• Title/Summary/Keyword: 미디어 신체

Search Result 201, Processing Time 0.026 seconds

A Study on the Design Proposal of Audience Character in Metaverse Music Performance Hall (메타버스 음악 공연장에서 관객 캐릭터 디자인 제안 연구)

  • Chan Song;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.5
    • /
    • pp.659-666
    • /
    • 2024
  • This study proposed the design of audience characters to increase the interactivity between audiences who enjoy music performances in the metaverse. As a research method, domestic and foreign performance videos were investigated, classified according to genre and scale, and facial expressions, gestures, and tools required for interaction were analyzed. As for the facial expressions of the audience characters in the metaverse performance, the facial expressions of cheers and appreciation were added to the nine facial expressions suggested in previous studies. Gestures were organized into 7 gestures after reviewing the video of the case performance, and new gestures were added that could reflect the interaction characteristics of the audience well. The tool classified and organized various tools found in the surveyed performance video by type, and designed and proposed them appropriately. In addition, the body ratio and shape of the characters were appropriately adjusted so that the audience could interact more naturally. The results of this study are expected to contribute to enhancing interaction among audiences by presenting a basic guide to character design for music performances in the metaverse.

Exploring on Digital Textbooks for Teachers and Students (교사와 학습자를 위한 디지털 교과서에 대한 탐색적 연구)

  • Kim, Hye Jeong;Lim, Heui-Seok
    • Journal of Digital Convergence
    • /
    • v.11 no.2
    • /
    • pp.33-42
    • /
    • 2013
  • The study looks for keys to provide development direction of digital textbooks based on educational meaning and roles for increasing satisfaction of teacher and student uses in educational activities. In the paradigm shift toward learner-centered pedagogy, digital textbooks have been actively discussed in exploiting the pedagogical ideas, such as multimedia learning, self-regulated learning, deeper learning, and collaborative learning, offered by the technology. In the study, we discuss the concept and historical background of digital textbooks based on the changes of pedagogical paradigm, and then we discuss fundamental functionality, effectiveness, physical and psychological impact, and cognitive aspects to empower the use of digital textbooks in public education system.

음성인식 기반 인터렉티브 미디어아트의 연구 - 소리-시각 인터렉티브 설치미술 "Water Music" 을 중심으로-

  • Lee, Myung-Hak;Jiang, Cheng-Ri;Kim, Bong-Hwa;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.354-359
    • /
    • 2008
  • This Audio-Visual Interactive Installation is composed of a video projection of a video Projection and digital Interface technology combining with the viewer's voice recognition. The Viewer can interact with the computer generated moving images growing on the screen by blowing his/her breathing or making sound. This symbiotic audio and visual installation environment allows the viewers to experience an illusionistic spacephysically as well as psychologically. The main programming technologies used to generate moving water waves which can interact with the viewer in this installation are visual C++ and DirectX SDK For making water waves, full-3D rendering technology and particle system were used.

  • PDF

Overview of Intelligent Gadget Technology for Life Log Service (라이프 로그 서비스를 위한 지능형 가젯 기술 동향)

  • Bae, C.S;Won, J.H.;Ryoo, D.W.;Noh, K.J.;Lee, G.H.;Choi, E.J.
    • Electronics and Telecommunications Trends
    • /
    • v.21 no.5 s.101
    • /
    • pp.81-92
    • /
    • 2006
  • 최근 미니홈피, 블로그 등의 개인 홈페이지가 활성화되면서 개인의 생활 경험 정보를 기록으로 남기고자 하는 욕구가 증대되고 있다. 이와 같은 시도는 주로 영상이나 텍스트에 의존한 기록이 주를 이루고 있다. 정보 통신 기술의 급속한 발전은 디지털 라이프로그라는 개념으로 개인의 전반적인 일상 생활을 디지털 미디어로 기록해 두고자 하는 시도를 가능하게 하고 있다. 라이프 로그에서 저장되는 정보는 단순히 개인이 보고 듣는 정보뿐 아니라 개인의 주변상황 및 신체상태 등 그 다양성이 더욱 커질 수 있다. 이러한 다양한 정보를 개인의 실생활에서 수집하기 위해 개인이 일상 생활에서 사용하는 사물에 정보 수집 및 처리 기능을 부가하자는 연구가 활발히 진행되고 있다. 본 고에서는 이와 같이 지능화된 사물을 지능형 가젯(gadget)이라 부른다. 지능형 가젯은 단순한 사용자의 개인 생활 정보를 수집하는 수단 외에도 가젯들 간의 상호 정보 교환으로 사용자의 현재 상황 정보를 인지할 수 있으며 라이프 로그가 저장된 서버와의 정보 교환으로 사용자의 과거 경험 정보로부터 사용자의 의도나 취향을 분석할 수 있다. 이러한 정보를 활용하여 사용자에게 가장 적합하고 특화된 서비스를 제공할 수 있는 환경을 구현할 수 있다. 본 고에서는 이를 위한 기본이 되는 라이프 로그 서비스를 위한 지능형 가젯의 각 구성 모듈인 지능형 가젯 플랫폼, 지능형 가젯 네트워크, 그리고 지능형가젯 미들웨어의 기술 동향과 라이프 로그 서비스의 연구 사례에 대해 살펴본다.

User Identification Method using Palm Creases and Veins based on Deep Learning (손금과 손바닥 정맥을 함께 이용한 심층 신경망 기반 사용자 인식)

  • Kim, Seulbeen;Kim, Wonjun
    • Journal of Broadcast Engineering
    • /
    • v.23 no.3
    • /
    • pp.395-402
    • /
    • 2018
  • Human palms contain discriminative features for proving the identity of each person. In this paper, we present a novel method for user verification based on palmprints and palm veins. Specifically, the region of interest (ROI) is first determined to be forced to include the maximum amount of information with respect to underlying structures of a given palm image. The extracted ROI is subsequently enhanced by directional patterns and statistical characteristics of intensities. For multispectral palm images, each of convolutional neural networks (CNNs) is independently trained. In a spirit of ensemble, we finally combine network outputs to compute the probability of a given ROI image for determining the identity. Based on various experiments, we confirm that the proposed ensemble method is effective for user verification with palmprints and palm veins.

The effect of TV media on adolescent body image (TV 미디어가 청소년의 신체이미지에 미치는 영향)

  • 김재숙;이미숙
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.25 no.5
    • /
    • pp.957-968
    • /
    • 2001
  • The purpose of this study was to extend the social comparison theory in an attempt to examine the effect of TV media on adolescent body images. The research was a survey and the subjects were 895 male and female adolescents in Taejon, Korea. The measuring instruments were 2 sets of stimuli of male and female body silhouettes and self-administrated questionnaire. Results were as follows: 1) The subjects TV viewing periods were 3∼4 hours per day and their involvements in TV media were moderate degree. 2) The results of perceptual body images showed that adolescent favored thin body type as an ideal body and had distorting tendency that their bodies were larger than the actual sizes. 3) The results of attitudinal body images showed three factors such as \"appearance evaluation\", \"appearance orientation\", and \"fitness orientation\". 4) TV media had significant effects on perceptual and attitudinal body images. It is concluded that the results of this study support social comparison theory that people compare themselves to others to satisfy their needs for self-evaluation and for judgments of their own personal worth since TV media give strong influence on adolescents through presenting social comparison models to body images.

  • PDF

A Study on the Introduction from a Post-Structural stand-point, to understand Computer Games (컴퓨터 게임의 이해를 위한 후기 구조주의적 입문)

  • Chang, Woo-Rin
    • Archives of design research
    • /
    • v.17 no.4
    • /
    • pp.89-96
    • /
    • 2004
  • The public has only a superficial understanding of the computer games, in spite of it's psychological effects and social results. Therefore, in this study, one finds out the serious approach which leads the computer games to recognize its future in terms of new media. Stand-point from Freud to french post-structuralist, it helps the introduction to understand the computer games as a kind of contents in which we are able to observe psychological process. As a result, there are studies about the structure of the dream, the desire, and the language which allow to mention 'parmakon' ; 'difference' between self and object, it provokes the psychological dynamism and so on, the playing the game remains a real trace and change, at the level not only of our psyche but also of our body.

  • PDF

Development of a 3D Whole Body Scanner for Reconstructing Human Body based on Contour Triangulation Technique (인체 모델 생성을 위한 등고선 삼각분할 기반의 3차원 전신 스캐너 개발)

  • 최영규;구본기;최병태
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.30 no.7_8
    • /
    • pp.397-407
    • /
    • 2003
  • In the past decade, significant effort has been made toward increasing the accuracy and robustness in the three-dimensional scanning methods. In this paper, we introduce a novel laser-stripe, 3D scanning system which was developed to digitize a whole human body. We also suggest a new semi-automatic contour registration method to generate robust contours from the 3D data points acquired by our scanning system. A contour triangulation based surface modoling method was also introduced. Experimental result shows that our system is very robust and efficient for reconstructing overall 3D surface model of a human body.

Effects of Family, Friends, and Social Media Pressures on Acceptance of Cosmetic Surgical Procedures via Internalization and Appearance Satisfaction (가족, 친구, 소셜 미디어 압박이 내면화와 외모 만족도를 통해 성형수술 수용 정도에 미치는 영향)

  • Lee, Minsun;Lee, Hyun-Hwa
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.5
    • /
    • pp.620-633
    • /
    • 2019
  • The popularity of cosmetic procedures has increased over the past decade. Korean consumers have shown different levels of demand for the two types of cosmetic procedures (surgical and nonsurgical). This study examines the effect of appearance pressure from family, friends, and social media on the internalization and face/body satisfaction that can determine the levels of acceptance for each cosmetic procedure among young Korean females. Data was collected from 379 females in their 20s and 30s, using an online survey questionnaire. Statistical analysis were performed using SPSS 24.0 and AMOS. The results indicated that only social media pressure significantly influenced young women's internalization of attractive appearance. Internalization was negatively associated with face and body satisfaction. Face satisfaction was negatively related to the acceptance of cosmetic surgical and nonsurgical procedures; however, body satisfaction was not related to the acceptance of cosmetic surgical and nonsurgical procedures. This study highlights the significant importance of social media and its powerful impact on developing young women's body image perceptions.

The way of interpreting plays in which anxiety and class problems emerged (<두뇌수술(頭腦手術)>에 나타난 불안(不安) 정동(情動)과 계급(階級)의 함의(含意))

  • KIM, UJIN
    • (The) Research of the performance art and culture
    • /
    • no.42
    • /
    • pp.5-22
    • /
    • 2021
  • This work shows the possibility of expansion of existing interpretations through anxiety. They were continuing their previous misbehavior in the name of science. Such a phenomenon is due to the selection of their desires. So they were appearing in violent forms. Audiences who see the scene will be able to choose the opposite realization or action. It can shake the audience mentally. Therefore, this performance represents the anxiety of this period and motivates the audience to take a new action.