storytelling strategies of the four brands were identified. Moreover, competitive and uncompetitive visual storytelling tactics were suggested according to the ad objectives and visual media types on Facebook.

디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • Archives of design research
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    • v.16 no.3
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    • pp.341-350
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    • 2003
  • The topic of 21st century's culture is the appearance of digital media. It made changes as big as the industrial revolution, and our society is now ruled by the digital media. The main objective of this study is to forecast the direction of current visual design education by researching and analyzing how the introduction of digital media is influencing the evolution of visual design's identity, which is an ever changing and developing science. Also, since the rain target of digital media is the young generation, the change in the method of expressing visual language is inevitable In fact, there have been a lot of changes in the methods of creating and distributing visual communication due to the introduction of digital media. In the past, most educational institutions of design had similar objectives, curriculums and teaching methods to provide education that prepares students for practical business. However, in this digital media era, the application and utilization of visual design are uncomparably diversified, and it is generally classified as interaction. The purpose of this study is to find a wat to train visual design professionals in this digital era. For this purpose, this study will identify a new educational system that fulfills the demands of this society by fusing the traditional education and the new digital education, and will suggest what an design education institute that is ahead of the demands of society should be like.

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Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino (프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로-)

  • Fang, Bin-Zhou;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.207-220
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    • 2021
  • Recent advances in new media for sensory experiences keep expanding visual expression methods in installation art such as projection mapping and virtual reality. Artists can create and develop visual expression techniques based on such new media. Projection mapping is a new medium that continues to add various possibilities to visual expression in media art. Under the projection mapping environment, artists can recompose the object or space with the digital content by projecting video onto three-dimensional surfaces in the space. This paper focuses on the process where visual expression with the projection mapping technology leads to viewers' sensory experience. To this end, "reproducibility," "dissemination," "virtuality," and "interactivity" of media were analyzed to describe the meaning and *definition of visual expression. Artworks are considered as an example to study visual expression techniques such as "repetition and overlap," "simulacrum and metaphor," and "displacement and conversion." I applied the analysis and created Domino, a projection mapping artwork, which helps the research on visual expression techniques that can lead to sensory experience the extensibility of visual expression.

Web Service Workflows for Distributed Visual Media Retrieval Framework

  • Nah, Yun-Mook;Lee, Bog-Ju;Kim, Jung-Sun;Kwon, O-Byoung;Suh, Bo-Won;Ahn, Chul-Bum;Shin, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.10 no.6
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    • pp.707-715
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    • 2007
  • The need for content-based retrieval from visual media, such as image and video data, is ever increasing rapidly in many applications, such as electronic art museums, internet shopping malls, internet search engines, and medical information systems. In our previous research, we proposed an architecture, called the HERMES, which is a Web Service-enabled visual media retrieval framework. In this paper, we propose the Web Service workflows that are employed in the HERMES. We describe how we designed the workflows for service registration and query processing in the framework. We especially explain how metadata and ontology can be utilized to realize more intelligent content-based retrieval on visual media data.

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A Study on Headline Typography in Newspaper & Magazine Advertisement (신문.잡지광고에 있어서 헤드라인 서체의 활용에 따른 비교 연구)

  • 문영만
    • Archives of design research
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    • v.21
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    • pp.77-86
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    • 1997
  • Modern society has created the age of mass media image. Advertising media strongly stimulate and influence the image contact and the frequency of receivers by visual communication media in everyday life. Until today no consciousness concerning the necessity of typographic visual image and it's selection for newspaper advertising has been developed. The necessity of headline typography visual image in newspaper advertising and it's selection should be considered a problem that must be solved by a more reasonable and logical approach, like it is done in the case of advertising copy, in order to increase the efficiency of advertising for the consumer.

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A Study of Development and Effects of Visual Novel Game for Promoting User's Donation Intention (사용자의 기부 의도 증진을 위한 비주얼 노벨 게임 개발 및 효과 검증)

  • Kim, Min-Jung;Yi, Hangaram;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.151-164
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    • 2019
  • In this study, we developed a visual novel game as one of the donation campaign strategies. In study 1, we developed a visual novel game for the elderly who live alone. In study 2, we also examine how game affects personal distress and empathic concern, the emotions that trigger help behavior. The results showed that game can promote both emotions effectively. Moreover, empathic concern completely mediated between game and donation intention. This result suggests that visual novel games can be an effective tool for stimulating user's altruistic motivation to do donation behavior.