• Title/Summary/Keyword: a Role of Viewer

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A Study on Differences of Aesthetic Experience in the Exhibition of Artworks and the Remediated Exhibition of Artworks: A Comparative Study between and (예술작품의 원작으로 구성된 전시와 원작을 재매개한 디지털 전시의 미적 경험에 대한 상이성 연구: <모네,빛을 그리다전(展)>와 <풍경으로 보는 인상주의전(展)>의 비교연구)

  • Rhee, Boa;Choi, Sumin;Hong, Yong Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.153-164
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    • 2017
  • This research concurrently conducts literature review and quantitative research methodology in order to compare aesthetic experience of and . From the perspective of viewing attitudes, two types of perception equally coexist in both exhibitions: convergent perception is predominant over distracted perception in IL while distracted perception is higher than convergent perception in MIE. However, the influence of convergent perception on the degree of satisfaction and immersion is proved only in MIE. In terms of roles of viewer, there is a tendency to weigh on passive role in both exhibitions. In particular, it is worth noting that the role is relatively high in MIE. The role of viewer do not correlate with on the degree of satisfaction and immersion, as well as modes of perception. The elements of aesthetic experience are highly rated and the use of previous knowledge acts as a positive influence on the role of viewers in IL. Through this study, we witness the fact that visitors who are familiar with traditional artworks depend upon both modes of perception as well as passive role of viewer in the digital exhibition. In conclusion, remediation through digital technology has blurred the boundary of the dichotomy of a viewing attitude and a role of viewer depending on exhibit media, consequently MIE bears both natures of traditional artworks and digital media.

The Facade Decoration of Julio Romano's House in Mantua: Ideas on Painting Expressed through Mercury (줄리오 로마노의 만토바 저택: 메르쿠리우스로 표현된 화가의식)

  • Lee, Hansoon
    • The Journal of Art Theory & Practice
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    • no.14
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    • pp.159-186
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    • 2012
  • Julio Romano decorated the facade of his house in Mantua with a statue of Mercury to give expressions to his ideas on painting. Hereby the painter from Rome could show his home to the world as that of a painter. To be concrete, Mercury was the planet god to which visual artists belonged, and so was basically related to visual arts. In his role to deliver diverse features of art works Mercury could also convey concepts and emotions expressed in a picture to the viewer. The power of a painting to arouse certain emotions or move the mind of the viewer was further connected to the role of Mercury as the guide of the human soul. This function again related the Roman god to the characteristic of a portrait to present absent persons to the viewer. Above the statue of Mercury, a Lucian head of the god is seen, so that they together form the central axis of the facade. This seems to emphasize that the theme of the facade decoration was the powerful persuasive forces of eloquence. The two masks on the left could then refer to sources of eloquence, I.e. various beautiful expressions of a language and its generative process. On the other hand, the masks on the right could represent consequences of eloquence, for instance, prudence, evil effects which come about to imprudent listeners, and other influences on listeners. Finally, it would be useful to remind us of a line from On Architecture by Leon Battista Alberti. According to the humanist architect parts of a building which are seen from the outside, like a facade, should be appropriately designed, since the decoration of a house could play a significant role to enhance the fame and honor of the family and its fatherland. This theory of Alberti could have provided the foundation to the facade decoration of the Casa Pippi which proudly presented the profession of painting to the public in visual form.

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Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

A Development of Simulator for Autonomous Navigation System of UUV (무인잠수정의 자율운항시스템을 위한 시뮬레이터 개발)

  • Lee, Young-Il;Min, Jong-Soo;Song, Jin-Kook;Kim, Yong-Gi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.3
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    • pp.581-589
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    • 2008
  • The goal of a simulator is to provide for the testing of new technologies and to facilitate the eventual transfer of these technologies to the applications. In the Development Step, Simulation can provide a cost effective alternative to expensive and hazardous field testing. In this paper, a 3D simulator is developed to test UUV navigation system bated on RVC model. The simulation system consists of a environment manager, objects and a 3D viewer. Objects are modeling all physical elements such as map, obstacle and UUV which reside in a underwater environment. Those objects are created and initialized by environment manager. The environment manager plays the role of intermediator which allows created objects to interact with each other, and transmits information on the objects to 3D viewer. The 3D viewer analyzes the received information and visualizes 3D graphic by using OpenGL primitives.

An Analysis of the Effect of Public Advertisement on Smoking Prevention Education (공익광고를 통한 금연교육 효과 분석)

  • 서미경
    • Korean Journal of Health Education and Promotion
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    • v.17 no.2
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    • pp.151-163
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    • 2000
  • Adopting the theory of enter-educate, this study was conducted to prevent the smoking by middle school students who had not started smoking yet. A famous pop music singer with high popularity among teenagers was cast on the public sponsored advertisement (PSA) on smoking prevention. This PSA was televised through major TV stations for two months. The effectiveness of this project was evaluated seven times. The effectiveness of the PSA, the role of the cast singer, the rate of seeing the PSA, and the impression about the PSA were evaluated. The viewer survey since the second period of the PSA revealed that most of the middle school students (79~94 percent) watched it. Among TV stations, MBC recorded the highest viewer rate as 69.6~72.0 percent of the middle school students watched the PSA at least once from this station. Also, the viewer rates of such cable TV stations as Mnet and OCN were quite high for their advertisement prices. The overall impression about the PSA was favorable. The contribution of the singer to this positive outcome was 60 percent and over. The effect of smoking prevention was also high as 93.7 percent of the middle school students replied that they would not start smoking. However, since this study dealt with the general public, it was not possible to control the effect of other factors systematically. Also, we could not measure the differences bewteen the pre-PSA and the post-PSA periods, so that the interpretation of the results has some limitation.

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Waveform Biosignal Interface based on International Standard MEER (MFER 표준을 적용한 생체신호정보 공유시스템 개발)

  • Cho, Hune;Kim, Seon-Chil
    • Journal of Biomedical Engineering Research
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    • v.29 no.2
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    • pp.164-171
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    • 2008
  • Recently, many of hospitals have hurried to computerize the resulting data from medical devices, in order to introduce Electric Medical Record(EMR). In terms of the linkage between medical devices and hospital information systems, however, many difficulties have arisen due to some reasons such as the variety of prescription input, the format difference of the resulting data sheet, and the interface difference between medical devices from different companies. To solve these problems, many researches on standardization of the resulting data of medical devices have been performed. In this study, the linkage between hospital information systems and resulting datum in Electrocardiogram(ECG) generating biosignal waveform was tested by applying Medical waveform Format Encoding Rules(MFER) Version 1.02, which has more advantages than existing global standard. MFER viewer, in addition, was made to display the resulting data on a screen. The MFER viewer was tested and compared to the existing Scalable Vector Graphics (SVG) Viewer. The results showed that this method is more effective in the interface the data storage and application, because of simplicity and easiness in data applications. And the results show that the MFER is convenience and effective for physician. It is considered that the role of MFER as the interface in biosignal waveform including Electrocardiogram medical devices would expand in the near future.

Social Media and Communication in Times of Public Health Crisis: Analysis of COVID-19 YouTube Vlog activities in the sharing of patient experience and information

  • Fu Kang;Seunghye Sohn;Guiohk Lee
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.107-115
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    • 2023
  • This study analyzes the content of YouTube Vlog videos created by patients of Coronavirus disease 2019 ("COVID-19") in South Korea and viewer comments on those videos. As this new infectious disease started to sweep the world in late 2019 and early 2020, the public started facing fear and uncertainty stemming from the lack of sufficient and accurate information about the virus. At the same time, as COVID-19 patients in South Korea were treated in isolation to prevent the spread of the virus, the patients themselves were experiencing anxiety and exclusion from the society. During this period, there was an increase in YouTube Vlog videos created by the patients in which they shared their experiences going through the treatment and recovery processes. To understand how these YouTube Vlog videos were being used by the patients to connect with the society and seek support in a state of isolation and anxiety, this study conducted a qualitative multi-case analysis of three sample YouTube Vlog video channels to analyze their content, as well as a lexicon-based sentiment analysis of viewer comments to understand the experiences and reactions of viewers. The patients' YouTube Vlog videos showed that they shared similar stages of progress, despite each emphasizing a different main theme. Overall, the tone of the viewer comments became increasingly positive over time, although with some variance among different patient cases and stages. The results confirmed that Vlogs of patients played a significant role in reducing the uncertainty around COVID-19 and strengthening social support for the patients. The findings of this study can improve an understanding of the psychological and behavioral aspects of patient experience in isolated treatment and the impact of shared communication among members of society in times of crisis.

Social Viewing Motivations, Satisfaction, and Continuous Use Intention: Moderating Effects of Communication Behavior (동영상의 사회적 시청 동기와 만족도 및 지속의도에서 커뮤니케이션 행위의 조절효과 분석)

  • Cho, Eunyong;Lim, Sohye
    • Journal of Korea Multimedia Society
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    • v.23 no.10
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    • pp.1331-1338
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    • 2020
  • Social viewing has become an increasingly common viewing pattern by combining SNS use with video-watching. Accordingly, social viewing has attracted much scholarly attention, but a more comprehensive understanding of the process and effects of social viewing is warranted. For this, this study incorporated social viewing motivations, viewer satisfaction, and the continuous use intention, taking the viewer's communicative behavior into account as a possible moderator. This study conducted an online survey (N=334). Among four motivations, enjoyment, sharing and expression were significant predictors of program and communication satisfaction. Information, however, was only associated with program satisfaction but not with communication satisfaction. The moderating effects of three communication behaviors, production, sharing, and reception, were discussed in the relationship between user motivations and viewing satisfaction and continuous use intention. Production behaviors played a significant moderating role in between enjoyment, information, sharing, and communication satisfaction. Sharing moderatied information, sharing, and program satisfaction, whereas reception was not a significant moderator.

The Function of Voice-over Narration in the Web-drama OH Ku-sil (웹드라마 <오구실>의 내레이션 기능 연구)

  • Ryu, Jae Hyung
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.399-413
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    • 2018
  • The purpose of this study is to find out the significance and functions of the voice-over narration in the storytelling of the web-drama OH Ku-sil. As a result, the first person narration has enhanced the intimacy with a viewer via subjective statements and produced the two time zone effect that the image and the voice-over stood on different tenses. On the other hand, the third person narration has expanded its functions beyond those of the cinema and TV drama. First, the third person narration in OH Ku-sil has performed the essential role presenting significant information for the viewer's understanding story. Second, the objective/authoritative statements of the third person narration have changed to the subjective/suggestive statements. Third, the third person narrator has expanded his/her role from a narrator to a virtual character by means of the comic statements. It seems to be the existing narration's effective response to the web-drama's medium characteristics seeking efficient storytelling under the tight time restriction. Delivering speedily the story information and amusement, this evolutionary voice-over narration is changing its status from the staying off subject to the condition of the new medium called web-drama.

A Study on the Geometrical Space Composition, Dynamic Visual Perception and Questions of Existence found in the Works of James Turrell - Focusing on 'Wedgework', 'Space Division', 'Skyspace' Projects - (제임스 터렐의 작품에 나타난 기하학적 공간구성, 시지각적 역동성 그리고 존재론적 의미에 관한 연구 - '웨지워크', '스페이스 디비전', '스카이스페이스' 프로젝트를 중심으로 -)

  • Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.145-152
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    • 2012
  • Since 1966 when James Turrell completed his studies on Art, he has been working on the consistent theme of Art. For the 46 years of time, site contexts, scales, methods of light have been changed and they made Turrell's unique 'project series'. Each series has different spatial, visual-perceptual forms and characteristics from other series. The differences were caused by the given situations, but also Turrell intentionally pursued it. However, there are essential theme of art that has not changed in most of Turrell's projects. Target of this paper is to study the unchanged theme as well as the differences. The study starts with three questions: first, what is the geometrical space composition?, second, what is the visual-perceptual phenomenon?, third, what is the hidden consistent theme? This research focuses on three case projects: Wedgework, Space Division Constructions, Skyspaces. These project series are in between the early small object-like installations and the late mega-scale outdoor projects. The study found that geometrical space composition has important role to give visual-perceptual dynamism to the viewer. The phenomenological perception is connected to the questions of relationship between human and space, ultimately human and the world. Although the Merleau-Ponty's philosophy has been related to the work of Turrell in various previous studies, Cartesian 3-dimensional geometry has also crucial role to experiment a viewer's perceptual boundaries. Image of infinity is another aspect of three cases, especially Space Division Constructions and Skyspaces. Through these structure, Turrell's work lead to an ultimate question of meaning for human existence in infinite space. It is hoped that this paper is helpful for Architecture and Interior design field in which light and space are essential.

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