• Title/Summary/Keyword: 메이커

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Found Footage Film of Self-Reflexivity (자기반영적 파운드 푸티지 필름)

  • Suh, Yong Chu
    • Cartoon and Animation Studies
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    • s.33
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    • pp.317-341
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    • 2013
  • Found Footage Film has been increasingly addressed between film and visual art world in the age of rapid media change. With regards to this self-conscious found footage filmmaking, narrative structures are unraveled to relate new stories, images are removed from their original context only to reappear in a different context, new layers that alter the meaning are added, stereotypes from Hollywood movies are exposed, and new montages are used to destroy the illusion of the medium itself. The physical properties of the original material are also emphasized or altered in order to add a new meaning. The starting point of this study is the recognition of the origin of found footage film. It traces back to the found object from primitive impulse and found art from Dada and surrealism. Many found footage films have been at least partly inspired by Duchamp's ready-mades. These films use footages that the filmmakers did not shot, and even footage that was never intended as art. This essay deals with the found footage practices and interrogates the aesthetic implications by the concept of self-reflexivity. Self-reflexivity means consciousness turning back on itself, and found footage film is about films which call attention to themselves as cinematic constructs. It breaks with art as illusionism and exposes their own factitiousness as textual constructs. Furthermore, the inevitable mortality of celluloid and temporal reconstruction of original film will be treated. Recentely, many attention has been given to role of Found Footage Film. I hope to add the understanding of the artistic found footage film with this study.

An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation (3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구)

  • So, Hyo-Jeong;Lee, Ji-hyang;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.451-462
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    • 2017
  • This study selected 3D printing that is highly likely to be adopted in schools. This research was conducted in two stages: 1) proposing the learning activity framework for utilizing 3D printing in education, and 2) exploring the potential of integrating 3D printing in the school field. The '3D printing learning activity framework' proposed in this study includes four phases that are categorized according to the complexity of problem-solving processes and collaborative interaction: Step 1 as production through replication, Phase 2 as means of imaginary expression, Phase 3 as near problem-solving, and Phase 4 as expanded problem-solving. Next, we conducted the field study with 23 students in the 6th grade math class where they learned the various solid shapes and volumes through 3D printing-integrated activities. The lesson was considered as Phase 1, which is the production through replication. Overall, the results showed that the participants had positive perceptions about the efficacy of 3D printing activities, the quality of learning experience, and satisfaction. On the other hand, it was found that the usability of 3D printers and CAD program needs further improvement The contribution of this study can be found in the learning activity framework that can guide 3D printing activity design in school, and in the exploration of enhancing the connection between 3D printing activities and curricular relevance beyond simple interest toward a novel technology.

Study on the analysis of Web Corporate identity -Especially on the Sports Shoes sites (기업 웹 아이덴티티의 분석에 관한 연구 -스포츠신발사이트를 중심으로)

  • 신순호
    • Archives of design research
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    • v.17 no.2
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    • pp.147-156
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    • 2004
  • An enterprise is a basic unit to constitute national economy and a unit of independent production economy to pursue profit based on separation between ownership of production means and labor. Even though price and quantity of production are decided by planned economy in order to survive in the mechanism of market economy, quantity of production and of demands can't be same at all because of consumers' different preferences. An enterprise uses audio-visual media like letters, pictures, and voice in order to grasp consumers' taste, to develop products and to advertise them. Advertising is communication that a company, a non-profit organization or an individual, that is shown in the message of an ad, makes through several media. It is time that a company should appeal its image, not only its products, to consumers as a salesman. Marketing strategy of company identity is to visualize a company's intentions, to formalize its motto, slogan or culture, to build up trust of products and the company in consumers, and then, to have the consumers forever. By the virtue of development of www in 1990s, the media has been expanded to online. Development of www has united the world into a network and the market has been changed to unlimited competition. This paper intends to define the concept and characteristics of web identity and investigates and analyzes how web sites of sports shoes express their identities. In addition, it analyzes influences of multinational companies' web identifies (in Korean version) and of local companies' web identities on local consumers. Through survey, it will analyze the effects of web identity and review its operation.

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STUDY OF THE EVOLUTION OF SL-9 IMPACT SITES ON JUPITER WITH THE KYUNGHEE UNIVERSITY 30 INCH TELESCOPE (경희대학교 망원경을 이용한 SL-9의 목성 충돌 후 충돌 흔적 진화 관측 연구)

  • Son, D. H.;Song, Y. M.;Lee, S. G.;Jin, H.;Kim, K.-S.;Kim, S. J.
    • Journal of Astronomy and Space Sciences
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    • v.12 no.2
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    • pp.204-215
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    • 1995
  • We observed SL-9 impact sites on Jupiter with a CCD and a R filter on the KyungHee University 30-inch telescope between July 17 and September 3, 1994. We identified impact sites of A, C, E, G, H, K, L, Q1, W and G-group, We calculated the moving velocity relative to System II and rotation period of the G, L sites to be from -8.0 to 8.8m/s, and $9^h55^m39.4^s\pm34^s$, respectively. The diameters of G and L sites in our first observation were $1.95\times10^4km,\;and\;2.20\times10^4km$, respectively. In particular, we investigated the evolution of the impact sites by calculating the diffusing rates of the impact clouds.

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A Study on the Influence of Consumer Type on Consumer Intention to Purchase Eco-friendly Vehicles in the Service Management of Convergence Industry (융복합 산업의 서비스경영에서 소비자 유형이 소비자의 친환경자동차에 대한 구매의도에 미치는 영향에 관한 연구)

  • Yim, Ki-Heung
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.221-232
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    • 2017
  • In recent years, the development and market participation of major makers of next-generation eco-friendly vehicles has been accelerating. Consumer interest has also increased. Consumer characteristics, consumption type, characteristics of next-generation eco-friendly vehicles, and government policies on next-the results of this study are as follows. As a result of this study, it was found that the characteristics of consumers (by sex, age, monthly average income), types of consumers (price value pursuit type, individual value pursuit type), There was no significant difference between the consumers, and the purchasing intention was not significantly different by gender, age, and monthly income, but there was a significant difference in purchase intention according to the type of consumer. The positive effects of consumer purchase behavior on brand image, color, design, etc, have positive (+) effect on eco - friendly vehicles. And social environment value seeking type among consumer types are significant in relation to purchase intention. To have three support the government's carbon dioxide (per ton of 5,000 won, per ton of 10,000 won), national or local government vehicle price support directly gasolin tax, disel tax, carbon taxes, such as fuel-related tax relief, etc. was found to have positive effect.

The effects of learning method, learning schedule, and task difficulty on the learning of computer software (학습방법, 학습계획, 과제 난이도가 소프트웨어 학습에 미치는 영향)

  • Kim, Kyung-Su;Li, Hyung-Chul;Kim, Shinwoo
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.3-12
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    • 2014
  • Quick and accurate learning of diverse electronic products has become an important daily task. In particular, software occupies core status in the control and operation of the products. This research tested the effects of learning method, schedule, and task difficulty in the learning of software. Using 2 (learning method: experiential vs. verbal) ${\times}$ 2 (learning schedule: spaced vs. massed) ${\times}$ 2 (difficulty: easy vs. difficult) between-subjects design, Experiment 1 tested participants' learning of file control using Windows Movie Maker. There was no effect of learning schedule on task completion time, but participants in experiential learning were faster in the completion of evaluation task compared with those in verbal learning condition. Importantly, as task difficulty increases participants in verbal condition showed markedly lower performance than those in experiential condition, which suggests that experiential learning is more effective with more difficult learning task. That is, in case of learning simple operation of software verbal learning using linguistic manual or instruction could be sufficient; on the other hand in case of learning complex operation learning from experience or tutorial mode would be more effective. Additional studies which manipulated task difficulty (Expt. 2) and inter-trial learning interval (Expt. 3) did not produce meaningful results.

A Study on the Development of Creative and Cooperative Learning Spaces for University Libraries in Korea (국내 대학도서관 창의·협력 학습공간 조성에 관한 연구)

  • Jung, Youngmi;Lee, Eun-Ju
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.201-225
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    • 2020
  • In order to respond to changes in college's educational goals and talents, university libraries need to be transformed into spaces that support creative and collaborative learning. Apart from overseas cases, it is necessary to discuss the development of creative and collaborative learning spaces appropriate to the situation of Korean university libraries. This purpose of this study is to provide an effective guide to university libraries planning to develop creative and cooperative learning spaces. To this end, this study conducted a literature review to define the concept of a creative and collaborative learning space in a university library, collected and analyzed cases of creative and collaborative learning space of Korean university libraries, and proposed a model for developing creative and collaborative learning space for university library. Case collection was carried out through field visits to 12 university libraries. In addition, in-depth interviews were conducted with the staffs in charge of the construction and operation of five university libraries selected in consideration of the operating entity, region, and scale. This study is meaningful in that it intensively researched and analyzed the advanced cases of creative and collaborative learning spaces in Korea to derive suggestions that can be used in the field of domestic university libraries.

Cold Crack Susceptibility of 700 MPa welding Consumable According Microstructure (700MPa급 용착금속의 미세조직에 따른 저온균열 감수성)

  • Seo, Jun-Seok;Kim, H.J.;Ryoo, H.S.;Park, C.K.;Lee, C.H.
    • Proceedings of the KWS Conference
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    • 2009.11a
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    • pp.46-46
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    • 2009
  • 과거 고강도강 용접부에서 발생하는 저온균열은 주로 용접열영향부에서 발생하였는데, 이러한 문제점을 해결하기 위하여 강재 메이커들은 고강도강의 용접성을 향상시키고자 노력하였다. 이러한 노력의 결과로 TMCP, HSLA 강 등이 개발되었고 이들 강재는 예열온도를 저하시킬 수 있다는 장점 때문에 보편화되어 사용되었다. 이러한 강재는 모재 예열온도를 기준으로 적용하게 되면 용착금속에서 저온균열이 발생하는 경우가 있다. 따라서 이제는 용접재료의 용접성, 즉 용접재료의 저온균열 저항성을 평가 할 수 있는 기법이 요구된다. 본 연구의 목적은 용착금속의 저온균열 저항성을 평가하는 것인데, 저온균열 저항성은 용착금속의 미세조직에 따라 다르게 나타날 수 있다. 용착금속의 합금조성은 기본적으로 용착금속에 요구되는 최저 강도와 충격인성을 만족할 수 있도록 설계한다. 하지만 유사한 강도의 유사한 합금조성이더라도 일부 합금 성분에 의해 용착금속의 미세조직들은 상이하게 나타날 수 있는데, 미세조직 특성에 의하여 용착금속의 강도와 저온인성이 결정된다. 용착금속의 저온균열 저항성을 평가하기위하여 Gapped Bead-on-Groove(G-BOG) 시험에 사용된 모재는 50mm 두께의 mild steel을 사용하였으며, 모재의 희석을 방지하기위해 15mm 깊이로 V-groove 가공 후 buttering 용접 하였다. 용접된 시편은 다시 5mm 깊이로 V-groove로 2차 가공 후 Ar + 20% $Co_2$ gas를 사용하여 용접하였다. 용접재료는 ER-100S-G grade로 비슷한 합금조성을 갖는 2 종류를 사용하였다. A용접재료는 Ti 이 0.1% 함유 되었으며, B용접재료는 Ti 함유되지 않은 것을 사용하였다. 또한 예열 온도에 따라 저온균열 감수성을 평가하기위하여 모재의 예열온도를 각각 상온, $50^{\circ}C,\;75^{\circ}C,\;100^{\circ}C$로 하여 실험을 진행하였다. 용착금속의 미세조직을 확인해본 결과 Ti 함유된 A 용착금속 미세조직은 대부분 침상형페라이트로 나타났으며, Ti 함유되지 않은 B 용착금속 미세조직은 대부분 베이나이트로 나타났다. G-BOG 시험 결과 Ti 함유된 A 시편이 Ti 함유되지 않은 B 시편보다 저온균열 발생량이 적었다. 이는 용착금속의 미세조직분포 및 특성에 따라 저온균열감수성이 다르다는 것을 나타낸다.

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An Analysis of the Stages of Teachers' Concerns Regarding Education on Mobile Application Development: An Application of CBAM (교사의 앱 개발 교육에 대한 관심도 분석: 관심중심수용모형(CBAM)을 중심으로)

  • Yoon, Seonghye;Kang, Woori
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.509-517
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    • 2018
  • As the necessity of maker education is being emphasized and the app generation is now entering school, expectations concerning the impact of app development education are rising in the field of education. The introduction and rise in popularity of a new type of education, such as app development education, requires a change in attitude among teachers. Therefore, this study focused on the concerns of in-service teachers regarding app development education by applying the Concerns-Based Adoption Model (CBAM) of Hall and Hord (2015). For this purpose, the data was collected from 23 in-service teachers who attended a short teacher training session that introduced app development training. The data was converted to the relative intensity based on the stage of concerns questionnaire (SoCQ) scoring device and was expressed as the SoCQ profile. The results of the survey concerning app development education showed that the stage 0 concern (unconcerned) was reported most frequently by teachers and the stage 4 concern (consequence) was reported least frequently. This kind of result, which is typical at the beginning of the introduction of a new education program, indicates that teachers recognize app development education but do not have sufficient information regarding it. Qualitative results also showed that teachers understand the educational possibilities of app development education, but they were worried about the difficulties expected to be applied in the field. Based on these results, we suggest that more detailed information on app development education be provided through teacher training.

Patent data analysis using clique analysis in a keyword network (키워드 네트워크의 클릭 분석을 이용한 특허 데이터 분석)

  • Kim, Hyon Hee;Kim, Donggeon;Jo, Jinnam
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.5
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    • pp.1273-1284
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    • 2016
  • In this paper, we analyzed the patents on machine learning using keyword network analysis and clique analysis. To construct a keyword network, important keywords were extracted based on the TF-IDF weight and their association, and network structure analysis and clique analysis was performed. Density and clustering coefficient of the patent keyword network are low, which shows that patent keywords on machine learning are weakly connected with each other. It is because the important patents on machine learning are mainly registered in the application system of machine learning rather thant machine learning techniques. Also, our results of clique analysis showed that the keywords found by cliques in 2005 patents are the subjects such as newsmaker verification, product forecasting, virus detection, biomarkers, and workflow management, while those in 2015 patents contain the subjects such as digital imaging, payment card, calling system, mammogram system, price prediction, etc. The clique analysis can be used not only for identifying specialized subjects, but also for search keywords in patent search systems.