• 제목/요약/키워드: abstract ideas

검색결과 62건 처리시간 0.02초

Development of Interactional Information Measuring Technique Using Information Gathering and Utilizing System in Analysis of Correlations between Rural Amenities

  • Lee, Je-Myung;Jung, Nam-Su;Lee, Jeong-Jae
    • 한국농공학회논문집
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    • 제49권3호
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    • pp.69-75
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    • 2007
  • Defining the correlations between rural amenities, while difficult, is important for the adequate and efficient development of these amenities. In this research, an Interactional Information Measuring Technique(IIMT) using Information Gathering and Utilizing System(IGUS) was developed to objectively analyze the correlations between abstract ideas. In order to analyze correlations between rural amenities, this model used the Korean Dusan World Encyclopedia as IGUS and the relative interactional information was measured. The correlations between rural amenities were analyzed objectively using IIMT with the results satisfying the basic conditions of interactional information suggested in this research.

인지적 공간개념에 의한 실내건축공간의 표현에 관한 연구 (A Study on the Expression of Interior Architecture Space by Cognitive Concept)

  • 이상호;김태환
    • 한국실내디자인학회논문집
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    • 제23호
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    • pp.132-138
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    • 2000
  • Architecture should deviate from euclidean ideas of abstract space while helping to accommodate individual perceptions and experiences of a given space. Concepts for making space should be cognitively processed. The process of gathering information from the environment represents a new spatial concept as expressed in the cognitive structural relationship between the environment and the individual as the subject of architecture. Additionally, the cognitive experience of space is primarily perceived visually, and visual perception is the basis for information-gathering and decision-making. Therefore architecture should be excluded from the conceptual focus on the existing space design rules, being expressed instead in experimental architectural spaces connected to subjective human experience. While some research has been done on this topic regarding architecture, further study is required in the area of interior design. This study proposes the possibility of composing effective living space through an investigation of cognitive space concept theory and expression elements, and includes a case study of Interior architectural spatial analysis.

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유아들의 가상놀이 촉진을 위한 놀잇감 사용: 놀잇감의 구조성을 중심으로 (Play Materials Used in Children's Pretend Play: Structured Versus Unstructured Toys)

  • 조은진
    • 아동학회지
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    • 제21권4호
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    • pp.197-210
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    • 2000
  • This integrative review of research on the role of toys in the pretend play of young children investigated claims about the relative effects of abstract or unrealistic compared with concrete or realistic toys. Researchers and educators acknowledge the benefits of pretend play as an expression of the child's capacity of symbolic functioning and they attend to strategies for promoting pretend play at each stage of its development, including the selection and presentation of playthings. Highly structured or realistic toys were once thought to impede pretend play because they can only be used for a single intended purpose whereas less structured toys are pliant and hold the child's interest over longer periods of time as new ideas are tried out. However, the present review suggests that realistic toys are effective for very young children who still have limited representational capacity, and that realistic toys continue to give impetus to make-believe even for kindergarten children.

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분수 개념의 의미 분석과 교육적 시사점 탐구 (An Educational Analysis on Fraction Concept)

  • 정은실
    • 대한수학교육학회지:학교수학
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    • 제8권2호
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    • pp.123-138
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    • 2006
  • 이 연구는 분수 개념의 여러 가지 의미를 분석해보고, 분수 개념의 생성 과정을 역사 발생적으로, 심리적으로 분석하고 이를 바탕으로 현재 지도되고 있는 7차 교육 과정에 의한 교과서의 분수 개념 도입과 관련한 내용을 비판적으로 분석해 보면서 그 교육적 시사점에 대해 논의한 것이다. 그 논의의 결과를 요약하면 다음과 같다. 분할분수는 분류된 다른 분수와 그 의미가 중첩되어 있으므로, 다른 분수와 함께 묶어 분류하는 것보다 분할분수는 독립시키고 나머지 분수들을 분류하도록 한다. 그리고 분수 개념은 분배와 측정 과정에서 발생하였으므로 분수를 도입할 때 분배, 측정과 관련하여 등분할 활동과 양분수를 강조하는 것이 바람직하다. 또한 분수는 단위분수를 단위로 하여 구성되었으므로, 학교에서도 단위분수를 바탕으로 분수를 구성해 나가는 것이 바람직하다.

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물리적 차원 지각에 대한 감성 메타포 (Affective Metaphor of Dimensional Perception)

  • 문성철;황민철;이정년;김종화;김지혜
    • 대한인간공학회지
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    • 제30권1호
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    • pp.187-193
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    • 2011
  • Objective: The aim of this study was to investigate the association between conceptual metaphors of affect and physical dimensions. Background: The evidence that affect is unconsciously linked to physical dimensions(e.g., position and color) has been obtained in western cultures. However, in eastern cultures, especially, in Korea, it has been seldom tested. It is indispensable to examine whether or not cultural differences exist for better understanding of the conceptual metaphors. Method: 50 positive and 50 negative words were adopted from previous studies in order to determine the relationship between physical domains and abstract affect. Three hypotheses were tested in this study: (1) Good is up. (2) Good is bright. (3) Good is right(for right-handers). The automatic association between valence(positive vs. negative) and vertical position (up vs. down) was investigated in experiment 1, in which 100 words were randomly presented on either the top or the bottom of a LCD screen and the evaluation time of the presented word was recorded. The unconscious association between valence and color(white and black) was examined in experiment 2, where each word was randomly presented in either white or black. Lastly, we tested whether right-handers tend to associate rightward space with positive ideas and leftward space with negative ideas. Results: Reaction time was faster when words were presented in metaphor congruent domains(e.g., 'positive words on the top, in bright color, and on right space vs. negative words on the bottom, in dark color, and on left region) than when they were shown in metaphor incongruent domains. Conclusion: The results might give the groundwork for various directions in further understanding perception, emotion, and behavior. Application: This study may provide useful points to GUI designers and service developers if further studies enhanced in validity and reliability are followed.

라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구 (A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics")

  • 김혜란;이상욱
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제7권3호
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    • pp.371-381
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    • 2017
  • 본 논문에서는 인간 움직임에 관한 이론들 중 현대무용 이론가인 루돌프 폰 라반(Rudolf von Laban)의 움직임 분석(Laban Movement Analysis)을 중심으로 추상 애니메이션의 제작 방법론을 소개한다. 라반의 이론은 다양한 인간의 움직임들을 묘사하고 시각화하고 해석하고 문서화하기 위한 도구와 언어를 모두 포함하며 그 중 공간조화이론인 코레우틱스(Choreutics)는 고대로부터 정의된 자연의 보편적인 패턴과 자연의 일부인 인간의 보편적 디자인에 기반하고 있다. 라반은 근본적으로 움직임의 공간을 이원론적 방식으로 정의하였는데 외형적으로는 점, 선, 면, 다각형, 그리고 선형, 비선형 움직임과 같은 기하학과 모션 프리미티브의 관점에서의 객관적이고 과학적인 정의를 통해 컴퓨터 그래픽스에서 인간의 움직임을 생성하기 위한 구체적인 기반을 제공하였다. 또 한편으로는 움직임의 내적인 의도와 관련하여 나타나는 역동적 운동성의 미묘한 특징들을 이해할 수 있는 시스템을 제공하였다. 라반의 해석은 다양한 시각적 분석방식을 통해 조형예술과 컴퓨터 아트 양쪽 분야에서 활용될 수 있는 잠재적인 가치를 지니고 있다. 본 연구는 움직임에 대한 신체적, 심리적 분석에서 영감을 얻었으며 추상 애니메이션을 제작하기 위해 컴퓨터 알고리즘을 개발하였다. "코레오그래피(Choreography)"라고 명명된 일련의 컴퓨터 애니메이션 작품들은 문화체육관광부와 한국공예·디자인문화진흥원이 주최·주관한 "2015 공예트렌드페어(Craft Trend Fair)"의 주제관 <손에 담긴 미래>와 2016년 주영한국문화원의 "움직임을 만드는 사물(Make Your Movements: Korean Contemporary Objects)"등 다수의 전시에 소개되었다. 본 논문에서는 라반의 움직임에 관한 표현을 기초로 추상적 조형요소들의 움직임을 제작하기 위한 아이디어와 방법들을 설명한다.

ART DECO 양식의 FASHION 과 장신구에 관한 연구 (A Study on the Fashion & Jewelry in the Art Deco Style)

  • 김은주;최덕환
    • 복식
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    • 제39권
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    • pp.239-255
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    • 1998
  • Art deco means decorative form on the base of cubism which has widely spread from 1910's to 1930's. Also it pursued the rational & functional design even than deecoration of art nouvear, and colorful combination of fauvism. The analytical study on design included occurrence, developing process and formative features expressed in the art deco fashion. The changes of the art deco style, it referred to the fashion illustration which was the Graphic-s of Ert in 19 century. Besides analysised activity designer in the art deco style, at the same time considered fashion design as comparable analysis. Paul Poiret, a representative french designer, contributed to the clothing culture which accepted oriental influence and it was all the fashion enough to call the originator of present fashion. He did away with the corset, relaxed the waistline, and freed the body from clothing constrictions of almost a hundred years. Since 1914, because of industry of woman clothing that art deco represent concern of one's Chanel's perennial rival in the firmanent of parisian high fashion was the Italian designers, Elsa Schiaparelli, Schiaparelli's originalily was profoundly influenced by the avant-garde art of the time ; Da da and Surealism were principal soures of new ideas. It apply the style to geometrical or abstract form impressed straight and smooth line on suitable technic. Such inflection of art deco heralded a close collaboration between the artist-jeweller and the fashion industry. Especially, jewelry designers were fond of juxtaposing transparent faceted stoned which reflected the light, with matt stones, which offered rare or unconventional contrasts through their opacity. Consequently, art deco will exert value of utility for the progressive fashion & jewel CAD through continuous research.

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빛과 공간 환경을 다룬 로버트 어윈의 초기 작업에 관한 연구 (The Early Light and Space Environments of Robert Irwin)

  • 크레이그 애드칵
    • 미술이론과 현장
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    • 제9호
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    • pp.123-150
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    • 2010
  • In his non-hierarchical approach to art making, Robert Irwin questions how art is made. In the process, he seems to come down on both sides of the Modernism versus Postmodernism debate. Insofar as he wants to advance the avant garde tenets of modern art, he can be thought of as a modernist. But insofar as he denies Modernism's claims for transcendental status, he can be thought of as a postmodernist. Irwin's light and space environments, in particular, are conditioned by their basic attachments to their surroundings. They reveal the commonplace, but largely overlooked, richness of visual perception. By encouraging his viewers to open their eyes, Irwin wants them to engage in an act of looking, one that manipulates the basic syntax of seeing. This paper discusses Irwin's contributions to the art of his time (basically the transitional period between Abstract Expressionism and Minimalism) using as an example a light and space environment he created as the backdrop for the "First National Symposium on Habitability." This work was later reprised in 1980 as an independent installation. These works are examined to show how Irwin's art displaces modernist notions of authoritative (and authoritarian) quality with postmodernist ideas of direct (and demotic) value.

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제너러티브 아트(Generative Art)의 시각적 속성이 반영된 패션디자인 분석 (Analysis of Fashion Design Reflected Visual Properties of the Generative Art)

  • 김동옥;최정화
    • 한국의류학회지
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    • 제41권5호
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    • pp.825-839
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    • 2017
  • Generative Art (also called as the art of the algorithm) creates unexpected results, moving autonomously according to rules or algorithms. The evolution of digital media in art, which tries to seek novelty, increases the possibility of new artistic fields; subsequently, this study establishes the basis for new design approaches by analyzing visual cases of Generative Art that have emerged since the 20th century and characteristics expressed on fashion. For the methodology, the study analyzes fashion designs that have emerged since 2000, based on theoretical research that includes literature and research papers relating to Generative Art. According to the study, expression characteristics shown in fashion, based on visual properties of Generative Art, are as follows. First, abstract randomness is expressed with unexpected coincidental forms using movements of a creator and properties of materials as variables in accordance to rules or algorithms. Second, endlessly repeated pattern imitation expresses an emergent shape by endless repetition created by a modular system using rules or 3D printing using a computer algorithm. Third, the systematic variability expresses constantly changing images with a combination of system and digital media by a wearing method. It is expected that design by algorithm becomes a significant method in producing other creative ideas and expressions in modern fashion.

스토리텔링 기반 로봇 프로그래밍 교육과정 연구 (A study of Robot Programming Curriculum based on Storytelling)

  • 이재인;성영훈
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2011년도 동계학술대회
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    • pp.15-22
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    • 2011
  • 대부분의 로봇 프로그래밍 교육과정이 논리적인 문제해결 절차보다 프로그래밍 언어의 이해, 단순한 문법적 지식의 습득 위주로 구성되어 있어 초보자가 학습하기에 부담이 된다. 스토리텔링은 학생들의 긍정적인 학습동기 지속을 위해 상징적 조작활동, 여러 가지 추상 개념들 다루기, 아이디어 사이에서 의미 생성을 위한 기회들을 제공한다. 본 연구에서는 학습자의 긍정적 학습동기를 부여할 수 있는 스토리텔링을 로봇 교육에 접목시켜 지속적인 학습의 몰입과 구심점을 제공할 수 있는 로봇 교육과정을 설계하고 이를 지원할 수 있는 시스템을 연구하였다.

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