Seo, Sang-Gyu;Oh, Kwang-Suk;Sin, Dae-Sik;Hong, Sea-Hee;Sung, Gun-Jae;Jung, Ha-Ni
Journal of Korea Entertainment Industry Association
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v.13
no.5
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pp.167-173
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2019
This study aimed to point out the social meaning of acting and art and the change of perception according to the time change. The research method was based on qualitative research through literature review. Based on the findings of this study, the following conclusions should be made. Acting is an art directly linked to the life of an individual. Therefore, the life of an individual is an activity that sublimates his or her life into art through acting. Every activity that we do in our daily life is acting, which is directly related to our talents. In other words, a talented person is recognized as a good actor, and a person with a lack of talent plays the role of an extra person. However, talent is influenced by effort and is also influenced by a given environment. That is, an individual's talent is not fixed but can be changed according to the situation. Education is the area that deals with the possibility of changing these talents. Education has been operating in a variety of ways, but with regard to acting, it has long been centered on apprenticeship education. However, as the 20th century began, systems gradually began to emerge, and in recent years, countries have developed into different educational systems. Therefore, it is necessary to practice the development and operation of various education programs so that the acting and the art are naturally applied in everyday education process and can be applied in daily life.
The Journal of the Convergence on Culture Technology
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v.10
no.2
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pp.357-363
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2024
As AR display virtual technology enters public learning life extensively, the way in which reality and virtual connection are connected is also changing. The purpose of this paper is to study the expression between the 3D connection sensory information visualization experience and virtual reality enhancement through the visual direction sensory information visualization experience of the plane. It is analyzed by examining the basic setting method compared to the current application of AR display and flat visualization cases. The scope of this paper is to enable users to have a better experience through the relationship with sensory visualization, centering on eye tracking technology in the four categories of AR display connection design: gesture connection, eye tracking, voice connection, and sensor. Focusing on eye tracking technology through AR display interaction and current application and comparative analysis of flat visualization cases, the geometric consistency of visual figures, light and color consistency, combination of multi-sensory interaction methods, rational content display, and smart push presented sensory visualization in virtual reality more realistically and conveniently, providing a simple and convenient sensory visualization experience to the audience.
With the multiplex and wide release strategy, the monopolies of four major distribution companies and three multiplex chain, the polarization of Korean movie's Box Office performance is deepening. The four major distributor of NEW, CJ CGV, Lotte Cinema distributed 290 movies of 538 movies produced from 2009 to 2014 in Korea. The audience market share of these four distributors is 85.74%, while other 248 movies covers only 14.26%, which are distributed by outsides of the four major distribution system. The concentration of film admission has been deepened in Gini Index from 0.53 in 2004 to 0.85 in 2014. The movies distributed by others rather than four major companies suffers inequality in numbers of secured screens, screening times, and secured seats of movie theaters. In the highest 10% of box-office ranking, there is only one movie distributed by others. The lowest 50% of box-office ranking, there are 186 movies by others, while four companies have 81 movies. However, Occupancy rate of seat of major companies is lower than 16.83% of that of the others in the lowest 50% section. Workers of Korean movie industry are suffered from this polarization and they seek their breakthrough by producing erotic movies for VOD in recent years.
Despite the great significance we attach on culture, only a handful of researches focus on the characteristics and practices of cultural journalism. This study has aimed to unravel the changes in the trajectory of cultural journalism of Korean major newspapers, through content analysis and qualitative interpretation of the cultural contents they report. The results show that the number of cultual items have decreased compared to that of 10 years ago, although the entire number of pages has meanwhile increased. News items focused on 'products(advertisement)' and 'life(style)' have increased, whereas those on 'knowledge refined' and 'leisure entertainment' have decreased. 'Critique review commentary', 'academics' and 'performance exhibition art music' items turn out to have decreased significantly; soft contents such as mass culture, tourism, fashion and beauty, on the other hand, have increased considerably. Moreover, the demographic characteristics of news contributors remain almost the same, except that the proportion of ordinary readers/audience has slightly increased. Similarly, although there were no difference regarding the sources of direct quotation, the frequency of quotes from ordinary readers has increased. Consequently, these results imply how the cultural journalism of Korean newspapers are limited in encompassing diverse types of content, differentiating constitution, and presenting critical viewpoints.
Kim, Bumki;Lee, Jungjin;Kim, Younghui;Jeong, Seunghwa;Noh, Junyong
Journal of the Korea Computer Graphics Society
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v.21
no.1
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pp.1-11
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2015
Researchers have developed virtual reality environments to provide audience with more visually immersive experiences than previously possible. One of the most popular solutions to build the immersive VR space is a multi-projection technique. However, utilization of multiple projectors requires large spaces, expensive cost, and accurate geometry calibration among projectors. This paper presents a novel omnidirectional projection system with a single projector and a single spherical mirror.We newly designed the simple and intuitive calibration system to define the shape of environment and the relative position of mirror/projector. For successful image projection, our optimized omnidirectional image generation step solves image distortion produced by the spherical mirror and a calibration problem produced by unknown parameters such as the shape of environment and the relative position between the mirror and the projector. Additionally, the focus correction is performed to improve the quality of the projection. The experiment results show that our method can generate the optimized image given a normal panoramic image for omnidirectional projection in a rectangular space.
This study analyzed military personnel survivability in regards to offensive operations according to the scientific military training data of a reinforced infantry battalion. Scientific battle training was conducted at the Korea Combat Training Center (KCTC) training facility and utilized scientific military training equipment that included MILES and the main exercise control system. The training audience freely engaged an OPFOR who is an expert at tactics and weapon systems. It provides a statistical analysis of data in regards to state-of-the-art military training because the scientific battle training system saves and utilizes all training zone data for analysis and after action review as well as offers training control during the training period. The methodologies used the Cox PH modeling (which does not require parametric distribution assumptions) and decision tree modeling for survival data such as CART, GUIDE, and CTREE for richer and easier interpretation. The variables that violate the PH assumption were stratified and analyzed. Since the Cox PH model result was not easy to interpret the period of service, additional interpretation was attempted through univariate local regression. CART, GUIDE, and CTREE formed different tree models which allow for various interpretations.
Objective : Social anxiety disorder (SAD) has been characterized by a marked sense of anxiety provoked by exposure to one or more social situations. It has been well-known that the cultural characteristics of a society strongly affect the expression of SAD symptoms. The current study attempted to explore clinical and cultural characteristics of social anxiety symptoms in the Korean nonclinical population. Methods : 801 volunteers who participated in the national social anxiety screening day, which was held by Korean academy of anxiety disorders, were invited to complete the self-report version of Liebowitz social anxiety scale (LSAS-SR). A total of 691 participants completed the LSAS-SR and other information related to this study. Results : Social anxiety symptoms were reported by a great percentage of subjects, as displayed by the relatively high mean LSAS scores (44.58 ; SD=25.60). There were no significant differences in total LSAS score according to sex, education, or marital status. The three most fearful or avoided situations for participants, as measured by the percentage of subjects who had a score of more than 3 on each LSAS item were as follows: item 6 (acting, performing, or giving a talk in front of an audience ; 29.67% for fear and 22.72% for avoidance), item 16 (speaking up in a meeting ; 25.62% for fear and 21.56% for avoidance), and item 15 (being the center of attention; 13.89% for fear and 9.70% for avoidance). Conclusion : The Korean participants in this study demonstrated a high level of SAD symptoms. Our subjects reported that they were more likely to be fearful or avoid passive situations such as being the center of attention as compared with results from a study of western society which indicated that western people were more likely to be fearful or avoid active situations. These findings emphasize the importance of considering a patient's cultural background when evaluating SAD symptoms.
Anderson, Christopher M.;Luo, Meifeng;Chang, Young-Tae;Lee, Tae-Woo;Grigalunas, Thomas A.
Proceedings of the Korea Port Economic Association Conference
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2006.08a
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pp.1-12
/
2006
As national economies globalize, demand for intercontinental container shipping services is growing rapidly, providing a potential economic boon for the countries and communities that provide port services. On the promise of profits, many governments are investing heavily in port infrastructure, leading to a possible glut in port capacity, driving down prices for port services and eliminating profits as ports compete for business. Further, existing ports are making strategic investments to protect their market share, increasing the chance new ports will be overcapitalized and unprofitable. Governments and port researchers need a tool for understanding how local competition in their region will affect demand for port services at their location, and thus better assess the profitability of a prospective port. We propose to develop such a tool by extending our existing simulation model of global container traffic to incorporate demand-side shipper preferences and supply-side strategic responses by incumbent ports to changes in the global port network, including building new ports, scaling up existing ports, and unexpected port closures. We will estimate shipper preferences over routes, port attributes and port services based on US and international shipping data, and redesign the simulation model to maximize the shipper's revealed preference functions rather than simply minimize costs. As demand shifts, competing ports will adjust their pricing (short term) and infrastructure (long term) to remain competitive or defend market share, a reaction we will capture with a game theoretic model of local monopoly that will predict changes in port characteristics. The model's hypotheses will be tested in a controlled laboratory experiment tailored to local port competition in Asia, which will also serve to demonstrate the subtle game theoretic concepts of imperfect competition to a policy and industry audience. We will apply the simulation model to analyze changes in global container traffic in three scenarios: addition of a new large port in the US, extended closure of an existing large port in the US, and cooperative and competitive port infrastructure development among Korean partner countries in Asia.
Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.
Journal of Korea Entertainment Industry Association
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v.15
no.1
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pp.117-129
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2021
Nowadays, the trend of early childhood education has focused on finding educational activities to enhance quality of learning with integrative, learner-centered experience by combining each subject and domain. Pre-service early childhood teacher's music drama activity is a sort of integrated education including literature, instrumental music, play, art and movement that are included in the culture and art for preschoolers to help them understand role and value of the art and directly influence personality and creativity and motive to arouse interest in various learning directly. It's expected to see that development of creative teaching plan for the music drama using piano ensemble could support basic research in integrated educational activity in the teacher training course and also, activate the music drama activity. Research findings and suggestion are as follows. First, the music drama activities are systematically and step-by-step implemented according to the audience according to the cooperative learning and creative plans of pre-service early childhood teachers. Second, if understanding characteristics of casts in the music drama and assigning their roles efficiently, it enhances approach of pre-service early childhood teacher music drama activity and activate it. Third, making music in music drama activities can be composed and arranged to suit the musical literacy and level of pre-service early childhood teacher. Fourth, pre-service early childhood teachers could have integrated experience and evaluation efficiently in the short term to use as reference for the teaching plan and data for the music drama.
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