Journal of The Korean Society of Agricultural Engineers
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v.63
no.2
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pp.11-18
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2021
A community-centered smart village process model was developed through the theoretical review of the rural field forum. By analyzing the difference in technology demand according to the digital capabilities of leaders by community type, village types were classified and detailed technologies were defined. The smart village process was proposed to enable residents to operate autonomously by inducing continuous interest and participation of local residents through the conception stage, planning stage, implementation and self-reliance stage, and allowing them to cooperate together. The business model canvas was reconstructed to be used in the workshop. It was applied to the village of Yesan-gun. As a result of running a resident workshop using the business model Cambus, the lack of resident awareness and illegal garbage dumping were presented as the first problems to be solved. The value of the village was set as 'a village that is clean and clean with a sense of residents, and a good place to live', and users were expressed as 'family' and 'outsiders'. It was suggested that we meet frequently to convey the value of the village by using broadcasting and announcements as a channel to convey the value. Core activities were to cultivate residents' consciousness, such as implementing a campaign against illegal garbage dumping, and to establish and guide separate collection sites. When a garbage collection center is installed, it was estimated that around 2 million won per month for management costs, and it was investigated that it was possible to spend an hour or so twice a month to solve the problem of illegal dumping. If a method to derive village projects based on the derived business model canvas is developed in the future, it will be more practical.
Journal of the Korean Graphic Arts Communication Society
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v.2
no.1
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pp.35-43
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1984
Shince the introduction of machine methods into industry a problem has existed which has never been adequately solved. .... That is to say, there is no difference between the essential qualities of Machine art and abstract art, which is the main style of fine arts in the present day. This problem has been discussed by John Ruskin, William Morris, Herbert Read. In this study, I discussed the artistic value in the modern graphic arts from the standpoint of Herbert Read on the machine art. According to the above-mentioned discussings, we can come to the conclusion as follows 1) The machine art lie at the root of abstract art, and whenever the final product of machine is designed or determined by anyone sensitive to formal values, that product can and does become an abstract work of art in the subtler sense of the term. 2) We must recognize that graphic design is a function of the abstract artist, and the abstract artist must be given a place in the graphic arts in which be is not already established, and his decision on all questions of design must be final. 3) Therefore, the graphic designer must have therough knowledge of graphic arts technology in order to give the artistic value to the objects of machine production.
Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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2007.05a
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pp.515-518
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2007
SAFRS(Spontaneous Acoustic Field Reproduction System) is a system to sense changes of surroundings and produce sounds which can go well with environment elements sensed by the system in to the space. The sounds were judged by individual evaluation and, the classification of the preferred sounds according to the mood of the space was suggested in the former study. Effectiveness of SAFRS with field application was validated by prior studies which dealt with researching acoustic environment, evaluating images of sounds, and rating environment with existence and nonexistence of sound resources such as fountains and the system after applied in D university. In this study, for more effective field application of SAFRS, research for the acoustic environment around sound resources and subjective evaluation of the preference of the sounds from the resources were made and it was considered that the results of the experiments should be primary information to propose proper sound level to be offered by the system. The results of the study are as follows; 1) It was considered that the ambience of the center road was dependent upon produced sounds by the system and water sounds of the fountain and that of walk way was mostly dependent upon produced sounds. 2) The results of the subjective evaluation showed that the distance from sound resources was suggestive; the more distant from produced sounds the less full and clear the sounds, the less distant from the sounds of water the more delight and idyllic ambience, and the less distant from the forest the more idyllic ambient and diversity. 3) The results upwards were telling that an average value of six elements for the evaluation was even at the place set back 10.2m from center road and walk way. And harmony of all sounds of the place should be considered to propose suitable sound level of SAFRS.
Transactions of the Korean Society for Noise and Vibration Engineering
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v.17
no.6
s.123
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pp.547-552
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2007
SAFRS(spontaneous acoustic field reproduction system) is a system to sense changes of surroundings and produce sounds which can go well with environment elements sensed by the system in to the space. The sounds were judged by individual evaluation and, the classification of the preferred sounds according to the mood of the space was suggested in the former study. Effectiveness of SAFRS with field application was validated by prior studies which dealt with researching acoustic environment, evaluating images of sounds, and rating environment with existence and nonexistence of sound resources such as fountains and the system after applied in D university. In this study, for more effective field application of SAFRS, research for the acoustic environment around sound resources and subjective evaluation of the preference of the sounds from the resources were made and it was considered that the results of the experiments should be primary information to propose proper sound level to be offered by the system. The results of the study are as follows; 1) It was considered that the ambience of the center road was dependent upon produced sounds by the system and water sounds of the fountain and that of walk way was mostly dependent upon produced sounds. 2) The results of the subjective evaluation showed that the distance from sound resources was suggestive; the more distant from produced sounds the less full and clear the sounds, the less distant from the sounds of water the more delight and idyllic ambience, and the less distant from the forest the more idyllic ambient and diversity. 3) The results upwards were telling that an average value of six elements for the evaluation was even at the place set back 10.2m from center road and walk way. And harmony of all sounds of the place should be considered to propose suitable sound level of SAFRS.
Appreciating the aspect of modem architecture requires not only the comprehension of the nature of design and architects' ways of thinking and expression but also observers' views on buildings and their perceptive/cognitive stages. This calls for an in-depth study on the "system of phenomenological perceptions" that works as a new architectural experience system. The system of phenomenological perceptions makes it possible to specify the individual process of understanding architecture, that is, hands-on experiences, participations, feelings, perceptions, and cognition. The value of user experience and cognition has been emphasized by philosophical and aesthetical concepts as well. Therefore, in order to better appreciate the modern architecture, this study suggests theoretical consideration to "orientation and event" that are crucial elements in understanding a phenomenological view and materializing actual space formation. This offers the cognitive system with which we analyze modem architecture and comprehensive expressional methods. In other words, this study contemplates the system of phenomenological perceptions from an existential spatial perspective by structurizing the system of the orientation and the event in order to segmentalize users' current locations, potential directions, the relations with spaces, continual vie'wpoints as well as buildings' functions and interior and exterior division. The system of phenomenological perceptions helps understand and systemize modern architecture through a system based on relations between sensation, perception, cognition, sensitivity, and rationality. This creates a new cognitive system employing the concept of the orientation and the event, which is different from a normal cognitive system basing on the sense of vision. When observers appreciate space, they tend to relate the space to a certain event and to remember their experiences in it. During the process, they draw borders of the space in which the event takes place and give shape to their experiences including actions, movements, cognition and sensation. The process leads to the formation of "placeness," and here, the concept of the orientation comes in as the location and the center of the placeness. This study proves that a determined orientation coupled with individual experience and events settles the place ness; detailed elements in the cognitive system have close relations with one another; the orientation, actions, events, and places are the factors that materialize observers' architectural experience.
Seo Ryeung, Ju;Wan Nor Azriyati Binti Wan Abd, Aziz;Helena Aman Binti, Hashim;Suyeon, Bae
Architectural research
/
v.24
no.4
/
pp.93-103
/
2022
In contemporary housing design, this cultural value has been ignored. Contemporary design has adapted quickly to global trends and houses have gradually lost their cultural identity (GhaffarianHoseini & Dahlan, 2012; Lim, 2001). Nevertheless, traditional housing culture persists in people's behavior and thoughts. Therefore, there is currently a pressing need to rebuild cultural identity in housing for cultural sustainability. This study aimed to analyze the traditional culture which was maintained, then transformed and disappeared in housing design through the quantitative survey and explore the cultural identity of Malaysian housing as a result. A quantitative survey was distributed to mothers of 129 married households living in a metropolitan area of Kuala Lumpur in August 2019. As a result, it was found that hosting guest was important even though the designated space (serambi) was disappeared. The LD/K layout, separating kitchen from living and dining area was philosophical and practical culture, still strong among older generation, but weakened among younger generation. To accommodate the traditional habit of diverse household work, wet kitchen, utility space for washing machine & drying, and outdoor space were needed to design carefully. When applied to future housing design, the findings will contribute to enhancing quality of life by strengthening residents' sense of place and social cohesion and by providing a culturally inherent design that eases the effects of globalization.
International Journal of Internet, Broadcasting and Communication
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v.15
no.2
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pp.181-186
/
2023
With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.
Proceedings of the Korean Society for Emotion and Sensibility Conference
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2002.05a
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pp.270-273
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2002
The purpose of our study is to clarify about the influence that the visual information gives to the brain activities when pressure exerted the abdomen by waist belts. The visual information means that the some different visual information is inputted it, and the brain activity is evaluated by Electroencephalogram(EEG) measurements. At the same time, we carried out the sensory tests and verified about the relations between the psychological stress and the brain activities. There was a difference in change in the power of the $alpha$ wave with the eyes opened between man and woman. from the result of the sensory test, in the case of under the condition in the darkness with the eyes opened, there was no change in the a wave with before the pressure and after the pressure. In the other cases, $alpha$ wave changed in the same way with before the pressure and after the pressure. In the case of the visible and the invisible in pressure place, $alpha$ wave changed in the same way with before the pressure and after the pressure, but there was a difference in value. From the above, it isn't recognized that the visual information is influencing a pressure sense but some influences are given to it to the brain activities.
The aesthetic attitude, in general or in particular, represented in matters of taste through aesthetic ideas and value judgments postulates a certain literary logic. And this literary logic reveals itself a sense of morality, philosophy, or moral aesthetic consciousness through the moments of act and thought demonstrated in the characters invented in literary works. Henry James, among many others, offers a very special cultural paradigm for transnational argument because of his diverse ways of shaping transatlantic relations in terms of aesthetic consciousness. And this international paradigm produced varied expressions referring to Henry James as "an American expatriate," "an Anglicized American artist," "a Europeanized aesthete," "a cosmopolitan intelligence," "a bohemian cosmopolitan" to designate his literary career and its characteristics shaped in Europe. Such expressions resonate with Transatlantic Sketches, James's first collection on travel and cultures in 1875 which heralded his long "expatriation" in terms of self-distantiation. James's temperament of mind, far from being always identified with shared values within an ideological framework, never avoided friction with fixed ideas but rather absorbed it fully for another friction which intervenes in his house of fiction. My question arises here regarding his cultural belonging or dislocation: where is the place of his mind or what could be his ultimate destination? In this essay, I'd like to define a place or rather the place of James's literary mind by proving a certain "sympathetic justice" for his literary logic. For this purpose, I'll try to examine: how James used transatlantic perspective, a spatio-temporal assessment to formulate his moral aesthetic consciousness; and how the aesthetic framework functions in assessing his literary logic of aesthetic consciousness. To start with the first argument, I'll analyze some essential aspects of aesthetic attitude of his characters to postulate a persona capable of theorizing James's aestheticism conditioned by the transatlantic context. And for the second argument, I'll examine how the persona functions in formulating a proper cultural stance of James's aesthetic consciousness in transatlantic perspective to illuminate the way of how Jamesian individuality reflects the American mind. This process of theorizing a place of James's own will lead, I hope, to our discovering James's ultimate destination on the assumption that it'll prove or create a certain "sympathetic justice" for his humanist aestheticism, a Jamesian absolute morality.
Journal of The Korean Digital Architecture Interior Association
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v.12
no.4
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pp.49-57
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2012
With regard to the culture in cities this study aims to essential understanding and systematic approach to the culture. The "2011 Seoul Survey"report has been used to find out causality among the related variables. In the first place 'satisfaction of cultural condition' was operationally selected as a dependent variable for regression. For the purpose of controlling confounding factors for ceteris paribus effect correlation analysis was done between the dependent variable and all other variables respectively, which resulted in two groups of variables: group (1) - 6 variables of very significant correlations(p-value<0.01) and (2) - the other 6 variables of significant correlations(p-value<0.05). Then hierarchical regression was adopted to these 2 groups to analyse $R^2$ increment, statistical significance of independent variables, and multicollinearity(VIF; variance inflation factor). At last a regression model specified by group (1) as independent variables(they are 'social trust', 'satisfaction of walking condition', 'happiness index', 'preparation against old age', 'satisfaction of traffic condition' and 'hours for internet') shows that only 'social trust' variable has statistically significant and substantially strong effect on 'satisfaction of cultural condition.' This finding should be accepted on the following understanding; (1) urban culture has a collective attribute formed between people and society, (2) culture is somewhat telling and hearing stories and the confidence between tellers and hearers is essential in the mutual response and (3) stimulus is received by relationship in company with sense, emotion, thinking and action. In spite of restrictive external validity this finding can be used as a direction for promoting culture and a basis for related policy choice in cities.
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