• Title/Summary/Keyword: type of representation

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Study on the Representation Modes and Reality of Web Documentaries (웹다큐멘터리의 재현양식과 리얼리티에 관한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.45
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    • pp.259-282
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    • 2016
  • Documentaries are being recreated into a new genre and the Web Documentary is the typical case. Web Documentaries are the documentaries those comprise creators and users and they are the novel type of text that the interaction with users is absolute. In this research, two Web Documentaries and are analyzed for examining how Web utilizes its features as expressive media inducing users to experience reality. Web Documentaries have dual and spatial structure that allows user interaction and make users to face with various information and knowledge about reality by its encyclopedic characteristics. Also, Web Documentaries give the role of progressing documentary and expanding text to users and that is, they stimulate users' consciousness reminding that they are the ones who explore through reality. In this process, users of Web Documentaries get potentiality of critically examining the reality suggested by documentaries and grasping the meanings beneath it. These features make Web Documentaries special contrast to traditional documentaries not only with their way of pursuing the reality but also with their meanings. This makes the innovative position of Web Documentaries phenomenon clear, issuing the necessity of the discussion about Web Documentaries more strongly. Web Documentaries are not just new media technological phenomenon, and they have their significance as a fundamental challenge toward traditional documentaries.

Development of a Numerical Model of Shallow-Water Flow using Cut-cell System (분할격자체계를 이용한 천수흐름 수치모형의 개발)

  • Kim, Hyung-Jun;Lee, Seung-Oh;Cho, Yong-Sik
    • Journal of the Korean Society of Hazard Mitigation
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    • v.8 no.4
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    • pp.91-100
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    • 2008
  • Numerical implementation with a Cartesian cut-cell method is conducted in this study. A Cartesian cut-cell method is an easy and efficient mesh generation methodology for complex geometries. In this method, a background Cartesian grid is employed for most of computational domain and a cut-cell grid is applied for the peculiar grids where the flow characteristics are changed such as solid boundary to enhance the accuracy, applicability and efficiency. Accurate representation of complex geometries can be obtained by using the cut-cell method. The cut-cell grids are constructed with irregular meshes which have various shape and size. Therefore, the finite volume method is applied to numerical discretization on a irregular domain. The HLLC approximate Riemann solver, a Godunov-type finite volume method, is employed to discretize the advection terms in the governing equations. The weighted average flux method applied on the Cartesian cut cell grid for stabilization of the numerical results. To validate the numerical model using the Cartesian cut-cell grids, the model is applied to the rectangular tank problem of which the exact solutions exist. As a comparison of numerical results with the analytical solutions, the numerical scheme well represents flow characteristics such as free surface elevation and velocities in x-and y-directions in a rectangular tank with the Cartesian and cut-cell grids.

A Study on Application of Dynamic Design Elements for Designing Ambient Media (엠비언트 미디어의 디자인을 위한 동적인 디자인 요소의 활용에 관한 연구)

  • Park, Jin-Yung;Park, Sun-Young;Nam, Tek-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.233-238
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    • 2008
  • Ambient Media (or ambient displays, Wisneski et al 1998) is one of newly emergent dynamic design objects, representing information through subtle changes of everyday objects and environments. Unlike the existing GUI-based media focusing on the situation that a user is concentrating the media, ambient media enable a user to be peripherally aware of the information without his/her concentration. In order to design ambient media, it is necessary to interpret the basic elements of dynamic changes in physical space and the proper method to apply them for peripherally representing information in ambient media. The aim of this study is to investigate dynamic design elements and the method to apply them for ambient media design in physical space. We explored and refined the type of the dynamic design elements, analyzing dynamic qualities of ambient media cases as well as various time based design fields. As a result, 4 dynamic elements - tempo, connectivity, intensity and rhythm- were proposed. By literature reviews related to peripheral awareness in psychology or ambient media, we analyzed the characteristics of dynamic design elements. Based on that, we developed a new ambient media, 'Cyber Pung-Kyung', and applied dynamic elements for designing the prototype system. The research outcome is expected to contribute designing ambient media which can represent information peripherally or centrally as needed. Understanding the dynamic design elements is helpful for designing various time based design outcomes as well.

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Exploring Optimal Threshold of RGB Pixel Values to Extract Road Features from Google Earth (Google Earth에서 도로 추출을 위한 RGB 화소값 최적구간 추적)

  • Park, Jae-Young;Um, Jung-Sup
    • Journal of Korea Spatial Information System Society
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    • v.12 no.1
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    • pp.66-75
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    • 2010
  • The authors argues that the current road updating system based on traditional aerial photograph or multi-spectral satellite image appears to be non-user friendly due to lack of the frequent cartographic representation for the new construction sites. Google Earth are currently being emerged as one of important places to extract road features since the RGB satellite image with high multi-temporal resolution can be accessed freely over large areas. This paper is primarily intended to evaluate optimal threshold of RGB pixel values to extract road features from Google Earth. An empirical study for five experimental sites was conducted to confirm how a RGB picture provided Google Earth can be used to extact the road feature. The results indicate that optimal threshold of RGB pixel values to extract road features was identified as 126, 125, 127 for manual operation which corresponds to 25%, 30%, 19%. Also, it was found that display scale difference of Google Earth was not very influential in tracking required RGB pixel value. As a result the 61cm resolution of Quickbird RGB data has shown the potential to realistically identified the major type of road feature by large scale spatial precision while the typical algorithm revealed successfully the area-wide optimal threshold of RGB pixel for road appeared in the study area.

Establishing Design Directions for Nutrition Education Materials for Early Elementary Students in South Korea (초등학교 저학년 영양교육 학습 자료의 디자인 방향 설정에 관한 연구)

  • Park, YuBin;Paik, JinKyung
    • Design Convergence Study
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    • v.14 no.2
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    • pp.1-16
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    • 2015
  • As childhood obesity and nutrition imbalance emerge as social issues in South Korea today, the development of education materials on diets and nutrition has become important and has been attempted in diverse ways. The present study was conducted on early elementary school students with the objective of establishing directions for the design of personalized nutrition education materials that can promote a proper, balanced diet for children through application in daily life of knowledge acquired from self-learning linked to nutrition education that is taking place in their schools. For this purpose, a review of previous theoretical literature on nutrition education for early elementary students was performed. Survey questions were formulated based on the advice of field experts in medicine, education, and design and the survey was conducted among 110 children from 1st and 2nd grade in two elementary schools, one in Seoul and the other in Changwon. The results obtained from the user evaluation suggested that the early elementary school students showed positive reaction to nutrition education, had preference for the type of learning using multimedia-based contents and quiz activities, were willing to learn about calorie-adjusted meals, preferred the Gothic typeface and orange and green colors. Furthermore, they showed positive opinion on the use of numerical surveying method and pictorial style similar to actual appearance in connection with nutrition-related information representation. and preferences regarding learning styles and design elements

X-TOP: Design and Implementation of TopicMaps Platform for Ontology Construction on Legacy Systems (X-TOP: 레거시 시스템상에서 온톨로지 구축을 위한 토픽맵 플랫폼의 설계와 구현)

  • Park, Yeo-Sam;Chang, Ok-Bae;Han, Sung-Kook
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.130-142
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    • 2008
  • Different from other ontology languages, TopicMap is capable of integrating numerous amount of heterogenous information resources using the locational information without any information transformation. Although many conventional editors have been developed for topic maps, they are standalone-type only for writing XTM documents. As a result, these tools request too much time for handling large-scale data and provoke practical problems to integrate with legacy systems which are mostly based on relational database. In this paper, we model a large-scale topic map structure based on XTM 1.0 into RDB structure to minimize the processing time and build up the ontology in legacy systems. We implement a topic map platform called X-TOP that can enhance the efficiency of ontology construction and provide interoperability between XTM documents and database. Moreover, we can use conventional SQL tools and other application development tools for topic map construction in X-TOP. The X-TOP is implemented to have 3-tier architecture to support flexible user interfaces and diverse DBMS. This paper shows the usability of X-TOP by means of the comparison with conventional tools and the application to healthcare cancer ontology management.

The Use of Analogy in Teaching and Learning Geography (효과적인 지리 교수.학습을 위한 유추의 이해와 활용)

  • Lee, Jong-Won;Harm, Kyung-Rim
    • Journal of the Korean Geographical Society
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    • v.46 no.4
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    • pp.534-553
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    • 2011
  • Analogical thinking is a problem-solving strategy to use a familiar problem (or base analog) to solve a novel problem of the same type (the target problem). The purpose of this study is to provide new insight into geography teaching and learning by connecting cognitive science research on analogical thinking with issues of geography education and suggest that teaching with analogies can be a productive instructional strategy for geography. In this study, using the various examples of analogical thinking used in geography we defined analogical thinking, addressed the theoretical models on analogical transfer, and discussed conditions that make an effective analogical transfer. The major research findings include the following: a) the spatial analogy, indicating skills to find places that may be far apart but have similar locations, and therefore have other similar conditions and/or connections, can provide a useful way to design contents for place learning; b) representational transfer, specifying a common representation for two problems, can play a key role in solving geographic problems requiring data visualization and spatialization processes; and c) either asking learners to compare/analyze similar examples sharing common structure or providing them examples bridging the gap between concrete, real-life phenomena and the ideas and models can contribute to learning in geographic concepts and skills. The spatial analogy requiring both geographic content knowledge and visual/spatial thinking has the potential to become a content-specific problem-solving strategy. We ended with recommendations for future research on analogy that is important in geography education.

Intermediate-Representation Translation Techniques to Improve Vulnerability Analysis Efficiency for Binary Files in Embedded Devices (임베디드 기기 바이너리 취약점 분석 효율성 제고를 위한 중간어 변환 기술)

  • Jeoung, Byeoung Ho;Kim, Yong Hyuk;Bae, Sung il;Im, Eul Gyu
    • Smart Media Journal
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    • v.7 no.1
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    • pp.37-44
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    • 2018
  • Utilizing sequence control and numerical computing, embedded devices are used in a variety of automated systems, including those at industrial sites, in accordance with their control program. Since embedded devices are used as a control system in corporate industrial complexes, nuclear power plants and public transport infrastructure nowadays, deliberate attacks on them can cause significant economic and social damages. Most attacks aimed at embedded devices are data-coded, code-modulated, and control-programmed. The control programs for industry-automated embedded devices are designed to represent circuit structures, unlike common programming languages, and most industrial automation control programs are designed with a graphical language, LAD, which is difficult to process static analysis. Because of these characteristics, the vulnerability analysis and security related studies for industry automation control programs have only progressed up to the formal verification, real-time monitoring levels. Furthermore, the static analysis of industrial automation control programs, which can detect vulnerabilities in advance and prepare for attacks, stays poorly researched. Therefore, this study suggests a method to present a discussion on an industry automation control program designed to represent the circuit structure to increase the efficiency of static analysis of embedded industrial automation programs. It also proposes a medium term translation technology exploiting LLVM IR to comprehensively analyze the industrial automation control programs of various manufacturers. By using LLVM IR, it is possible to perform integrated analysis on dynamic analysis. In this study, a prototype program that converts to a logical expression type of medium language was developed with regards to the S company's control program in order to verify our method.

Mental Representation for Family in Abused Children: Focusing on Types of Child Abuse (피학대 아동의 가족에 대한 정신적 표상: 성, 연령 및 학대유형별 비교를 중심으로)

  • Kyung-Sook Lee;Jin-Ah Park;Eun Jeong Oh
    • Korean Journal of Culture and Social Issue
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    • v.14 no.3
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    • pp.1-19
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    • 2008
  • The purpose of this study is to examine the family perception according to abused children's sex, age, and abusive type. The subjects were 45 abused children including 15 physically abused, 15 neglected, and 15 physically and emotionally abused children from age 7 to 14. The results were that boys showed more noncomplient behaviors to their parents, more concerns and more rejective behaviors to examination. Girls perceived their mothers as stressors more than those of boys. School-aged children perceived their mothers as allies than those of adolescents. Adolescents showed more rejective behaviors to examination and more anger. Physically and emotionally abused children experienced more family conflicts and showed more negative resolutions, and more noncomplient behaviors than those of abused children. Neglected children showed more depressive mood than those of abused children.

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