• 제목/요약/키워드: visual communication

검색결과 1,544건 처리시간 0.028초

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
    • /
    • 제7권
    • /
    • pp.64-104
    • /
    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

  • PDF

An Empirical Investigation into How to Use Visual Storytelling for Increasing Facebook User Engagement

  • Kim, Yu-Jin
    • 감성과학
    • /
    • 제20권3호
    • /
    • pp.23-38
    • /
    • 2017
  • In order to identify effective approaches for creating more viral Facebook posts, this research conducted an empirical content analysis of leading Korean brands' Facebook fan-pages (Samsung Mobile, SK Telecom, Kia Motors, and POSCO). Their distinctive visual storytelling and communication patterns were investigated as effective user engagement triggers. Through analysis of the research results, it was statistically proved that the different industrial attributes of the four brands, which are primarily characterized by their product (or service) types, affect their Facebook posting patterns by showing different engaging rates (measured by like, comment, and share metrics). In addition, the user engagement rates of the posts were influenced by their visual storytelling factors (i.e. ad objective, value scale, and visual media types). In line with these statistical findings, the distinctive visual storytelling strategies of the four brands were identified. Moreover, competitive and uncompetitive visual storytelling tactics were suggested according to the ad objectives and visual media types on Facebook.

A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
    • /
    • 제1권2호
    • /
    • pp.74-81
    • /
    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

시각 피질의 발화 특성 추출을 위한 포아송 모델의 부공간 해석 (Subspace analysis of Poisson Model to extract Firing Characteristics in Visual Cortex)

  • 이영석
    • 한국정보전자통신기술학회논문지
    • /
    • 제15권1호
    • /
    • pp.1-7
    • /
    • 2022
  • 인간의 시각 피질을 구성하고 있는 시각 뉴런은 모든 시각적 자극에 반응하는 것이 아니라 특정한 조건을 갖춘 시각적 자극에 반응한다는 것이 생리학적 실험을 통하여 밝혀졌다. 본 연구에서는 이와 같은 생리학적 실험을 해석하기 위하여 랜덤한 이득을 갖는 선형 필터를 포함하는 뉴런의 발화 특성을 시뮬레이션하고 설명할 수 있는 모델을 제안하였고 또한 제안한 모델의 선형 필터의 출력이 전체 자극 데이터의 부공간을 형성하고 있음을 실험을 통하여 증명하였다. 구현된 모델의 타당성을 검증하기 위하여 서로 다른 4개의 시각적 자극 데이터들로부터 임의로 추출한 2개의 화소에 대한 값의 분포를 관찰하였다. 전체 자극 데이터와 스파이크 발화 자극 데이터의 분포로부터 중심 좌표 값 즉, 가장 많은 값이 분포하는 좌표 값을 추출하여 두 분포 사이의 차이를 확인할 수 있었고 구현된 모델이 전형적인 LNP 모델과 동일하게 전체 자극 데이터가 전체 집합일 경우 스파이크를 발생시키는 자극 데이터가 전체 자극 데이터의 부공간 임을 실험을 통하여 증명하였다. 본 연구는 시각적 자극에 대한 스파이크의 발생기전과 관련된 기초 연구로 활용할 수 있다.

서비스 통합형 ATM 멀티미디어 통신단말 (Multifunctional communication terminal on ATM networ)

  • 황대환;이종형;박영덕;조규섭
    • 한국통신학회논문지
    • /
    • 제23권4호
    • /
    • pp.873-892
    • /
    • 1998
  • 본 논문은 광대역 ISDN에서 사용될 수 있는 멸티미디어 통신단말의 구조를 제안하였다. 제안한 구조는 ITU-T, Digital Audio-Visual Council(DAVIC), A TM Forum 등의 국제, 사설 표준기구에서 권고하고 있는 멀티미디어단말 및 서비스를 분석한 결과이며, 기존 통신단말과의 연동을 보장하며, 현재 및 미래의 멀티미디어 응용서비스에 유연하게 대처할 수 있는 구조를 갖도록 하였다. 제안한 구조에 따라 설계된 서비스 통합형 멀티미디어 통선단말은 범용 PC에 탑재되는 멸티미디어 처리보드와 ATM 접속보드로 나누어 구현하였다. 구현된 서비스 통합형 멸티미디어 통신단말은 검색, 분배형 통신서비스와 대화형 통신서비스를 동시에 제공하는 것이 가능하며, 이에 따르는 서비스 별의 기능시험을 수행하였다.

  • PDF

고령화사회에 대비한 교통신호등 방재디자인 연구 (Research on Disaster Prevention Design for Traffic Lights against Aging Society)

  • 이현주;노황우
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2019년도 춘계종합학술대회
    • /
    • pp.79-80
    • /
    • 2019
  • 고령화사회에 접어들며 고령운전자의 교통사고 비율이 높아지고 있다. 현재 사회적 문제로 자리 잡은 고령운전자의 교통사고 문제는 고령화사회가 진행될수록 더 많은 문제를 야기하게 될 것이다. 본 논문은 고령화 사회로의 변화와 고령운전자의 특성과 대책에 대한 현황과 문제점을 알아보는데 그 목적이 있다. 이를 기반으로 안전 약자에 대한 사고 비율을 감소시킬 수 있는 교통신호등 디자인을 위한 지속적인 후속연구가 진행될 것이다.

  • PDF

융복합교육 프로그램을 위한 기반으로서 시각적 문해력(Visual Literacy) 개념 검토 (An Examination on the Concept of Visual Literacy as a Basis for Convergence Education Programme)

  • 박건규;김원석
    • 디지털융복합연구
    • /
    • 제14권12호
    • /
    • pp.397-403
    • /
    • 2016
  • 본 연구는 미술교과를 중심으로 하는 융복합 교육 프로그램을 수행함에 있어 중요한 기반이 되는 시각적 문해력(Visual Literacy)의 개념을 검토한다. 시각적 문해력은 문자에 대한 문해력이 그러하듯이 주체에게 시각적으로 주어지는 정보를 이해하고 적절하게 다룰 수 있는 능력을 의미한다. 청소년층의 생활전반에서 뉴미디어를 통해 접하는 시각정보가 많고 다양한 만큼 시각적 문해력의 필요성이 대두되는 것은 당연하다. 따라서 뉴미디어를 적극 활용하는 융합교육 프로그램의 수행에서 시각적 문해력은 프로그램의 수행을 위한 기반이 된다. 여기에는 뉴미디어를 사용하여 시각정보를 교환하며 서로 소통하는 능력도 포함된다.