• Title/Summary/Keyword: Visual thinking

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A Study on the Principle of F.O.A Construction Space Creation Viewed from the Discussion of Otherness (타자성의 담론으로 본 F.O.A 건축 공간생성 원리에 관한 연구)

  • Lee, Ji-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.86-93
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    • 2008
  • The purpose of this study is to find out how the otherness philosophy reveals itself in the principle of F.O.A construction space creation. The traditional philosophy of totality is self-centered and thoughts are based on the subject. It couldn't escape from the world associated with the self, and has subordinated the other to the main body. But the philosophy of otherness transcends the subject, to the open, creative way of thinking which acknowledges deconstruction, decentralization, and non-hierarchy. This is very similar to contemporary architecture, which pursuits change, and also to the current state of society. In construction by the construction group F.O.A, which is doing notable activity this generation, there is an attempt to transcend the fixed subject which is seen in the otherness discussion, and realize recategorization by overcoming the boundaries of subject and object. First, by the realization of landscape architecture using a topographical folding technique, boundaries of the subject and object are demolished in the relationship of the landscape construction, and recategorization. Second, by breaking up the meaning of the surface which is a visual and physical boundary for both the internal and external, recategorization is being done. Third, by making the boundary between the interior and exterior indistinct, cognitive threshold is dissolved, and the relationship between the subject and object is being recategorization. In conclusion, we can see that the many recategorization phenomenons that are happening in the F.O.A construction show the otherness that escapes from the conventional and stationary relationship, and recognizes each other at the same time, forming new relationships.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Characteristics of différance image in contemporary men's fashion (현대 남성 패션에 나타난 해체주의 '차연'적 표현 특성)

  • Lee, Han-na;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.27 no.3
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    • pp.222-238
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    • 2019
  • This study is aimed at applying the philosophical concept of "$diff{\acute{e}}rance$" to contemporary men's fashion design, which could effectively show the shift in thinking. For the study method, the author examined the theoretical background of deconstruction and prepared the standard of analysis by organizing the concept of "$diff{\acute{e}}rance$," which exists at the center of philosophy. This study selected the three most popular brands: Maison Margiela, Comme des Garcons, and Yohji Yamamoto. The results are as follows. First, there is expression of perpetual reservation emphasizing time. This includes texture, patchworks, hems with ladder, and exposure of seam that expresses the trace of time flow and delayed delivery of immediate meaning, and the expression creates delay between major and minor and leads to consistent role exchange. Second, the trace of blank that emphasizes the space gives a visual sense of weight on spares with the intentionally granted space, as well as the space that is the trace of trace and creates a sense of depth through the direction of empty space. Third, the space created in the process of wearing cloth is visualized, the structure of clothing is deconstructed, and the movement from the process recomposes the shape of space and expands the definition that enables expansion of time and space. Fourth, the undetermined relationship expresses the border of time and space visually and deconstructs time and space. The approaches are mostly constructive, demonstrating an avant-garde form of clothes-wearing to show the non-form or imbalance condition.

A Study on the Innovation of Modern Design in Korea -A Study on the Collection of Modern Design Museum- (한국 근대디자인의 혁신성에 관한 연구 -근현대디자인박물관 소장 자료를 중심으로-)

  • Park, Arm-jong
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.1-12
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    • 2019
  • Even though Korea has lost its important modern era due to Japanese colonialism, it is in the rank of advanced nation today. It is common to think that there was no creative and innovative design activity because it was highly constrained by design activities. Is there no creative idea or innovative design in this period of design activity? As a result of analyzing the various products of modern design left in the question, I was able to find a new and unique Innovation in 10 fields. In other words, today, we can confirm that we have utilized innovative strategies in the field of design such as brand family, new sign system, modernism style, localization, star marketing, one source multi use, private brand, nature friendly, fusion and parody strategy.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

The Effects of Instrument-Activities Daily Living Training through Client-Centered Home Visitation on Cognitive Functions, Occupational Performance, and Instrument-Activities Daily Living among Elderly at the Cognitive Support Grade (클라이언트 중심 가정방문 일상생활훈련이 인지지원등급, 노인의 인지기능, 작업수행, 일상생활수행도에 미치는 영향)

  • Son, Boyoung;Bang, Yosoon
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.4
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    • pp.143-154
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    • 2020
  • Purpose : This study aims to investigate the effect of instrument-activities daily living training through client-centered home visitation on the cognitive functions, occupational performance, and instrument-activities daily living of elderly at the cognitive support grade(Grade6). Methods : The subject of this study was a 66-year-old woman living in G Metropolitan City, who has been diagnosed with Alzheimer's and mild dementia. The study period was from March 17, 2020 through June 12, 2020, and the A-B-A' design, among the individual case experiments, was adopted as the study design. For the data analysis, descriptive statistic and visual analysis using graph were used for the change of cognitive functions, occupational performance, and instrument-activities daily living. Results : The instrument-activities daily living provided through client-centered home visitation improved the subject's cognitive functions, occupational performance(performance, satisfaction) and instrument-activities daily living. Conclusion : This study showed that daily life training through client-centered home visitation can help elderly people at the cognitive support grade select for themselves the problems of daily life caused by cognitive decline and practice specific action plans, thereby enabling them to maintain and improve the cognitive functions necessary for the performance of activities, such as comprehension, memory, and thinking skills. In addition, it is thought that the activities based on the subject's preferences, performance, and sense of importance assured the subject of feelings of motivation and the possibility of participation, and had a positive effect on the subject's performance speed and rate. With the above in mind, Instrument-activities daily living client-centered home visitation is proposed as a potential practical intervention program for individuals. It can help elderly people at cognitive support grade to maintain and improve their functions, thereby delaying the progress of their condition to severe dementia.

Changes of Cognitive Function and Health-related Quality of Life among the Elderly Living alone through the Participation in Cognitive Program (인지프로그램 참여에 따른 독거노인들의 인지기능과 건강관련 삶의 질의 변화)

  • Son, Sung-Min;Bak, Ah-Ream
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.279-287
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    • 2021
  • The purpose of this study is to analyze the changes of the cognitive function and health-related quality of life. Study subjects were 35 elderly living alone and they participated in the cognitive program for 8 weeks regularly. The assessment of cognitive function was used by the Loewenstein occupational therapy cognitive assessment battery and the orientation, visual attention, spatial perception, motor praxis, visuomotor organization, thinking operation, and attention. The assessment of health-related quality of life was used by the Short form-8 health survey and the gerneral health condition, physical function and role, pain, vitality, social function, mental health, and emotional role. As the results, all the results of variables showed the statistically significant increase after the participation in the cognitive program. To improve the cognitive function and health quality of life of the elderly living alone, the participation in the cognitive program should be considered.

A study on the use of continuous spectrum in problem solving in a dynamic geometry environment (동적 기하 환경의 문제 해결 과정에서 연속 스펙트럼 활용에 대한 소고)

  • Heo, Nam Gu
    • The Mathematical Education
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    • v.60 no.4
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    • pp.543-554
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    • 2021
  • The dynamic geometric environment plays a positive role in solving students' geometric problems. Students can infer invariance in change through dragging, and help solve geometric problems through the analysis method. In this study, the continuous spectrum of the dynamic geometric environment can be used to solve problems of students. The continuous spectrum can be used in the 'Understand the problem' of Polya(1957)'s problem solving stage. Visually representation using continuous spectrum allows students to immediately understand the problem. The continuous spectrum can be used in the 'Devise a plan' stage. Students can define a function and explore changes visually in function values in a continuous range through continuous spectrum. Students can guess the solution of the optimization problem based on the results of their visual exploration, guess common properties through exploration activities on solutions optimized in dynamic geometries, and establish problem solving strategies based on this hypothesis. The continuous spectrum can be used in the 'Review/Extend' stage. Students can check whether their solution is equal to the solution in question through a continuous spectrum. Through this, students can look back on their thinking process. In addition, the continuous spectrum can help students guess and justify the generalized nature of a given problem. Continuous spectrum are likely to help students problem solving, so it is necessary to apply and analysis of educational effects using continuous spectrum in students' geometric learning.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

A Study of Users' EEG Responses to Different Types of Fashion Films (패션필름의 유형에 따른 이용자의 뇌파 반응 연구)

  • Chungsun Lee;Seunghee Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.2
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    • pp.323-336
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    • 2023
  • In the 21st century, fashion films are frequently used throughout the fashion industry. In particular, as videos have become an essential element and a communication tool of social media, they are becoming even more important in the world of fashion. In this study, different types of short-length fashion films (< 0:60) in current use were derived, and the effects of on the cognitive and emotional responses of users were analyzed using electroencephalogram(EEG) findings. EEG measurements were performed using Epoc+ on 31 healthy women aged 20-29 years after viewing six types of fashion films[fiction/well-made, fiction/user generated content(UGC), documentary/well-made, documentary/UGC, art/well-made, and art/UGC] in random order. The results demonstrate differences among four types of films. Specifically, alpha waves in the frontal lobe decreased more while watching documentary/UGC films than while watching art/well-made films. Gamma waves in the temporal lobe decreased more while watching fiction/well-made films than while watching documentary/UGC films. Furthermore, theta waves in the occipital lobe increased more while watching fiction/well-made films than while watching art/UGC films. These findings suggest that different types of fashion films can stimulate different parts of the brain that process thinking, cognition, emotion, and visual and auditory information and consequently evoke emotional responses.