• Title/Summary/Keyword: Visual thinking

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A study of the Semiotic Features of Korean Realistic Films Focused on the <Silenced> (한국 리얼리즘 영화에 나타난 기호학적 특징 영화 <도가니>를 중심으로)

  • Zhou YuFeng;Choi Won-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.909-917
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    • 2023
  • Semiotic theory plays a vital role in the cognition of realistic films. Realistic films aim to reflect events and situations in real life, and arouse the audience's thinking about real problems through realistic depiction. In this process, the theory of semiotics helps to reveal the symbolic elements in the film and the profound meaning behind them. This study focused on the realism movie 도 가 니 "(Silenced), on the basis of the theory of saussure's semiotics, combined with its proposed the concept of "signifier" and "mean", through the study of arbitrariness and secondary film symbol sign system, designed to dig deeper into the symbolic meanings in the movie, and their cultural significance and social evaluation. By analyzing the implied narrative structure, meaning structure and ideology in the film, this paper probes into the influence and effect of mass culture on society and reveals the potential information conveyed by symbols in the film. This study aims to provide creative insights and explanations to provide useful references for research in related fields.

Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.47-54
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    • 2024
  • The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.

A Study on the Development of Fashion Design by Aesthetic Finishing Decoration Techniques (심미가공의 장식적 기법에 의한 패션디자인 개발에 관한 연구)

  • Seoyun Lee;Youngjae Lee
    • Journal of Fashion Business
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    • v.28 no.1
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    • pp.131-148
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    • 2024
  • Among the various decorative techniques in fashion design, this study is to study the decorative effect of the aesthetic finishing technique on fabric. Despite the recent expansion of the use of decorative techniques by aesthetic finishing of fabrics, most of the studies have focused on one or partial techniques, and there has been no part on the use of broad techniques or the application of overall design. Therefore, the purpose of this study is to collect the expression techniques of aesthetic finishing and its fashion cases that have been sporadically performed by examining the decorative techniques of fabric aesthetic finishing as a whole, and to provide practical data, help design thinking, and further contribute to the development of higher value-added products. To this end, this study was conducted in parallel with theoretical consideration and empirical research. First, through the analysis of decorative images and fashion cases examined based on theoretical considerations, six creative costumes were planned and produced by reorganizing them according to the flow of modern fashion using a design concept. As a result, it was confirmed that each aesthetic finishing technique is an effective decorative technique that is applied and harmonized to a part or all of the costume to create a new and unique surface effect and formative beauty, and to increase strong visual effects and luxury. Therefore, through this study, it is expected that it will help satisfy the aesthetic sense of consumers seeking high-end and individualization in the future. Therefore, in future research, it is necessary to expand and deal with the aesthetic finishing of fabrics in more depth, and it is expected that multifaceted research and development will continue.

A Comparative Study of Deep Learning Techniques for Alzheimer's disease Detection in Medical Radiography

  • Amal Alshahrani;Jenan Mustafa;Manar Almatrafi;Layan Albaqami;Raneem Aljabri;Shahad Almuntashri
    • International Journal of Computer Science & Network Security
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    • v.24 no.5
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    • pp.53-63
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    • 2024
  • Alzheimer's disease is a brain disorder that worsens over time and affects millions of people around the world. It leads to a gradual deterioration in memory, thinking ability, and behavioral and social skills until the person loses his ability to adapt to society. Technological progress in medical imaging and the use of artificial intelligence, has provided the possibility of detecting Alzheimer's disease through medical images such as magnetic resonance imaging (MRI). However, Deep learning algorithms, especially convolutional neural networks (CNNs), have shown great success in analyzing medical images for disease diagnosis and classification. Where CNNs can recognize patterns and objects from images, which makes them ideally suited for this study. In this paper, we proposed to compare the performances of Alzheimer's disease detection by using two deep learning methods: You Only Look Once (YOLO), a CNN-enabled object recognition algorithm, and Visual Geometry Group (VGG16) which is a type of deep convolutional neural network primarily used for image classification. We will compare our results using these modern models Instead of using CNN only like the previous research. In addition, the results showed different levels of accuracy for the various versions of YOLO and the VGG16 model. YOLO v5 reached 56.4% accuracy at 50 epochs and 61.5% accuracy at 100 epochs. YOLO v8, which is for classification, reached 84% accuracy overall at 100 epochs. YOLO v9, which is for object detection overall accuracy of 84.6%. The VGG16 model reached 99% accuracy for training after 25 epochs but only 78% accuracy for testing. Hence, the best model overall is YOLO v9, with the highest overall accuracy of 86.1%.

Cultural Memory and Reification of Memory Constructed by <Solaris>(Andrei Tarkovsky, 1972) (안드레이 타르콥스키의 <솔라리스>에 구성된 문화적 기억과 기억의 물화)

  • Kang Seungmook
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.71-76
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    • 2024
  • In modern capitalist society, where the influence of electronic and mechanical technology on the human memory construction process is gradually expanding, academic interest in the cultural construction and reification of memory is also spreading. This study attempted to explore the way cultural memory and the reification of memory are constructed and their implications by analyzing Andrei Tarkovsky's <Solaris>, which delved into the way human memory is constructed based on scientific thinking. On 'Solaris', which is both a planet and an ocean, memories were materialized by taxidermy or fossilization of love and even the truth of life and death. This can be said to be the result of director Andrei Tarkovsky's reflection on the fact that human memory can be anchored to something due to a specific event, and that reificated memory is not the actual memory, but remains only as a trace or trace of the memory.

The application of photographs resources for constructive social studies (구성주의적 사회과 교육을 위한 사진자료 활용방안)

  • Lee, Ki-Bok;Hwang, Hong-Seop
    • Journal of the Korean association of regional geographers
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    • v.6 no.3
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    • pp.117-138
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    • 2000
  • This study is, from the view point of constructive social studies which is the foundation of the 7th curriculum, to explore whether there is any viable program and to investigate it by which students, using photo resources in social studies, can organize their knowledge in the way of self-directed thinking. The main results are as follows: If it is a principle of knowledge construction process of constructive social studies that individual construction (cognitive construction) develops into communal construction(social construction) and yet communal construction develops itself, interacting with individual construction, it will be meet the objectives of social studies. In social studies, photos are a powerful communication tool. communicating with photos enables to invoke not only the visual aspects but also invisible aspects of social phenomena from photos. It, therefore, can help develop thinking power through inquiry learning, which is one of the emphasis of the 7th curriculum. Having analyzed photo resources appeared on the regional textbooks in elementary social studies, they have been appeared that even though the importance and amount of space photo resources occupy per page is big with regard to total resources, most of the photos failed to lad to self-directed thinking but just assistant material in stead. Besides, there appeared some problems with the title, variety, size, position, tone of color, visibility of the photos, and further with the combination of the photos. Developing of photo resources for constructive social studies is to overcome some problems inherent in current text books and to reflect the theoretical background of the 7th curriculum. To develop the sort of photo that can realize the point just mentioned, it would be highly preferable to provide photo database to facilitate study with homepage through web-based interaction. To take advantage of constructive photo resources, the instruction is strategized in four stages, intuition, conflict, accommodation, and equilibration stage. With the advancement of the era of image culture, curriculum developers are required to develop dynamic, multidimensional digital photos rather than static photos when develop text books.

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The Haptic Perception Aspect shown in Landscape Architecture before Modernism - Focused on Historical Development Process - (모더니즘 이전 조경에 나타난 촉지적 지각 양상 - 역사적 전개 과정을 중심으로 -)

  • Kim, Jin-Seob;Kim, Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.4
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    • pp.1-14
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    • 2015
  • In the West, of the body's five senses sight is considered the most important but Ocular-centralistic thinking contains many issues. Privileging the subject and inhibiting interaction with the other senses, Ocular-centrism limits the experience of the world to the visual area. However, experiences can be understood as 'touching' various forms and are related to touch. With the heightened interest in the multi-sensuous side of the body contrary to Ocular-centrism, the intervention of the body in the external space has become an important issue in modern landscape architecture. This study explores the possibility of the haptic perception system that causes the active experience of a subject. Haptic perception plays a catalytic role leading an active experience of the subject and the subject experiences a sense of place through such haptic perception. By revealing what was known through the sense of touch through the concurrency and interaction of the various senses, haptic perception draws active participation The haptic perception system has been studied in various fields but has not been studied in the field of landscape architecture. Thus, this study discusses the aspect of haptic perception limited to landscape architecture shown before modernism. In a discussion on haptic perception, the concept of haptic perception is clarified through previous study reviews and literature and the characteristics of haptic perception are derived. Then, the problems of the Ocular-centrism system and the need for haptic perception are discussed. In the historical development process of haptic perception, the change process of the scopic regime is examined chronologically and the ways in which Ocular-centralistic thinking and anti-Ocular-centralistic thinking have been projected on the architecture and landscape architecture of each age are studied via literature and cases studies. The impact of the scopic regime on the landscape architecture field in the historical change process is examined.

A Study on the Emotional Happiness of Human (인간의 감성적 행복감에 관한 연구)

  • Jeong, Cheol-Yeong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.211-220
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    • 2019
  • It helps to wisely abstain from errors of the a priori subjective emotions related to human emotions, and orders emotions to make rational choices. These emotional happiness of human and moral sensitivities work directly or indirectly in rational choice of rational thought and reason. Abraham would have been troubled by the divine mandate to sacrifice a son who was only one, and a son who had been healed. Was his reason reasonable at this time? In rational reason, it can be said that the act of dedicating his son is an appropriate act, but is it possible in the human mind? Aristoteles also called human virtue virtue in good for human beings. Because happiness is also a mental activity, we have to know a certain degree about the mind. This ψυχή(psyche, spirit) spirit is an irrational element that is invisible but an intervention in rational principles. Also C. G. Jung states that all human beings have four dynamic psychological functions that are not visible, and that the mind is driven by these four functional dimensions. This means that the elements of S, Sensing, N, Intuition, T, Thinking, and Feeling are combined. David Hume also emphasized the principle of empathy, asserting that morality can not be derived from reason, and Max Ferdinand Scheler, before grasping the visual characteristics of a person, has already captured the whole feeling of the person, And that the value given to this feeling is the value, and that the function of emotion that is elevated to the perceived object by grasping the value through this process and the value is always preceded by the reason. Emmanuel Levinas states that emotional emotions of love are ahead of reason and that emotions precede human reasoning and rationality is the inability of emotional control that we need rational thought and rational and wise action as reason of control and temperance. As part of human emotional education, in the 7th curriculum, Bloom's cognitive, perceptive, and behavioral domain, which is a person with integrated thinking, is trying to be a moral practitioner. It focuses on how to act according to the direction of emotions for virtuous acts and how to develop emotions for emotions on behalf of vicious acts. We can design the possibility and direction of cultivating human emotions and emotional happiness and happy sensitivities by the principle of strengthening virtue and the principle of elimination of ill feeling.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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The Analysis of the Influential Factors on Design Trends and Color Trends in the Late 20th Century (20세기 후반 디자인 트렌드의 형성요인과 색채 트렌드 분석)

  • Kim, Hyun-Kyung;Kim, Young-In
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.5-20
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    • 2007
  • The aim of this research is to find out the flows of mega-trends and design trends by analyzing the factors that influence trend and design trends in the late 20th century. Moreover, it is to forecast and recommend design color trends by evaluating color trends in design trends for the near future. Secondary and primary research were used in parallel. In the late 20th century, mega-trends were analyzed from secondary research based on PEST. Design trends were analyzed from case studies in fashion, space, product and visual design. On this basis, design color trends were analyzed. Also, color trends were forecast for the near future. The results are as follows. Firstly, the main trends in the late 20th century were 'female thinking', 'back to the nature' and 'heaven of peace'. Second, main design trends in the 1970s were modernism, post-modernism and high-tech. In the 1980s, with those of the 1970s, ecology was introduced In the late 1980s. In the 1990s, modernism rose again and ecology had an influence. The trends of 'female thinking' and 'back to the nature' controled the design in the early 2000s. Third, design colors in the late 20th century changed from Red to Purple Blue. Tones changed from 'grayish' to 'dull' Finally, it was forecast that Purple Blue, Yellow Red and Green colors with 'grayish', 'dull' and 'deep' tones were going to be used mainly in the near future. Also, achromatic colors with female and warm nuances would be reflected in design parts. This research will be very useful in that it has built a concrete database reflected on design trends forecasting in the near future by organizing academically a methodology to identify trends reflected on design and identifying relation between mega-trends and design trends based on analyzing factors that influence trend.

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