• 제목/요약/키워드: Visual Explanation

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Visual Representation in Glam Style under the Influence of Andy Warhol

  • Kim, Hyun-Soo;Sooyeon Hahn;Yang, Sook-Hi
    • The International Journal of Costume Culture
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    • 제5권1호
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    • pp.1-13
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    • 2002
  • The purpose of this study is to illuminate the relations between Pop Art and pop music, which formed a serious coupling loop in an identical cultural background. Also this study intends to set up a position of visualized sexual identity as it Points out the conceptional characteristics of glam, a subculture outside mainstream, which includes the matters of sexual minorities such as homosexuality and bisexuality under the influence of the aesthetic and philosophical composition by Andy Warhol. In conjunction herewith, we explore the visual representation of glam style focusing on the influence of Warhol. The classification and explanation about the visual representation of glam style under the influence of Warhol are practised by distinguishing as denotative representation and connotative representation. For the denotative representation shown in the glum style, first, the discordant images were put together by bricolage, then adapted into the new dramatic symbol of youth. Second, through a visually androgynous style a subversion of sex for symbols of sexuality and gender was represented. Third, the factitiveness as a weird display and fallacy is shown from boisterous make-up and unisex sかling in theatricality and put-ons, featuring artificiality, assemblage and unnaturality. And the connaotative representation shown in glum inglam style, first, glam style implies its experimental nature which attempts to break down boundaries between masculinity and femininity, homosexuality and heterosex-uality. Second, the bricolage in sequin and other discordant elements have connotative meanings as sensuality and excessiveness. Third, mixing various style as sexual play shows ironic visual images, in accordance with Superior Theory and Discord Theory.

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보편 양화사 (UNIVERSAL QUANTIFIER)에 대한 아동들의 해석 양상

  • 강혜경
    • 한국언어정보학회:학술대회논문집
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    • 한국언어정보학회 2001년도 학술대회 논문집
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    • pp.237-257
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    • 2001
  • This paper investigates the idiosyncratic understanding of universal quantifiers such as every, each or all by young children at the ages of 4 to 7, and argues that the phenomenon is explicable in terms of the maturation of both the cognitive system and the linguistic system. Evidence for this dual explanation comes from the fact that the visual input, a picture, plays a key role in determining the children’s conceptual representation, suggesting the need for the central integration of visual and linguistic elements; and from the fact that a quantifier in the linguistic input has an intrinsic property, i.e. a <+focus> feature. I have tried to explain the nature of the cognitive factors in terms of the function of the central system, suggesting a modified form of Smith & Tsimpli’s (1995) version of Fodor’s (1983) modularity hypothesis. Conceptual representations of two kinds are in competition with each other and they are integrated into a neutral LOT (Language of Thought) representation at some point . In the process of this integration, the representations from the visual input predominate over those from the auditory input, though the quantize. (treated as new information provided by the latter) is salient in the final representations. When visual conceptual representations predominate over purely linguistic ones, quantifier spreading errors occur. By contrast, when the relevant grammatical knowledge has developed sufficiently to counteract the conceptual representations, this peculiar behaviour by children should disappear. It is argued that children have to learn two kinds of grammatical fact with regard to universal quantification: (i) they have to learn the status of the quantifier as a functional head of DP so that it has to be positioned inside DP; and (ii) they have to learn the Left-Branch Condition which specifies that movement of an element in the left-branch position is possible only by pied-piping the entire phrase.

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실내디자인 이미지 유형의 특성에 따른 표현어휘 연구 - 2008년도 국제박람회를 중심으로 - (A Study on the representation-language from image features of Interior Design - Focused on 2008 International Fair -)

  • 신동관;한영호
    • 한국실내디자인학회논문집
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    • 제17권6호
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    • pp.216-224
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    • 2008
  • The represented Design Language have to include design meaning by functions in Interior. It also is able to easy and quick to understand in conversation for the design proposal. In this study, 6 stages suggest for the basic forming image in Interior Design. Those are form, line, space, color, material and principles of design. And essential image language arranged by preceding research. The fundamental 6 elements of space are used for explanation with the minimum method to make consumer understand through some image. Image has the communication function as a visual conversation in Space Design. The purpose of using the image language is the exchange into communication by written visual image. In order to it is necessary to delivery correct meaning of Interior Design for the understand between consumer and designer for the suggestion through images. Therefore, making categories for representation-language from image features of interior design is a important research with the value to share the spatial pattern. It will be expected to add the spatial Image language by processing with new trend.

Objective and Subjective Voice Examination in Korean Medicine

  • Yu, Junsang
    • 대한약침학회지
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    • 제17권3호
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    • pp.57-61
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    • 2014
  • Objectives: When a person speaks, voice problems usually include pain or discomfort and/or difficulties in terms of the pitch, the loudness and the quality of the voice. When patients with voice problems induced by stroke, Parkinson's disease, and systemic diseases involving the voice are examined, generally, of the Four Diagnoses (四診), a Diagnosis of Hearing can be used in current Korean medicine. The effects of acupuncture and herb medicine on voice problems have been reported for over 20 years. However, when it comes to improvements, objective and subjective evaluation methods need to be explained. Methods: Subjective methods for evaluating voice were studied through a literature search of old medicinal books containing Korean medicine diagnostics, and an objective evaluation method using Praat software is presented. Results: Korean medicine doctors analyze the patient's voice in clinical settings unconsciously on a daily basis. However, most voice diagnoses depend on the doctor's subjective evaluation. Voice qualities can be evaluated by using the Eight Principles (八綱), including Yin-Yang; the Five Elements (Phases); the Grade, Roughness, Breathy, Asthenic, Strained (GRBAS) score, and the Visual Analogue Scale (VAS) as subjective methods, and an acoustic analysis using the Praat program can be used as an objective method. Conclusion: A more complete voice examination can be achieved by using subjective and objective methods at the same time. For an objective explanation and management of patient's voice problems or systemic disorders, an objective method should be used in Korean medicine, which already has many subjective diagnostic methods. More research needs to be conducted, and more clinical evidence needs to be collected in the future.

애니메이션의 장면화(framing)에 관한 연구 - 게슈탈트(Gestalt)이론을 중심으로 (The study on framing of animation -Centering on Gestalt theory)

  • 선경희
    • 만화애니메이션 연구
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    • 통권6호
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    • pp.34-71
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    • 2002
  • Animation has been developed as a part of artistry, and maintained a correlation with other various genres such as art, film and music to bring changes in form and to seek new things. Recently, technological advancement also has supported digitalization of producing process with variety in its method. Basic unit of animation production is a frame. A set of frames which has an image of producer's intention comes to life as animation when constructed, connected and transformed. A producer usually goes through a series of trouble when deciding how to express one's intention in images. Framing in animation is a kind of visual information which reflects producer's visual perception. A producer does not simply characterize matters into geometrical figures or give circumstantial explanation, but does framing work that relies on expression. Artistic psychology based on Gestalt Theory does not concentrate on abstract artistic philosophy with conventional beauty as its center, but pursues ambiguity and coherence of formative arts to support on accepting systematic order. Therefore, the purpose of this study is to find theoretical assistance which may be fundamental part in framing of animation. First, ten elements of Rudolf Arnheim centering on Gestalt Theory shall be redefined as concepts. Based on its ground, I will attempt to analyze shape-quality of framing of conventional animation, and make an approach with my personal experimental project. From this research project, I intend to analogize systematic aspect of framing in animation and to make framing of animation possible to assist in actual production of animation.

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낙관주의 관점에서 본 NPC의 대화 내용 분석 -<메이플스토리>를 중심으로 (The study of optimism through the dialogue in NPC)

  • 홍현조;유승호
    • 한국게임학회 논문지
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    • 제20권4호
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    • pp.111-124
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    • 2020
  • 본 논문은 학습된 낙관주의 관점에서 '메이플스토리' NPC들의 대화 내용을 분석하였다. NPC의 대화는 게임 이용자들의 재미와 성취욕구 부여에 큰 역할을 하며, NPC와의 반복적이고 장기적인 대화는 유저의 사고에도 영향을 미칠 수 있다. 본 연구에서는 학습된 낙관주의 설명 양식의 핵심적인 2가지 차원인 영속성과 파급성의 요소를 활용하여 분석한 결과, NPC들의 낙관주의적 언어 사용 비율은 대략 6~7%로 확인되었다. 낙관적인 대화성향을 지닌 NPC와 지속적인 소통은 게임 해비유저에게 유사한 사고를 학습할 기회를 부여할 수 있어 향후 NPC인공지능 개발시 중요한 고려사항임을 확인하였다.

보편 양화사 (Universal Quantifier)에 대한 아동들의 해석 양상 (Universal Quantification by Children)

  • 강혜경
    • 한국언어정보학회지:언어와정보
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    • 제5권2호
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    • pp.39-55
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    • 2001
  • This paper investigates the idiosyncratic understanding of universal quantifiers such as every, each or all by young children at the ages of 4 to 7, and argues that the phenomenon is explicable in terms of the maturation of both the cognitive system and the linguistic system. Evidence for this dual explanation comes from the fact that the visual input, a picture, plays a key role in determining the children's conceptual representation, suggesting the need for the central integration of visual and linguistic elements; and from the fact that a quantifier in the linguistic input has an intrinsic property, i.e. a <+focus> feature. I have tried to explain the nature of the cognitive factors in terms of the function of the central system, suggesting a modified form of Smith & Tsimpli's (1995) yersion of Fodor's (1983) modularity hypothesis. The categorial status of the quantifier in the children's interpretation is considered, focusing on the movement of that quantifier out of its own extended projection to FP. It is claimed that children initially treat quantifiers as modifiers, rather than functional heads, and that the phenomenon of quantifier spreading by children can be attributed to delay in the development of the relevant functional category, i.e., DP (or QP), in language acquisition.

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초등학교 과학 교과서에서 사용된 보조적 시각 자료의 분류 및 분석 (Classification and Analysis of Accompanying Inscriptions Used in Elementary Science Textbooks)

  • 정정인;한재영;김용진;백성혜;송영욱
    • 한국초등과학교육학회지:초등과학교육
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    • 제26권5호
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    • pp.525-534
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    • 2007
  • Elementary students are tend to depend heavily on visual informations in the cognitive process. Thus, elementary science textbooks provide science contents mostly by inscriptions, the visual materials, with little verbal information in the limited page area. Especially, since the textbooks include many accompanying inscriptions rather than a basic inscription, it is very important to understand the relationships among many inscriptions in teaching and leaning science. Therefore, this study analyzed the status and characteristics of accompanying inscriptions used. in elementary science textbooks, and classified them according to their functions. As results, we found six types of the accompanying inscriptions such as inner part, detail, result, process, emphasis, and explanation. Accompanying inscriptions were used more frequently in the lower grade (3rd and 4th grades) than the higher grade (5th and 6th grades). We discussed the examples of each type in detail, and thus revealed some possible difficulties in understanding inscriptions caused by the inconsistency of the directions of the basic inscription and accompanying inscription, and by the absence of the sign linking the basic and accompanying inscriptions.

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시각적 특징과 머신 러닝으로 악성 URL 구분: HTTPS의 역할 (Malicious URL Detection by Visual Characteristics with Machine Learning: Roles of HTTPS)

  • Sung-Won HONG;Min-Soo KANG
    • Journal of Korea Artificial Intelligence Association
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    • 제1권2호
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    • pp.1-6
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    • 2023
  • In this paper, we present a new method for classifying malicious URLs to reduce cases of learning difficulties due to unfamiliar and difficult terms related to information protection. This study plans to extract only visually distinguishable features within the URL structure and compare them through map learning algorithms, and to compare the contribution values of the best map learning algorithm methods to extract features that have the most impact on classifying malicious URLs. As research data, Kaggle used data that classified 7,046 malicious URLs and 7.046 normal URLs. As a result of the study, among the three supervised learning algorithms used (Decision Tree, Support Vector Machine, and Logistic Regression), the Decision Tree algorithm showed the best performance with 83% accuracy, 83.1% F1-score and 83.6% Recall values. It was confirmed that the contribution value of https is the highest among whether to use https, sub domain, and prefix and suffix, which can be visually distinguished through the feature contribution of Decision Tree. Although it has been difficult to learn unfamiliar and difficult terms so far, this study will be able to provide an intuitive judgment method without explanation of the terms and prove its usefulness in the field of malicious URL detection.

인터랙티브 미디어아트 콘텐츠의 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향 (Effect of Cognitive Affordance of Interactive Media Art Content on the Interaction and Interest of Audience)

  • 이강소;최유주
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제5권9호
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    • pp.441-450
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    • 2016
  • 본 논문에서는 인터랙티브 미디어 작품과 관객이 상호작용 하는 방법을 설명하는 상세수준이 관람자의 흥미에 미치는 영향을 분석하였다. 상호작용 방법을 관람자가 아는 것은 입력 장치에 대한 시지각적인 노출 및 관람자의 인지에 대한 사항으로 '인지적 어포던스'와 관련된다. 원활한 상호작용을 위해서 상호작용 방법을 명확하게 제시하면 관람자의 미적 체험으로 이끄는 호기심과 흥미가 오히려 반감될 수 있다고 보았다. 따라서 인지적 어포던스를 향상시키는 것이 항상 옳은 것은 아닐 수 있다고 보고 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향을 살펴보았다. 이에 대한 연구를 위해서 두 가지의 가설을 세웠다. 첫째, 인터랙션 방법에 대한 설명이 명시적일수록 상호작용 방식에 대한 관람자의 이해도가 높아진다. 둘째, 인터랙션 방법에 대한 설명이 명시적일수록 관람자의 흥미는 떨어진다. 검증을 위한 실험으로 일상적으로 접하기 쉬운 터치 인터랙션 기술을 적용한 인터랙티브 미디어 아트 작품을 제작하였다. 작품은 시지각적 인터랙션 제시 정도를 달리한 세 가지 타입으로 제작하였다. 즉, 작동방식을 명시한 타입과 터치를 유도하는 은유적인 수준을 달리하는 두 가지 타입을 포함한 총 세 가지 타입으로 미디어아트 작품을 제작하였다. 참여자에게 각 타입의 작품을 제시, 각 참여자의 관람시간을 측정하고 흥미와 만족도에 대한 설문조사를 실시했다. 실험결과 인터랙션에 관한 명시성이 높은 타입에서 참가자의 관람시간이 길고 참여도와 흥미가 높은 것으로 파악되었다. 반면 인터랙션 방식이 명시적이지 않는 경우일수록 흥미와 만족도가 낮은 것으로 파악되었다. 따라서 두 번째 가설이 잘못되었음을 알 수 있었다. 인지적인 어포던스가 향상될수록 작품에 대한 사용성과 더불어 흥미가 높아진다는 사실을 본 실험을 통하여 간접적으로 확인할 수 있었다. 따라서 인지적 어포던스가 떨어질 경우 콘텐츠에 관한 관람자의 흥미가 낮아질 수 있기 때문에 예술작품 기획 시 명확한 작품 설명을 통하여 관객의 참여도를 높일 수 있음을 확인하였다.