• Title/Summary/Keyword: 감각체험

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Television Kitchen Culture: Space Production, Function, and Communication (텔레비전 부엌문화: 공간의 생산과 기능, 그리고 소통)

  • Hahm, Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.429-435
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    • 2018
  • Space plays a very important role in the human residential environment. Space is where the direct experience of life and expansion of that experience are made out of simple residential space. In particular, kitchen space is where the importance of the living space is perceived and is becoming an everyday part of life through television programs. Thereby, kitchen space is where the culture of everyday life plays a role in communication based on the very important production and function of television culture. The kitchen is where various experiences emerge. It is a space where the phenomena of communicating through cooking, experiencing tastes, and communicating with family members is realized. The purpose of this study is to analyze the relationship between communication and production in the kitchen through analysis of "Yune Restaurant 1" on tvN channel. The results of this study show that the human kitchen space leads to expansion of various experiences in the process of various cultural discounts.

A Study on the Music of Musical based on Conceptual Blending Theory (개념적 혼성 이론을 통한 뮤지컬 <웨스트 사이드 스토리>의 음악 연구)

  • Seong, Chan-Kyeong;Chang, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.648-658
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    • 2020
  • In essence, Musical theatre is a multimedia show, so when you listen to musical numbers, you will experience it through multiple senses. Therefore, in order to analyze musical numbers, emphasis should be placed on its interaction with various media such as lyrics, dance, and theatre, which have a direct association with the music. Through the Conceptual Blending Theory, which can comprehensively consider the combination of text and music, the combination of movement and music, and the combination of visual elements and music, this study analyzes the music of Musical . By exploring the result of interaction between lyrics and music, the interaction between choreography and music, and the interaction between stage and music, the artistry and intrinsic value of the work can be proved. In addition, we can discover the process and system of integrated interpretation through music analysis applying Conceptual Blending Theory. Therefore, Conceptual Blending Theory has sufficient utility as a methodology for music analysis of musical theatre.

Augmented Reality exhibition content implemented using Project Tango (프로젝트 탱고 기반의 증강현실 전시 콘텐츠 구현)

  • Kim, Ji-seong;Lee, Dong-cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2312-2317
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    • 2017
  • Museums are converging with digital technology to convey information to viewers in various ways. Augmented reality technology enhances virtual objects seamlessly in the real world, and provides a high sense of immersion and realism because it can use various senses of users in combination with information providing role of exhibits. However, the location-based augmented reality may cause the inaccurate registration of the virtual object with the real world due to the error of the GPS information, and the vision-based augmented reality can be enhanced at the position where the marker is placed. To solve this problem, we implemented the exhibition contents that interact with the real world by using the developed project tango. The exhibited contents were based on Lenovo Phab 2 Pro and Project Tango SDK in Unity 3D. Visitors were able to improve immersion and realism in exhibition contents, and it would be able to combine with various exhibition fields such as shopping malls as well as museums.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

Experiential Content in Boutique Hotels: A Case Study (부티크 호텔의 체험 콘텐츠 사례 연구)

  • Kim, Junghee;Lee, Cathy Yeonchoo
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.403-411
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    • 2020
  • This convergence study examines the case of the Andaz Hotel branches, which sees the critical elements of a characteristic boutique hotel as an experience and makes a successful case with rich experience content in the hotel. By examining sixteen experience content categories, eight from the Andaz India Delhi branch and Tokyo branch in Japan and analyzing them through Schmitt's five experience modules, we have found that both branches had strong experience content in most of the modules, in line with the brand philosophy of creating hotels that make the most of the local characteristics. The study also showed that the Toranomon Hills branch had stronger emotional experience contents than the Delhi branch, and the Delhi branch had a little stronger in the case of cognitive experience contents. Both branches were found to have rich experience content at various points encountered by the guests while using the hotel.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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The Development of Mobile-based User Inferface Framework for Virtual Environments (가상환경에서의 인터랙션을 위한 모바일 시스템용 인터페이스 프레임워크 개발)

  • Kim, Seok-Hwan;Cho, Yong-Joo
    • The KIPS Transactions:PartB
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    • v.14B no.5
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    • pp.343-350
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    • 2007
  • Virtual environment is an interactive multimedia space that allows users to experience realistic sensory feedbacks and interactions as they do in real world. There have been some work on the development of two-dimensional user interface for supporting interactions in a virtual environment. However, most of them were designed for specific virtual environments and hence could not be easily deployed to other virtual worlds. To address this problem, some frameworks were developed for building two-dimensional user interfaces for virtual environment, but they had limitations in usability or flexibility. In this paper, we present the HIVE framework, which is designed to help ease the development of two-dimensional user interface for the virtual environment while satisfying the requirements of both usability and flexibility. The HIVE framework utilizes XML and scripting capability, dynamic module loading, XML and script language for usability. It provides module reading, configuration, and event processing mechanism for flexibility. This paper first explains the HIVE framework and describes the applications developed for some virtual environments followed by discussing the future research directions.

A Study of Sensibility Recognition and Color Psychology from The Children's Pictures (아동의 그림으로부터 감성인식 및 색채심리 파악에 관한 연구)

  • An, Eun-Mi;Shin, Seong-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.41-48
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    • 2012
  • In modern society, the necessity of Color and Psychology Therapy is increasing for psychologically calm children who are less taken care by their parents in busy daily life, and helping them adapt to the environment. Therefore, we need to understand sensitivity status of children with paintings that they draw. Currently, most of empirical studies on their sensitivities are based on psychological and engineering perspectives. This study was designed to provide a system to extract psychological status of children from their pictures by distinguishing harmony of colors using information of solid colors and arrangement of colors in the image space. For achieving this research purpose, first of all, sensitivity database was constructed based on the image space of colors. Then, using the K-Means algorithm, the image was clustered and a wide amount of color values were divided into groups. After that, children's sensitivities were extracted by matching groups of color values with database, and color psychological status of children was observed using the color distribution chart in their paintings.

A Study on the Simulation and Analysis of the Emergency Response Training for Highly Pathogenic Avian Influenza (조류인플루엔자 재난대응훈련 시뮬레이션 기술연구)

  • Kang, Min-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.1
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    • pp.19-26
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    • 2019
  • Simulation using the virtual reality has been applied in various fields such as exercise, education, disaster simulation training, but there is a little research on disease caused by virus transmission. In this study, we conducted simulation studies and analysis of avian influenza disaster response training. The annual avian influenza virus is recurring every year in Korea, but there are still few solutions and preventive measures for the preventing the avian influenza. The avian influenza can cause a great deal of societal harm and enormous economic damage. Prophylaxis is important because livestock epidemics, such as avian influenza and foot-and-mouth disease, have a large impact on farm households. Therefore, we proposed and analyzed contents that can be avoided through simulation of avian influenza disaster response presented in this study.

A study on anlysis of modeling from the short story 'When Buckwheat Flowers Bloom' of Lee Hyoseok (이효석의 소설 『메밀꽃 필 무렵』에 나타난 조형 분석 연구)

  • Choi, San;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.373-378
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    • 2019
  • In various cultures and civilizations, artists are trying new ideas of reinterpreting the beauty of classic and redefining it in the ways of modern times rather than creating something new. In other words, modern cultural trend is creating a new culture by combining sensibilities of classic amid the flood of information with modern senses of artists. This study tries to combine various cultures an designs in accordance with this cultural change. Based on the features of expressing emotions of individuals and the world of impossible experiences from the short story 'When Buckwheat Flowers Bloom' of Lee Hyoseok, an incomplete area of consciousness which is at the border line of the polarized world divided by existence and absence is the area which creates a new culture by arousing readers' imagination as a potential world of thought. In addition, based on language from the short story, a researcher tries to utilize symbolic and imaginal beauties inside of that language as a material of design, and formative analysis them with the composition of proper words for visualization.