The movie, X-men, develops the narrative with metamorphosis as the main motif making visual effects of characters and background. The objective of this study is to suggest that the metamorphosis motif can be materialized based on the virtuality of "pataphysics" as one of the genre characteristics of superhero movies and the newly materialized virtuality can be aesthetic characteristics of metamorphosis motif movies. With the virtuality that has its own characteristics with metaphorical symbols such as satire on an absurd society out of existing traditions, pataphysics started in mid-twentieth century and has had an impact on art movements of dadaism, surrealism, pop art, and postmodernism. Analyzing the characteristics of pataphysics which were shown in these artworks, we applied it to metamorphosis scenes of the movie. As a result, we found out that it visualized the shape and aspect of inner and outer strength of a superhero with aesthetic characteristics of metamorphosis scenes and it realized the presence, hybridity, and ex-formal properties of pataphysics consisting of overlapped virtual and physical reality, with technical virtuality.
The purpose of this study is to pronounce design trends in contemporary architecture collaborated with new media art concept. Currently, the prevalence of media presence has evolved perspectives on contemporary aesthetics today. To make clear demonstration on the issue, this study categorized new media art's expressional characteristics applied in the contemporary architectural design in conjunction with analytical researches on typologies and expressional characteristics appear in new media art. More specifically, the study selected architects who adopted new media art's expressional characteristics into their works from the year 2000 and performed analytical case studies with regard to the effect of the new media art into their architectural practices. By following methodologies mentioned above, conclusively the study categorized distinct expressional characteristics appears in contemporary architecture as a result of merging with new media art. The characteristics of the new media art appeared in contemporary architecture are categorized into three groups such as the design controlling external environment, the design utilizing web environment and the design participated by users. These observation could be translated that architects could present interactive design between users and building as a result from architect's capability of designing protocols which generate variable forms, colors and patterns in architecture. In particular, architecture utilizing web environment has characteristic capability of configurating user's program in virtual space. Also it is anticipated to suggest new patterns in generating architectural programs and forms. These patterns would not recognize the city merely as an incident or fragmented image but would configurate forms and images constructed by individual notional character. In conclusion, the architecture itself is expected to perform as media to open up opportunities that enables to contribute in expediting interactions among environment, users, and buildings by deviating from perspectives of representation as an object expressed in modernism architecture or as a classical decoration in post-modernism architecture in the past era.
Kim, Yun-Gyeong;Lee, Ji-Eun;Lee, Jeong-Gyeong;Baek, Seung-Yeon;Song, Hyeon-Ju;Jeong, Seong-Ae
Journal of Korea Association of Health Promotion
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v.4
no.1
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pp.49-59
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2006
"본 논문은 대한영상의학회지 2005년 제52권 제1호에 실렸던 논문으로 대한영상의학회의 승인을 득하고 본 협회지에 게재함.
Purpose: We wished to compare CT colonography with conventional colonoscopy for the detection of colorectal poiypoid lesions, and we wanted to evaluate the role of IV contrast-enhanced CT colonography for the differentiation between benign polypoid lesions and malignant polypoid lesions. Materials and Methods: Thirty-four consecutive patients underwent CT colonography prior to conventional colonoscopy, Precontrast prone-position CT images and post contrast supine position CT images were obtained and the virtual colonoscopic images were reconstructed, Axial, sagittal and presence, size and morphologic features of colorectal polypoid lesions, and thor these findings were compared with the colonoscopic findings. The degree of enhancement of colorecralpolypoid lesions was measured by subtracting the attenuation valves obtained with precontrastand postcontrast CT images for the differentiation of benignity and malignancy of the colorectal polypoid lesions. Results. Among 75 colorectal polypoid lesions identified on conventional colonoscopy, 49neoplasms were found on CT coloaographv, and the overall detection rate was 65,3%.Detection rate of lesions smaller than l0mm was 52.1%(24/46), and the detection rate for lesions equal to or larger than 10mm was 86.2%(25/29), Morphologic features of the sessile type lesions on CT colonography were well correlated with those noted on colonoscopy, but the stalks were not identified in 6 of 13 polyps on CT colonography. There was no statistical correlation between benignity and malignancy and the degree of contrast enhancement on CT colonography, Conclusion CT colonography is a useful modality for the detection of colorectal polypoid lesionsequal to or polyps. However, CT colonography cannot differentiate benignity from malignancy.
As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.
Real-time hybrid testing (RTHT) involves virtual splitting of the structure into two parts: physical substructure that contains the key region of interest which is tested in a laboratory and numerical substructure that contains the remaining part of the structure in the form of a numerical model. This paper numerically assesses four step-by-step integration methods (Central difference method (CDM), Operator splitting method (OSM), Rosenbrock based method (RBM) and CR-integration method (CR)) which are widely used in RTHT. The methods have been assessed in terms of stability and accuracy for various realistic damping ratios of the physical substructure. The stability is assessed in terms of the spectral radii of the amplification matrix while the accuracy in terms of numerical damping and period distortion. In order to evaluate the performance of the methods, five carefully chosen examples have been studied - undamped SDOF, damped SDOF, instantaneous softening, instantaneous hardening and hysteretic system. The performance of the methods is measured in terms of a non-dimensional error index for displacement and velocity. Based on the error indices, it is observed that OSM and RBM are robust and performs fairly well in all the cases. CDM performed well for undamped SDOF system. CR method can be used for the system showing softening behaviour. The error indices indicate that accuracy of OSM is more than other method in case of hysteretic system. The accuracy of the results obtained through time integration methods for different damping ratios of the physical substructure is addressed in the present study. In the presence of a number of integration methods, it is preferable to have criteria for the selection of the time integration scheme. As such criteria are not available presently, this paper attempts to fill this gap by numerically assessing the four commonly used step-by-step methods.
Kim, Hyeong-Mook;Park, Jaeheung;Noh, Hee Chang;Lim, Manho;Chung, Young Keun;Kang, Youn K.
Bulletin of the Korean Chemical Society
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v.35
no.2
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pp.587-596
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2014
A new ${\pi}$-stacked donor-acceptor (D-A) system, [Ru(1-([2,2'-bipyridine]-6-yl-methyl)-3-(2-cyclohexa-2',5'-diene-1,4-dionyl)-1H-imidazole)(2,2':6',2"-terpyridine)]$[PF_6]_2$ (ImQ_T), has been synthesized and characterized. Similar to its precedent, [Ru(6-(2-cyclohexa-2',5'-diene-1,4-dione)-2,2':6',2"-terpyridine)(2,2':6',2"-terpyridine)]$[PF_6]_2$ (TQ_T), this system has a cofacial alignment of terpyridine (tpy) ligand and quinonyl (Q) group, which facilitates an electron transfer through ${\pi}$-stacked manifold. Despite the presence of lowest-energy charge transfer transition from the Ru-based-HOMO-to-Q-based-LUMO (MQCT) predicted by theoretical calculations by using time-dependent density functional theory (TD-DFT), the experimental steady-state absorption spectrum does not exhibit such a band. The selective excitation to the Ru-based occupied orbitals-to-tpy-based virtual orbital MLCT state was thus possible, from which charge separation (CS) reaction occurred. The photo-induced CS and thermal charge recombination (CR) reactions were probed by using ultrafast visible-pump/mid-IR-probe (TrIR) spectroscopic method. Analysis of decay kinetics of Q and $Q^-$ state CO stretching modes as well as aromatic C=C stretching mode of tpy ligand gave time constants of <1 ps for CS, 1-3 ps for CR, and 10-20 ps for vibrational cooling processes. The electron transfer pathway was revealed to be Ru-tpy-Q rather than Ru-bpy-imidazol-Q.
Journal of the Regional Association of Architectural Institute of Korea
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v.20
no.6
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pp.41-46
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2018
The context of innovation in which we evolve today, subtracts us in a spacial reality and virtuality (digital) that aimed less and less to interact with natural processes which could converge to new possible relationships in the world. We constantly live in presence of fluctuations and imperceptible natural energies (wind, solar radiation, etc.) defined by flows, their own physicality, which remains without being virtual, elusive. This study first outlines how these energies already exploited within the framework of production, could be thought as interactive of our habitat's space dimension, as a prolongation of a physical and material environment built by men and for men, giving rise to new social, cultural dynamics, and making natural complexity of our space vivid, comprehensible with new visual and physical clues. In recent days, where lifestyles are changing, architecture no longer needs to limit its scope of creation to only built structures. Based on a deeper understanding of human and through new potential advanced technologies (kinetic system, etc), it is time to fundamentally diagnose what environments or devices contribute to our lives. Architecture becomes ${\ll}interface{\gg}$, step up its fundamental role, and newly defines the sturdy image and tectonics of existing environment, establishing a stance to search for a new typology. In the end, building will show two simultaneous and distinctive connections related to its physical existence: reality in its function and irreductibility, in its ability to forge new dynamic connections with its environment, hybridizing the spatial dimension to a new form of physicality, adaptive and incessantly flexible in the dimension time, becoming a vessel for ever changing contemporary lifestyles.
The need of high quality VR contents has been steadily raised in recent years. Therefore, this study investigated the user's interest factors of VR game which is receiving the most attention among VR contents. We used STEAM review data and applied Text mining and Network analysis to perform this research. As a result, it was possible to confirm 4 word clusters related VR game users. Each cluster is named by 'presence', 'first person view game', 'auditory factor' and 'interaction'. This study has its meaning. First, user related research would be very helpful to develop high quality VR game. Second, it confirms that review data of VR game users can be structured, analyzed and used.
Ismail M. Mudhaffar;Abdelbaki Chikh;Abdelouahed Tounsi;Mohammed A. Al-Osta;Mesfer M. Al-Zahrani;Salah U. Al-Dulaijan
Structural Engineering and Mechanics
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v.86
no.2
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pp.167-180
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2023
This work applies a four-known quasi-3D shear deformation theory to investigate the bending behavior of a functionally graded plate resting on a viscoelastic foundation and subjected to hygro-thermo-mechanical loading. The theory utilizes a hyperbolic shape function to predict the transverse shear stress, and the transverse stretching effect of the plate is considered. The principle of virtual displacement is applied to obtain the governing differential equations, and the Navier method, which comprises an exponential term, is used to obtain the solution. Novel to the current study, the impact of the viscoelastic foundation model, which includes a time-dependent viscosity parameter in addition to Winkler's and Pasternak parameters, is carefully investigated. Numerical examples are presented to validate the theory. A parametric study is conducted to study the effect of the damping coefficient, the linear and nonlinear loadings, the power-law index, and the plate width-tothickness ratio on the plate bending response. The results show that the presence of the viscoelastic foundation causes an 18% decrease in the plate deflection and about a 10% increase in transverse shear stresses under both linear and nonlinear loading conditions. Additionally, nonlinear loading causes a one-and-a-half times increase in horizontal stresses and a nearly two-times increase in normal transverse stresses compared to linear loading. Based on the article's findings, it can be concluded that the viscosity effect plays a significant role in the bending response of plates in hygrothermal environments. Hence it shall be considered in the design.
With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.
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