• Title/Summary/Keyword: Visual context

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Understanding Purposes and Functions of Students' Drawing while on Geological Field Trips and during Modeling-Based Learning Cycle (야외지질답사 및 모델링 기반 순환 학습에서 학생들이 그린 그림의 목적과 기능에 대한 이해)

  • Choi, Yoon-Sung
    • Journal of the Korean earth science society
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    • v.42 no.1
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    • pp.88-101
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    • 2021
  • The purpose of this study was to qualitatively examine the meaning of students' drawings in outdoor classes and modeling-based learning cycles. Ten students were observed in a gifted education center in Seoul. Under the theme of the Hantan River, three outdoor classes and three modeling activities were conducted. Data were collected to document all student activities during field trips and classroom modeling activities using simultaneous video and audio recording and observation notes made by the researcher and students. Please note it is unclear what this citation refers to. If it is the previous sentence it should be placed within that sentence's punctuation. Hatisaru (2020) Ddrawing typess were classified by modifying the representations in a learning context in geological field trips. We used deductive content analysis to describe the drawing characteristics, including students writing. The results suggest that students have symbolic images that consist of geologic concepts, visual images that describe topographical features, and affective images that express students' emotion domains. The characteristics were classified into explanation, generality, elaboration, evidence, coherence, and state-of-mind. The characteristics and drawing types are consecutive in the modeling-based learning cycle and reflect the students' positive attitude and cognitive scientific domain. Drawing is a useful tool for reflecting students' thoughts and opinions in both outdoor class and classroom modeling activities. This study provides implications for emphasizing the importance of drawing activities.

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.39-48
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    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.

The Influence of Presentation Mode on Preference of the Meaningful Entities: The Interaction between Inward Bias and Canonical View Point (의미 있는 개체 제시 방식이 선호도에 미치는 영향: 중심 편향 원리와 규범적 관점의 상호작용을 중심으로)

  • Hye-Nyeong Chung;Shin-Ae Yoon;Hyun-Suk Lee;U-Pyong Hong
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.103-116
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    • 2023
  • This study aims to investigate the interaction between inward bias and canonical viewpoint, which are factors known to affect preference for meaningful objects. It also considered the familiarity of each entity in terms of their influence on the existence of a canonical viewpoint and demonstrated whether the relative strength of two preferences varies depending on familiarity. To confirm this, we conducted a behavior experiment using a two-alternative forced-choice task. The experimental stimuli were eight single objects for familiarity level (high/low), whereas the entity's inward bias and canonical viewpoint were observed or violated. Results showed that when inward bias was obeyed, the frequency of being chosen as a preferred option was higher, and the reaction time for preference judgment was shorter. However, the observation of a canonical viewpoint did not affect frequency and reaction time. Moreover, familiarity played an interference role in aesthetic judgment. These results indicate that inward bias is stronger than canonical viewpoint, ultimately implying that a single object's interaction with the visual context is superior to the entity's attribute as regards to preference judgment.

Typology and the Features of Films about New Religious Movements (신종교영화의 유형과 특성)

  • Park, Jong-chun
    • Journal of the Daesoon Academy of Sciences
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    • v.33
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    • pp.179-218
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    • 2019
  • This article examines some important issues in films about new religious movements (NRMs) that express and represent NRMs in sensationalistic ways and criticize them as immoral and antisocial cults. I presented a typology to analyze films about NRMs from the perspective of marginalized religions separated from established religions and also as alternative religions that replace the established religions. In recent times, films about NRMs have changed from being social criticisms that represents NRMs as perpetrators of brainwashing and the need for deprogramming to that of faithful participation and empathetic reflection. Films about NRMs that utilize empathetic reflection, including Wild Wild Country (2018), go beyond the normative, single-perspective formula to enable insiders to conduct self-reflection and outsiders to empathize through openness, varied perspectives with multi-faceted composition and polyphony. In contrast, films about NRMs that adopt the perspective of faithful participation, including The Road to Peace (1984), present a new visual way to unravel the voices of silenced subalterns with alternative religious visions and those who needed relief from the marginalization due to alienation or exclusion from established religions. In the Korean context, these visions are expressed as 'the great transformation into the creation of a paradise of the Later World (後天開闢)' or as 'the resolution of grievances for mutual beneficence (解冤相生).'

Poly Synonyms Study on Naturalness in Landscape Architecture (조경학 연구에서 자연성 개념의 다의적 체계 연구)

  • Lee, Seong-Jin;Kim, Do-Eun;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.1
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    • pp.29-41
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    • 2023
  • In landscape studies, the concept of naturalness was vast in its categories from physical space to cognitive systems, making it difficult to define terms at once. Therefore, this study summarized the concept and evaluation attributes of 'naturalness' used in the literature through systematic review (SR), and identified the scope of individual attributes that constitute the meaning of naturalness. In addition, the individual attributes classified in previous studies were identified as the meaning chain, one of the cognitive linguistic research methods, and applied to papers targeting naturalness among domestic landscape studies to organize a polysemous meaning system. Meaning chain is a suitable method for grasping words whose meaning expands in a chain due to family resemblance around prototypical meaning, and the dimension is classified according to the classification of naturalness evaluation items and a multi-semantic chain system of naturalness concepts discussed in domestic academia. The results of the study are as follows. First, the attributes of naturalness extracted through foreign landscape literature were classified into four areas: nature perceived as wilderness, nature as non-artificiality, nature as visual landscape, and nature as experience, and 13 detailed attributes. Second, these detailed attributes are generally consistent with domestic landscape studies, but their specific cases were different, and a Korean context was presented in perception of time accumulation, also they suggested that there may be a mutual conflict between naturalness attributes.

Applying Meta-model Formalization of Part-Whole Relationship to UML: Experiment on Classification of Aggregation and Composition (UML의 부분-전체 관계에 대한 메타모델 형식화 이론의 적용: 집합연관 및 복합연관 판별 실험)

  • Kim, Taekyung
    • Journal of Intelligence and Information Systems
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    • v.21 no.1
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    • pp.99-118
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    • 2015
  • Object-oriented programming languages have been widely selected for developing modern information systems. The use of concepts relating to object-oriented (OO, in short) programming has reduced efforts of reusing pre-existing codes, and the OO concepts have been proved to be a useful in interpreting system requirements. In line with this, we have witnessed that a modern conceptual modeling approach supports features of object-oriented programming. Unified Modeling Language or UML becomes one of de-facto standards for information system designers since the language provides a set of visual diagrams, comprehensive frameworks and flexible expressions. In a modeling process, UML users need to consider relationships between classes. Based on an explicit and clear representation of classes, the conceptual model from UML garners necessarily attributes and methods for guiding software engineers. Especially, identifying an association between a class of part and a class of whole is included in the standard grammar of UML. The representation of part-whole relationship is natural in a real world domain since many physical objects are perceived as part-whole relationship. In addition, even abstract concepts such as roles are easily identified by part-whole perception. It seems that a representation of part-whole in UML is reasonable and useful. However, it should be admitted that the use of UML is limited due to the lack of practical guidelines on how to identify a part-whole relationship and how to classify it into an aggregate- or a composite-association. Research efforts on developing the procedure knowledge is meaningful and timely in that misleading perception to part-whole relationship is hard to be filtered out in an initial conceptual modeling thus resulting in deterioration of system usability. The current method on identifying and classifying part-whole relationships is mainly counting on linguistic expression. This simple approach is rooted in the idea that a phrase of representing has-a constructs a par-whole perception between objects. If the relationship is strong, the association is classified as a composite association of part-whole relationship. In other cases, the relationship is an aggregate association. Admittedly, linguistic expressions contain clues for part-whole relationships; therefore, the approach is reasonable and cost-effective in general. Nevertheless, it does not cover concerns on accuracy and theoretical legitimacy. Research efforts on developing guidelines for part-whole identification and classification has not been accumulated sufficient achievements to solve this issue. The purpose of this study is to provide step-by-step guidelines for identifying and classifying part-whole relationships in the context of UML use. Based on the theoretical work on Meta-model Formalization, self-check forms that help conceptual modelers work on part-whole classes are developed. To evaluate the performance of suggested idea, an experiment approach was adopted. The findings show that UML users obtain better results with the guidelines based on Meta-model Formalization compared to a natural language classification scheme conventionally recommended by UML theorists. This study contributed to the stream of research effort about part-whole relationships by extending applicability of Meta-model Formalization. Compared to traditional approaches that target to establish criterion for evaluating a result of conceptual modeling, this study expands the scope to a process of modeling. Traditional theories on evaluation of part-whole relationship in the context of conceptual modeling aim to rule out incomplete or wrong representations. It is posed that qualification is still important; but, the lack of consideration on providing a practical alternative may reduce appropriateness of posterior inspection for modelers who want to reduce errors or misperceptions about part-whole identification and classification. The findings of this study can be further developed by introducing more comprehensive variables and real-world settings. In addition, it is highly recommended to replicate and extend the suggested idea of utilizing Meta-model formalization by creating different alternative forms of guidelines including plugins for integrated development environments.

Suggestion of Community Design for the Efficiency of CPTED - Focused on Community Furniture - (범죄예방환경설계(CPTED)의 효율성 증대를 위한 커뮤니티디자인 제안 - 커뮤니티퍼니쳐를 중심으로 -)

  • Lee, Ho Sang
    • Korea Science and Art Forum
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    • v.29
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    • pp.305-318
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    • 2017
  • The need for recognizing the crime in the urban spaces as a social problem and finding out specific approaches such as the study of space design and various guidelines for crime prevention is increasing. In this regard, "Crime Prevention Through Environmental Design" (marked as "CPTED") is actively underway. Yeomri-dong Salt Way is the first place to which the Seoul Crime Prevention Design Project was appled. The business objective of improving the local environment has been implemented rationally through cooperation and voluntary participation between subject of the project executives and community members. Since its efficiency has been proven, the sites have been expanded since then and becomes a benchmarking example of each local government.This kind of problem solving effort has the same context in purpose and direction of the 'Village Art Project' which has been implemented since 2009 with the aim of promoting the culture of the underdeveloped area and encouraging the participation of the residents by introducing the public art. It is noteworthy that this trend is centered around the characteristics of community functions and values. The purpose of this study is to propose the application method of community furniture as a way to increase the efficiency of CPTED to improve the 'quality of life' of residents. To do this, we reviewed CPTED, community design, public art literature and prior research, and identified the problems and implications based on the site visit Yeomri-dong of Seoul and Gamcheon Village of Pusan which is the successful model of "Seoul Root out Crime by Design" and 'Maeulmisul Art Project' respectively. The common elements of the two case places identified in this study are as follows: First, the 'lives' of community residents found its place in the center through the activation of community by collaborative activities in addition to the physical composition of the environment. Second, community design and introduction of public art created a new space, and thereby many people came to visit the village and revitalize the local economy. Third, it strengthened the natural monitoring, the territoriality and control, and the activity increase among the CPTED factors. The psychological aspect of CPTED and the emotional function of public art are fused with the 'community furniture', thereby avoiding a vague or tremendous approach to the public space through a specific local context based on the way of thinking and emotion of local people and it will be possible to create an environment beneficial for all. In this way, the possibility and implication of the fusion of CPTED and public art are expected to be able to reduce the social cost through the construction of the crime prevention infrastructure such as expansion of the CPTED application space, and to suggest a plan to implement the visual amenity as a design strategy to regenerate city.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).

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

  • Lee, Gangso;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.9
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    • pp.441-450
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    • 2016
  • In this study, we investigate the effect of the level of cognitive affordance which explains an explicit interaction method on the interest of viewers. Viewer's recognition of the interaction method is associated with cognitive affordance as a matter of visual-perceptual exposure of the input device and viewer's cognition of it. The final goal of the research on affordance is to enhance the audience participation rather than the smooth interation. Many interactive media artworks have been designed with hiding the explicit explanation to the artwork due to worry that the explicit explanation may also hinder the induction of impressions leading the viewer to an aesthetic experience and the retainment of interest. In this context, we set up two hypotheses for study on cognitive affordance. First, the more explicit the explanation of interaction method is, the higher the viewer' understanding of interaction method is. Second, the more explicit the explanation of interaction method is, the lower the interest of the viewer is. An interactive media art work was manufactured with three versions which vary in the degree of visual-perceptual information suggestion and we analyzed the participation and interest level of audience in each version. As a result of the experiments, the version with high explicitness of interaction was found to have long time spent on watching and high participation and interest of viewers. On the contrary, the version with an unexplicit interaction method was found to have low interest and satisfaction of viewers. Therefore, regarding usability, the hypothesis that a more explicit explanation of interaction would lower the curiosity and interest in exploration of the viewer was dismissed. It was confirmed that improvement of cognitive affordance raised the interaction of the work of art and interest of the viewer in the proposed interactive content. This study implies that interactive media art work should be designed in view of that the interaction and interest of audience can be lowered when cognitive affordance is low.

How the Information Location (up vs. down) Impacts Promotion Attractiveness and Amount Perception (판매촉진 정보의 위치(위vs.아래)가 판매촉진 매력도 및 증정량 지각에 미치는 영향)

  • Jang, JungMin;Kim, Yeong-Ju
    • (The) Korean Journal of Advertising
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    • v.27 no.3
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    • pp.7-25
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    • 2016
  • According to recent studies, the location of visual information has a significant impact on consumers' interpretation and judgment in various contexts. In particular, vertical positioning is relevant to the perception of weight: consumers tend to interpret that products are heavier when information is placed at the bottom of a page or section rather than the top. This is due to the common perception that heavy things would sink to the bottom and light things would float up. Consistent with this research stream, the current study investigates how the vertical location of freebie information influences promotion evaluation. We hypothesize that consumers assume that the complimentary product is heavier when the information about it is displayed at the bottom compared to when the information is displayed at the top. Two experiments were conducted. In experiment 1, we show how the location of "get one free" information impacts the evaluation of the sales promotion in a "Buy two and get one free" context. When the complimentary information was displayed below rather than above the main product information, consumers evaluated the sales promotion more favorably. Experiment 2 tests the generalizability of the vertical location effect by using a different type of information and product: a visual picture of vitamin tablets rather than the numeric information as in Experiment 1. The dependent variable was also extended to the perceived amount of the promoted product. We suggest the boundary condition that the proposed effect is moderated by the presence or absence of an explicit message about the amount. Without an explicit message about the amount of the product, the results were similar to those of experiment 1 in that consumers perceived that the product offered a greater amount when the complimentary information was displayed at the bottom rather than at the top. However, the location effect disappeared with an explicit message about the amount. This confirms the moderating effect that presenting an explicit message about the amount is a crucial boundary condition for location effect in a value added promotion. Marketers can use this knowledge to formulate strategies in a variety of sales promotion conditions.