• Title/Summary/Keyword: gazing

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The Principle of 'Breath': Towards a State of a Performer's 'Sincerity'

  • Son, Bong-Hee
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.62-67
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    • 2021
  • This thesis examines the term a performer's sincerity taking into consideration issues of the bodily engagement and specifically addressing the place of a performer's respiration. The main emphasis in this research will be on the tendency to a performer's anticipation in contrast to a state of being in the moment on stage. Exploring and reconsidering the process of training the performer's body reminds us the significance of rigorous training in an appropriate way(s) within which the performer's body enables to meet the principles of acting with the nature of theatre as his/her body is responding and subordinating to the moment on stage. Here, this thesis argues that we need to acknowledge that initiating any bodily movement has to understood and then inhabited by negating a performer's active willingness where the source of energy, breathing roots, then transfers through the entire body rather than the mere use of the external forms or muscles. To be precise, maintaining the internal energy through the moment informs how the performer interrogates where and what s/he is in a state of whole body engagement preventing the performer's self-doubt about what s/he is doing in the next moment(s). The process should be considered as a qualitative bodily shift gazing into his/her inner territory to reach behind a linguistic and/or an intellectual sense. The research finding suggests that a performer's art is to allow the animating respiration in order to facilitate and enliven his/her entire body as oneness which in turn moves his/her scene partner(s) as well as the spectator in the here and now.

An analysis of eye tracking experiment on the patients' viewing characteristics in dental clinic (치과 진료 시 공간 요소에 대한 환자의 주시특성파악 연구)

  • Lee, Jong-Ho;Jung, Yoona;Song, Eunsung;Ju, Kyungwon;Kim, Wonhyeon;Kim, Bongju
    • The Journal of the Korean dental association
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    • v.57 no.2
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    • pp.52-63
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    • 2019
  • Technological advances in contemporary medicine has discovered the causes of countless diseases and recorded a noticeable medical performance. As technology develops, the role of hospitals is expanding to include disease prevention of inpatients, on top of their fundamental role of treating diseases. Recently, hospitals are becoming more influential as they create environments to provide comfort and stability to patients. In this regard, contemporary hospitals are increasingly shifting their focus to create a patient-centric environment as well as develop into humanistic establishments. The same goes to dentists, as well. Since inpatients often have fear and frustration over treatment, hospitals should figure out the environmental factors that are more effective and relaxing for patients and design medical services to provide them. The patients' movement and spaces during their treatment were categorized by stages and collected for gazing information using eye tracking. It analyzed users' gaze information according to Heatmap analysis of distribution and frequency and was determined the presence or absence of stimuli on the components of space. This research is an advanced research to study and enhance treatment environment based on the analysis of patients' gazes. It attempted to create an opportunity to get closer to patient-centric environment by understanding the stimulants and obstacles and controlling the background settings.

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Resolution Estimation Technique in Gaze Tracking System for HCI (HCI를 위한 시선추적 시스템에서 분해능의 추정기법)

  • Kim, Ki-Bong;Choi, Hyun-Ho
    • Journal of Convergence for Information Technology
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    • v.11 no.1
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    • pp.20-27
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    • 2021
  • Eye tracking is one of the NUI technologies, and it finds out where the user is gazing. This technology allows users to input text or control GUI, and further analyzes the user's gaze so that it can be applied to commercial advertisements. In the eye tracking system, the allowable range varies depending on the quality of the image and the degree of freedom of movement of the user. Therefore, there is a need for a method of estimating the accuracy of eye tracking in advance. The accuracy of eye tracking is greatly affected by how the eye tracking algorithm is implemented in addition to hardware variables. Accordingly, in this paper, we propose a method to estimate how many degrees of gaze changes when the pupil center moves by one pixel by estimating the maximum possible movement distance of the pupil center in the image.

A Study on Spatial Composition and Expression of Carlo Scarpa's Museum - Focused on Museography of Museo di Castelvecchio - (카를로 스카르파의 뮤지엄에 나타난 공간 구성과 표현에 관한 연구 - 카스텔베키오 뮤지엄의 뮤제오그래피 중심으로 -)

  • Lee, Kyung-Jin
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.5
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    • pp.3-10
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    • 2020
  • According to Carol Duncan, the museum can be studied in the aspect of space and object from viewer experience. The paradigm of modern museums is shifting away from the object toward the human. The modern museum begins to have the diversity activities and the experience by the body. The purpose of this study is to analyze methods of Carlo Scarpa's museum works. An Italian architect, Carlo Scarpa had characterized montage architecture through fragments and isolations. This study reviews the works of Carlo Scarpa's museum focused on Museo di Castelvecchio. Carlo Scarpa had left the existing materials and coated it with new materials intentionally. This method makes the layer and it exposes the historical times. The layer is a reinterpreting technic of Venetian architecture. The perceptive experience appears at the exhibition boundary through light, material, pattern, axis, and composition of elements. Through the analysis, the architecture of Carlo Scarpa's museum provides a walking path and the composition of exhibition objects with visual logics. It makes and show us the experience with combining images. Carlo Scarpa had tried to expose the past times in the architecture of museum with expression on the layers and to connect the body's movements with seeing and gazing. This expression makes possible the perceptual experience. It can be understood as the montage characteristic. Through this, Carlo Scarpa's museum makes us relationship with historical architecture. Carlo Scarpa had planned a exhibitional promenade in the architecture of museums. In this regard, this is the museography of Carlo Scarpa's museums that should be paid attention to modern times in historical architecture.

Analysis of Middle School Students' Verbal and Physical Interactions of Group Size in Small Group Learning Using Augmented Reality (소집단 크기에 따른 중학생의 증강현실을 활용한 소집단 학습에서 나타나는 언어적·물리적 상호작용)

  • Nayoon, Song;KiDoug, Shin;Taehee, Noh
    • Journal of The Korean Association For Science Education
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    • v.42 no.5
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    • pp.557-566
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    • 2022
  • This study analyzed paired middle school students' verbal and physical interactions in small group learning using augmented reality. Twelve 8th graders were paired to take classes of solubility and melting/boiling points based on augmented reality. These classes were videotaped and recorded. After the classes, all the students participated in a semi-structured interview. The results were analyzed in three sections; individual statement units of verbal interaction, interaction units of verbal interaction and physical interaction. In the individual statement units of verbal interaction, the proportion of information question/explanation was found to be high. In the interaction units of verbal interaction, the proportion of simple interaction was the highest, followed by elaborated interaction. Beneath the elaborate interaction, the proportion of cumulative interaction was found to be the highest, followed by reformative interaction. In the physical interaction, writing a worksheet and gazing at a virtual object were higher. On the basis of the results, effective ways to form a proper environment in small group learning using augmented reality are discussed.

Effects of Pig Slurry Application on Body Weight Gain of Grazing Hanwoo Heifer and Forage Yields in a Grass-Legume Mixed Pasture (방목초지 돈분액비 시용이 목초 생산성 및 방목한우 증체에 미치는 영향)

  • Ko, S.B.;Park, N.G.;Hwang, K.J.;Lee, C.E.;Kang, S.Y.
    • Journal of The Korean Society of Grassland and Forage Science
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    • v.23 no.4
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    • pp.255-264
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    • 2003
  • A study was conducted to determine the effects of pig slurry application on forage yield and growth of fazing Hanwoo heifer in a mixed pasture. To each of three treatments 1.4ha were alloted a control applied with only chemical fertilizer (N-P-K=150-150-120kg/ha), two pig slurry lots applied with the amount to allow 100% (150 kg/ha) or 150% (225 kg/ha) of N used in the control. A randomized block design was used without replication. Cattle were allowed to graze continuously during the experimental period. Results obtained were as follows: Total dry matter yield was 16,291, 15,632 and 16,320 kg/ha for chemical fertilizer. pig slurry 100% and 150%, respectively. The pasture was dominated by perenial ryegrass during the first gazing season, but by orchard grass and perenial ryegrass (60∼70%) and red clover (20∼30%) during the second grazing season. Average gazing rate per ha was 2.75∼2.76 animal units and daily weight gain of grazing cattle was not different among treatments ranging from 0.563 to 0.580 kg. Total weight gain of grazing cattle per ha during the grazing period was 541, 541 abd 555 kg for chemical fertilizer, pig -slurry 100 and 150%, respectively. RBC, WBC, total protein and albumin etc. concentrations in blood were normal in all treatments.

Detection of Gaze Direction for the Hearing-impaired in the Intelligent Space (지능형 공간에서 청각장애인의 시선 방향 검출)

  • Oh, Young-Joon;Hong, Kwang-Jin;Kim, Jong-In;Jung, Kee-Chul
    • The KIPS Transactions:PartB
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    • v.18B no.6
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    • pp.333-340
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    • 2011
  • The Human-Computer Interaction(HCI) is a study of the method for interaction between human and computers that merges the ergonomics and the information technology. The intelligent space, which is a part of the HCI, is an important area to provide effective user interface for the disabled, who are alienated from the information-oriented society. In the intelligent space for the disabled, the method supporting information depends on types of disability. In this paper, we only support the hearing-impaired. It is material to the gaze direction detection method because it is very efficient information provide method to present information on gazing direction point, except for the information provide location perception method through directly contact with the hearing-impaired. We proposed the gaze direction detection method must be necessary in order to provide the residence life application to the hearing-impaired like this. The proposed method detects the region of the user from multi-view camera images, generates candidates for directions of gaze for horizontal and vertical from each camera, and calculates the gaze direction of the user through the comparison with the size of each candidate. In experimental results, the proposed method showed high detection rate with gaze direction and foot sensing rate with user's position, and showed the performance possibility of the scenario for the disabled.

High School Students' Verbal and Physical Interactions Appeared in Collaborative Science Concept Learning Using Augmented Reality (고등학생의 증강현실을 활용한 협력적 과학 개념학습에서 나타나는 언어적·물리적 상호작용)

  • Shin, Seokjin;Kim, Haerheen;Noh, Taehee;Lee, Jaewon
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.191-201
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    • 2020
  • This study investigated verbal and physical interactions which appeared in collaborative science concept learning using augmented reality. Twelve 10th grade students participated in this study. After being organized into three four-member small groups, they participated in classes using smart device-based augmented reality application developed for the understanding of the chemical bonding concept. Their class activities were audio- and video-taped. Semi-structured interviews were also conducted. The results revealed that within individual statement units of verbal interaction, the proportions of information question/explanation and direction question/explanation were found to be high. Within interaction units, the proportions of reformative and cumulative interaction were relatively high. The proportions of progress were also found to be high within both individual statement units and interaction units of verbal interaction. Students' physical interactions were mainly conducted without meaningful verbal interactions. When their physical interactions were accompanied by knowledge construction-related verbal interactions, the proportions of gazing virtual objects and worksheet-related interactions were high. In contrast, various exploratory activities related to the manipulation of markers mainly appeared when they conducted physical interactions only, or when their physical interactions were accompanied by management-related verbal interactions. On the bases of the results, effective methods for collaborative concept learning using augmented reality in science education are discussed.

Implementation a of data repeating system using solar charging and develop algorithm for data repeating in the pasture (산지초지에서 한우 활동량 정보 수집을 위한 데이터 중계 알고리즘 및 시스템 구현)

  • Kim, Suc-Jun;Kim, Jong-Won;Kim, Chun-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.285-293
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    • 2016
  • In the paper, we propose a data transmission repeating system that allows data transmission for the effective supervision of cows grazing in the pasture. It is normal practice to divide the pasture into different areas for the purpose of distributing the grazing. However, this makes it difficult to supply electrical power and transmit data, because some of the pastures are far away from the office used for collecting data. To solve this problem, we developed a repeating system that can allow data transmission in the pasture using a solar charging system that consists of a 60W solar panel, 12V/100A battery and 6A solar controller for the power supply and a data transmission algorithm which extends the range of data transmission when using the proposed repeating system. We verified the performance of the repeating system by checking whether the data transmission is successful or not when transmitting from various test points when there is an obstacle between the receiver and repeating system. We also verified the solar charging system by measuring the battery voltage when the system is operated continuously for 31 days and whether the system can supply sufficient power when the weather is cloudy or rainy for a few days. Finally, we verified the performance of the repeating system and data transmission algorithm by conducting experiments in a pasture.

The Effects of Emotional Interaction with Virtual Student on the User's Eye-fixation and Virtual Presence in the Teaching Simulation (가상현실 수업시뮬레이션에서 가상학생과의 정서적 상호작용이 사용자의 시선응시 및 가상실재감에 미치는 영향)

  • Ryu, Jeeheon;Kim, Kukhyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.581-593
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    • 2020
  • The purpose of this study was to examine the eye-fixation times on different parts of a student avatar and the virtual presence with two scenarios in the virtual reality-based teaching simulation. This study was to identify user attention while he or she is interacting with a student avatar. By examining where a user is gazing during a conversation with the avatar, we have a better understanding of non-verbal communication. For this study, forty-five college students (21 females and 24 males) participated in the experiment. They had a conversation with a student avatar in a virtual reality-based teaching simulation. The participants had verbal interactions with the student avatar with two scenarios. While they were having a conversation with the virtual character in the teaching simulation, their eye-movements were collected through a head-mounted display with an eye-tracking function embedded. The results revealed that there were significant differences in eye-fixation times. Participants gazed a longer time on facial expression than any other area. The fixation time on the facial expression was more prolonged than on gestures (F=3.75, p<.05). However, the virtual presence was not significantly different in two scenario levels. This result suggested that users focus on the face more than the gesture when they emotionally interact with the virtual character.