• Title/Summary/Keyword: reality show

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Study on the Relationship between the Cultural Position of the Subject of Creation and Filmic Narrative - Focusing on A Quiet Dream by Zhang Lu - (창작 주체의 문화적 위치와 영화 서사와의 관계에 대한 일고찰 - 장뤼(張律)의 <춘몽>을 중심으로 -)

  • Jin, Sung-Hee
    • Cross-Cultural Studies
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    • v.50
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    • pp.173-196
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    • 2018
  • This study, which works to develop a method of focusing on A Quiet Dream by Zhang Lu, explored the structural differences of films and the changes in Zhang Lu's aim and perspective as noted in films, by a review to grasp his internal changes in texts and contextual factors. In A Quiet Dream, Zhang Lu made a filmic attempt that had never been made in the world of films prior to that date. He tried an aesthetic experiment on how films could reorganize the world, by using the effect of obscuring the boundary between reality and dream in films and generating a new narrative regarding filmic reality, actual reality, and the life and artistic truth of the Diaspora. Generally speaking, the changes in the narrative in A Quiet Dream seem to be his resistance against himself and the Diaspora. Thus, in the discussion about A Quiet Dream, relying on the external factors intervening in the relationship between the subject of creation and films is not a useful endeavor at this time. Consequently, it is noted that after settling down in Korea, Zhang Lu could directly approach the changes in the cultural position of films in multilayered ways, where films were the most dynamic part of his life. Due to the changes in the Diaspora, he could obscure the boundary for the first time in the world of films and experiment with how films could escape develop an interesting perspective that deviated from reality, and made a new goal to show new ideas regarding the individual's awareness of the world.

The Development of VR based Application for Realistic Disaster Prevention Training (현실감 있는 재난재해 예방 교육을 위한 VR 기반 앱 개발)

  • Kim, Taehoon;Youn, Junhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.287-293
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    • 2018
  • The Korean peninsula has been known as an area that is free of volcanic disasters. However, recent observations and research results of volcanoes in Far East Asia, including Baedu Mountain and Japanese volcanoes, show that the Korean peninsula is no longer a safe area from volcanic disasters. Since 2012, the Korean government has been developing an IT-based construction technology, VDRS (Volcanic Disaster Response System), for effective volcanic disaster response system. The main users of VDRS are public officers in central or local governments. However, most of them have little experience and knowledge about volcanic disasters. Therefore, it is essential to develop education contents and implement training on volcanic disaster response for effective response in a real disaster situation. In this paper, we deal with the development of a mobile application based on virtual reality (VR) for realistic volcanic disaster response training. The objectives of training are the delivery of knowledge and experience for volcanic disasters. First, VR contents were generated based on spatial information. A 3D model was constructed based on a Digital Elevation Model (DEM), and visualization models for meterological effects and various volcanic disaster diffusion effects were implemented for the VR contents. Second, the mobile application for the volcanic disaster response training was implemented. A 12-step story board is proposed for volcanic disaster experience. The application was developed with the Unity3D engine based on the proposed story board to deliver knowledge of various volcanic disasters (volcanic ash, pyroclastic flows, volcanic mudflow etc.). The results of this paper will be used for volcanic disaster response and prevention training and for more realistic training linked with augmented reality technology in the future.

BIM Mesh Optimization Algorithm Using K-Nearest Neighbors for Augmented Reality Visualization (증강현실 시각화를 위해 K-최근접 이웃을 사용한 BIM 메쉬 경량화 알고리즘)

  • Pa, Pa Win Aung;Lee, Donghwan;Park, Jooyoung;Cho, Mingeon;Park, Seunghee
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.2
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    • pp.249-256
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    • 2022
  • Various studies are being actively conducted to show that the real-time visualization technology that combines BIM (Building Information Modeling) and AR (Augmented Reality) helps to increase construction management decision-making and processing efficiency. However, when large-capacity BIM data is projected into AR, there are various limitations such as data transmission and connection problems and the image cut-off issue. To improve the high efficiency of visualizing, a mesh optimization algorithm based on the k-nearest neighbors (KNN) classification framework to reconstruct BIM data is proposed in place of existing mesh optimization methods that are complicated and cannot adequately handle meshes with numerous boundaries of the 3D models. In the proposed algorithm, our target BIM model is optimized with the Unity C# code based on triangle centroid concepts and classified using the KNN. As a result, the algorithm can check the number of mesh vertices and triangles before and after optimization of the entire model and each structure. In addition, it is able to optimize the mesh vertices of the original model by approximately 56 % and the triangles by about 42 %. Moreover, compared to the original model, the optimized model shows no visual differences in the model elements and information, meaning that high-performance visualization can be expected when using AR devices.

A Study on Changes in Form and Characteristics of Digital Fashion Shows According to Changes in Digital Platforms (디지털 플랫폼의 변화에 따른 디지털 패션쇼의 형태변화와 특성 연구)

  • Ha Jin Choi;Jae Yoon Chung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.1-14
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    • 2024
  • Digital transformation has been actively evolving through the use of digital platforms. The fashion industry also utilizes digital platforms and significant changes have become particularly evident in fashion shows. Therefore it is essential to research digital fashion shows. The purpose of this study is to analyze the evolution of digital fashion shows in terms of their form and characteristics in response to changes in digital platforms. The research method consisted of literature research and case analysis. In this study, the development stages of digital platforms were divided into four stages: Internet platforms, SNS platforms, Metaverse platforms, and Artificial Intelligence platforms. Results were derived by analyzing digital fashion shows published on digital platforms at each stage. Internet digital fashion shows were used as an ancillary implement for fashion shows. SNS digital fashion shows expanded the fashion presentation method by experimenting with various fashion show formats. The Metaverse Digital Fashion Show offers a unique experience by integrating Virtual Reality and digital technology to create visual effects customized for the virtual environment. The Artificial Intelligence digital fashion show used virtual graphics created using Artificial Intelligence. Digital fashion shows will continue to evolve and become a significant digital strategy for fashion content and brands. The change in the format of digital fashion shows clearly showcases the characteristics of each stage, but the formats appear to merge during the development process.

Study on Self-Reflexivity of Changgeuk Seopyenje (창극 <서편제>의 자기반영성 연구)

  • LEE, JINJOO
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.333-370
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    • 2016
  • This study examines self-reflexive scenes of Changgeuk [창극; Korean classical opera] Seopyenje [서편제]. This show deals with Pansori [판소리; a kind of Korean folk play] and its singers. The uniqueness of this show is that although it is a new creative work of Changgeuk, the traditional Pansori music is used intactly. These characteristics are related to some self-reflexive scenes in the show: the narcissistic reference of Pansori makes to seem that this show inherits a artistry of Pansori; a play within a play and a role-play reinforce a reality on the action and characters of outer play; an intertextuality, bringing the narrative and music of Pansori Simcheong-ga [심청가] in this show, it makes audiences spontaneously discover a connection between the cited original text and the hypertext. Namely, the self-reflexivity of Changgeuk Seopyenje doesn't destroy an illusion, but rather it presents a kind of conservative self-reflexivity which uncovers a part of tricks for the illusion in order to create new illusion.

Digital painting: Image transfonnation, simulation, heterologie and transfonnation (현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구-)

  • Jeong, Suk-Yeong
    • Journal of Science of Art and Design
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    • v.10
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    • pp.161-181
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    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

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Applicability Comparison of Transmission Line Parameter Extraction Methods for Busbar Distribution Systems

  • Hasirci, Zeynep;Cavdar, Ismail Hakki;Ozturk, Mehmet
    • Journal of Electrical Engineering and Technology
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    • v.12 no.2
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    • pp.586-593
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    • 2017
  • Modeling busbar distribution system as a transmission line is an important subject of power line communication in the smart grid concept. This requires extraction of busbar RLGC parameters, accurately. In this study, a comparison is made between conventional and modified method for the aspect of optimum RLGC parameters extraction in the 1 MHz to 50 MHz frequency band. The usefulness of these methods is shown both in time and frequency-domain analysis. The frequency-domain analyzes show that the inherent power of modified method can eliminate the errors especially due to the discontinuities arise in conventional method. This makes the modeling approach of modified method more advantageous for the busbars due to its robustness against disturbances in the S-parameters measurements which cannot be eliminated with the calibration procedure. On the other hand, time-domain simulations show that the transmission line representation of the modified method is closer to physical reality by handling causality issues.

Virtual Prototyping of Consumer Electronic Products by Embedding HMI Functional Simulation into VR Techniques (HMI 기능성 시뮬레이션과 VR 기법과의 연동을 통한 개인용 전자제품의 가상시작 방안)

  • Park, Hyung-Jun;Bae, Chae-Yeol;Lee, Kwan-Heng
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.87-94
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    • 2007
  • The functional behavior of a consumer electronic product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose an approach to virtual prototyping (VP) that incorporates HMI functional simulation into virtual reality techniques in order to enables users to capture not only the realistic look of a consumer electronic product but also its functional behavior. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. We have developed a VP system based on the proposed approach. The system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The system provides the realistic visualization of the product and the vivid simulation of its functional behavior using head-mounted displays (HMD) and stereo speakers. It can easily allow users to perform functional evaluation and usability testing. A case study about the virtual prototyping of an MP3 player is given to show the usefulness of the proposed approach.

A Study on the Adult's Consciousness to the provision for Elderly life (노후생활 대책에 대한 성년층의 의식 연구 -서울과 안동지방을 중심으로-)

  • 손선경;임정빈
    • Journal of Families and Better Life
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    • v.3 no.1
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    • pp.107-125
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    • 1985
  • This paper investigated adult's consciousness with a view to establishing basic data about set-up any concrete plan and provision for elderly life in hoe and society. In this paper, the study of concerned reference and social survey by questionnaire are used. The data is obtained from 326 espondents who are 30 to 4 years old in Seoul and Andong. As to consciousness to the provision for elderly life and situation of set-up any concrete plan, the x2(chi-square) is applied to the analysis of regional, socio-economical, demographic difference. The conclusion of this study are as follows; 1) Although the respondents show positive attitude toward consciousness to the provision for elderly. life, their behavior does not show any sing of translating it into reality. 2) The consciousness to the provision for elderly life varies according to regional, socio-economical, demographic variance. Those who are in their 30's more-educated, and high-income want to be more independent from their children and express strong desire to set-up provision for elderly life in advance. This is also true of those living in city. As a results, as adults(30-54) recognize the importance of provision for elderly life, so the support by the society or governmental policy for the solution of better-life for old people is important. however, mental , physical, economical preparation in family life according to the family life cycle can basic solution.

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The Development of Brain Health Care Game Applications to prevent Digital Dementia

  • Cho, Young-Ju;Kim, Hye-Suk;Kim, Jin-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.51-58
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    • 2016
  • Recently, with various developments made to smart-phones and other digital devices in the IoT environment, modern people tend to pursue comfort in their own lifestyles. These environment has helped us to obtain any information or data in despite of location and time. But it has caused them to be overly reliant on digital devices in doing any kind of daily work, trusting the digital devices more than oneself. As a result of this over reliance, modern people's memorizing and calculating ability have deteriorated critically. This symptom is known as the Digital Dementia. In this paper, we study the phenomenon of digital dementia caused by smart-phones, and we suggest a method of developing "memorize the phone number" game applications in IoT environment to the problem of digital dementia. Test results show that, through the use of application, not only the users were able to have fun memorizing the numbers, but also, to show improvement in their memorizing ability. Thus, we expect that the application suggested above will help in preventing digital dementia and maintain brain health.