• 제목/요약/키워드: Third-person view

검색결과 54건 처리시간 0.029초

명성황후가 등장하는 TV사극에 나타난 의상에 관한 연구[제2보] - 주요 등장 인물의 의상 표현을 중심으로 - (A Study of The Costume in the Historical TV Drama that the Empress Myungsung Appeared - Focus on Costume of Main Character -)

  • 한은희;한자영;유송옥
    • 복식
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    • 제55권8호
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    • pp.85-98
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    • 2005
  • This Study is to analyze characteristics of costume change of according to the status of character succeeding the investigation of the ceremonial costume change in historical TV dramas that The Empress Myungsung entered. For this study, the costume images among historical TV dramas, that Myungsung entered, '500 years of Chosun Dynastyv, Taewongun(1990, MBC)', 'The Glorious Dawn(1993, KBS1)', 'The Empress Myungsung(2001, KBS2)'were used: The characteristics of the costume change of main character are as follows. First, main character's costume has been increase gradually in number and item. Second, Especially in the last work,'The Empress Myungsung', the royal costume based on historical evidence in aspects of silhouette, but it didn't according to the historical costume in aspects of color and textile. Nevertheless the costume reveals the status of each person significantly. Third, the costumes of the recent historical drama appears as a optical symbol that represents historical view point and different interpretation of each drama. Therefore the costume according to the status of the character wrong from the historical point of view. Consequently, TV costume in historical drama Myungsung entered has been focused on the beauty of the screen and dramatic effect than historical viewpoint. So the costume have been to be an essential visual part by means of the symbol revealed the purpose.

Performance Comparison of Manual and Touch Interface using Video-based Behavior Analysis

  • Lee, Chai-Woo;Bahn, Sang-Woo;Kim, Ga-Won;Yun, Myung-Hwan
    • 대한인간공학회지
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    • 제29권4호
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    • pp.655-659
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    • 2010
  • The objective of this study is to quantitatively incorporate user observation into usability evaluation of mobile interfaces using monitoring techniques in first- and third-person points of view. In this study, an experiment was conducted to monitor and record users' behavior using Ergoneers Dikablis, a gaze tracking device. The experiment was done with 2 mobile phones each with a button keypad interface and a touchscreen interface for comparative analysis. The subjects included 20 people who have similar experiences and proficiency in using mobile devices. Data from video recordings were coded with Noldus Observer XT to find usage patterns and to gather quantitative data for analysis in terms of effectiveness, efficiency and satisfaction. Results showed that the button keypad interface was generally better than the touchcreen interface. The movements of the fingers and gaze were much simpler when performing given tasks on the button keypad interface. While previous studies have mostly evaluated usability with performance measures by only looking at task results, this study can be expected to contribute by suggesting a method in which the behavioral patterns of interaction is evaluated.

국제계약(國際契約)의 사정변경(事情變更)에 대한 당사자(當事者)의 사전대응책(事前對應策) - 계약(契約)의 적응(適應)과 관련하여 - (Advance Preparations of Parties for Changing Circumstances of International Business Contracts - in relation to adaption of contracts -)

  • 강이수
    • 한국중재학회지:중재연구
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    • 제8권1호
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    • pp.269-291
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    • 1998
  • Change of circumstances subsequent to formation of international business contract raises two issues on both parties' obligation to perform business transaction concerned. One is impossibility of performance due to events beyond control of parties and the other is adaption of contract. In Anglo-American Law such an impossibility of performance is provided by the doctrine of Frustration and the doctrine of Practicability(UCC 2-615). In practice a "force majeure" clause should be included in contract defining the parties' mutual rights and duties if certain events beyond their control occur to safeguard themselves against possible impossibility. On the other hand the tendency of international trade is that alongside sales contracts, there are contract for supplies, for furnishing raw materials, for building industrial complexes, and transferring technology. One characteristic of these agreements is their duration. For in order to carry out these agreements, it is necessary to complete a series of closely interrelated operations which, in the normal course of events, take place over a number of years. It is often difficult for the parties, when finalizing their contract, to have a full grasp of all of the factors governing their relations. With a view to resolving difficulties such as compromise the continuous performance of a contract, parties may insert a regulatory clause in their contract providing for intervention by a third person after stating in specific and detailed fashion the circumstances in which their contract may be adapted.

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논타겟팅 AOS 온라인 게임 설계 및 구현 (Design and Implementation of the NonTargeting AOS Online Game)

  • 이형구;전익재
    • 한국게임학회 논문지
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    • 제14권5호
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    • pp.25-34
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    • 2014
  • 본 연구에서는 2014년 게임시장에서 최고의 점유율을 보이고 있는 AOS 장르 온라인 게임의 한계점과 이를 해결하는 개선된 설계 사항과 구현 내용을 소개한다. 제안된 게임은 기존 AOS 장르의 형식을 바탕으로, TPS 시점의 논타겟팅 형식을 추가로 접목시켜 액션성을 강조하였고 그래픽, 애니메이션, 이펙트, 사운드 등을 적절히 조화하여 게임성을 향상 시켰다. 게임 서버는 IOCP 모델의 멀티 스레드로 제작되어 많은 클라이언트들을 수용할 수 있도록 하였다. 이에 관한 클라이언트와 서버의 기술적 설계 내용을 서술한다.

Understanding Postmodern Consumer Culture through Fashion Adveytisements: Deconstruction of Calvin Klein's Fashion Advertisements

  • Lee, Jaeil
    • The International Journal of Costume Culture
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    • 제5권3호
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    • pp.173-183
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    • 2002
  • The main focus of this study is to understand realities of postmodern consumer culture by deconstructing fashion advertisements, Calvin Klein's ck One and cK be. The metaphysics of critical theory, visual and textual analysis are used to deconstructing the ads applying one of the postmodern cultural critics, Baudrillard' s notion of hyperreality. Through deconstructing the ads five postmodern characteristics representing hyperreality were found. First, there is no message regarding functional characteristics of the product offered in the ad, which is far from the modernist's utilitarian Point of view. Hyperreality in Postmodern consumer culture is consumption centered and focuses on the product's symbolic meanings. Second, especially for cK be, the ad uses atypicai, irrelevant models and images, which are introduced as a concept of ‘real people’ rather than the ideal person or body type. Third, there are transformations of the meanings from cK one to cK be such as the notions of globalization and gender which clearly represent ongoing reality in the Postmodern culture. Fourth, there are hidden meaning of hedonism and relativism, which are prevalent in postmodern ideology. Finally, models' bodies are used to convey messages as well as form the ground and figure in the ad that is a significant characteristic of postmodern consumer culture. In conclusion, the study of Calvin Klein's fashion ads supports the notion that advertising mirrors reality in postmodern consumer culture, which is hyperreality.

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립 모션 컨트롤러를 이용한 야구 게임 개발 (Development of Baseball Game Using Leap Motion Controllers)

  • 주향한;조민수;인승교;조규원;민준기
    • 정보과학회 컴퓨팅의 실제 논문지
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    • 제21권5호
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    • pp.343-350
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    • 2015
  • 마우스와 키보드와 같은 입력장치를 사용하여 할 수 있는 게임들은 많이 출시되었다. 그러나 최근에 키넥트와 Wii와 같이 인체를 움직여 인식을 받는 게임들이 증가하고 있는 추세이다. 본 논문에서는 사람의 손 모션을 정확하게 인식하는 센서들 중 하나인 립 모션 컨트롤러를 사용하여 즐길 수 있는 야구게임 개발에 대하여 다룬다. 개발된 게임의 주요 요소는 캐릭터, 야구장이 속하는 배경, 애니메이션으로 구성되어 있으며, 3인칭 시점의 야구게임 형식으로 진행된다. 이 게임의 가장 큰 특징은 게임 사용자가 립모션 컨트롤러를 활용하여 색다른 게임 플레이가 가능하다는 점이다.

1. 기록관리혁신의 과제와 전망 - 거버넌스 기록관리 (The task and view of records and archives management reform - Governance of records and archives management)

  • 김익한
    • 기록학연구
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    • 제11호
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    • pp.3-14
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    • 2005
  • This paper aims to consider governance and governance of records and archives management suggested with democracy development. And there are some issues like that. First, it's an issue of authenticity and reliability. Authenticity means that records can be proven to be what it purports to be, to have been created or sent by the person purported to have created or sent it, and to have been created or sent at the time purported. Reliability means that the contents of the records can be trusted as a full and accurate representation of the transactions, activities or facts to which they attest and can be depended upon in the course of subsequent transactions or activities. Second, it's a problem of a point of time related opening when the records and archives management process has designed. Third, there is an issue that a people can related records and archives management, or not. Fourth, it's to consider systematic methodology for achieving business management and records management. And last, it's a topic of relation governance of records and archives management and the nation's participation.

미국 소수인종 문학에 유머로 위장된 환상의 윤리학: 존 레기자모의 『괴물』 중심 연구 (Fantasy Ethics Disguised with Humor in American Minority Literature: John Leguizamo's Freak)

  • 김봉은
    • 영미문화
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    • 제14권2호
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    • pp.49-75
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    • 2014
  • This paper argues that John Leguizamo disguises ethical intention with humor in his one-person show, Freak. The argument proceeds in three stages. First, on the basis of Slavoj ${\check{Z}}i{\check{z}}ek^{\prime}s$ theory that fantasies teach us how to desire discussed in The Sublime Object of Ideology, I analyze how and why Leguizamo exaggerates and thus de-constructs the ideological fantasies about Latin Americans in Freak. Through this analysis the ridiculous exaggeration of the fantasies and their deconstruction emerges as the means to surface the trauma caused by the fantasies, internally and externally curing and reconciling the audience. Second, I apply ${\check{Z}}i{\check{z}}ek^{\prime}s$ theory of the quilting point introduced in Looking Awry: An Introduction to Jacques Lacan through Popular Culture to reveal how "blots" in Freak form "black holes" in the audience's consciousness to smash their established view of the reality, inducing them to encounter with "the real." The investigation into Leguizamo's use of humor as the quilting point illuminates how he invites the audience to look awry beyond the popular fantasy at "the real" America. Third, on the ground of Emmanuel Levinas's theory that theaters are the space of ethics, namely "ethotopos" to emphasize responsible actions discussed in "Ethics as First Philosophy," I assert that Leguizamo disguises his ethical message with humor so as for the audience to recognize their responsibility for others in America and take action towards change.

경찰관의 성격 및 창의적 인성이 직무만족에 미치는 영향에 관한 연구 (The study of influence of policeman's personality to job satisfaction)

  • 이상원;박제일
    • 시큐리티연구
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    • 제16호
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    • pp.209-228
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    • 2008
  • 경찰공무원은 임무의 특수성 때문에 다른 공무원들이 가지는 권한행사에 비해 제약 요인이 많다고 볼 수 있다. 이러한 특수성 때문에 경찰관들은 업무 수행 시 돌발적 상황들과 직면하게 되고 심각한 스트레스나 문제들을 유발할 수 있다. 경찰활동이 최상의 효율성을 낳기 위해서는 경찰관들의 직무에 대한 만족이 있을 때만 가능한 것이다. 최근, 다양한 직무만족에 관한 연구에서 개인의 만족도를 결정짓는 요인에 대한 관심이 증대되고 있고, 경찰조직에서도 조직구성원의 관리에 신경을 쓰고 있는 실정이다. 본 연구는 경찰관의 성격 및 창의적 인성이 직무만족에 미치는 영향을 규명하는데 연구의 목적을 두고 있다. 본 연구를 위한 측정은 설문조사방법을 사용하였고, 경기지방경찰학교에 입소한 경찰관 151명을 대상으로 하였다. 성격검사는 LCSI검사법을 사용하여 5개요인(도전성, 사교성, 수용성, 신중성, 안정성)을 측정하였고, 창의성(CPI)검사는 5개요인(개념화, 변화지향, 상상, 독창성, 심미성)의 검사를 하였다. 직무만족도 검사는 14개 문항에 대한 요인검사를 실시하였다. 검사결과 성격과 창의적 인성은 직무만족이라는 측면에서 경찰관의 자기개발, 교육 등에서 고려해야 할 중요한 요소임이 검증되었다.

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로봇 팔의 뇌 신호로부터 유도된 3D 좌표 추적을 위한 Guidance Law 적용에 관한 연구 (A Study on Applying Guidance Laws in Developing Algorithm which Enables Robot Arm to Trace 3D Coordinates Derived from Brain Signal)

  • 김윤재;박성우;김원식;염홍기;서한길;이용우;방문석;정천기;오병모;김준식;김유단;김성완
    • 대한의용생체공학회:의공학회지
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    • 제35권3호
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    • pp.50-54
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    • 2014
  • It is being tried to control robot arm using brain signal in the field of brain-machine interface (BMI). This study is focused on applying guidance laws for efficient robot arm control using 3D coordinates obtained from Magnetoencephalography (MEG) signal which represents movement of upper limb. The 3D coordinates obtained from brain signal is inappropriate to be used directly because of the spatial difference between human upper limb and robot arm's end-effector. The spatial difference makes the robot arm to be controlled from a third-person point of view with assist of visual feedback. To resolve this inconvenience, guidance laws which are frequently used for tactical ballistic missile are applied. It could be applied for the users to control robot arm from a first-person point of view which is expected to be more comfortable. The algorithm which enables robot arm to trace MEG signal is provided in this study. The algorithm is simulated and applied to 6-DOF robot arm for verification. The result was satisfactory and demonstrated a possibility in decreasing the training period and increasing the rate of success for certain tasks such as gripping object.