• Title/Summary/Keyword: 메타포 과정

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An Analytical Study on the Transformation Process of the Design Language of Frank O. Gehry (프랭크 게리의 조형 언어의 변천과정에 대한 분석 연구)

  • 이영화
    • Archives of design research
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    • v.16 no.2
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    • pp.219-232
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    • 2003
  • Frank O. Gehry is hewn to be an architect whose design 1anguage is so arbitrary and so unexpectedly changing that it seems to be almost impossible to trace any common language or my coherence over his entire career and works. To provide a counter-argument to this conception, this study explores the transformation pattern of the design language commanded by Gehry through his works. To pursue this study, Gehry's career was divided into four periods according to the design characteristics, and thorough analysis was conducted on the transformation pattern of the language both synchronically and diachronically. Based on the analysis, it was found that Gehry had been always trying to metaphorically embody the synchronic context of any given Period into his works, and the vehicles of this embodiment were materiality and morphology. Finally the argument of this study is that the changing process of Gehry's design language is not any "revolutionary change," as it was known to be, but 〃evolutionary transformation. "on."

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The Representation Techniques based on 3D Map to Obtain User-interested Information from Spatio-Temporal Table (시-공간 정보도표상의 사용자 관심정보 획득을 위한 3차원 지도 기반 가시화기법)

  • Lee Seok Jun;Jung Gi Sook;Jeong Seung Dae;Jung Soon Ki
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.751-753
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    • 2005
  • 다양한 과학 분야와 공학 분야에서는 그들이 다루고 있는 특정한 주제의 정보를 좀 더 신속하고, 명확하게 사용자에게 전달하기 위해서 여러 가지 정보가시화(information visualization) 기법을 사용한다. 정보를 가시화 할 때는 기본적으로 세 가지 과정을 거치는데, 원천 데이터(raw data)로부터 데이터 모델(data model)로 변환하고, 변환된 데이터 모델을 가시화 구조상(visual structure)에 매핑(mapping)시킨 후 정보화 모델(information model)로 변환하게 된다. 본 논문에서는 특정 행사가 진행되고 있는 건물내부에서 발생하는 시간, 공간적인 정보를 정리한 도표 메타포(metaphor)를 토대로, 해당 데이터 모델로부터 추출한 다양한 정보를 3차원 지도로 구성된 정보화 모델 상에 반영하기 위한 방법을 제안하였다. 또한, 정보를 단순히 공간상에 반영하기 보다는 사용자의 관심영역(interest area)에 따른 정보의 공간적 의미에 중점을 두어 3차원 공간상에 표현하였다.

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The Use of Parody and its Characteristics in Post-modern Dance (포스트모던댄스의 패러디기법과 성향연구)

  • An, Ju-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.158-164
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    • 2014
  • This study has been started by the trendy analysis of parody in post-modern dance. Creative parody is not an imitative work but provides new originality of a work of art and serves as the criticism. Since the 1960s the trend and characteristics of using parody in post-modern dance can be classified into five concepts which are the cultural diversity, the autonomous thinking ability, the aesthetic perception, the use of the mass media and the cultural relations of the critical process. In conclusion, the parody elements in post-modern dance are due to the cultural diversity, and the experimental values which are divided into the beauty of content and mode has been acted as the important factors to achieve the parody elements to new dimension.

Media Art Case Analysis and Implementation Applying Mirror Metaphor (거울 메타포를 활용한 미디어아트 사례분석과 작품제작 : 인식론적 사고를 중심으로)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.159-166
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    • 2013
  • This paper aims to not giving one time pleasure nor curiosity, but applying and sharing philosophical discourse for contemporary citizens with reflectivity in a realm of media art. This paper shows the result from the class which the author conducted with philosophical discourse, case analysis, ideation and progress into practical works. Through the process of doing ideation and realization of media art work with students, this paper shows that theory and practice can be harmonized and penetrated into deeper level with diverse interface experiments.

Study on multi-layered Meaning effect of space under Metaphoric Process (Metaphoric Process에 의한 공간의 다층적 의미효과에 관한 연구)

  • Part, Hee-Ryoung;Kim, Soo-Yang
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.165-168
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    • 2007
  • In the modern society, the definition of life style has a special meaning. Because of the publicity of social Life, the compound numbers of behavior context and the diversify of Authority these days, the choosing life style is important for the self identity and the life activities. To erect the thesis of metaphoric process and meaning effect by stages, it will be studied and analyzed. Furthermore, studies about contrast, ambiguity, illusion, the element for meaning effect by stages, will be done. The Ubiquitous age Is a organic period for human, space and objects to interact to each other. This relationship can not be alternated by technology. Instead the technology can be a premise and because of the human being's new faculty of sensation, this age request emotional and interactive space design. In this modern life, the study of emotional and sensuous experience and metaphoric process can not be overlooked and should be researched more thoroughly to complete the theory of the new space design.

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A study on interaction design of digital device for analog-based experience -Focused on multimedia mobile phone- (아날로그 경험 중심의 디지털 기기 개발을 위한 인터랙션 디자인 연구 -멀티미디어 휴대폰을 중심으로-)

  • Sung, Won-Kyu;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.290-295
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    • 2006
  • 지금까지 디지털 기기의 진화 과정을 볼 때 오직 기능적 발전만이 추구되고 그것을 사용하는 사용방식에 대한 진지한 고민은 부재하였다. 때문에 디지털 기기가 갖고 있는 버튼 위주의 획일적 사용방식은 사용자보다는 기기 중심의 디자인이 우선시되는 사회적 병리현상을 야기하고 있다. 반면 오랜 기간 인간이 다루어 온 전통적인 아날로그 도구들은 작업의 특성과 작업자의 상황에 맞도록 다양한 사용성을 고려하며 진화되어 왔다. 따라서 본 연구에서는 사용자들에게 익숙한 아날로그적 경험을 디지털 기기의 인터랙션 디자인에 적용시켜 보다 인간 중심적인 디지털 도구를 제안 하고자 한다. 연구의 목표는 다양한 기능이 복합된 대표적 디지털 기기인 휴대폰에 아날로그 경험을 접목시킴으로써 전통적인 도구들과 같이 디지털 기기의 자연스러운 인터랙션 스타일을 디자인하는 것이다. 이를 위하여 한정된 디바이스로 다양한 기능들을 조작해야 하는 모바일 기기에 적합한 아날로그 경험들에 대한 연구가 진행되었고, 기호와 조합으로 이루어진 카드놀이 메타포에서 그 단서를 발견할 수 있었다. 따라서 본 연구는 메타포로 제시한 카드놀이를 하며 일어나는 행위와 경험을 멀티미디어 휴대폰에 접목시켜 새로운 사용 방식을 제안하는 것이다. 예를 들어, 메뉴 선택의 경우 카드를 펼쳐 원하는 카드를 뽑으면 되는데 아래로 펼치면 그 카드의 수직 메뉴가, 옆으로 펼치면 그 카드의 수평 메뉴가 나타난다. 또 메뉴 안의 내용을 찾을 때는 카드를 뒤로 넘겨서 보게 되고 자신만의 개인적인 내용을 보고자 할 때는 카드를 은밀히 보는 듯한 행위를 취하면 된다. 즉 멀티미디어 폰 안의 내용뿐 아니라 사용하는 행위 자체도 하나의 즐거움이 되도록 카드놀이 경험을 새로운 인터랙션 스타일로 개발하여 그 가능성을 연구하였다.

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Design and Implementation of Electronic Text Books in order to Utilize Regional Text Books for Social Studies (사회과 지역교과서 활용을 위한 전자교과서의 설계 및 구현)

  • Kang, Oh-Han;Park, Hui-Seong
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.19-28
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    • 2006
  • In this paper, we have developed electronic textbooks for social studies centering on contents of a public educational process so that primary schools can use them as a text book. Also, we conducted a survey to find out how teachers perceived electronic textbooks in respect to site accessibility and utility, instructional design, progress of lesson, validity and accuracy of learning content, interface design, and web-based multimedia. In this paper, we presented a new model for electronic textbooks development, which is expected to be useful in developing electronic textbooks as a main text book, unlike other existing models. We applied the navigation utilizing book metaphors to the user interface, on the basis of the results from the analysis of the existing electronic textbooks. In addition, we provided affluent multi-media materials as well as hyperlink, a strong point of on-lines. Experimental results show that the academic achievement was high in knowledge-understanding areas and functional areas in the perspective of academic achievements of the learners.

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Effective Foreign Language Learning with Situated Cognition in the MOO based Environments (상황인지(Situated Cognition)원리를 적용한 효과적인 외국어 학습 방안 연구: MOO 학습환경을 중심으로)

  • Lee, Seung-Hee;Seo, Yun-Kyoung
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.64-74
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    • 2002
  • The purpose of this paper is to review the importance of situated cognition and the features of MOO(Multi-user Object Oriented)environments for effective foreign language learning. Learning foreign languages is beyond simply recalling for the vocabularies or expression usages of targeted languages. As much the same as children naturally acquire their mother languages among active and social interactions with other surrounding people, foreign languages should be told in the circumstances and contexts for authentic applications of foreign languages. The MOO, one of the virtual realities with spatial metaphors on the text basis, has been gaining high attentions from educational fields, thanks to the strong functions of social contexts and learner interactions. This paper approaches the features of MOO as foreign language learning environments, in terms of activity, context and interaction.

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Making an Emotional Design Book with 5 Senses and Inspiration -Focused on the Art Book 5+1(Five Plus One)- (오감과 영감을 활용한 감성북 편집디자인 연구)

  • Hong, Dong-Sik
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.144-151
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    • 2010
  • Five Plus One' is a result of visual expressions on five senses such as the sense of sight, hearing, smell, taste, and touch. Although I searched for the data on five senses, there were only information which was quoted in various languages and scientific bases, and also most of the books written were far from artistic expressions including visual pleasure and emotional expressions. In addition, most materials were mainly textbooks for children's intellectual development, academic papers, and medical publications. Therefore, I made this book that makes us to communicate about five senses and an inspiration even though we have a problem to read writings in both Korean and English. I arranged visual elements using illustrations and typography in various ways based on the scientific evidence.

A Study on the evaluation method of the design (인지패닉 상황에서의 디자인 사용성 평가 방법에 관한 연구)

  • 최인환
    • Archives of design research
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    • v.15 no.1
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    • pp.225-233
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    • 2002
  • People's thinking and aging ways, which are spread in the abnormal situation called the reoognition panic, are different from those in the normal situation. So the design which is applied to this situation have the different points to be considered. The design in the abnormal situation is as important as that in the normal situation. This study is to evaluate the basic usability of the icons which are applied to this situation. The basic data about the recognition course, icon and metaphor have been collected and analyzed, and then the experiments based on this have been planned. The proprieties and conclusions about the ways have been generalized through accomplishing and analyzing the planned experiments. The most important meaning of this study is to suggest the examples of the usability estimating ways of the design works in the abnormal situation where the recognition panic may happen with high frequency. I hope that this study will be used for checking and improving in advance the difficulties of using the design which may happen in the real situation, by using actively the similar ways to this experiment.

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