• Title/Summary/Keyword: emotional concrete

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Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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Reinterpretation of Lee-Sang's Poems based on McLuhan's Media theory (맥루한의 미디어 이론에 근거한 '이상(李箱) 시(詩)'의 재해석)

  • Jung, Soo-Gyung;Han, Kwang-Pa;Ming, Shihua;Kang, Kyung-Kyu;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.582-586
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    • 2008
  • MeLuhan's work has enormous power in the study of media theory. In Lee-Sang's works, we can find out the Macluhan's idea, "tactile" writing, which enhances more than one single sense, we-Sang's pieces, viewed as the origin of Korean concrete poetry, are being reconfigured in modern times. After publication, Lee-Sang's esoteric and complicated poem was considered as the result of schizophrenia. However, in the reconfiguring process, his continuously issued poems were reconsidered as a fraction of visual arts and analyzed as the substances of Korean dadaism and an attitude to challenge. But the real importance of Lee-Sang's poem is the extension of a sense; his poem is unbiased either by visual part or by emotional part, though one sense is extended to another sense. Now you will see the reinterpretation of we-Sang's world from the viewpoint of media, 'extension of senses'.

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Video Reality Improvement Using Measurement of Emotion for Olfactory Information (후각정보의 감성측정을 이용한 영상실감향상)

  • Lee, Guk-Hee;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.3-16
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    • 2015
  • Will orange scent enhance video reality if it is presented with a video which vividly illustrates orange juice? Or, will romantic scent improve video reality if it is presented along with a date scene? Whereas the former is related to reality improvement when concrete objects or places are present in a video, the latter is related to a case when they are absent. This paper reviews previous research which tested diverse videos and scents in order to answer the above two different questions, and discusses implications, limitations, and future research directions. In particular, this paper focuses on measurement methods and results regarding acceptability of olfactory information, perception of scent similarity, olfactory vividness and video reality, matching between scent vs. color (or color temperature), and description of various scents using emotional adjectives. We expect this paper to help researchers or engineers who are interested in using scents for video reality.

A Comparative Study of the Houses of Mies van der Rohe and Le Corbusier (미이스 반 데르 로에 주택과 르 꼬르뷔제 주택의 비교 연구)

  • 김용립
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.21-31
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    • 2004
  • There are probably no architects of the 20th Century who had more influence on modern architecture than Mies van der Rohe and Le Corbusier. Although the two architects share one thing in common, namely, both are master of modernism, each has developed unique architecture of his own. The objective of this study is to investigate the characteristics of their works through a comparison analysis of the Ideas, design principles and architectural language reflected in the works, focusing on the houses. this study will also aim to provide a foundation for a new design that harmonizes the design principles and architectural language of the two. Through the study the following common points and differences were found between the houses of the two. A) Common points: Both architects avoided ornamentation In houses while placing weight on the functions of houses and they tried to plan rational floor plans by separating the wall from the structure. B) Differences: \circled1 The houses of Mies express the structure in a straight forward manner, while those of Corbusier are formative houses focusing more on shapes. \circled2 The shapes of the houses of Mies are limited to basic shapes, quadrangle while those of Corbusier employ various geometric curves. \circled3 Using steel and glass, the houses of Mies are light and transparent. On the contrary, using concrete, the houses of Corbusier are somewhat bulky with Three-dimensional changes. \circled4 The houses of Mies show the value of moderation based upon the classical principles of design, while the houses of Corbusier show the value of moderation based upon geometry. \circled5 The houses of Mies feature horizontal intoners with flexibility. However, Corbusier's houses have vertical interiors with some changes in the cross sections. \circled6 In terms of material, the interiors of Mies' houses employ materials with various tones and textures, while interiors of Corbusier's houses are painted in simple white. Summing up these characteristics, it could be said that the houses of Mies have logical and rational beauty, whereas the houses of Corbusier have more emotional beauty.

Costume Code Analysis Placed Mise-en-abyme in the Movie - Focused on the Lucien Dällenbach's theory and the film - (미장아빔으로 배치된 영화 속 의상코드 분석 -Lucien Dällenbach의 이론과 영화 를 중심으로-)

  • Kim, Hyangja
    • Journal of the Korean Society of Costume
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    • v.67 no.1
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    • pp.130-146
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    • 2017
  • This study focuses on the Mise-en-abyme theories of Lucien $D{\ddot{a}}llenbach$, and presents research methodology to analyze the modern cinema costume in a new view. Inherent aesthetic values of the costume code shown in the film are as follows. First, esthetics value shown is the analogic code through the maximization of factual realism by directing target. Mise-en-abyme placed in this film plays the role of costume codes, and highlights the subject by presenting specifically targeted realistic icons to maximize the realism of the movie. Second, Mise-en-abyme is deployed to the explicit text through costumes code is placed as Displaced code arrangements. In other words, each of the characters is a signifier. Symbolizing a historical era is the device that represents a self-reflective signifier. Third, paradoxically reflected by the overlapped expansion of virtual reality and the self-referential characteristics and are subject to reflect the thinking of the author. Costumes code placed in Mise-en-abyme is expressed in costumes positioned to maximize the realism in the film as described above, and implies narratives and self-reflective mediating tools that symbolism can be seen that the paradoxical metaphor for the reality and the future. In addition, through the metaphor of visual narrative is allegorical representation Mise-en-abyme with ambiguity, and it is a concrete text that can be realized in a variety of creative storytelling methods and image delivery methods of modern fashion. This study confirmed that this costumes to take the point of view of emotional $Mise-en-sc{\grave{e}}ne$ in the process of completing the film's themes and cinematic devices by identifying the roles and aesthetic value of code costumes as the core subjects that make up the narrative of the film.

An Analysis of the Features of 'Typically-Perceived-Situation(TPS)' for in-depth Understanding of Students' Ideas: The Case of Four Elementary School Students' TPSs related to the Action of Force

  • Jung, Yong-Jae;Song, Jin-Woong
    • Journal of The Korean Association For Science Education
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    • v.24 no.4
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    • pp.785-801
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    • 2004
  • A Typically-Perceived-Situation(TPS) is a situation which might be useful for conceptual learning of science, rising spontaneously in an individual's mind when someone is thinking about, or in relation to, any object such as physical object, concept, situation, etc. But, for a discussion about the TPS' usefulness in depth, we need to analyze the specific features of the TPS in relation to conceptual learning of science. This study investigated four elementary school students' TPSs related to the topic of the action of force, especially (a) 'the situation where force is being acted on an object', and (b) 'the situation where force is not being acted on an object', with an interview as well as with a drawing-and-explanation type questionnaire. Their TPSs were then compared with their concepts, checked by a misconception questionnaire of choice-and-explanation type. The results showed that the students' TPSs illustrated not only their conceptions about the action of force, but also gave more fruitful details of their ideas, including (a) clues of their conceptions, (b) concrete situations, and (c) their past experiences with emotional components. On the whole, the TPS's appeared to be rather stable, affected by their past experiences, and needed to be analyzed into their sub-units for more subtle details. Finally, some practical ways of how to apply the ideas of the TPS to the conceptual learning of science are suggested.

Everyday Life Culture, Housing Importance and Housing Satisfaction of Older Korean-Chinese Living in Harbin, China (할빈 거주 조선족 노인의 생활문화, 주거중요도와 주거만족도)

  • Hong, Hyung-Ock
    • Journal of Families and Better Life
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    • v.30 no.5
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    • pp.29-47
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    • 2012
  • The purpose of this research is to identify the everyday life culture, housing satisfaction and housing importance of older Korean-Chinese living in Harbin, China. Social survey research using the questionnaire was conducted from August to October in 2011. A total of 94 usable samples were analyzed by the SPSS version the 18.0 statistical program using frequency, percentage, cross-tabulation, factor analysis, and Pearson's correlation. The major findings were as follows. Firstly, older Chinese in Harbin were assimilated into Chinese culture such as national holidays and respectful people, but acculturated in terms of their daily food, and their preference to live in a Korean-Chinese village. Secondly, they had mainly lived in multi-story houses, the so called Chinese-style apartments. The average size of their living space was $80.33m^2$ and they were usually unsatisfied with their neighbors and floor treatment lacking Ondol(溫突). Thirdly, 5 factors affecting on housing value orientation were 'physical characteristics','emotional characteristics', 'economic characteristics', 'social characteristics', 'neighbor characteristics/reputation of the house' and they explained 73.9%. 2 factors affecting on housing satisfaction were 'inner complex/inner space' and 'neighborhood environment' and they explained 69.4%. In conclusion, some policy is needed for Korean Chinese living in Harbin for their well-being when it comes to their housing needs and conditions. Given the nature of big city, Harbin and its attraction, younger Korean-Chinese tend to be rapidly assimilated into Chinese culture. However older people in Harbin think that it is important for their children to learn both countries' languages and cultures in order to be successful, so some concrete policies and supports are needed.

Single-dose Toxicity of Water-soluble Ginseng Pharmacopuncture Injected Intramuscularly in Rats

  • Yu, Junsang;Sun, Seungho;Lee, Kwangho;Kwon, Kirok
    • Journal of Pharmacopuncture
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    • v.18 no.2
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    • pp.76-85
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    • 2015
  • Objectives: Radix Ginseng has been traditionally used as an adaptogen that acts on the adrenal cortex and stimulates or relaxes the nervous system to restore emotional and physical balance and to improve well-being in cases of degenerative disease and/or old age. Radix Ginseng has been used for a long time, but the safety of ginseng pharmacopuncture needs testing. This study was done to analyze the single-dose toxicity of water- soluble ginseng pharmacopuncture (GP) intramuscular injections in rats. Methods: All experiments were performed at Biotoxtech, an institution authorized to perform non clinical studies under the regulations of Good Laboratory Practice (GLP). Each group contained 10 Sprague-Dawley rats, 5 males and 5 females. GP was prepared in a sterile room at the Korean Pharmacopuncture Institute under regulations of Good Manufacturing Practice (GMP). GP dosages were 0.1, 0.5 and 1.0 mL for the experimental groups; normal saline was administered to the control group. The animals general condition was examined daily for 14 days, and the rats were weighed on the starting day and at 3, 7 and 14 days after administration of the pharmacopuncture. Hematological and biochemistry tests and autopsies were done to test the toxicological effect of GP after 14 days. This study was performed with approval from the Institutional Animal Ethics Committee of Biotextech. Results: No deaths were found in this single-dose toxicity test of intramuscular injections of GP, and no significant changes in the general conditions, body weights, hematological and biochemistry tests, and autopsies were observed. The local injection site showed no changes. Based on these results, the lethal dose was assumed to be over 1.0 mL/animal in both sexes. Conclusion: These results suggest that GP is relatively safe. Further studies, including a repeated toxicity test, are needed to provide more concrete evidence for the safety of GP.

A Study on the Autonomous Decision Right of Emotional AI based on Analysis of 4th Wave Technology Availability in the Hyper-Linkage (무한연결시 4차 산업기술의 이용 가능성 분석을 통한 감성 인공 지능의 자율 결정권에 관한 연구)

  • Seo, Dae-Sung
    • Journal of Convergence for Information Technology
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    • v.9 no.8
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    • pp.9-19
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    • 2019
  • The effects of artificial intelligence technology is social science research as research on the impact on industry and changes in daily life, etc. This means that developing 'emotion AI' will prepare 'next-generation 3D-vector-sensitive AI'. This suggests the main keywords of the tertiary AI decision-making power. Particularly important results will be achieved because of the importance of current unethical learning and the implementation of decision-making systems that reflect ethical value judgments. This is a data based simulation, and required (1)Available data, (2)the technology for the goal of simulation. This takes into account the general content of the intended simulation based research. Currently, existing researches focus on meaningful research motivation, but this study presents the direction of technology. So, empirical analysis is consistent with the decision-making power of each country vs. new technology firms for AI on ehtic responsibility. As a result, there is a need for a concrete contribution and interpretation that can be achieved for the ethic Responsibility, on the technical side of AI / ML. In AI decision making, analytic power of human empathy should be included tech own trust.

Awareness of Contents Scene as a Cultural Empathy of Cities: A case of 'Contents Tourism' (도시의 문화적 공감대로서 콘텐츠씬의 인식: 콘텐츠 투어리즘 사례를 중심으로)

  • Jang, Wonho;Chung, Suhee
    • Journal of the Economic Geographical Society of Korea
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    • v.22 no.2
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    • pp.123-140
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    • 2019
  • Empathy is the ability to feel, understand, and respond to the emotions of others from the standpoint of others. Recently, 'sympathy' has emerged as an important issue not only in emotional empathy in relation to individuals but also in 'social empathy', which sees sympathy as a basic principle for maintaining society. This study focuses on the issue of empathy as a new driving force for modern society and focused on 'urban scene' as a spatial application for cultural empathy in the city. Urban scenes approach the city as a space of consumption, classify it according to its inherent attributes, and analyze its characteristics. This study approaches the existing urban scene theory in terms of empathy. In addition, as a way to consume city images reflected on contents, a concrete example of 'contents tourism'is examined, and a 'contents scene' is proposed as a new urban scene and its meaning and possibility are presented.