• Title/Summary/Keyword: 세계 감각

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모션그래픽스- 현실의 또다른 측면‘청각의 세계’ 불륨을 높여라

  • Kim, Hak-Min
    • Digital Contents
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    • no.2 s.129
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    • pp.112-116
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    • 2004
  • 지난호에서 시공연속체인 모션그래픽의 시공간적인 측면에 대해서 살펴봤다. 이번호에서는 현실의 또다른 측면인‘청각의 세계’에 대해 알아보고자 한다. 어차피 모션그래픽이라는 것이 인간의 눈을 그럴듯하게 속이는 일이라면 보다 완벽한 환상을 주기 위해 영상이라는 것에는 사운드가 필요하다. 여기서 가장 중요한 것은 사운드는 시각과 다른 감각기관을 통해서 우리에게 감지된다는 것과 그것이 우리의 청각경험의 본질을 결정한다는 점이다.

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로보트 팔과 시각 연구의 배경과 동향

  • 정명진
    • 전기의세계
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    • v.33 no.5
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    • pp.275-281
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    • 1984
  • 본고에서는 현재의 로보트의 기능을 발전시키기 위하여 필요한 기술적인 면 중 로보트 팔(Robot Arm 혹은 Manipulator)과 로보트에 지능을 더하여 주는 감각기관 중 눈(Robot Vision)에 대한 배경과 현재의 연구 진전 상태에 대하여 기술하고자 한다.

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그리스도 영성과 심리진료에 대한 이해

  • Yu, Byeong-Il
    • Health and Mission
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    • s.5
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    • pp.16-29
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    • 2006
  • 그리스도 영성은 오직 내면의 감각으로 감지되는 내부적인 영역으로 인간실존의 근본이 되어 인생의 모든 차원에서 삶으로 표현되고 그리스도와 성령을 통해서 '여정'의 형태로 드러난다. 영성은 융합을 통하여 심리와 정신세계를 통찰하고 치료적인 도구가 되어 학문의 영역으로 자리매김 할 것이다.

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The Correlation Between Smartphone Addiction and Sensory Processing Feature Depending on Gender in College Students (작업치료전공 대학생의 성별에 따른 스마트폰 중독과 감각처리와의 관련성)

  • Hong, Eunkyoung;Lee, Hyerim
    • The Journal of Korean Academy of Sensory Integration
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    • v.16 no.3
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    • pp.1-10
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    • 2018
  • Objective : The purpose of this study was to investigate smartphone addition and sensory processing character depend on gender for occupational therapy (OT) students, and to identify the correlation between smartphone addiction and sensory processing feature. Methods : Participants of this study were 168 (70 male/90 female) students majoring occupational therapy. Measurements in this study were a questionnaire about general information of subject, smartphone addiction scale, and adult/adolescent sensory profile. Data collection period was from November 2017 to March 2018. Methods for the data analysis included descriptive statistics, independent t-test and Pearson correlation of SPSS 22.0. Results : In term of the purpose of using smartphone, majority response was communication and gaming ranked in next. There were difference between male and female in the total smartphone addition, cyberspace-oriented relationship, withdrawal and tolerance. The result showed that all sensory processing are related with total smartphone addition (r = .236 ~ .603) for man. And for women, total smartphone addition is little related with the taste/smell processing (r= .290), visual processing (r= .324), touch processing (r= .214), low registration (r= .214), sensory sensitivity (r= .243), and sensory avoiding (r= .217). Conclusion : This study found that there is difference between male and female in terms of relation between smartphone addition and sensory processing feature according for occupational therapy students.

International Song Festivals and Musicians' Sense of the World -Inter-Asian Perspective and Eurasian Imagination in the Study of Korean Popular Song during the Cold War (국제가요제와 세계 감각 -냉전 시기 대중음악사 연구의 인터아시아적 관점과 유라시아적 상상력)

  • Kim, Sunghee
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.187-225
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    • 2021
  • This study examines how international song festivals shaped Korean musicians' sense of the world in the 1970s and early 1980s. After the Korean composer, Yi Pongjo, won a top-10 prize at the Yamaha World Popular Song Festival in 1970, an astonishing number of Korean musicians participated in international song festivals held in Japan. Meanwhile, Korean broadcasting companies strengthened their cooperative relationship with Japanese television stations and initiated their own international song festivals in the late 1970s: Munhwa Broadcasting Corporation (MBC)'s Seoul International Song Festival in 1978 and Tongyang Broadcasting Corporation (TBC)'s World Song Festival in 1979. During the first two years of its festival, MBC organized its song contest by collaborating with television stations in Hong Kong, Taiwan, Japan, and the ASEAN countries. However, the World Song Festival was more critically acclaimed because TBC invited renowned musicians from America and European countries, including Yugoslavia, in collaboration with the International Federation of Festival Organizations (FIDOF). Thus, from 1980, FIDOF helped MBC attract composers and singers from Europe and America to their Seoul International Song Festival. This paper sheds light on connections within the popular music arena between South Korea and the outside world during the Cold War-a subject that has been poorly examined.

A Digital Senses Study for Next Generation Virtual Reality Service (차세대 가상현실 서비스를 위한 디지털 감각 연구)

  • Kim, Mansik;Kang, Jungho;Kim, Eun-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.469-470
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    • 2017
  • 가상 증강현실은 사용자에게 사용자의 인지능력과 감각을 이용하여 현실세계를 초월한 서비스를 제공해 주는 기술이다. IT 시장조사기관인 가트너는 2017년을 이끌 '10대 전략 기술 트렌드' 중 하나로 가상현실 기술을 선정하였다. 그러나 현재 대부분의 가상현실 서비스는 시각과 청각만 의존하여 일방향으로 사용자에게 가상현실 서비스를 제공한다. 본 논문에서는 이러한 문제를 해결하기 위하여 앞으로 더 현실 같은 차세대 가상현실 서비스를 제공하기 위한 디지털 감각에 대하여 연구하였다.

The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts (텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 -)

  • 장선희;이경원
    • Archives of design research
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    • v.17 no.2
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    • pp.413-424
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    • 2004
  • This paper defines the telepresence as a particular type of experience, rather than a collection of hardware. Defining telepresence in this way provides a means for examining telepresence in relation to other types of mediated experience. Presence refers to the natural perception of an environment, and telepresence refers to the mediated perception of an environment. Factors influencing whether a particular mediated environment will induce a sense of telepresence include the following: the combination of sensory stimuli employed in the environment, the ways in which participants are able to interact with the environment, and the characteristics of the individual experiencing the environment. Telepresence art invites the people from remote worlds to networked cyber space and creates the experience of 'being there' by making participants control the virtual reality system and receive feedback from their teleactions. It is the way to produce an open and engaging experience that manifests the cultural changes brought about by remote control, remote vision, telekinesis, and real-time exchange of audiovisual information. The principal determinants of telepresence are sensory immersion, sensory fidelity, cognitive fidelity and personal factors. This paper applies the 4 determinants to telepresence art works such as Ken Goldberg's Telegarden, Monika Fleischmann & Wolfgang Strauss' The Home of the Brain, Paul Sermon's Telematic Dreaming, Telematic Vision, Eduardo Kac's Uriapuru, Simon Penny's Traces and Paul Sermon & Andrea Zapp's A Body of Water.

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The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.

A Study on Music Video based on Logic of Sensation of Gilles Deleuze - Analysis of the work of Chris Cunningham - (질 들뢰즈의 감각론을 기반으로 한 뮤직비디오의 영상디자인 연구 - 크리스 커닝햄 작품을 중심으로 -)

  • Koh Eun-Young
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.121-132
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    • 2006
  • In the Western Philosophy that was centered on reason, sense has been belittled as a low level of conception under reason. However, the 21st century modern visual environment pushes away the epistemology centered on reason and puts 'sensuality' and 'sense' on its place. Especially, public films are one of the fields that rapidly reflect such changes and lead the changes. However, unfortunately, it is difficult to find such efforts that reflect the artistic and aesthetic significance of sense from the public films. It is because that sense is considered superficial and somewhat not real, while recognizing sense as the low level of conception under reason over the long history. Given the fact, this study reviews the by Gilles Deleuze, a modern philosopher who gives a new value on sense, and it would be meaningful to analyze the works of Chris Cunningham who makes films with the concept of Gilles Deleuze. After we analyzed three music videos of Aphex Twin directed by Chris Cunningham, we can ascertain that the films are based on body without Oranges, hysteric, and diagram that are suggested from by Gilles Deleuze. Analyzing recently released films centered on 'sense' in a superficial manner that includes production method or picture composition, including the films of Chris Cunningham, falls into the error of overlooking the director's aesthetics. Understanding the modern logic of sense that is newly developing, studying its substance, and analyzing the films will make a sacrifice of suggesting a new alternative.

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3D Sound System Using Real Sound Iterface (실감음향 인터페이스를 이용한 입체음향 시스템)

  • 김용완;김재우;김풍민;김현빈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.183-186
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    • 1999
  • 가상현실은 현실에 구애받지 않고 상사의 세계를 현실과 같이 만들어 내어 인체의 모든 감각기관이 인위적으로 창조된 세계에 몰입됨으로써 현실에 있는 것처럼 느낄 수 있는 사이버스페이스이다. 본 논문에서는 청취자의 머리움직임에 따라 머리 추적기로부터 수신된 정보로서 음향의 방향감 간의 상관모델을 구성하여 시스템내의 S/W 모듈에 전달하는 인터페이스를 구축하고, 이를 토대로 머리 움직임 변화에 부합되는 실감음향을 생성하고, 영상도 함께 동기화하여 몰입감을 증대시키는 실감음향 인터페이스에 대한 개발에 대해서 논의한다.

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