• Title/Summary/Keyword: reality show

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Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Augmented Reality Logo System Based on Android platform (안드로이드 기반 로고를 이용한 증강현실 시스템)

  • Jung, Eun-Young;Jeong, Un-Kuk;Lim, Sun-Jin;Moon, Chang-Bae;Kim, Byeong-Man
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.181-192
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    • 2011
  • A mobile phone is becoming no longer a voice communication tool due to smartphones and mobile internet. Also, it now becomes a total entertainment device on which we can play game and get services by variety applications through the Web. As smartphones are getting more popular, their usages are also increased, which makes the interest of advertising industry in mobile advertisement increased but it is bound to be limited by the size of the screen. In this paper, we suggest an augmented reality logo system based on Android platform to maximize the effect of logo advertisement. After developing software and mounting it on a real smartphone, its performances are analyzed in various ways. The results show the possibility of its application to real world but it's not enough to provide real time service because of the low performance of hardware.

A Study on the Expression of Musical Vitality at the Chapel at Ronchamp - Focusing on the Bergsonian Philosophy of Life - (롱샹 성당에서 음악의 생명성 표현에 관한 연구 - 베르그송의 생명철학을 중심으로 -)

  • Kim, Young-Hee
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.162-170
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    • 2012
  • This study aims to show the possibility of approaching artistic design through the Bergsonian concept of musical vitality by grasping the expression of his musical vitality at the Chapel at Ronchamp. For the purpose of this study, the aesthetic significance of Bergson's philosophy of life was first contemplated, and a case study analysis was conducted on the vitality of music as temporality at the Chapel at Ronchamp. On this basis, the examples of his musical vitality as metaphysical reality at the Chapel were analyzed. The results of analysis are as follows: First, the Bergsonian vitality of music as temporality at the Chapel is expressed as a sense of movement-through the acoustic form, the modulor corresponding to the scale of the music, the opposite composition of musical changes, the fluid space of the music, and the light and shadow of counterpoint-as having been intended by Le Corbusier in the very process of design. Second, the vitality of music as Bergson's metaphysical reality at the Chapel at Ronchamp is expressed in the image and rhythm of music created by intuitive reminiscences. The acoustic form, the form created by the modulor, the opposite form of composition, the fluid space and the light and shadow as the melody and image of music present continuous diversity as vital flow in a uniform direction. The vitality of music as aesthetical reality is imitated by the rhythm of the music deriving from repetitive movements sensed here. Consequentry, the Chapel at Ronchamp can be seen as a vital design that expresses Bergson's notion of musical vitality, indicating that an approach toward artistic design can be realized through his musical vitality. This study holds significance as basic research on artistic design with philosophy and music as its origin.

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The Dialectic of Immersion and Fire in Traditional Puppetry : Focusing on Brecht's Theory of Effectiveness (전통인형극 <꼭두각시놀음>에 나타난 몰입과 소격의 변증법 -브레히트의 소격효과이론을 중심으로-)

  • Choi, Bae-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.197-212
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    • 2019
  • This study points out how the two conflicting elements of empathy and estrangement that constitute the dual structure of are incorporated by dialectic; finally, this paper explores the spontaneous estrangement effects' meaning and value on the point of view of reception aesthetics. As results of these studies, First, the Brechtian set of estrangement effects techniques showed that in it could function as an empathy technique for audiences. Second, the role of Sanbazi to increase the audience's participation was to produce both the immersion effect and the estrangement effect simultaneously. These double features of Sanbazi are dialectically incorporated and simultaneously bring about both the social reality reflection and enjoyment of the audience. Third, the puppetry is valid as not a way to describe reality but one of the ways to look at social reality. Conclusionally, in terms of producing counter-discourse, the puppet show has more extensible than any other form of performance with regard to expression.

A Study on the TV Audition Show's Distortion of Reality with Sartre's Existentialism which shows Media Subjectivity and Ethicality (오디션 프로그램의 리얼리티 왜곡이 보여주는 미디어의 주관성과 윤리성)

  • Tu, Lingyao
    • Trans-
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    • v.11
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    • pp.1-35
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    • 2021
  • This study looks to explore situations in which the authenticity of reality audition programs is inherently distorted by subjective intervention through a theoretical model of existentialism and case study of how it was practiced in an actual program. In detail, we examine the impact on the essence of human subjective intervention and the behavior by free will and use Sartre's existentialism a theoretical model and a Korean audition program series as the case for the study. We believe that the producers intended to narrow the audiences choices by creating a favorable environments for certain participants (trainees as they were called) to be recognized and liked by the voting audiences. We look to "subjectivity," the first principle of existentialism, people determine their essence through free will, and all actions in the production process are aimed at achieving that goal, which keeps the position balance of final debut group by creating the character image and personality through character making, storytelling and increasing or decrease the assigned air-time of each individuals.

Augmented Reality (AR) Fashion Shopping Service Acceptance Based on Consumers' Technology Readiness (소비자 기술준비도에 따른 증강현실(AR) 패션 쇼핑 서비스 수용의도)

  • Hur, Hee Jin;Lee, Ha Kyung
    • Fashion & Textile Research Journal
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    • v.23 no.3
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    • pp.347-357
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    • 2021
  • This study analyzed the effects of optimism and innovativeness, the two drivers of a consumer's technological readiness to use an augmented reality(AR) fashion shopping service within the framework of the Technology Acceptance Model (TAM). The survey was conducted on 249 people (males = 58; females = 191) in their 20s who were willing to participate in the AR experience. Data were analyzed using confirmatory factor analysis (CFA) and structural equation modeling by AMOS 22.0. The results indicated that a greater level of perceived optimism had a positive influence on the ease of use and usefulness of the technology. The findings also show that consumers with a high degree of innovativeness tend to have a higher level of playfulness toward AR fashion shopping. Regarding the effects of user beliefs, ease of use had a positive effect on the perception of usefulness and playfulness with higher levels implying a higher consumer intention to adopt an AR fashion shopping service. In addition, this study reveals the moderating effect of consumers with high-fashion versus those with low-fashion innovativeness. For the latter, technological innovation had an insignificant effect on playfulness, thus indicating that consumers with low interest in fashion did not enjoy AR fashion shopping even if the technology was highly innovative. Nevertheless, the analysis confirms the possibility that experiencing a fashion product through AR technology could replace the actual experience of wearing the products.

Effects of Science Classes Using Virtual Reality (VR) Contents on Elementary School Students' Spatial Ability and Scientific Attitude (가상현실(VR) 콘텐츠를 활용한 과학수업이 초등학생의 공간 감각과 과학적 태도에 미치는 영향)

  • Lee, Jae Byung;Kwon, Nan Joo
    • Journal of Science Education
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    • v.46 no.1
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    • pp.66-79
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    • 2022
  • This study attempts to find out how science classes using VR content affect students' scientific attitudes and spatial senses. For 4th and 5th graders of an elementary school, a comparative class and an experimental class were set up for each grade, and a total of 11 classes were conducted for each grade. Before and after class treatment, pre- and post-tests were conducted on scientific attitudes and spatial sensations, and interviews with students were conducted during class. After all the classes for the research unit were completed, a survey was conducted to find out the changes in students' perceptions. As results of this study show, it was found that science classes applying virtual reality (VR) content have positive effects on students' scientific attitudes and spatial ability.

Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.

Tension Based 7 DOEs Force Feedback Device: SPIDAR-G

  • Kim, Seahak;Yasuharu Koike;Makoto Sato
    • Transactions on Control, Automation and Systems Engineering
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    • v.4 no.1
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    • pp.9-16
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    • 2002
  • In this paper, we intend to demonstrate a new intuitive force-feedback device for advanced VR applications. Force feed-back for the device is tension based and is characterized by 7 degrees of freedom (DOF); 3 DOF for translation, 3 DOF for rotation, and 1 DOF for grasp). The SPIDAR-G (Space Interface Device for Artificial Reality with Grip) will allow users to interact with virtual objects naturally by manipulating two hemispherical grips located in the center of the device frame. We will show how to connect the strings between each vertex of grip and each extremity of the frame in order to achieve force feedback. In addition, methodologies will be discussed for calculating translation, orientation and grasp using the length of 8 strings connected to the motors and encoders on the frame. The SPIDAR-G exhibits smooth force feedback, minimized inertia, no backlash, scalability and safety. Such features are attributed to strategic string arrangement and control that results in stable haptic rendering. The design and control of the SPIDAR-G will be described in detail and the Space Graphic User Interface system based on the proposed SPIDAR-G system will be demonstrated. Experimental results validate the feasibility of the proposed device and reveal its application to virtual reality.

Lived Experience of IVF-ET Program (시험관 아기 시술 체험)

  • Lee, Yun-Jung;Kim, Kwuy-Bun
    • Women's Health Nursing
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    • v.15 no.1
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    • pp.43-53
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    • 2009
  • Purpose: This study was to identify what experience meant for the wives that attempted IVF-ET(In Vitro Fertilization-Embryo Transfer) program due to the spouse's infertility and provide fundamental materials to improve nursing interventions. Method: Giorgi's phenomenological method was employed, the subjects were five wives who had ever attempted IVF-ET program due to the infertility of their spouses. In-depth interview and observation method were utilized to gather information from April to December 2003. Result: The significant results from analyzing the interviews can be grouped into 34 themes, 8 categories. The essential themes for the experiences of the wives were 'shocked by the unbelievable reality', 'can't give up the connection to the blood', 'Lack of social education on pregnancy, and childbirth', 'self-pity', 'feelings of both families', 'Being afraid of the unexpected result', 'physical and mental agony', 'Positively coping with the reality. Conclusion: The results show that infertility is not a mere personal matter, and infertile people, their families and society should team up with in tackling it. The physical, psychological and social problems triggered by infertility could be ironed out by making both personal and collaborative approaches to that.

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