• 제목/요약/키워드: metaphor

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A Service-Oriented Architecture for Computational Creativity

  • Veale, Tony
    • Journal of Computing Science and Engineering
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    • 제7권3호
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    • pp.159-167
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    • 2013
  • Creativity is a long cherished and widely studied aspect of human behavior that allows us to re-invent the familiar, and to imagine the new. Computational creativity (CC) is a newly burgeoning area of creativity research that brings together academics and practitioners from diverse disciplines, genres and modalities, to explore the potential of computers to be autonomously creative, or to collaborate as co-creators with people. We describe here an architecture for creative Web services that will act as a force magnifier for CC, both for academic research, and for the effective deployment of real CC applications in industry. For researchers, this service-oriented architecture supports the pooling of technologies in a robust interoperable framework, in which CC models are conceived, developed and migrated from lab settings to an industrial strength platform. Industry developers, for their part, will be able to exploit novel results of CC research in a robust, low-risk form, without having to re-implement algorithms from a quickly moving field. We illustrate the architecture with the first of a growing set of creative Web services that provide robust figurative language processing on demand.

SCORM2004 S&N과 교통 신호 메타포를 적용한 LMS에서의 적응적 조언 학습 설계 (Designing a Adaptive Advisement Learning of the LMS applying the SCORM2004 S&N and the Traffic-Signal-Lamp Metaphor)

  • 방찬호;김기석
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2005년도 한국컴퓨터종합학술대회 논문집 Vol.32 No.1 (A)
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    • pp.76-78
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    • 2005
  • e-Learning분야에서 표준안으로 인정받고 있는 ADL의 SCORM에서 발표한 SCORM2004 Sequencing&Navigation은 동일한 학습객체를 사용하여 학습객체간의 다양한 상호관계를 설계, 적용할 수 있게 하였다. 그리고, 학습자와 학습객체와의 개별 상호작용을 추적, 평가하여 학습흐름을 안내함으로써 개별 적응적 조언 학습의 가능성을 보여주었다. 본 논문에서는 SCORM1.2기반의 LMS에 SCORM2004 S&N과 적응적 탐색을 지원하는 교통신호메타포를 구현하고 실제적으로 적용하고자 한다. 이로써, 학습설계에 따라 정해진 학습객체 상호간의 S&N규칙이 개별 학습자의 학습상태와 평가에 의해 다른 순서로 전달하거나 생략되어지고, 학습상태를 시각적으로 제공함으로써 적응적 조언 학습 설계에 대한 가능성을 실현할 수 있었다.

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교육용 에이전트를 위한 감성 생성 모델 (Emotion Generation Model for Tutoring Agents)

  • Choo, Moon Won;Choi, Young Mie
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2002년도 춘계학술발표논문집(하)
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    • pp.812-822
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    • 2002
  • 메타포는 인터페이스 구현의 근간을 이루는 방법론으로 인터페이스의 발전과정은 바로 이 메타포의 패러다임적 진화과정이라고 할 수 있다. 지능형 에이전트는 데스크탑 메타포의 발전된 형태로 인터페이스 설계에 새로운 패러다임으로 등장하고 있다. 무엇보다도 감성적 커뮤니케이션의 필요성이 증대됨에 따라 감성 에이전트에 대하여 다양한 분야와 관점에서 심도있는 연구가 진행되고 있다. 본고에서는 인간의 감성을 교육용 에이전트에 적용할 수 있는 인간의 감성 생성 모델을 제시하고자 한다.

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메타포 개념을 활용한 중국 공익광고 디자인에 관한 연구 (The Study of Chinese Public Service Announcements Using the Concept of Metaphor)

  • 호반;이진호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.1031-1035
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    • 2009
  • Metaphors, as an important way to deliver information and convince the audience, have been used in print advertising extensively. This study researches the concept of metaphors and analyses seven Chinese advertisements in which metaphors are used in public service advertising. The nature of metaphors is to express one thing by using another thing. Using metaphors can put some creative ideas into pictures and make the pictures full of visual impact. Then the target audience will pay more attention to the picture and become impressed. When people look at the advertisements using metaphors, they will definitely look up in their existing knowledge to understand the message which the advertisements are delivering. So this makes the advertisements more attractive and the people would be more easily convinced.

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가상세계 저작도구의 설계 및 구현 (The Design and Implementation of Virtual Reality Authoring Tool)

  • 성운재
    • 한국시뮬레이션학회논문지
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    • 제4권1호
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    • pp.37-44
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    • 1995
  • 본 논문은 가상현실 어플리케이션을 제작하기 위한 가상세계 저작도구인 VRAT(Virtual Reality Authoring Tool)의 설계 및 구현에 대해 기술한다. VRAT는 3D desktop, immersive, reflexive metaphor를 지원하며 실시간 3D 센서 시스템과 폴리곤 렌더링 시스템을 기반으로 객체 지향적인 가상현실 운영시스템, 가상세계 데이터베이스, GUI를 통한 저작시스템으로 구성된다. 이들 하부 시스템은 완전히 결합되어 있어서 VRAT시스템을 사용한 응용프로그램의 수행중에 기존의 3D CAD 시스템등에서 제작한 모델을 가상세계내에 배치하고 이들에 행위양식을 부여하는 태스크를 지정하거나 입력장치인 센서를 모델이나 시점에 연결하여 조종하는 것이 가능하다. 제안된 시스템은 범용성과 이식성을 고려하여 UNIX와 X-Window 시스템을 기반으로 X11, GL, PIXRECT, VGA 그래픽 하부 시스템과 SGI, SUN, HP 등의 워크스테이션과 PC 상에서 구현되었다.

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Moliere의 희극에 나타난 의상 Imagery에 관한 연구II-재치를 뽐내는 아가씨들을 중심으로- (The Study of Clothing Imagery Expressed in Moliere`s PlayII-focused on Les precieuses Ridicules-)

  • 이영숙
    • 복식문화연구
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    • 제9권3호
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    • pp.447-457
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    • 2001
  • Moliere completed classical French comedy by combining farce and commedia dell\`arte. Moliere believed that it was a plays obligation to give a lesson and entertainment. Moliere recreated commedia dell\`arte\`s typical acting patterns and characters in his work. He created with Lully comedie ballet that combined ballet and comedie for taste of Louis 14. Les precieuses ridicules critically displayed women at that time. Both contemporary high status women\`s custom and behavior were the targets of the author\`s synical criticism. There are three notable clothing imageries are shown in this work. First, Moliere used a variety of items in order to show emptiness of noble at that time. Items are ribbon and loop decorated rhingrave, feather decorated hat, perfumed wig and glove, lace covered canon and flower decorated shoes. Second, the author showed people\`s stutus through their clothes. Last, the author used clothing used clothing as a metaphor for hypocrisy. Thus when he said “take off the clothes” he meant take off hypocrisy and return truth.

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현대 연극에 나타난 언어의 위기 및 그 한계 (The function of language and its limitations in the Modern theater)

  • 양기찬
    • 인문언어
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    • 제8집
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    • pp.79-93
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    • 2006
  • The modern play is going through a change that is differentiating it from the plays of yesterday. The importance of narration through language, specifically that of words spoken on stage as a means of communication is being replaced by images and minimalism of words. The narration that depended on spoken words today depends more on the images that are conjured on stage. This movement shows also the very development of stage and its craft in the domain of theater and especially holds true in the avant-garde theaters of today. The avant-garde theater, in trying to duplicate the reality does not confine itself to oratory rhetorics that we see in the traditional plays of the past but expresses itself by mimicking the reality to the utmost possible.

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Learning and Usability of Accounting Information Visualization

  • Tanlamai, Uthai
    • Journal of Information Technology Applications and Management
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    • 제23권3호
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    • pp.1-12
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    • 2016
  • Visual representations for concepts in business management are quite challenging, especially those abstract concepts in Accountancy discipline. For example, there might not be a consensus on what to use to represent such abstraction as an asset, liability, or owner equity. This is because asset can be property, estate, resources, equipment, or any tangible or non-tangible valuables. Cognitive science concepts and behavior engagement have been used to develop visual representations for financial data. The concepts include spatial processing, big picture thinking, and metaphor. Review of past studies together with a brief research plan to test the usability for learning of four new augmented reality 0visuals are provided in the present paper.

대학 정문에 나타난 기호와 상징의 유형 (Sign and Symbol Types Shown at the Main Gate of University in Korea)

  • 김대현
    • 한국조경학회지
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    • 제33권2호
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    • pp.92-99
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    • 2005
  • The main gate of a university is a element of landscape which improves the quality of campus as well as demarcates the boundary and publicizes the image of university. Therefore, each university strives to differentiate its main gate from that of other universities with a unique form. This research investigates the signs and symbols shown at the university's main gate of 18 universities in Korea, and also presents useful design tips with the objective of bearing the spirit of the campus and its founding ideology. The results of this research as follows: Icons of Sign for 18 universities can be classified into five separate categories: things, human, animal, character, and metaphor. Examples of the 'things' icons include a pen nib, the sun, the cross, a big bell, and so on. Also, the meaning of the represented symbols can be grouped in three separate categories: university's development, contribution to society, and mining of knowledge. From the three category, university development symbol is the most likely to be used.

사회 언어학적 입장에서 본 유아의 문해습득 (Young Chidren's Literacy Acquisition from a Sociolinguistic Perspective)

  • 현은자
    • 아동학회지
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    • 제11권2호
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    • pp.44-58
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    • 1990
  • Literacy acquisition is a social phenomenon. Children in a literate society grow up with literacy as an integral part of their personal, familial, and social histories. Because it is language, children learn written language in ways similar to oral language. However. because it is written, the ways in which written language differs from oral language in terms of its different functions and forms affect the way in which children learn written language. Written language is likely to be more decontextualized than spoken language. The ability to use decontextualized language seems to be crucial to successful participation and progress in school. Experiences identified as contributing to preschool children's literacy development contribute to their ability to use language in a decontextualized way. Teale and Sulzby's(1986) metaphor of emergent literacy has provided a conceptual scheme for understanding the nature and process of literacy acquisition in early childhood.

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