• Title/Summary/Keyword: 감성기술

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The Possibilities in Craft Creation through Convergence (융합에 의한 공예 창작의 가능성)

  • Park, Jungwon;Xie, Wenqian;Ro, Hae-Sin;Kim, Won-Seok
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.51-58
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    • 2018
  • The late 20th century saw the industrial period end only to transform into the digital era where people have begun to pay attention to craft because it a field that respects emotion as the essential value, an alternative to overcome the side effect that people have created. Today a new world - where the virtual and the real co-exist through artificial intelligence (AI) - has suddenly approached us and the future of craft is faced with a new situation as it needs to present a new creative solution as a tool that is necessary for human way of life - a tool that has been a necessity throughout history and the evolution of life. As a result for a continued development, craft attempts to establish a new paradigm through current trends represented by our modern society, which is the emergence of creative development through convergence. This study presents creative experiments attempted through the convergence of craft with other heterogeneous tendencies connected to the field. The objective of the study is to enable makers to acquire a more creative way of thinking at the same time as inspiring them and suggesting new creative possibilities in order to develop their work through creative convergence. In Chapter 2, the study investigates on the current status of craft in general, and compares it with what is taking place in Korea; in Chapter 3 the significance of convergence in craft and the process of creating is addressed through case studies. Lastly in Chapter 4, with the basis on analytical case studies, the attribute and the potential of convergence in the field of craft is observed. By analyzing different phenomena presented through attempts to converge in contemporary craft, it has been possible to view the future of the 21st century craft through assessments on what is active and what is as yet hidden potential.

A Study on the Makeup Trend of Digital Communication Environment (디지털 커뮤니케이션 환경의 메이크업 트렌드 연구)

  • Barng, Kee-Jung
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.37 no.1
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    • pp.23-36
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    • 2011
  • The purpose of this study is to make theoretical examinations into the makeup trend shown in digital communication environment and thereby determine potential associations of makeup trend with digital communication environment and characterize said trend, so that it can provide reference materials required for follow-up studies. This study comes to the following findings: First, it is found that there are sociocultural characteristics of digital communication environment, such as interactivity, technology-orientedness, sentiment-orientedness and mixture of time and space. Secondly, it is found that trends developed in makeup fall categorically into interactivity, virtuality, amusement and mobility. Thirdly, it is found that each type of digital communication adopts a mixture and juxtaposition of contemporary styles or categories with traditional ones through eclectic combination based on open-minded and horizontal ideas. Fourthly, it is found that a trend from digital communication environment doesn't coincide perfectly with any makeup trend, but the former trend works interactively and organically with the latter trend on the basis of homogeneity and similarity within a general framework that represents external esthetics of human being. With the creation of digital communication environment, our contemporary society forms as the complex phenomena of digital society in a combination and destruction of different categories beyond any certain international boundary, so that a hybrid tendency appears in contemporary makeup trend as well. Based on these findings, this study has its implications in the sense that it gives a new viewpoint based on design, formative characteristics and expression styles of makeup, and also provides useful reference materials for related industrial sectors.

TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

A Study on the Structural Relationships among Brand Personality, Customer-Brand Relationship Quality, and Repurchase Intention: Focusing on Domestic Pizza Market (브랜드 개성, 소비자-브랜드 관계의 질, 재구매 의도의 구조적 관계 연구 : 국내 피자 시장을 중심으로)

  • Kim, Min-Jung;Seo, Kyung-Hwa;Lee, Soo-Bum
    • Culinary science and hospitality research
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    • v.19 no.2
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    • pp.130-148
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    • 2013
  • Domestic pizza market in Korea is in the age of maturity, and competition in the market is getting intense. Brand personality that can prompt consumer sensibility is evaluated as a proper method to differentiate the image of a corporate rather than products or technology that can be copied easily by competitors. In this study, we examined the structural relationships among brand personality of pizza brands in Korea, customer-brand relationship quality, and repurchase intention with selected measurement based on Aaker's Big 5. Based on questionnaires answered by 291 customers, this study examined validity and reliability by using SPSS 16.0 and AMOS 5.0 for its hypotheses. The result of the study modelling were GFI=0.900, NFI=0.922, CFI=0.965, RMSEA=0.050 at the level of ${\chi}^2$=384.130(df=1.715, p<0.001). First, sincerity, competence, and sophistication of the pizza brand personality had a positive effect on intimacy. Second, sincerity, competence, sophistication, and strength of the pizza brand personality had a positive effect on brand partner quality. Also, intimacy and brand partner quality had a positive effect on repurchase intention. Therefore, in the practical perspective, pizza brand management can utilize the findings of specific pizza brand personality in creating a competitive edge for marketing.

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A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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: A Case Study of English Class as Liberal Education, Converged on Literature and Theatrical Performances for Cultivating Humanities (<연극영화로 배우는 영어> : 문학과 인성을 접목한 융·복합 교양영어 수업 사례)

  • Choi, Jeong Mee;Lee, Ho Sun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.536-545
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    • 2016
  • Most universities have been concerned about Liberal Education; whether is it on universal truth, or on training job-specialists? In consequence, the curricula have been reformed and promoted diversely. In this aspect, has been developed as convergence education. I selected two easy and short texts and tried to make the students practice and memorize the dialogues as many as possible. At the end of the class, the students presented given assignments, with theatrical performance. This study carried out the research of students' presentation and theatrical performances on the basis of group study, together with a survey of the results of questionnaires and lecture evaluation. Therefore it was a exploratory study to check out significance of variables through the correlation analysis. The students' questionnaires showed the improvement of their English ability, together with their knowledge about literature and drama, cultivating humanities through the theatrical performance. It may be said that has achieved multi-functional effects of English class converged literature, theatre and humanities even for one semester.

Scientific Creativity and Visual Artistic Creativity: The Domain-universality and Domain-specificity on Creative Accomplishment (과학적 창의성과 시각예술적 창의성: 창의적 성취 사례의 영역보편성 및 영역특정성)

  • Kang, Jung-Ha;Choe, In-Soo
    • Journal of Gifted/Talented Education
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    • v.18 no.2
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    • pp.201-237
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    • 2008
  • The object of this research is to understand the domain-universality and domain-specificity of scientific domain and visual art domain from case studies on individuals who had made creative accomplishments in the domain of science and visual art. For case studies, 10 people who made creative accomplishments in the science and technology domain and 9 people who made creative accomplishments in the visual art domain were selected as the research participants. The conclusions for the case studies were made on the data obtained from interviewing the research participants using KES as an analytical frame. The findings of this study support as follows. Creativity on scientific domain and visual art domain is both the domain-universality and domain-Specificity. The domain-universality Of scientific domain and visual art domain is related to the nature of human beings, originality in creativity, and the natural selection. On the other hand, The domain-specificity of scientific domain and visual art domain is related to the type of knowledge and the context of applying the knowledge, will, thinking skill, direction, and social components.

Study on the Improvement of Equilibrium Sense of the Elderly Using Virtual Bicycle System (가상 자전거 시스템을 이용한 고령자의 평형감각 증진에 관한 연구)

  • Jeong Sung-Hwan;Piao Yong-Jun;Chong Woo-Suk;Kwon Tae-Kyu;Hong Chul-Un;Kim Nam-Gyun
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.6
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    • pp.57-66
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    • 2005
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense by combining virtual reality technology with a fixed exercise bicycle. The subjects consisted of two groups. A group of young people, was compared against a group of elderly. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared. In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.

A Study on the Intelligence Information System's Research Identity Using the Keywords Profiling and Co-word Analysis (주제어 프로파일링 및 동시출현분석을 통한 지능정보시스템 연구의 정체성에 관한 연구)

  • Yoon, Seong Jeong;Kim, Min Yong
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.139-155
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    • 2016
  • The purpose of this study is to find the research identity of the Korea Intelligent Information Systems Society through the profiling methods and co-word analysis in the most recent three-year('2014~'2016) study to collect keyword. In order to understand the research identity for intelligence information system, we need that the relative position of the study will be to compare identity by collecting keyword and research methodology of The korea Society of Management Information Systems and Korea Association of Information Systems, as well as Korea Intelligent Information Systems Society for the similar. Also, Korea Intelligent Information Systems Society is focusing on the four research areas such as artificial intelligence/data mining, Intelligent Internet, knowledge management and optimization techniques. So, we analyze research trends with a representative journals for the focusing on the four research areas. A journal of the data-related will be investigated with the keyword and research methodology in Korean Society for Big Data Service and the Korean Journal of Big Data. Through this research, we will find to research trends with research keyword in recent years and compare against the study methodology and analysis tools. Finally, it is possible to know the position and orientation of the current research trends in Korea Intelligent Information Systems Society. As a result, this study revealed a study area that Korea Intelligent Information Systems Society only be pursued through a unique reveal its legitimacy and identity. So, this research can suggest future research areas to intelligent information systems specifically. Furthermore, we will predict convergence possibility of the similar research areas and Korea Intelligent Information Systems Society in overall ecosystem perspectives.