• Title/Summary/Keyword: realistic

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Children's Realistic Response on Realistic Word Problems (현실적인 문장제에 관한 초등학생의 반응 분석)

  • 김민경
    • School Mathematics
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    • v.6 no.2
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    • pp.135-151
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    • 2004
  • This study investigated children's realistic response on problematic word problems focused on number operations. Even though word problems and problem solving should be considered in terms of realistic context, results indicates that children's responses didn't show realistic consideration in solving problems. Also, children showed their tendency of mindless or mechanical operation in solving problems and modeling problems

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Responses of Kindergarten Children to Small Group Reading of Fantasy and Realistic Picture Books (환상동화와 사실동화에 대한 유아의 반응 비교연구 - 소집단 그림책 읽기 활동을 중심으로 -)

  • Kang, Eun Jin;Hyun, Eun Ja
    • Korean Journal of Child Studies
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    • v.19 no.1
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    • pp.169-182
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    • 1998
  • This study investigated the verbal responses of kindergarten children to fantasy and realistic picture books. The subjects were 60 five-year-old children divided into small groups of 4 children each. Each group was read four picture books of which two were fantasy and two were realistic. Transcripts of the children's responses were analyzed for number, content, and type of verbal response. Mean scores and standard deviations were measured and the data were analyzed by repeated one-way ANOVA. Results showed that the children showed (1) more verbal responses to the fantasy than to the realistic picture books. (2) They gave more verbal responses to fantasy picture books than to realistic books in terms of character, scene, event, and vocabulary. They also gave more verbal responses to fantasy picture books than to realistic books in terms of informative, heuristic, and imaginative types.

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Relationships of sensibility image of mannequin and apparel shop

  • Choi, Mi-Hwa;Yoh, Eunah
    • The Research Journal of the Costume Culture
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    • v.22 no.6
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    • pp.955-964
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    • 2014
  • This study is to explore the relationships between sensibility images of mannequins and apparel shops. A total of 113 consumers participated in experiments with photo stimuli of 2 mannequin types (realistic and semi-abstract mannequins) and 4 brand shops of women's casual wear. In results, luxurious, chic, strong, sexy, and young images were more strongly perceived from realistic mannequins than semi-abstract mannequins whereas simple and soft images were more strongly perceived from semi-abstract mannequins than realistic mannequins. Shops using realistic mannequins indicated strong images whereas shops using semi-abstract mannequins presented soft, comfortable, and feminine images. In the correlation analysis, luxurious, chic, strong, and young images of realistic mannequins were consistent with shop images using realistic mannequins. Also, luxurious, chic, soft, comfortable, and feminine images of semi-abstract mannequins were consistent with shop images using semi-abstract mannequins. In order to clearly communicate brand concepts with consumers, mannequin that is a key element of visual merchandising in the apparel shop, should be carefully selected, considering the accordance with shop image.

A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.67-74
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    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.

Realistic Contents and Interaction Based Realistic Contents Service (상호작용 기반의 홀로그램 실감 콘텐츠 서비스연구)

  • Lee, Wan Jung;Shin, Eun Ji;Yoon, Hyun Sun;Choi, Hee Min;Cho, Dong Sik;Kang, Hoon Jong
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.10
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    • pp.429-438
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    • 2021
  • In recent, realistic content has been applied in various ways due to the development of display technology and hologram, the final realistic content technology, have been used limitedly in accordance with the growing public demand. However, most realistic content requires additional devices of HMD (head mounted device) or glasses type, and other realistic content display technologies deliver a single image plane in the experience space to the user, providing a monotonous content experience. Various realistic contents with hologram technology are introduced in this work. In addition, we propose an interaction based realistic hologram service based that combines projection mapping and floating holograms. Projection-mapped screens and multi-floating hologram device provide a three-dimensional volumetric space with extended depth orientation from the user's point of view, while allowing users' entire and partial motions to be recognizable through multiple sensors.

The Effects of Trust and Attachment to Hyper-Realistic Virtual Influencers on Behavioral Intentions: Based on the Trust-Building Model (초현실 가상인플루언서에 대한 신뢰와 애착이 행동의도에 미치는 영향: 신뢰구축모델을 기반으로)

  • Hao, Jia Wei;Yang, Sung Byung;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.75-100
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    • 2022
  • Purpose Recently, hyper-realistic virtual influencers have received much attention in the field of corporate marketing. However, there is a lack of research that suggests specific processes affecting behavioral intentions through trust and attachment between virtual influencers and consumers. In addition, previous studies have failed to consider the characteristics of hyper-realistic virtual influencers. Therefore, this study investigates the effects of trust and attachment to hyper-realistic virtual influencers on consumers' behavioral intentions based on the trust-building model. Design/methodology/approach Based on the previous research, seven antecedent factors for trust-building were derived: Reality, Attractiveness, Awareness, Interactivity, Professionalism, Social Presence, and Predictability. Next, the survey was conducted on Chinese people who had experienced interacting with hyper-realistic virtual influencers on social network services within the last 3 months at the time of data collection. A total of 326 respondents were used for the final analysis and hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, this study confirmed that reality, attractiveness, awareness, social presence, and predictability as antecedent factors for trust-building of hyper-realistic virtual influencers have a positive effect on trust. Second, this study confirmed that trust in hyper-realistic virtual influencers has a significant positive effect on attachment. Lastly, this study confirmed that trust and attachment to the hyper-realistic virtual influencer significantly and positively affect relationship retention and purchase intentions.

Development of a Platform for Realistic Garment Drape Simulation

  • Kim, Sung-Min;Park, Chang-Kyu
    • Fibers and Polymers
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    • v.7 no.4
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    • pp.436-441
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    • 2006
  • An integrated platform for garment drape simulation system has been developed. In this system, garment patterns from conventional two-dimensional CAD systems can be assembled into a three-dimensional garment on a parametrically resizable realistic human body model. A fast and robust particle-based physical calculation engine has been developed for garment shape generation. Then a series of geometric and graphical techniques were applied to create realistic impressions on simulated garments. This system can be used as the rapid prototyping tool for garments in the future quick-response system.

Realistic-Contents Generation Techniques with Stereoscopic and Composite Image Data (영상 데이터의 입체화 및 합성 기반 실감 콘텐츠 생성 기법)

  • Kim Manbae;Hong Donghee;Cho Youngran;Kim Haksoo
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.402-410
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    • 2004
  • Recently, there has been much interest in realistic broadcasting that is a new field following HDTV and 3DTV. In general. the realistic broadcasting is composed of diverse components such as aquisition, authoring, compression, transmission and display, posing many challenging tasks. It is necessary that the types of realistic contents need to be defined prior to the development of realistic broadcasting systems. Based upon them, other components need to be designed and developed. In this paper, we propose some realistic contents suitable to the realistic broadcasting as well as techniques of generating them. Our proposed contents consist of stereoscopic multiview sequences, object-based stereoscopic images, depth map-based image compositing and the composition of stereoscopic real and graphics images. Content generation techniques and their associated software modules are presented with realistic images produced from our experiments. Those contents are produced to deliver stereoscopic perception, immersion and realism to the users as shown in our experimental results.

Comparisons on Coping Skills and Physical Health between Realistic Optimists and Unrealistic Optimists in University Students (현실적/비현실적 낙관성에 따른 대학생의 대처방식과 신체건강 비교)

  • Kim, Aee-Lee
    • Korean Journal of Adult Nursing
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    • v.20 no.6
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    • pp.932-940
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    • 2008
  • Purpose: The purpose of this descriptive study was to compare ways of coping and physical symptoms of realistic optimist with unrealistic optimist in university students. Methods: The participants for this study were students from three university, located in Seoul and Gangwon province. The data were collected by a questionnaire given to the students. Results: The most frequently used coping skills of realistic/unrealistic optimist was the pursuit of social support. Realistic optimists are likely to use not only active coping skills but also passive coping skills, on the other hand unrealistic optimists tend to less use all coping skills. But in physical health, it doesn't show a significant differences except gastro-intestinal symptoms between two group. Conclusion: Based on the finding of this study, it is needed nursing intervention for strengthening realistic optimism for helping university students cope with stress and health.

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Effects of Implementation and Application of Realistic Digital Contents

  • Han, Ji-Woo
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.147-152
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    • 2019
  • This study aims to explore the understanding of and the interest in realistic digital contents and examine their effectiveness, by implementing and applying VR around the science subject in middle schools. It organized each group of two for cooperative activities, in order to implement VR for 52 middle school students located at Y-county, who understood study contents and agreed to participate in the study. Then, it implemented and applied realistic digital contents regarding a change in the science geosphere and many kinds of forces, by extracting and designing them. As they implemented and applied VR around contents interest in science subject. VR assisted lessons made statistically significant differences in understanding and effectiveness of realistic digital contents. It will provide basic data used to cultivate future talents who can prepare for a change in the educational paradigms along with the fourth industrial revolution and adapt to the future knowledge-based society.