• Title/Summary/Keyword: Visual Paradigm

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Remediation in Tradition Theatrical Stage Design (전통적 연극무대디자인의 재매개)

  • Jung, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.207-213
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    • 2008
  • For decades, we have filled our theme parks, shopping malls, a streets and etc. with complementary or competing medias. These spaces have remedied newspapers, magazines, radio, TV and film or have been the object for remediation. Because there has been no remediation in traditional theatrical stage design, many problems come along with the design, which makes audiences hard to feel the sense of presence. It's time to have systematic research to find a way out for the solution of traditional theatrical stage design. This study suggests the solutions for remediation of traditional theatrical stage design, so we are going to research with laying emphasis on the cooperative works between the fields of theatrical stage design and the Visual Effects par that forms extensive and diverse portions. The proposal for remediation of traditional theatrical stage design with practical use of Visual Effects will create economical higher value-added through the systematization of close and cooperative work between the fields of Visual Effects and theatrical stage design. In addition, the systematization of the cooperation of these two parts will make another communicative paradigm that audiences have never been able to experience before in traditional theatrical stage design.

A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
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    • v.3
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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Neural correlates of visual mean representation (시각적 평균 표상의 신경기제)

  • Chong, Sang-Chul;Shin, Kil-Ho;Cho, Shin-Ho
    • Korean Journal of Cognitive Science
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    • v.19 no.1
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    • pp.75-88
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    • 2008
  • Visual scene contains lots of redundant information. To process this redundant information without increasing brain's volume, human visual system may summarize incoming information. If similar but different information are given to visual system, visual system extracts statistical properties of the information. One example of the statistical representation is representation of mean size. The mean representation is accurate and durable. The process of mean representation is suggested to be parallel. However, previous studies on the mean representation mostly used behavioral methods. The purpose of this study was to investigate which neural regions extracted the mean size of a set of circles using fMRI method. According to previous studies, BOLD signal of certain areas that were in charge of cousin stimuli decreased when the same stimuli presented repetitively. We used this paradigm and found that BOLD signal of right occipital area was decreased when same mean site was presented repeatedly. This results suggest that right occipital area is the locus of mean representation of visual stimuli.

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A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

Style for Study on the Image in the Visual Power (시각 권력에 관한 이미지 연구)

  • Lee, Han-Seok;Kim, Tae-Hyung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.145-152
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    • 2009
  • We are surrounded by so many images these days. These images have their own meanings and have an effect on our subject, whether consciously or unconsciously. Michel Foucault disclosed that upon closer examination the rationalism deeply rooted in Western society was not made autonomously but involuntarily by heteronomous power. Because the emotion of image within this relationship can be effectively conveyed just through its being seen, the image has been used for controlling and mustering people through the adjustment of its meaning by power. With the advance of technology and media of today, the image in this visual power is out of the object for reproduction, and then forms a new paradigm of manipulation, transformation and reproduction and is being changed to the formation of Panopticon power and its corresponding relationship.

A study on Classification of Character Emoticon as the Techno-code (테크노-코드로서의 캐릭터 이모티콘 분류체계 연구)

  • Lyou, Chul-Gyun;Kim, Jeong-Yeon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.479-489
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    • 2015
  • The paradigm of communication is changing by the generalization of mobile computers and the extension of network service. In the mobile messenger communication, people are increasingly using character emoticons to substitute linear text. This means that the character emoticons are functioning as narrative characters so that they are becoming the nonlinear techno-code, which can substitute for the alphabet code. As Vil$\acute{e}$m Flusser said, the post-modern communication is arrived. In this kind of communication, storytelling with character emoticons are effective enough to tell various stories. In this point of view, this paper tries to prove the functions of character emoticons and suggests the classification of the character emoticon series. This paper also structures the post-modern communication model as a new paradigm of visual communication.

A Research into Deconstructive Features in Visual Communication Design

  • Hong Dong-Sik
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.207-218
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    • 2006
  • 21st century is called digital and information era. The visual communication becomes more important than any other centuries. Visual communication design has been represented in varied images from ancient society up until the present time. Especially graphic design, which has experienced artistic upheaval from modernism and postmodernism, has been enabled to deliver messages in a more developed and sensuous appearances. Deconstructionist design wasn't well received by modernism, an advocate of practicality and effectiveness; however, as the beginning of subsequent postmodernism, it started to earn a warm welcome from a number of designers. Postmodernism made it possible for deconstruction to be a new paradigm appreciating neutral respect for varied expressions and designers' idiosyncrasy. Corresponding to this new trend, Edward Fella published his artwork 'Letters on America', which introduced a variety of vernacular design works in America. It was the result of years of research, and included materials which were not something completely new to field of communication design but rather symbolic, deconstructive images available everywhere around us. Deconstruction broke away from the previous modernism's unity and standards, and sought to achieve a new tensional deliverance. As a consequence, images were created in destructive and incomplete forms. Graphic design also complied with this new code and its advent fascinated the artists in the fields of advertising, editorial and poster designs. This paper contends that contemporary graphic design still maintains a deconstructive representation, examines its locality in design works from an aesthetic viewpoint, and researches theoretical approaches to deconstructionist and case studies conducted domestically. There has been incessant critical contradiction in terms of the heritage of deconstruction. I would like to present you with a moment in which you can struggle to decide whether it is a result of an effort to get away from modernism or an offspring of postmodernism.

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Analysis of Motor Performance and P300 during Serial Task Performance according to the Type of Cue (시열과제 수행 시 신호형태에 따른 운동수행력과 P300 분석)

  • Lee, Myoung-Hee;Kim, Myung-Chul;Park, Ju-Tae
    • Journal of the Korean Society of Physical Medicine
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    • v.8 no.2
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    • pp.281-287
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    • 2013
  • PURPOSE: The study was designed to investigate the effects of visual, auditory, and visuoauditory cues on simple Serial Task Performance in heaithy adults. METHODS: Sixty-three right-handed heaithy adults without history of neurological dysfunction were participated. A modified version of the Serial Reaction Time Task (SRTT) using five blocks of perceptual motor sequences was administered. The blocked paradigm consisted of the five blocks with randomly repeated 8 digit sequences with 5 repetition. Three types of sensory cue were employed: visual cue, auditory cue and visuoauditory cue. All subjects were assigned to press the matched botton as quickly and accurately as possible, when one of 8 stimulations was presented(one, two, three, four, five, six, seven, eight). The reaction time, accuracy, and P300 latency were measured during serial task performance. The mean reaction time(ms), accuracy(%), and P300 latency(ms) were compared between three types of cue using ANOVA. RESULTS: The reaction time to auditory cue was significantly longer than visual and visuoauditory cues(p<.001). And accuracy to auditory cue was significantly lower than visual and visuoauditory cues(p<.001). All P300 latency(at Fz, Cz, Pz) were significantly longer than to visual and visuoauditory cues(p<.05). CONCLUSION: It is suggested that type of cues influence in choice reaction. These data may helpful in designing not only effective motor learning training programs for healthy persons but also reeducation programs for patients with neurological dysfunction.

Virtual Prototyping Simulation for a Passenger Vehicle

  • Kwon Son;Park, Kyung-Hyun;Eom, Sung-Sook
    • Journal of Mechanical Science and Technology
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    • v.15 no.4
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    • pp.448-458
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    • 2001
  • The primary goal of virtual prototyping is to eliminate the need for fabricating physical prototypes, and to reduce cost and time for developing new products. A virtual prototyping seeks to create a virtual environment where the development of a new model can be flexible as well as rapid, and experiments can be carried out effectively concerning kinematics, dynamics, and control aspects of the model. This paper addresses the virtual environment used for virtual prototyping of a passenger vehicle. It has been developed using the dVISE environment that provides such useful features as actions, events, sounds, and light features. A vehicle model including features, and behaviors is constructed by employing an object-oriented paradigm and contains detailed information about a real-size vehicle. The human model is also implemented not only for visual and reach evaluations of the developed vehicle model, but also for behavioral visualization during a crash test. For the real time driving simulation, a neural network model is incorporated into the virtual environment. The cases of passing bumps with a vehicle are discussed in order to demonstrate the applicability of a set of developed models.

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Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.