The Journal of the Convergence on Culture Technology
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v.10
no.3
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pp.475-487
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2024
As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.
The digital map computer for advanced air vehicles (AAV) must be high-performance, lightweight, portable, and modular. It should receive data on terrain, weather, and obstacles from external modules to display digital maps accurately. This necessitates robust communication capabilities with external devices via an Ethernet interface and the ability to output digital map visuals clearly through an high-defintion multimedia Interface (HDMI) or digital visual interface (DVI) interface. This paper presents the design of both hardware and software architecture that fulfills these critical requirements for an AAV digital map system. Additionally, it establishes the minimum specifications needed and verifies the suitability of the designed digital map computer through rigorous performance measurements and testing. By ensuring these standards, the digital map computer can reliably support the complex navigational needs of AAV, enhancing operational efficiency and safety.
Kim, Hyoungjin;Shin, Myeong-Kyeong;Lee, Gyuho;Kwon, Gyeong-Pil
Journal of Science Education
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v.38
no.3
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pp.641-656
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2014
This study aimed at analyzing visual materials included in school science textbooks, specifically the textbooks for first semester courses of 3rd to 6th graders. The purpose was to provide directions for future textbooks by understanding the functions of the images in both pedagogical and social perspectives as well. The study was conducted by investigating the types, roles and socio-semiotic features of the images in science textbooks. The results were as follows. Firstly, the most used types of images in 2007 curriculum textbooks were photographs and drawn pictures. Uses of other visual aids than above were extremely rare. It was also found that as the educational level rises, the use of images for decorative functions drastically declined. The majority of the images were used in providing supplementary explanations or examples. This implies that the images effectively play the role of helping science education. In addition, more use of worksheets images was found, indicating that as educational level increases, students participate more actively in research sessions or data analysis. In socio-semiotic perspective, visual images showed high accessibility to students in 'Type of visual image', 'Function of visual image', 'Distance of shot', 'Horizontal angle of shot', 'Color moduation'. It was implied that there will a close correlation between the type, role and the socio-semiotic characteristics of visual images in textbooks. For example, photograph-type visuals were mostly used as supplementary references. And when applying the socio-semiotic analysis to photograph-type visuals, they showed 'real type', 'narrative-metaphor type', and 'shadow effect' among socio-semiotic features. Such correlations implied that knowing the type of the visual image may help determining the role of the image in the textbook to some extent, and also corresponding socio-semiotic characteristics. As a result, it was possible to infer how accessible certain visual images are to students. The above results have implications for the effective use of visual images in future textbooks.
Journal of the Korean Institute of Landscape Architecture
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v.48
no.1
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pp.15-24
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2020
This work examines discourse on uses of computer technology and its transformation during the last thirty years effecting Korea landscape architecture. First, in the 1990s landscape architects begun to use computers as a new technology for landscape architecture, programming computer software utilities suitable for landscape research, planning, and design. The landscape architects, acting as computer programmers, tried to explore various techniques for landscape analysis and design with a piece of software, and various experts within the field of landscape architecture collaborated with each other. However, landscape architects mainly used computer technology as a tool as a substitute for hands-on cases. Since around the 2000s, the discourse on mapping and diagrammatic techniques as a visualization technique for landscaping processes have begun. Also, realistic representations for perspective drawings using graphic software have been increasingly important. The landscape architects, acting as graphic designers, focused on the specific visualization techniques for landscape planning and design. However, computer technology has been mainly used to produce realistic visuals aids for final presentations instead of creative exploration to generate landforms. Additionally, recent landscape architects have been using landscape performance modeling and parametric modeling for landform and landscape furniture design. The landscape architects as spatial designers are actively using computer modeling as creative form-generating tools during the design process.
The purpose of this study is to investigate communication efficacy of advertisement text through audience responses. This study approached qualitatively to KT&G TV commercials. The research proceeded as follows: First, as background theory, studies on audience focusing advertisement criticism and the interpretation of advertising texts were reviewed. Secondly, the characteristics of the audiences of the advertisements, analyzed through in-depth individual interviews as well as group interviews, were incorporated into a broad theme and then divided into different dimensions. Finally, the audiences' decoding code and critic reponses in reading ambiguous advertising texts, and the interrelationship between strategic ambiguity were discussed under a unified model. The major findings of this study are as follows: In interpreting the ambiguous advertising texts, the audiences use various decoding codes such as language, visuals, technology and rhetoric, and various critic responses such as linguistic, macroscopic, schematic, non-verbal and socio-cultural factors, in quite comprehensive manner. Also, it was shown that audiences make use of different decoding strategies in terms of their recognition, reliability, emotional attitude, and behavior. It can therefore be concluded that the strategic ambiguity has its limit in explaining its effectiveness in the entire dimensions of recognition, emotional attitude, and behavior, in the sense that the strategic ambiguity is most effective in recognition while it invokes more negativity in the behavioral dimension. Finally, this empirical study, focusing on qualitative analyses, may have its limit as well; however, deeper statistic-qualitative studies in the future could compensate for it.
Isik, Ercan;Antep, Baris;Buyuksarac, Aydin;Isik, Mehmet Fatih
Structural Engineering and Mechanics
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v.72
no.5
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pp.643-652
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2019
Protection of cultural heritage and carrying it to the future are at the top of the significant topics of research and implementation in engineering in the 21st century. There are several historical structures in the district of Ahlat located in the east of Turkey on the Lake Van Basin that has harbored many civilizations. Some of such works are the gravestones that are found in the Ahlat Seljuk Cemetery, which is the oldest and largest cemetery in the district. This study firstly provides information about the Ahlat Seljuk Cemetery and the gravestones found in it. Observation-based structural analyses were carried out on these gravestones that are found in this area that are known to have belonged to different civilizations based on their physical and constructional characteristics. These stones were built out of Ahlat stone as single pieces. Information is provided on the damages that have occurred on the gravestones in time and their causes. In general, losses of mass, abrasions, separations, collapses and calcifications due to natural conditions, as well as vegetative formations, were observed in the gravestones. To provide an example of other gravestones within the context of the study, the gravestone that is known to belong to the person named Nureddin Ebu Hasan was selected. As a result of the modeling that was carried out for this gravestone by using the finite elements method, modal analyses were carried out. With these analyses, for the gravestone, period, effective mass participation rates and stress values were calculated. The stress values that were obtained in this study were compared to the material safety stress values that were obtained in previous studies. Additionally, QR code application was created for the gravestone that was selected as an example in the study, and information on this gravestone was transferred to an electronic environment. The QR code application includes different language options, visuals of the gravestone and information on the gravestone. The QR application was also supported with a video of the cemetery where the gravestone is located. With this application, access to information about gravestones will be possible by using tablets and smartphones. With a QR code to be created for each gravestone, these gravestones will obtain identity cards.
Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.
Animation as a public visuals media have been expanding increasingly its social and cultural influences beyond the ages and nations on the basis of global consumption. However, animation increases the negative impact in modern popular culture, and in regard to this, 'the recovery of ethics' should be considered in a reflexive and educational perspectives for the social role of animation. Thus, the research addresses the animation films of Brigham Young University students which contain a ethical values and receive attention by New York Times, etc. as a successful educational model. To do this, firstly, literature has reviewed by focusing on the negative impact of animation, 1) violence, 2) excessive sensationalism, 3) confusion of cultural identity, 4) gender discrimination, and 5) distorted view of history. Secondly, the education system of animation course at Brigham Young University will be analysed. Thirdly, based on this, the case study will be conducted by focusing on the 13 animation films of students to reveal the characteristics of the way of film direction. Through this research, firstly, most of animation films are comic genre, consisting of children and animal characters, family-friendly and lyrical story style and deployment of coincidental and allegoric incident. Thirdly, the religious spirit and multidisciplinary methods of education in Brigham Young University has influenced to the ethical expression and technical perfection in animation filmmaking. In the light of this, the research and suggests the new paradigm is for the practical disciplines of animation in the restoration of the ethical perspective and explores how the animation production adopts the moral significance.
Samuel Eliot Morison (1887-1976) was one of the pre-eminent historians of his generation. He was not only a famous historian at that time, but also was promoted to the rank of Admiral in U.S. Navy Reserve. Fifteen volume History of United States Naval Operations in World War II was published between 1947 and 1962, was not only a comprehensive report on the Navy's projection of power over two oceans, but a classic of historical literature that stands as the definitive treatment of it subject. Although he was fifty-five when war come to America in December 1941. Samuel Eliot Morison was determined to play a role. A professor at Harvard at the time, he joined volunteering for duty in the Navy. An experienced sailor, Professor Morison had earlier sailed that same routes taken by Christopher Columbus while researching his biography, Admiral of the Ocean Sea, which appeared in January 1942 th much acclaim and later got a Pulitzer Prize. Thus Morison plunged into the war, crossing the Atlantic aboard a destroyer. He assumed himself as "Parkman on the sea", tried to follow Parkman's historiographic method, not only participatory history but also literary style. And during writing History of United States Naval Operations in World War II, He emphasized two principles, publicity and objectivity. In terms of publicity, he always worried about who read history and why. In his pamphlet, "History as a Literary Art", he asserted it is useless if readers do not read a history which historians wrote. So he thought historians have forgotten that there is an art of writing of history. Therefore, he built his narratives around brightly rendered visuals and used the present tense to describe actions he witnessed firsthand, he wrote of the U.S. combat in very vividly. But strongly driven by publicity, he sometimes lost his balance in writing the naval history. For instance, the naval history became the focus of criticism for its prejudiced comments about the commanders. Also some reviewers asserted he did not secure the objectivity on writing the naval history. Although he sometimes deliberately torpedoed the objectivity of his work for strengthening publicity, by writing an extensive U.S. naval history, he introduced maritime history and naval history to the public widely. Until in early twentieth century, U.S. historians usually had been focusing their effort to the traditional areas, for example politic, economy, and etc. His intensive effort on the operations of U.S. Navy in World War II aroused a public interest in maritime and naval history. In conclusion, through using literary style and realistic narratives, historian Morison wrote a naval history for all the people which could appealed to the public.
This paper proposes a novel method that couples fluid and deformation/fracture. Our method considers two interaction types: fluid-object interaction and fluid-fluid interaction. In fluid-fluid interaction, we simulate water and smoke separately and blend their velocities in the intersecting region depend on their densities. Our method separates projection process into two steps for each of water and smoke. This reduces the number of grid cells required for projection in order to optimize the number of iterations for convergence and improve stability of the simulation. In water projection step, smoke region regarded as the cells with Dirichlet boundary condition. The smoke projection step solves water region with Neumann boundary condition. To take care of fluid-object interaction, we make use of the fluid pressure to update velocities of the each of the mass points so that the object can deform or fracture. Although our method doesn't provide physically accurate results, the various examples show that our method generate appealing visuals with good performance.
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