• Title/Summary/Keyword: 경험의 시각화

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A Study on th e Creation of Floral Art Works Applying th e Meth ods of th e Narration and Visualization of the Experiences (경험의 서사화와 시각화 방법을 적용한 화예작품 창작의 연구)

  • Han, Yujeong;Yoo, Taeksang
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.39-56
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    • 2020
  • This study is on the creation of floral art works based on the intuitive insight acquired by methodological process of ruminating the experienced meaningful events of the artists utilizing sensible perception. The researcher used the narration and visualization techniques. The narration process adopted the writing technique of subjective impression, emotion, stream of consciousness to capture sensations of subconscious state, which were applied in three steps of 'the exploration of experiences', 'the concretion of experiences', and 'the creation of meaning out of experiences'. The visualization process adopted collection, selection, classification, and interpretation of related images, which were applied in three methods of 'the creation of images', 'the utilization of intuition', and 'the perception through remembering'. Finally 5 art works of 'Hammock is Good', 'At the Rooftop with Warm Sunshine', 'Standing at the Waterside Alone', 'Dizziness at Hot Sand Field', and 'Having Good Time at a Botanical Garden'were created through the combination of these two methods mentioned above and complementary research and writing. The meaningfulness of this research lies in presenting methodological approaches of utilizing narration and visualization of experiences in art creation process.

A Study of Mathematical Thinking and Experimental Recognition in using of Technology - Focused on Unit of Geometry at Level of Middle School Student (데크놀로지 활용수업에서 경험적 인식과 수학적 사고에 관한 연구 - 중학교 3학년 기하 단원을 중심으로)

  • Jung, In-Chul;Kim, Taeg-Su;Hwang, Woon-Gu
    • Journal of the Korean School Mathematics Society
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    • v.10 no.2
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    • pp.207-219
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    • 2007
  • Students have a hard time with a formal proof, which is one of most important part in mathematics education. They were taught the proof with algebraic visual materials using technology and specialized visual materials. But, they experienced the difficulty in justifying due to the lack of experimental recognition with the representation using technology. The specialized visual materials limited the extension of mathematics thinking of students because it worked only for the case that is fixed. In order to solve this type of problem, we made algebraic visual materials for 9th graders using technology and generalized visual materials so that students experience for themselves to help them to experience experimental justification, thus we recognized that they were improved in enhancing mathematical thinking.

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Study on the Expression of Sensory Visualization through AR Display Connection - Focusing on Eye Tracking (AR 디스플레이 연결을 통한 감각시각화에 대한 표현 검토)

  • Ma Xiaoyu
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.357-363
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    • 2024
  • As AR display virtual technology enters public learning life extensively, the way in which reality and virtual connection are connected is also changing. The purpose of this paper is to study the expression between the 3D connection sensory information visualization experience and virtual reality enhancement through the visual direction sensory information visualization experience of the plane. It is analyzed by examining the basic setting method compared to the current application of AR display and flat visualization cases. The scope of this paper is to enable users to have a better experience through the relationship with sensory visualization, centering on eye tracking technology in the four categories of AR display connection design: gesture connection, eye tracking, voice connection, and sensor. Focusing on eye tracking technology through AR display interaction and current application and comparative analysis of flat visualization cases, the geometric consistency of visual figures, light and color consistency, combination of multi-sensory interaction methods, rational content display, and smart push presented sensory visualization in virtual reality more realistically and conveniently, providing a simple and convenient sensory visualization experience to the audience.

A Study on the Methodology of Stereo-Scope Visualization Using Virtual Reality Technique (가상현실 기술을 이용한 입체영상 시각화 기법에 관한 연구)

  • Shin, Mi-Hae;Seo, Su-Seok;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.6
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    • pp.1482-1487
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    • 2010
  • Recently, Product and contents using virtual reality technique is spreading quickly. Visualization using virtual reality technique is provide a differentiated experience with existing visualization methodology by giving enhanced immersiveness to users. This paper is make a suggestion to a new methodology of stereo-scope visualization and talk about this utilization possibility. We proposed the design method of stereo-scope realization system that is composed at least two screen. through which users will feel more immersiveness and experience to virtual reality. The suggestion system of this paper will widely used in various industry such as virtual reality exhibitions, shows, games, training programs, etc.

The Effect of Web-Based Virtual Reality Programs on Elementary Schoolers' Spatial Visualization Skills (웹 기반 가상현실 프로그램이 초등학생의 공간시각화 능력 향상에 미치는 효과)

  • Kwak, Won-Kyu;Kim, Hong-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.475-484
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    • 2004
  • 공간 능력 및 공간 시각화 능력의 향상은 우리가 살고 있는 세계를 표현하고 설명하는데 도움을 주고 실생활과 직업에 관련된 문제해결 능력을 기를 수 있게 한다. 초등학교에서는 비형식적인 방법으로 일상생활에서 접하는 대상과 다른 구체적 자료를 사용한 조사, 실험, 탐구를 통하여 여러 위치에서 도형을 시각화하고, 그려보고, 비교하는 활동을 강조하고 있다. 제7차 수학과 교육과정에서 공간능력 및 공간 시각화 능력을 향상시키기 위한 학습으로 구체적 조작물과 학습지 사용을 병행하고 있다. 하지만 초등 기하는 공간적인 경험을 현실 상황이나 구체물 조작을 통하여 형성된 공간직관을 수학화하도록 하여야 하나, 실제 현장에서는 학교여건 등의 여러 실정으로 조작 자료들이 제대로 마련되어 있지 않거나 잘 사용하지 않고 있다. 3차원을 경험할 수 있는 공간 시각화 학습프로그램을 적극 활용하여 어떤 방향이든 상관없이 가상의 공간에서 물체를 옮기거나 회전시킬 수 있으며 시간적, 공간적 제약을 받지 않고 학습자들의 공간시각화 능력을 향상시킬 수 있는 학습 프로그램 개발이 필요하다. 이에 본 연구에서는 이런 요구에 의해 아동과의 상호 작용성과 접근성을 향상시킨 웹기반 가상현실 프로그램을 개발하고 그 효과 분석을 통해 웹 기반 가상현실 학습 프로그램에 대한 가능성을 진단해 보고자 한다.

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A Study on Big Data Visualization Strategy Based on Social Communication:Focusing on User Experience (UX) based on Big Data Visualization Types (소셜 커뮤니케이션에 기반한 빅데이터의 시각화(Big Data Visualization) 전략에 관한 연구:빅데이터 시각화 유형에 따른 사용자 경험(UX)을 중심으로)

  • Choo, Jin-Ki
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.142-151
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    • 2020
  • The reason why today's public actively uses social communication is that the necessary information is collected and classified under the name of social big data through the web space to create the big data era, an ecosystem of information. In order for big data information to be used by the public, it is necessary to visualize it easily. This study categorized the types of visualization according to the information of social big data, and targeted the experienced students including the related majors and the general public who need to directly utilize and study the actual big data visualization as an experience evaluation target. As a result of analyzing the experiences of the experienced people, important implications for the visualization method for managing, analyzing, and utilizing the data were derived. The big data visualization strategy is to be expressed in a way that fits the data environment and user's eye level on SNS. In the future, if big data visualization is applied to product service or social trend, it will be an important data in terms of broadening its role, scope of application, and application.

A Study on the Methodology of Stereo-Scope Visualization Using Virtual Reality Technique (가상현실 기술을 이용한 입체영상 시각화 기법에 관한 연구)

  • Shin, Mi-Hae;Lim, Gyeong-Jin;Seo, Seong-Won;Hong, Rok-Ki;Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.374-377
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    • 2010
  • Visualization using virtual reality technique is provide a differentiated experience with existing visualization methodology by giving enhanced immersiveness to users. This paper is make a suggestion to a new methodology of stereo-scope visualization and talk about this utilization possibility. through which users will feel more immersiveness and experience to virtual reality.

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Technique for the ECG Bio-sounds Visualization Analysis Based on the MIT-BIH Database (MIT-BIH 데이터베이스 기반 ECG 생체신호 시각화 분석을 위한 기술)

  • Kim, Jong-Wook;Lee, Myoung-Jin;Ko, Kwang-Man;So, Kyoung-Young
    • Journal of Digital Contents Society
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    • v.17 no.2
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    • pp.97-103
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    • 2016
  • This work introduces techniques experienced for the electrocardiogram(ECG) visual analysis, able to characterize the major parameters and events with clinical relevance for heart failure management and cardiovascular risk assessment. In particular, it includes approaches for ECG data visual processing such as the variable charts, graphs base on the complex MIT-BIH ECG database. Through the experienced this works of ECG database visualization, so many researcher more easily access the complex ECG database and can intuitionally understand the meanings via a variable ECG visualized data.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

The Type of e-book's Visualization by the Narrative Space (내러티브 공간에 의한 이북(e-book)의 시각화 유형)

  • Shin, Seung-Yun;Jung, Hyun-Sun
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.103-114
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    • 2014
  • This study intends to make a proposal the direction classification to develop the independent study of e-book's visualization. For this, we research into the e-book of Disney animation which achieved recognition in the literary value and amusement First of all, We grasp the meaning of the concept of e-book's aerial-image and perceptual principle. Next, We found the subject that starts the movement, and then observed the factor of the presentation to be possible to experience the actual spatial experience by the motion-produced cues. Through analysis process, We can classify the appearance elements, media, camera, and the readers' motion-produced cues into 13 parts and define as the codes. As we analysis the frequency of use of the analysis object, We separated it into the 46 combination exercises. According to the combination with the independent exercise, We separated them into 4 groups. There are the actual spatial experience, narrative spatial experience, the experience of characters. The basis for these, we can analyze the characteristics of the motion-produced cues. This study has the meaning of the expansion of e-book into the film language system by separating the e-book's narrative visualization type.