• Title/Summary/Keyword: 움직이는 그림

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Improvement of Attention and Short-term Memory of Mild Dementia Using iPad Applications: A Single Case Study (아이패드를 이용한 경도 치매 노인의 주의집중력과 단기 기억력 증진 : 단일대상연구)

  • Hwangbo, Seung Woo;Kim, Moon-Young;Kim, Jongbae;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
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    • v.7 no.3
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    • pp.47-58
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    • 2018
  • Objective : This study was conducted to investigate the effects of iPad applications on improvement of attention and short-term memory in mild dementia. Methods : A single-case experimental study using A-B-A design was conducted. A total of 20 sessions, including 5 each for baseline phase A and A' and 10 for the intervention phase, were provided to the subject. Interventions were only provided during the intervention phase and were iOS-based iPad applications named "Memorado-Moving Balls" and "Circles." "Fit Brains-Matching Pairs" and "Fit-Brains-Spot the Difference" were used for each session to evaluate attention and short-term memory. MMSE-K, K-TMT-e A and B, and DST assessment tools were used pre- and post-intervention to assess attention and memory. Result : Fit Brains scores indicated improvement in both attention and memory during the intervention phase. K-TMT-e A showed 3 increased correct points and 3 reduced error points, and B showed 7 increased correct points and 2 reduced error points in post-tests, but the DST and MMSE-K showed no meaningful change. Conclusion : This single-case study identified improvements in attention and short-term memory in a person with mild dementia using iPad applications. Further studies regarding different applications and larger samples with long-term designs are necessary.

The effect of art expertise and awareness of artists' intention on the patterns of eye movement during perception of abstract paintings with implied motion (미술에 대한 전문성과 화가의 표현 의도에 관한 자각이 운동성을 묘사한 추상화 지각 시 안구 운동 패턴에 미치는 영향)

  • Kim, Ji-Eun;Shin, Eun-Hye;Kim, Chai-Youn
    • Korean Journal of Cognitive Science
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    • v.25 no.3
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    • pp.259-276
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    • 2014
  • Artists such as Duchamp and Balla tried to portray moving objects on static canvases by superimposing snapshots of moving objects. Previously, our group showed the influence of prior experience on brain responses within a motion-sensitive area MT+ to abstr act paintings with or without implied motion. In the present study, we went further to investigate whether the differential MT+activation between observers is originated from differential eye movement patterns. Prior experience was defined operationally with major in art. In addition, we examined whether perceiver's awareness of artist's intention concerning the implied motion, as well as expertise in art, affects the way he/she views the artwork. Results showed that the number and the duration of fixation on the abstract paintings tended to differ between participants based on art major. The awareness of artist's intention was not related to such differences. In contrast, observers' awareness of artist's intention of implying motion affected eye movement patterns in specific regions of the abstract paintings where the motion was portrayed. In other words, observers with awareness focused more on the parts of paintings portraying motion and moved their eyes in the direction corresponding to the direction of moving objects than observers without awareness. Expertise was not related to such specific eye movement patterns. The present study implies that art expertise and awareness of artist's intention play differential roles in observers' perception of paintings with implied motion. Namely, it suggests that expertise is related to the overall perception of paintings, while awareness of implied motion is related to perception of the specific spatial information in those paintings.

The Culture of Appreciating Pigeons in Korean Traditional Landscape Gardens (전통 원림에 도입된 비둘기 완상 문화)

  • Kim, Seo-Lin;Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.39 no.3
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    • pp.1-14
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    • 2021
  • This study attempted to examine the loving pigeon culture practiced in traditional gardens and to illuminate the aspect of pigeons as a landscape animal material. In order to understand the culture of enjoying old garden through pigeons, the contents were analyzed for the translated version of the old literatures and paintings. Pigeons have been used as Jeonseo-gu(傳書鳩) and also for medicinal purposes and food. Pigeons have various symbolic meanings such as abundance, hospitality, and longevity. From the Goryeo Dynasty to the early Joseon Dynasty, pigeons were raised in the palace and private garden. In the late Joseon Dynasty, temporary trend of ornamental pigeon culture occurred. Pigeons were synesthesia materials that enriched the forest. Various beautiful pigeons created a variable landscape of the primeval forest as a moving landscape material. The bell sounds that appear differently depending on the pigeon's movement led to a rich auditory experience of the landscape. The pigeon house was an ornamental element that enriched the old garden along with the pigeon. The owners of garden were involved in gardening through the act of buying a pigeon house and placing it in the garden or making a pigeon house themselves. In addition, the writers planted plum trees, peach trees, apricot trees, and hawthorn trees as a symbol of spring and a source of food for pigeons, and expressed them in poems and paintings. This study has a limitation in that the translation of the old text was used as an analysis data. The follow-up studies on specific cases of raising pigeons in the old garden, in modern and contemporary landscape spaces are urged.

Analysis of movement in (2013) (<셜리에 관한 모든 것>(2013)에 나타난 움직임 분석)

  • Moon, Jae-Cheol;Lee, Jin-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.43-52
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    • 2020
  • This paper is a study of Gustav Deutsch's film (2013). The film transformed the painting of Edward Hopper into an homage film. So it gives the impression that the picture is moving. In this regard, it raises the issue of 'remediation' between film and pictures. In this study, We ask how (2013) dealt with the movement in turning Hopper's paintings into movies. To that end, To this end, we look at two aspects of movement: the actor's movement and the screen's movement. The concepts of "tableau vivant," Agamben's gesture and mediation were used in the process. The actor's movement in the film is not an act of making and developing events. It is a gesture that moves a person's body and expression itself. It is not a story-oriented acting, but a gesture that Giorgio Agamben said. Editing and camera movements are used while maintaining frontality. This suggests that the movement of the screen is the eye of the audience. At first glance, it embodies the voyeuristic gaze of the original work. However, But the audience isn't looking at the image unilaterally, as in mainstream fiction films, but they are also being seen by that image. Also, the camera's movement to take a closer look at the details of the screen shows the movement itself rather than the means to reveal the details. The 'vision of reality' in a film is made through movement. The film questions the vision of reality between painting and film, between words and images. The move is a means of mediating reality, but the film is regaining the "lost gesture" that Giorgio Agamben once said by revealing its mediated nature. This tells us that the vision of reality appears when it obscures its mediated nature.

Virtual pencil and airbrush rendering algorithm using particle patch (입자 패치 기반 가상 연필 및 에어브러시 가시화 알고리즘)

  • Lee, Hye Rin;Oh, Geon;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.101-109
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    • 2018
  • Recently, the improvement of virtual reality and augmented reality technologies leverages many new technologies like the virtual study room, virtual architecture room. Such virtual worlds require free handed drawing technology such as writing descriptions of formula or drawing blue print of buildings. In nature, lots of view point modifications occur when we walk around inside the virtual world. Especially, we often look some objects from near to far distance in the virtual world. Traditional drawing methods like using fixed size image for drawing unit is not produce acceptable result because they generate blurred and jaggy result as view distance varying. We propose a novel method which robust to the environment that produce lots of magnifications and minimizations like the virtual reality world. We implemented our algorithm both two dimensional and three dimensional devices. Our algorithm does not produce any artifacts, jaggy or blurred result regardless of scaling factor.

Preparation and Properties of Charged Microcapsule (하전 마이크로캡슐 입자의 제조와 성질)

  • Park, Soo-Min;Kim, Ye-Jeong;Kim, Hea-In;Kim, Chul-Am;Suh, Kyung-Soo
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2011.03a
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    • pp.71-71
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    • 2011
  • 전류를 흘렸을 때 양극과 음극에 따라 움직이는 미세한 나노입자를 이용하여 색, 글자, 그림 등을 표시하는 응용디스플레이 기술이 전기영동디스플레이(electrophoretic display)이다. 최근 전자종이 등 상품화가 진행되면서 전기영동디스플레이에 대한 관심증대와 함께 기술개발이 지속적으로 진행되고 있다. 본 연구에서는 분산중합을 이용하여 $TiO_2$ core 입자에 polystyrene을 shell로 코팅하여 마이크로캡슐형의 전기영동디스플레이에 적합한 입자를 제조하고 성능을 분석하였다. 먼저 분산제의 종류, 모노머의 농도, 개시제의 농도에 따라 제조된 대전복합입자의 크기 및 분포를 보면, 분산제의 종류를 달리 하였을때를 제외하고 대체로 균일하였다. 입경의 변화를 보면, 약 200-300nm의 $TiO_2$가 개질에 의해 400-500nm의 입경을 나타내는 것으로부터 200nm 두께의 shell층을 갖는다는 것을 확인 할 수 있었다. 또한 분산제의 종류에 따라서는 분산제를 사용하지 않는 경우가 오히려 제조된 입자의 분포가 균일함을 알 수 있었고 모노머의 농도에 따른 변화는 볼 수 없었으며 입경분포가 균일한 입자가 제조되었음을 알 수 있었다. 대전복합입자의 TGA 곡선으로부터 $300^{\circ}C$ 부근에서 polystrene shell에 의한 분해를 볼 수 있었고 $600^{\circ}C$ 이후에 잔류된 core의 $TiO_2$ 입자를 확인 할 수 있었다. 이 결과로부터 $TiO_2$ core-polystyrene shell형의 전자 종이용 대전복합입자의 제조를 확인 할 수 있었다. 또한 제조된 대전복합입자의 zeta potential을 보면, (+)전하를 띄며 64.8mV의 비교적 높은 zeta potential을 가지는 것을 확인 할 수 있었다. 그리고 $TiO_2$ 대전복합입자와 같은 방법으로 제조된 흑색 대전복합입자를 혼합하여 cell test를 측정한 결과, cell에 ${\pm}$10V의 저전압을 가했을 때에도 비교적 응답속도가 빠른 입자의 구동현상을 확인 할 수 있었다.

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A Study on the Screen Space and Motion of Tabaimo Animation (타바이모(TABAIMO) 애니메이션의 화면 공간과 움직임에 대한 연구)

  • Lee, Jin-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.89-106
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    • 2014
  • According to Norman McLaren, a Canadian animator, "Animation is not art of moving pictures but art of drawn motions". As he puts it, animation performs the role of magic that turns static to dynamic. Particularly, the space of animation, which is generated through merger of several layers, creates distinctive space that is not to be found in other art genres. Also, the motion of animation, which, unlike live action in film, can be limitlessly created according to a director's subjective domain, has a more autonomous existence. In this paper, I study the space and motion in animation grounded in a director's subjective domain, based on the works by Tabaimo, the Japanese animator director and modern artist. She made an independent use of color sense and perspective that maximized a flat surface, which contributed to creating a new world that doesn't exist in reality. Motion created in such a space is more relative than universal. Therefore, Tabaimo's animation has made aggressive use of a device that gives more originality to the director's themed world, while audience can participate in the strange but new world.

21st Century Visual Culture and Visual Lesson (21세기의 영상문화와 시각적 교훈)

  • Park, Yoon-Sung;Kim, Hye-Sung
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.153-160
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    • 2006
  • It is not too much to say that invention of image divided the 19th and 20th century. Rapidly developed, produced and played images have a stronger effect on human beings and society. Today, images have an influence on forming interpersonal relationships by means of consciousness and ideas of new dimension, creating new image relationship different from verbal relationship between people. Especially moving image(image) is unlike other images, an image has unique psychological characteristics of its on. An image stimulates all the five human senses as well as sight, is easer to access and perceive than other media, and unable to control image development passively in general but get absorbed unconsciously very quickly. On 21th century As we are exposed to image whether consciously or unconsciously everyday, consideration on current times driving human beings and social relationship in an abnormal way is needed. Furthermore, new view of image study suggest to new relation of image that is a key factor to recover humanity and functions of society.

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Intuitive Spatial Drawing System based on Hand Interface (손 인터페이스 기반 직관적인 공간 드로잉 시스템)

  • Ko, Ginam;Kim, Serim;Kim, YoungEun;Nam, SangHun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1615-1620
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    • 2017
  • The development of Virtual Reality (VR)-related technologies has resulted in the improved performance of VR devices as well as affordable price arrangements, granting many users easy access to VR technology. VR drawing applications are not complicated for users and are also highly mature, being used for education, performances, and more. For controller-based spatial drawing interfaces, the user's drawing interface becomes constrained by the controller. This study proposes hand interaction based spatial drawing system where the user, who has never used the controller before, can intuitively use the drawing application by mounting LEAP Motion at the front of the Head Mounted Display (HMD). This traces the motion of the user's hand in front of the HMD to draw curved surfaces in virtual environments.

Cuboid가 형성하는 공간의 표상

  • Lee, Jae-Sun;Lee, Cheong-Ju;Kim, Ga-Yeon;Han, Jae-Yeong
    • Communications of Mathematical Education
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    • v.9
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    • pp.317-325
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    • 1999
  • 수식에 의한 컴퓨터 그래픽의 입력과 출력에 관한 프로그램의 개발은 수학의 역동화, 인간화, 보편화에 기여하고 있다. 현실적으로 해결해야할 문제와 수식에 의한 해답이 전부인 현재의 수학을 소프트웨어를 활용하여 그래픽 기능을 첨부하면 움직이는 수학을 가시화 할 수 있다. 컴퓨터 프로그램에 의한 수학의 실현은 수학자들 모두의 염원으로 전세계적으로 활발한 연구가 진행되고 이는 것이다. 수학의 원리와 응용성을 가미한 수학적 그래픽의 발전은 새로운 천년을 장식할 새로운 학문분야로 등장하고 있다. 기초과학의 여러 자료를 분석, 검토하여 그래픽으로 조립하는 작업은 수학적 그래픽의 힘으로 가능하며, 실험과 실습의 양상을 바꾸어 놓고 있다. 건축이나 토목 또는 전기전자 학과의 응용수학은 새로운 소프트웨어의 출현으로 컴퓨터 강의로 전환되고 있으며 수학 그 자체로 전산기능을 강화하는 방향으로 개편되고 있다. 수학 교과 내용의 전산 프로그램화와 컴퓨터 활용 수학 학습은 거부할 수 없는 시대적 요구이다. 이 연구에서는 새로운 천년의 시작은 컴퓨터 프로그램에 의한 완성된 그래픽의 연출이라는 시각에서 수식에 의한 컴퓨터 그래픽의 기본 방향을 제시하고 있다. 2차원 평면이나 3차원 공간에 이와 같은 다변수함수의 역할을 구현함으로써 다양한 그래픽을 영상화할 수 있다. 다중화면의 연출, 다단계화면의 조합, 다단계다중화면의 영상화 등은 수학에 의한 애니메이션의 기초가 된다. 평면도형의 기본동작을 화면에 구체화시키는 Table 기능을 실제로 구현한다. 연습과 실행 그리고 재구성을 반복하여 조형미를 갖춘 수학적 그래픽을 실현한다. 수학의 학습에 적용할 가치가 있는 학습조형물을 개발하고, 프로그램의 단순화에 노력한다. 미분기하학의 여러 공식을 이용하여 숨어 있는 그림을 표출하며 미분방정식의 해가 갖는 그래픽의 묘미를 형상화한다. 수식에 의하여 출력된 그래픽의 여러 효과를 응용수학에 활용할 수 있도록 재조립하는 과정을 걸쳐 완성하는데 이 연구의 참된 의미가 있다.

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