• Title/Summary/Keyword: art and agency

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Flexible Intelligent Exit Sign Management of Cloud-Connected Buildings

  • Lee, Minwoo;Mariappan, Vinayagam;Lee, Junghoon;Cho, Juphil;Cha, Jaesang
    • International Journal of Advanced Culture Technology
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    • v.5 no.1
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    • pp.58-63
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    • 2017
  • Emergencies and disasters can happen any time without any warning, and things can change and escalate very quickly, and often it is swift and decisive actions that make all the difference. It is a responsibility of the building facility management to ensure that a proven evacuation plan in place to cover various worst scenario to handled automatically inside the facility. To mapping out optimal safe escape routes is a straightforward undertaking, but does not necessarily guarantee residents the highest level of protection. The emergency evacuation navigation approach is a state-of-the-art that designed to evacuate human livings during an emergencies based on real-time decisions using live sensory data with pre-defined optimum path finding algorithm. The poor decision on causalities and guidance may apparently end the evacuation process and cannot then be remedied. This paper propose a cloud connected emergency evacuation system model to react dynamically to changes in the environment in emergency for safest emergency evacuation using IoT based emergency exit sign system. In the previous researches shows that the performance of optimal routing algorithms for evacuation purposes are more sensitive to the initial distribution of evacuees, the occupancy levels, and the type and level of emergency situations. The heuristic-based evacuees routing algorithms have a problem with the choice of certain parameters which causes evacuation process in real-time. Therefore, this paper proposes an evacuee routing algorithm that optimizes evacuation by making using high computational power of cloud servers. The proposed algorithm is evaluated via a cloud-based simulator with different "simulated casualties" are then re-routed using a Dijkstra's algorithm to obtain new safe emergency evacuation paths against guiding evacuees with a predetermined routing algorithm for them to emergency exits. The performance of proposed approach can be iterated as long as corrective action is still possible and give safe evacuation paths and dynamically configure the emergency exit signs to react for real-time instantaneous safe evacuation guidance.

A Study on Fool Characters in a Culture of Laughter (웃음문화의 '바보' 캐릭터에 대하여)

  • Kim, Kyung-Seop;Han, Seung-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.243-249
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    • 2021
  • In the postmodern world, it is widely believed that being a fool or looking foolish can be more profound and unique than being smart and serious. Comic characters, or fool characters in comedy, have been used as basic tools to make people laugh in various cultures around the world. As such, this study will summarize the types of fool characters that have been depicted in plays and organize how they can be categorized in a culture of laughter as well as revealing their characteristics in performing arts. The ridiculous actions and words of fool characters fall outside the common dichotomy of wisdom and foolishness. This is significant and it is because the ways in which they act overturn the values that we consider to be truthful in the world of experience and contain wit and ridicule beyond the general knowledge. Also, it's worth pointing out that many comic characters that appear on TV shows are not all the same. To put it simply, each and every funny character has unique traits and these characters predictably change according to the times. In performing arts, a fool character's personality is displayed through his or her interactions with the audience. That is, on one hand, the character may or may not recognize himself as a fool, while on the other hand, the audience may regard the character as a fool or otherwise. Based on this background, the comic characters that appear in performing arts are categorized into four types and their features are discussed.

A Case Study on the Online Fractional Investment Securitization Platform (온라인 분할 투자 증권화 플랫폼 사례 연구)

  • Tae Hyup ROH
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.747-754
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    • 2023
  • With the development of information and communication technology, online fractional investment platforms have emerged through the convergence of online platform technology and new investment techniques for asset-backed derivatives. In this study, the concept and previous studies of the online fractional investment platform business, commercialization models and service processes, market status, and pending discussions and alternatives were presented. Recently, the Securities and Futures Commission's decision on securitization of split ownership has become an important guide to the stable business sustainability of platform operators, but academic research is needed according to the current status and case analysis. To identify specific market issues, examples of representative online fractional investment securitization platform businesses such as "MusiCow" for music copyright, "Tessa" based on art, "Kasa" for real estate, "Piece" based on real assets, and "BangCow" for Korean beef shipments were analyzed. Through the case analysis of this study, the characteristics of the business model according to the basic assets of the online fractional investment platform were compared and presented. Since most business models are judged to be securitic, they must comply with the provisions of the Capital Markets Act or be recognized as the target of innovative financial services. From a practical point of view, it is meaningful in that it presented improvement directions that online fractional securitization platform operators should consider and organized institutional considerations for investor protection.

Literary Significance and Cultural Character of 'Personal Narrative' ('체험이야기'의 문학적 의의와 문화적 성격)

  • Kyung-Seop Kim;Jeong-Lae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.133-140
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    • 2023
  • The origin of texts we refer to as literary or artistic may be imagination, but many are based on experiences. In fact, experiences can be the source of artistic imagination since imagination often builds upon experiences. Therefore, the act of verbalizing human experiences using them as raw material can become a great form of art. Transforming past experiences into stories and infusing them with vitality inevitably requires a creative process of reconstruction, which is essentially a literary process. As such, 'Personal Narrative' holds significance as a literary process that weaves facts into stories and shapes them into forms. Individual experiences are stored as personal memories, and these 'personal memories' continuously generate stories. Collections of individual stories are stored as multiple memories, which gradually form 'collective memories' with distinct social and cultural inclinations through the passage of time and invisible yet potent societal and cultural censorship. The problem lies in the fact that individuals may tend to align their own memories with the inclinations of collective memory rather than simply recalling what they personally experienced. In the context of actual history, personal memories and collective memories communicate with each other, producing non-fictional content close to reality and sometimes manifesting as fiction content enriched with imagination. 'Personal Narrative' holds a significant genre as one genre of non-fiction content within our culture.

The Effect of Leisure Satisfaction of the Elderly in China on Their Self-Efficacy and Psychological Well-Being in Calligraphy Activities (서예활동에 대한 노인의 여가만족이 자기효능감 및 심리적 안녕감에 미치는 영향)

  • Qin Yu;Feng Meng;Lee Jaewoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.365-371
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    • 2024
  • The purpose of this study was to investigate the effect of leisure satisfaction according to calligraphy activities of the elderly on self-efficacy and psychological well-being. In order to conduct this study, the researchers surveyed 306 elderly people aged 65-76 or older from late November to early December 2023 in Anyang City and Xinxiang City, Henan Province, China. In order to verify the research hypothesis, the researchers performed frequency analysis, descriptive statistics analysis, and Pearson correlation analysis using IBM SPSS Statistics 25, and then performed independent sample T-test and one-way analysis of variance (One-Way ANOVA). To verify the hypothesis through the measurement concept, related verification was conducted for Hayes PROCESS macro and Bootstrap. As a result of the study, first, there is a gender difference in leisure satisfaction, leisure satisfaction, self-efficacy, and psychological well-being, and leisure satisfaction and psychological well-being differ significantly according to age. Second, it was found that leisure satisfaction had a positive effect on self-efficacy. Third, it was found that leisure satisfaction had a positive effect on psychological well-being. Fourth, leisure satisfaction was found to have a positive effect on psychological well-being. Therefore, in order to increase the leisure satisfaction and psychological well-being of the elderly, it is necessary to carefully develop a calligraphy activity system to increase self-efficacy.

'Han of the Class' based on the Relationship between Character and Non-Character Symbols - on the Film of Bong Joon-ho - (인물 기호와 비인물 기호 관계를 바탕으로 한 '계급의 한' -봉준호 영화를 중심으로-)

  • Song-lin Zhao;Yoojin Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.323-331
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    • 2024
  • The concept of 'Han' is a psychological characteristic formed by Koreans through long-lasting national hardships. It has deeply influenced every Korean as a form of collective unconscious and has merged with various forms of art over time. Director Bong Joon-ho's works, rich in social consciousness, symbolically visualize sensitive issues like social class, presenting harsh satire on class oppression. His movies continuously emphasize human desires, the homogeneity of good and evil, insurmountable class barriers, and moral decay caused by desires. They produce a wealth of symbols filled with layers and power dynamics. Bong Joon-ho dramatically portrays and directs various forms of symbols. The metaphorical symbols in his movies provide a unique research value for delving into the deeper meanings of the films.This study examines the theme of 'class Han' in six of Bong Joon-ho's films, exploring the 'Han culture' of Korea. It applies semiotic concepts by categorizing into character and non-character symbols for an in-depth analysis of the films. The representative works from the late 1990s to the late 2010s articulate the class layers of the 'visible' and the 'invisible' through a blend of realism and surrealism. The study analyzes Bong Joon-ho's films in the sequence of 'satire-exposure-hope', examining the culturally critical nature of 'Han culture' on class and its psychological and cultural impact on the general public.

An Educational Plan for Chinese Culture through 「Analysis of the Legend of the Gaotang(高唐)shennu(神女)」 (<고당신녀전설 분석>을 통한 중국문화 교육 방안)

  • Kim, Sung-Hee;Choi, Eunsun;Park, Namje
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.313-320
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    • 2022
  • Recently, the keyword 'convergence' has emerged in the education field. The voice of demand for the humanities is also increasing. The range of convergence of the humanities is gradually spreading to various fields such as science, technology, engineering, and the arts field. And also, the trend is to nurture the future creative convergence talent with logical, comprehensive, and creative thinking through the fusion of humanities, scientific, and empirical theories. Myths and legends contain the content of humanity's culture creation and deal with matters such as religion, philosophy, art, and science. Therefore, through the consciousness of the ancients who lived in the so-called convergence era when academic differentiation did not occur, it will be possible to reflect on the appearance of sages. In this paper, we propose a method for educating Chinese culture through the analysis of by Wen Yi-Duo, a famous Chinese scholar. He sought to find the origin of Chinese culture through myths and legends and to find national identity by restoring the concept of national culture in the period of origin. The myths and legends of China are closely related to the cultural phenomena of modern China, which will further enhance our understanding of China.

Birth of artificial nature and the humanities of coexistence (인공자연의 탄생과 공존의 인문학 -90년대 사이버문학론을 중심으로)

  • Lee, yongwook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.449-460
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    • 2021
  • The development process of cyber literature theory in the 1990s clearly shows the duality of the pursuit of symbolic power and desire through the formation and conflict of literary fields, collective intelligence. All desires are bound to be power-oriented, and cyber literature is meaningful in that network-space critics developed while advocating the humanities of coexistence. The failure of cyber literature theory is due to the conflicting desire of critical power between real and virtual spaces. Cyber literature theory in the 1990s was the first literary response to the birth of artificial nature, although the contradiction of desires revealed in symbolic power and the limitations of barking are clear. Literature discourse has always explored the relationship between the social conditions of the time (including technological progress) and art texts. Producing a new critical discourse encompassing the whole within the literary field of artificial nature is an important task in literature in the era of technology compilation, and humanities and technology must coexist. Through this paper, we examined the impact of the birth of artificial nature on humanities. This study is an important achievement of humanities engineering that understands, interprets, and leads technology.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

Study on the Expression of Sensory Visualization through AR Display Connection - Focusing on Eye Tracking (AR 디스플레이 연결을 통한 감각시각화에 대한 표현 검토)

  • Ma Xiaoyu
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.357-363
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    • 2024
  • As AR display virtual technology enters public learning life extensively, the way in which reality and virtual connection are connected is also changing. The purpose of this paper is to study the expression between the 3D connection sensory information visualization experience and virtual reality enhancement through the visual direction sensory information visualization experience of the plane. It is analyzed by examining the basic setting method compared to the current application of AR display and flat visualization cases. The scope of this paper is to enable users to have a better experience through the relationship with sensory visualization, centering on eye tracking technology in the four categories of AR display connection design: gesture connection, eye tracking, voice connection, and sensor. Focusing on eye tracking technology through AR display interaction and current application and comparative analysis of flat visualization cases, the geometric consistency of visual figures, light and color consistency, combination of multi-sensory interaction methods, rational content display, and smart push presented sensory visualization in virtual reality more realistically and conveniently, providing a simple and convenient sensory visualization experience to the audience.