• Title/Summary/Keyword: 예술법

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An Assessment on the Sound Quality of the Car Audio System Using the Orthogonal Designs (직교배열법을 이용한 차량 음향 시스템의 음질평가)

  • Doo, Se-Jin;Choi, Kyung-Mee
    • The Journal of the Acoustical Society of Korea
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    • v.27 no.5
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    • pp.229-238
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    • 2008
  • Audio tuning improves not only the sound quality of the car audio but also the quality of the completed car itself. However without the subjective assessment on the users' preferences, it is hard to tune the car audio satisfying them. Even though there are lots of factors to be considered to assess the preferences, only a restricted number of factors should be included in the experiment because the total number of experiments increases rapidly as the number of factors in the experiment increases. A large number of factors make it hard to explore the relationship between the sound quality and the sound characteristics and also makes the panels exhausted. In this paper, 8 sound characteristics, each with 2 levels, are considered for the experiment. An orthogonal design of experiment is suggested to reduce the number of experiments from 256 to 16. The analysis of variance is applied to show that Treble is the most significant characteristic of the reproduced sound of the given pop music. Also Deep Bass, SAD, and the interaction between Treble and SAD are found to be significant. For the given classic music, SAD is the only characteristic which turns out to be significant.

The Characteristics of Perceptual Change of High School of the Arts Students through Explicit Instructions on the Nature of Science (예술 고등학생들의 명시적 과학의 본성 수업을 통한 개념 변화의 특성)

  • Kim, Hee-Jung;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.33 no.2
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    • pp.266-283
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    • 2013
  • The goal of this study is to explore the characteristics of perceptual change among students majoring in arts on the nature of science and apply the results to science education. According to the study, it is important to consider the results of interaction between learners' aptitude and teaching method. Teaching the nature of science to first grade students explicitly, experimental inquiry strategy was applied to fine arts students, and teaching strategy of scientific history to music students. To find out which elements of the nature of science have come into view on modern philosophy of science, pre and post tests on the nature of science (VNOS-C) were conducted on the students. To find out specifically why views on the nature of science have changed, a case study was conducted focusing on students who showed changes in their views on the elements of the nature of science. In conclusion, this study suggests that by using experimental inquiry strategy and strategy of scientific history properly, it is possible to change students' viewpoints on the elements of the nature of science and on modern philosophy of science. Through explicit instruction, we were able to find some positive conceptual changes on the nature of science and the modern philosophy of science in terms of both quantity and quality. This shows that the students studying arts are experiencing a constructivist conceptual change on the nature of science, and that conceptual ecology and learning strategy are involved in this process. Therefore, it is thought that this study offers an important implication in organizing science education on the nature of science.

The pedagogical Idea and its Development in the Gradute School Ulm (울름조형대학의 교육이념과 그 발전과정)

  • 이병종
    • Archives of design research
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    • v.11 no.1
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    • pp.21-32
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    • 1998
  • 50년대에 급속한 경제성장을 이룩한 서독은 수출증대를 위하여 대량생산제품의 개발을 통한 국제경쟁력 강화를 꾀하였다. 여기에서 디자인이 제품의 질적 요소로서 그리고 판매증진의 요소로서 이해됨으로써, 제품개발을 위한 디자인의 개발이 강하게 요구되고, 또한 디자이너 양성을 위한 대학의 필요성이 대두되었다. 이러한 사회적 요구에 힘입어, 울름 조형대학은 '53년 8월 그 문을 열게 되었다. 설립초기에서부터 이 대학이 가장 중요하게 내세운 것은 바우하우스의 계승이었다. 그러나 초대 학장 막스 빌의 현대예술 중심적 디자인 관과 바우하우스 교수법을 그대로 답습하는 기초교육과정은 - 과학적으로 객관화된 디자인을“정치적”으로 정립하고자 - 바우하우스 이념을 계승하여 새로운 사회건설을 지향하는 젊은 강사들과 대립되는 것이었다. '55년 토마스 말도나도가 학장직을 대행하면서부터, 과학과목들의 도입과 더불어 바우하우스 계승의 길이 새롭게 모색되기 시작하였다. 그러나 디자인의 과학화 과정에서 과학기술을 맹신적으로 따르는 기술교조주의라는 문제에 즉면 하게 되고, 디자인에서의 과학기술을 사회적으로 재정립하기 위한 방향이 모색된다. 이로부터 인본주의적 인공환경의 건설을 지향하는 사회적 디자인, 즉“환경디자인 Umweltgestaltung”개념이 개발되고, 이의 과학적 방법론이 연구되었다. 결국,“환경디자인”은 울름 조형대학이 궁극적으로 추구한 불변의 이상향이 되었고, 이의 실천을 위한 기본 방법은“유닛시스템디자인Unit System Design(Baukasten-Systemdesign)”이었다. 이와 같이 울름 조형대학은 바우하우스의 계승이라는 대 명제 하에 인본 적으로 객관화된 과학적 디자인 개발에 일관된 노력을 기울였다. 그러나 여기에서 나타난 - 후기산업사회의 인간 중심적 발전을 목적으로 새로이 정립된 - 인본주의라는“정치성”으로 인하여, 결국 '68년 9월 30일 그 문을 닫게 되었다.

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Research about China painting techniques which be used in post design (중국 수묵기법을 활용한 포스터디자인 사례분석에 관한 연구)

  • Huanf, Qin;Kim, Se-Hwa;Ahn, Byoung-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.712-716
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    • 2008
  • Traditional Chinese painting, which had formed a language of Chinese peculiar painting art, had begun from modern poster designs and tied up with the range of the various visual art, It is not only to convey information but also show the traditional Chinese culture thinking to audiences through pen, ink and depth of color, Traditional Chinese painting divided the method of painting into ink graphics performance, ink performance technique, Performance of ink brushwork, then according to the performance of classification and analysis of their characteristics.

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Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

A Study on the Task and Role of Arbitration in Korea by Discussions on the Allowance of Insurer to Invite Overseas Patients (우리나라 보험사 해외환자 유치 허용 논의에 따른 중재의 역할과 과제)

  • Kim, Kee-Hong;Byeon, Seung-Hyeok
    • Journal of Arbitration Studies
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    • v.29 no.2
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    • pp.225-237
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    • 2019
  • Recently, it has been argued that it is necessary to attract foreign patients outside domestic insurers and to allow foreign doctors to treat in domestic hospitals in order to develop the insurance industry and revitalize the medical industry. Currently, large medical institutions in Korea are attracting foreign patients in connection with foreign insurance companies. It is desirable to increase the number of overseas patients who want excellent medical services in Korea, and to provide opportunities for domestic insurance companies to attract overseas patients by expanding job creation through a revitalization of the medical industry. Therefore, this study suggests the development direction for insurers who aim to attract foreign patients through the side effects of attracting foreign patients in accordance with the Financial Services Commission's plan to strengthen the competitiveness of the financial industry. In addition, this study intends to contribute to the strengthening of the competitiveness of attracting foreign patients, through domestic insurance business, to the insurance direct payment market for overseas patients using domestic medical institutions that are concentrated in foreign insurance companies and in the blind spot of domestic law application.

A Study on the Application of Innovative Teaching Method in Tourism in the Generation AI Era (생성형 AI 시대의 관광 분야 혁신교수법 적용에 관한 연구)

  • Choi Younghwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.87-98
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    • 2024
  • This study conducted an empirical study on the application of innovative teaching methods in the tourism field in a situation where innovative teaching methods suitable for the AI era are required. It was intended to provide exploratory basic data on the application of a wide range of innovative teaching methods through actual verification of the educational effectiveness before and after the application of the innovative teaching method. To this end, the effectiveness before and after education was empirically verified with 60 students who majored in tourism at Y University in the metropolitan area. Reliability analysis, corresponding sample t-test, and map analysis using graphs were performed on the collected data to increase visibility. As a result of the study, it was found that all the competencies of the innovative teaching method had a statistically significant influence after the application of the innovative teaching method. In addition, by increasing the effect of interaction between instructors and learners acting as facilitators, exploratory results were derived for potential benefits and areas that could be improved.

New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

Current status and issues of motion drawing education for animation (애니메이션을 위한 모션드로잉 교육의 현황과 과제)

  • Lee, Jong Han;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.35
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    • pp.129-153
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    • 2014
  • This study is a process of studying an alternative educational model and a preceding analysis process of the study where a teaching method considering the expertise of animation is applied with a perspective of effectively increasing the animation drawing ability. The animation field which is the image contents is a visual art that delivers the story through the movement of the subject, and when looking only at the education related to the drawing, the items required for expertise should be clarified and the development of a systematic curriculum and teaching method is required. Therefore in this study, it aims to review the necessity of education model development by analyzing the educational contents and domestic and foreign curriculums that corresponds to the categorization of motion drawing considered with expertise of animation. As a result, it will be used as a basis for planning the educational model of a subject in the category of motion drawing. This process corresponds to the analysis phase of ADDIE educational model development and in the future, as an attempt for integrated studies, will lead to a study of developing and applying the educational model based on the functions of brain and creative mechanism.

An Analysis on the Internet Uses and Barriers of the Older Adults in Korea (고령층의 인터넷 활용 및 장애 요인 분석)

  • Kim, Heesop;Kim, Pansoo;Lee, Misook
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.1
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    • pp.257-276
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    • 2014
  • The purpose of this study is to investigate the patterns and barriers of the Internet for the elderly adults in Korea. Data was collected through the face to face interview using a questionnaire for the residence of Daegu and Kyungsang Buk-Do areas targeted over the 60-years-olds elder adults. A total of 119 valid response data were analyzed with the descriptive statistics and the group differences by age and gender using SPSS 18.00. It found that the most of the elder adults access the Internet to seek the entertainment contents, the knowledge-related contents, and the cultural and art contents. They spend most of the Internet online session to do searching information and enjoying movie and music. However, there were age differences and gender differences within the subjects. The complexity of computer and the Internet usage is one of the barriers for the Internet access, and they suggest that a customized education and training courses of computer literacy for the elderly adults would be the ways of resolve those obstructions.