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Analysis of Garden Preferences of Visitors to Korea Landscapes and Gardens Expo in 2017 - Focused on Location and Plant Characteristics - (2017년 대한민국 조경·정원박람회 방문객을 대상으로 한 정원선호도 분석 - 조성 장소 및 식물 특성을 대상으로 -)

  • Lee, Dong-Jin;Roh, Hee-Young;Kim, Min;Cho, Hyo-Jin;Lee, He-Min;Cho, Dong-Gil;Song, Yu-Jin;Cho, Hye-Ryeong;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.126-136
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    • 2017
  • Gardeners have a desire to not only enjoy a garden but to create the garden themselves and play the role of garden designer. However, they express a great difficulty in gardening activities such as planting and managing plants, the main materials of the garden, due to lack of expertise. Therefore, in order to encourage hobby gardening activities, it is necessary to understand the preferences of the gardeners so that they can easily experience and create a garden, and to provide information on gardening know-how and preferred plants according to places given high preference. This study analyzed the preference for places and plants characteristics according to the purpose of creating a garden. To this end, a questionnaire survey was conducted with visitors to the Korea Landscape and Garden Expo, expected to have been attended primarily by gardening enthusiasts. As a result, gardeners were divided into three groups: appraisal - purposed type, multifunctional type, and participation - purposed type. The group of appraisal purposed type preferred porches and terraces, and private home front yards as well as favored indoor places rather than outdoor places compared with other types. In selecting plants, they prefer plants that can be easily managed in an indoor environment and appreciate natural colors through the colors of flowers and leaves. The multifunctional type group preferred a private home front yard as a garden creation space. Compared with the other types, it showed a high preference for 'unoccupied land in urban housing' and 'community garden' and was analyzed as a group having a high understanding of garden activities. In selecting plants, this group preferred fruit trees or productive plants such as homegrown crops. The participation purposed type group preferred porches and terraces as well as private home front yards as a gardening space. For plants, they preferred plants that are easy to manage. It is meaningful that this study provided preferences for places and plant characteristics according to the creative purpose of the gardener and provided basic data for selecting the place and the plant characteristics of the garden according to the gardener's type.

The Meaning Landscape of the Three Religion Consilience of Confucianism, Buddhism, and Taoism Embraced in Cheongamsa Temple, Gimcheon (김천 청암사에 수용된 유·불·선 삼교 통섭(統攝)의 의미경관)

  • Rho, Jae-Hyun;Kim, Hwa-Ok;Park, Yool-Jin;Kim, Young-Suk
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.35 no.1
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    • pp.57-67
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    • 2017
  • Based on the study on place name, meaning analysis of buddhist temple Palgyeng, and classifications of instructions and characteristics of writings on rocks, the main results of the study showed the following. Cheongamsa is located in the upstream of Muheulgugok Valley which was run by Hangang Jeong Gu(寒岡 鄭逑), a typical young man in the middle of the Joseon Dynasty, and overlaps with chief monk Byukam Lee Dukjin's(1896~?) object of Cheongamsa Palgyeng during Japanese colonial era. Including the mountain embracing Cheongamsa called Bullyeong-san, various characteristics of writings on rocks such as use of combination of place names including Sudosan, Seonlyeongsan, and Sinseondae, as well as Cheongamsa Temple, Bullyeongdongchun(佛靈洞天), Namuabitabul, Hogye(虎溪), Yeosan Waterfall(廬山瀑布), and Sejinam(洗 塵巖) show co-existence of Confucianism and Taoism mixed together in the temple. Especially for Cheongamsa Valley Hogye and Samsocheon(三笑泉) which is in the precincts of the temple, are realized as the symbol of the scenery of the three religion consilience of Confucianism, Buddhism, and Taoism through announcement using Hogyesamso(虎溪三笑) which originated from Yeosan Donglimsa, Jiangxi, China. Also, there are Yeosan Waterfall with a noble sense of place by negotiating with god, writing on rocks imprinted, and Yeosangyo(廬山橋) in Cheongamsa. As such, cultures of the three religion remain in various layers with the spirit of Hogyosamso symbolizing the consilience and coexistence of the three religion in Cheongamsa without the exclusiveness of Buddhism. Besides, the third precept of Yukhwagyeongbub, known to be practiced in Buddhist temples, which says "Do not only express self-assertion and ignore others" according to the dogma of working together in harmony, is in accordance with the spirits of Hogyesamso. As shown, Gimcheon Cheongamsa which is adorned with cultural landscapes of Hogyesamso, Gugokdongcheon(九曲洞天), and Palgyeng(八景), is not only good enough for the way of Buddhism and Confucianism but also for a place for the three religion consilience embracing the three religion.

Developing a New Area Study Methodology Suitable to the Globalization Era : With Revision of the Regional Geography of World-Systems. (세계화시대에 적실한 지역연구방법론 모색 -세계체제론적 지역지리학의 보완을 중심으로-)

  • Lee, Jae-Ha
    • Journal of the Korean association of regional geographers
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    • v.3 no.1
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    • pp.115-134
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    • 1997
  • We now live in the new era of globalization which implies the functional integration or increase of inter-dependency between internationally dispersed economic activities. As globalization impacts our various activities and daily lives, social sciences, including, geography, attempt to approach social phenomena from a global perspective. From this point of view. new regional geography, which has been articulated in recent social theory since the 1980s, also must adjust to these new world realities. This paper aims to search for a suitable methodology or approach to area study or regional geography in the era of globalization and to suggest the field of area study that Korean geographers should be concerned with in the future. This paper has reviewed the existing various methodologies of regional geography such as the ecological approach, the landscape approach. the areal differentiation approach, the system approach, the structuration theory, the spatial division of labour, and the world-system, which have deviced in the traditional and new regional geography. Peter Taylor's regional geography of world systems among them has an appropriate rationale of area study in the globalization era, because world-systems theory explains well globalization. However the regional geography of world-systems must be revised to become more suitable to the area-study approach in the globalization era. Firstly, the regional geography of world-systems explains that regions(historical regions) are made by general mechanisms of the capitalist world-economy that operate through social, economic, and political agents within regions such as individuals, households, social classes, economic enterprises, states, political movements, and many other organizations. But these mechanisms can also act through other regional agents of geographical location, natural conditions, and cultural characteristics. Therefore, the generating process of regions needs to be explained by locational, natural, and cultural elements in addition to social, economic, and political elements within regions. Secondly, Taylor's world-systems approach does not express composite characteristics of regions, because it focuses on the economic characteristics or position of regions within the world-economy. Regions incorporated into world-economy systems are not only changed economically, but also changed spatially, socially, culturally, and politically. Hence the world-systems approach must try to analyze these composite characteristics and their change of regions. Thirdly, The world-system approach proposed that the geography of regions within world-systems could be divided and analyzed as three regional types at the geographical scale such as international regions, state regions, and intra-state regions. However such a regionalization is usually not identified distinctly, because the geographical range of regions in world-systems shaped by economic boundaries of the general mechanisms of the world-economy is fluid and also occasionally overlaps with other political regions. Hence I propose that the world-systems approach should choose political boundaries of states and local autonomies in addition to economic boundaries for objective regionalization and systematic areal study. The revised regional geography of world-systems that I have suggested in this paper can be more effectively and properly applied to regional geography or area study in the globalization era. Globalization intensifies competition between states and also between local autonomies in the world. Therefore we must make efforts to study such areas or regions through the revised regional geography of world-system.

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Fashion Color Planning Using Dyeing with Jeju Natural Resources (제주 천연자원의 염색을 활용한 패션 색채기획)

  • Ahn, Su-min;Sarmandakh, Badmaanyambuu;Yi, Eunjou
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.55-66
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    • 2016
  • This study was aimed to characterize the color of cotton fabric dyed with three different natural resources such as persimmon, citrus, and brown algae and to propose new trend color themes for fashion color planning for newborn and toddler wear. A variety of color shades by dyeing cotton fabric with persimmon, citrus, and brown algae respectively was obtained and each color was also determined if it could be matched with one of Pantone TPX considering authorized color trends for 2016 Spring/Summer. Finally a group of new trend color theme for 2016S/S newborn and toddler wear were proposed for naturally dyed cotton fabric. As results, the three natural dyeing resources gave color gamut with hue ranging from Purple Blue to Green Yellow and with tones including pale, light grayish, soft, grayish, and dull by their single and compound dyeing. A total of 23 colors matched to Pantone TPX were considered for the fashion color planning by natural dyeing. The selected natural colors were grouped as three different color ways and thereafter the color ways were differentiated in terms of representative color sensibility by using subjective evaluation. Finally three characterized color themes were proposed as 'Serenity', 'Juicy', and 'Fancy', each of which has tried to express differentiated feeling of each natural resources for dyeing, to follow up to global color trends, and to contribute to newborn and toddler wear's own requirements and marketability. These results suggest that natural dyeing colors could be applied into fashion color planning in current fashion industries in order to produce more sensible and emotional design of fashion goods using natural dyeing.

A Study on Sensibility Evaluation of Ceramic Surface: Comparison between Tactility and Visual Tactility (세라믹 표면의 감성 평가 연구: 촉감과 시각적 촉감의 비교를 중심으로)

  • Kim, Jihyun;Song, Min Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.101-112
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    • 2016
  • Selecting appropriate materials can be significantly important to make different image in the product and also give distinguished express to the users. A material for the ceramic product surface consists of the combination between a glaze and a body, and each attribution of materials and the way of the combination creates different texture and color. This study analyzes the difference between visually and tactually sensibility of ceramic surface to through the simulating both visual and tactual stimulation by verbal evaluation method. Totally 13 adjectives are selected from homepage of local and global ceramic product brand. And totally 12 ceramic samples are created with the consideration of color, glossiness and roughness. These 12 samples are the combination between four ceramic bodies (White porcelain, Celadon_c, Sancheong and Black soil) and three glazes (Transparent, Celadon_g, Black glaze). The respondents of first survey were asked to rub, touch and hold before evaluating the sensibility of ceramic surface and other respondents of second survey were asked to evaluate visual images of 9 samples which showed meaningfully difference from first survey. The surface which scored the highest sensibility with the first survey was 'pure' on a surface of White porcelain body with Transparent glaze, and the lowest was also 'pure' on a surface of Black soil body with Transparent glaze. The highest score in the second survey was the same result as the first survey, but the lowest scored 'casual' and the surface was Black soil body with Celadon glaze. By the comparison with two survey results, not every sensibility is same result shown as the first survey and the second survey, but the tactile sensibilities such as 'artistic', 'luxurious', 'sensuous', 'romantic' and 'mysterious' can be experienced by via visual materials of ceramic surfaces.

Pornographic Animation's Sexuality through Japanese Sex Culture (일본의 성문화를 통해 본 포르노그래피 애니메이션의 선정성)

  • Choi, Eun-Hye;Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.36
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    • pp.281-302
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    • 2014
  • Human beings have advanced to release instinctive desire. Among the human desires, sexual desire is classed as a basic desire with appetite and has been expressed in many ways from prehistoric times to present. Despite the social and ethical restriction, expression of sexual image has been evolved with change of time and medium's development. Thanks to inventing the photograph technique, Change of pornographic image has showed a dramatic aspect since early 20th century. The video which delivers message more directly than the picture boosted this change, and the animation has experimented the expression methods and techniques numerously exceeding the limit of realistic image which reappeared by the device. In this thesis, I want to discuss how human beings express sexual desire in animation based on society's sex culture, and analyzed Japanese pornographic animation as its obvious cases. Japanese pornographic animation should be interpreted as the result of culture and society system's history. Through Heian, Edo and early Meiji period, Japanese sex culture has been kept very openly and preposterously. Transformation, metamorphosis, pedophilia, tentacle sex and exposure of specific body parts that are frequently appear in Japanese animation can be interpreted by ancient Japanese open sex culture like Wakashu, polygamy, sleeping in mixed sex group and pederasty. These Japanese odd sex culture is hard to find elsewhere and settled as intrinsic sexual expression in Japanese animation. This situation was institutionally severed by European Modernization's force at the end of World War II in 20th century. However, it seems they have been keeping their influence in a proper form until now. In this study, I discussed that pornographic animation should be interpreted in a frame of cultural phenomenon by researching the series of procedure that ancient Japanese open sex culture has been changed by the system. Sexuality which is found in general Japanese animation was started from their history, and the dichotomous expression about women can be understood that it is bent by institutionally regulated sexual opinion. Japanese history and culture can be understood that it is transformed to the dichotomy that are simultaneously according freedom of eroticism to the pornographic animation, and the fear and irresistible temptation about the woman's body as the other.

A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

Ontology-Based Process-Oriented Knowledge Map Enabling Referential Navigation between Knowledge (지식 간 상호참조적 네비게이션이 가능한 온톨로지 기반 프로세스 중심 지식지도)

  • Yoo, Kee-Dong
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.61-83
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    • 2012
  • A knowledge map describes the network of related knowledge into the form of a diagram, and therefore underpins the structure of knowledge categorizing and archiving by defining the relationship of the referential navigation between knowledge. The referential navigation between knowledge means the relationship of cross-referencing exhibited when a piece of knowledge is utilized by a user. To understand the contents of the knowledge, a user usually requires additionally information or knowledge related with each other in the relation of cause and effect. This relation can be expanded as the effective connection between knowledge increases, and finally forms the network of knowledge. A network display of knowledge using nodes and links to arrange and to represent the relationship between concepts can provide a more complex knowledge structure than a hierarchical display. Moreover, it can facilitate a user to infer through the links shown on the network. For this reason, building a knowledge map based on the ontology technology has been emphasized to formally as well as objectively describe the knowledge and its relationships. As the necessity to build a knowledge map based on the structure of the ontology has been emphasized, not a few researches have been proposed to fulfill the needs. However, most of those researches to apply the ontology to build the knowledge map just focused on formally expressing knowledge and its relationships with other knowledge to promote the possibility of knowledge reuse. Although many types of knowledge maps based on the structure of the ontology were proposed, no researches have tried to design and implement the referential navigation-enabled knowledge map. This paper addresses a methodology to build the ontology-based knowledge map enabling the referential navigation between knowledge. The ontology-based knowledge map resulted from the proposed methodology can not only express the referential navigation between knowledge but also infer additional relationships among knowledge based on the referential relationships. The most highlighted benefits that can be delivered by applying the ontology technology to the knowledge map include; formal expression about knowledge and its relationships with others, automatic identification of the knowledge network based on the function of self-inference on the referential relationships, and automatic expansion of the knowledge-base designed to categorize and store knowledge according to the network between knowledge. To enable the referential navigation between knowledge included in the knowledge map, and therefore to form the knowledge map in the format of a network, the ontology must describe knowledge according to the relation with the process and task. A process is composed of component tasks, while a task is activated after any required knowledge is inputted. Since the relation of cause and effect between knowledge can be inherently determined by the sequence of tasks, the referential relationship between knowledge can be circuitously implemented if the knowledge is modeled to be one of input or output of each task. To describe the knowledge with respect to related process and task, the Protege-OWL, an editor that enables users to build ontologies for the Semantic Web, is used. An OWL ontology-based knowledge map includes descriptions of classes (process, task, and knowledge), properties (relationships between process and task, task and knowledge), and their instances. Given such an ontology, the OWL formal semantics specifies how to derive its logical consequences, i.e. facts not literally present in the ontology, but entailed by the semantics. Therefore a knowledge network can be automatically formulated based on the defined relationships, and the referential navigation between knowledge is enabled. To verify the validity of the proposed concepts, two real business process-oriented knowledge maps are exemplified: the knowledge map of the process of 'Business Trip Application' and 'Purchase Management'. By applying the 'DL-Query' provided by the Protege-OWL as a plug-in module, the performance of the implemented ontology-based knowledge map has been examined. Two kinds of queries to check whether the knowledge is networked with respect to the referential relations as well as the ontology-based knowledge network can infer further facts that are not literally described were tested. The test results show that not only the referential navigation between knowledge has been correctly realized, but also the additional inference has been accurately performed.

Finding Weighted Sequential Patterns over Data Streams via a Gap-based Weighting Approach (발생 간격 기반 가중치 부여 기법을 활용한 데이터 스트림에서 가중치 순차패턴 탐색)

  • Chang, Joong-Hyuk
    • Journal of Intelligence and Information Systems
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    • v.16 no.3
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    • pp.55-75
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    • 2010
  • Sequential pattern mining aims to discover interesting sequential patterns in a sequence database, and it is one of the essential data mining tasks widely used in various application fields such as Web access pattern analysis, customer purchase pattern analysis, and DNA sequence analysis. In general sequential pattern mining, only the generation order of data element in a sequence is considered, so that it can easily find simple sequential patterns, but has a limit to find more interesting sequential patterns being widely used in real world applications. One of the essential research topics to compensate the limit is a topic of weighted sequential pattern mining. In weighted sequential pattern mining, not only the generation order of data element but also its weight is considered to get more interesting sequential patterns. In recent, data has been increasingly taking the form of continuous data streams rather than finite stored data sets in various application fields, the database research community has begun focusing its attention on processing over data streams. The data stream is a massive unbounded sequence of data elements continuously generated at a rapid rate. In data stream processing, each data element should be examined at most once to analyze the data stream, and the memory usage for data stream analysis should be restricted finitely although new data elements are continuously generated in a data stream. Moreover, newly generated data elements should be processed as fast as possible to produce the up-to-date analysis result of a data stream, so that it can be instantly utilized upon request. To satisfy these requirements, data stream processing sacrifices the correctness of its analysis result by allowing some error. Considering the changes in the form of data generated in real world application fields, many researches have been actively performed to find various kinds of knowledge embedded in data streams. They mainly focus on efficient mining of frequent itemsets and sequential patterns over data streams, which have been proven to be useful in conventional data mining for a finite data set. In addition, mining algorithms have also been proposed to efficiently reflect the changes of data streams over time into their mining results. However, they have been targeting on finding naively interesting patterns such as frequent patterns and simple sequential patterns, which are found intuitively, taking no interest in mining novel interesting patterns that express the characteristics of target data streams better. Therefore, it can be a valuable research topic in the field of mining data streams to define novel interesting patterns and develop a mining method finding the novel patterns, which will be effectively used to analyze recent data streams. This paper proposes a gap-based weighting approach for a sequential pattern and amining method of weighted sequential patterns over sequence data streams via the weighting approach. A gap-based weight of a sequential pattern can be computed from the gaps of data elements in the sequential pattern without any pre-defined weight information. That is, in the approach, the gaps of data elements in each sequential pattern as well as their generation orders are used to get the weight of the sequential pattern, therefore it can help to get more interesting and useful sequential patterns. Recently most of computer application fields generate data as a form of data streams rather than a finite data set. Considering the change of data, the proposed method is mainly focus on sequence data streams.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.67-88
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    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.