• Title/Summary/Keyword: 콘텐츠변형

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Safety Examination of the Junghyesaji Thirteen-Storied Stone Pagoda Including Internal Spaces through the Finite Element Analysis (유한요소해석을 통한 내부 공간을 갖는 정혜사지 십삼층석탑의 안전진단)

  • Chung, Jae-Ung;WhangBo, Taeg-Keun
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.347-354
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    • 2009
  • The stone pagodas include small internal spaces such as holes of Buddha's bones generally and the space's positions and sizes can make an influence on the maintenance of the stone pagoda. Also, inclined angles of the stone pagodas are an important factor to be considered to preserve them. In this paper, the Junghyesaji thirteen-storied stone pagoda subjected to its weight was analyzed through the finite element method to investigate the weakest location of the pagoda and study how size variation of internal spaces and slope variation influenced the weakest location. And criterions were proposed to examine the safety of the stone pagoda along the size variation of the internal spaces and the slope variation in view of the deflections and the stresses to examine fractures of the pagoda.

Solutions for Design Creativity Barriers (디자인 창의성 저해요소의 해결방안)

  • Kim, Dong-Ha
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.15-27
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    • 2020
  • In the design process that focuses on problem solving, in general, two or three barriers to design creativity appear at the same time and are linked to increase difficulty. Because the design problem always arises in unusual, unique, weird, and difficult to define, it is not possible to extract the correct answer through the formula and the answer is always plural. This study aims to present solutions and prove their effectiveness as a follow-up study that seeks to overcome the representative obstacles to design creativity discussed in the previous study. To this end, a qualitative study was conducted to find solutions to the obstacles suggested in the previous study and to devise key solutions(creativity development cards). At the same time, a quantitative research methodology using experiments and statistical analysis was adopted. After grasping the core characteristics of an object using the creativity development card, it was able to approach the creative solution by utilizing the reductive analysis of the original such as transformation of the core characteristics, reconsideration of essential problems and intentional differentiation. As a result, it was confirmed that the proposed solutions were effective not only as a method of overcoming the barriers to design creativity, but also in improving creativity.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

Characteristics of Structure in Experimental Film -focused on American Structure film- (실험영화의 구조적 특성 -미국의 구조영화를 중심으로-)

  • Jang, Minyong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.56-65
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    • 2014
  • Most of experimental films have different visual techniques and aesthetic values compared to those of narrative films. This difference makes it difficult to understand experimental films. In order to understand in what ways the experimental film has broken with the convention of narrative film, it is important to examine certain structure of experimental film. The important aspect of many experimental films is the way that they have altered the nature of narrative by changing the way that we perceive the succession of image. In particular, The tradition of American Sturcture film has been the contribution of the experimental film to expand the limits of this rule system and evolve a more personal and organic approach to the continuum of film. This approach has been a method of understanding experimental films and still a useful aesthetic tools both reading personal films and making innovative works.

Usefulness of Meyerhold's 'Biomechanics' as an Alternative for a Method of Actor Training I - focused on the background and theoretical principles of 'Biomechanics' (배우 훈련 방법의 대안으로서 메이어홀드 '인체역학'의 효용성 I -'인체역학'의 형성 배경과 이론적 원리를 중심으로)

  • Cho, Han-Jun
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.95-106
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    • 2014
  • Meyerhold's 'Biomechanics', which germinated from a critical point of view towards naturalism theatre, is a primary acting method that attempted to approach to acting in a material way, along with Stanislavski's 'System'. However, not only for a reason of the political background that all study on Meyerhold were forbidden in Russia but also for a reason of universalization of Stanislavski's 'System' through the world mutated into American acting method, it is a fact that Meyerhold's 'Biomechanics' is not actively utilized in a field of actor training at the present day. Especially, in case of actor training in Korea, 'Biomechanics' is also misunderstood as a method only focused on an actor's physical approach. Therefore, a purpose of this study is to explore usefulness of 'Biomechanics' in order to practically apply it to the actor training through correct understanding.

Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

School Uniform Advertising, Sexuality, and Cross-Cultural Implication (교복 광고, 섹슈얼리티와 문화간 함의)

  • An, KyoungHee;Baek, Seon-Gi
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.609-623
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    • 2017
  • This study intends to find the meaning of signs' configuration in Korean and British school uniform advertisements, to investigate through reproduction of such signs what influences on students' identity issues are, and to discover the cultural significance of the both nations by analysing sexuality discourses around these ads. The authors apply semiotic analysis methods such as two-stage meaning structure and critical discourse analysis. The research subjects are School uniform advertisements of both in South Korea and in the UK. Through this study, women objectification, the power imbalances between men and women, and child erotica were revealed, and also the uniforms of the meaning and value turned out to be distorted. In addition, on the basis of critical discourse analysis, two nations' school uniform ads, which heavily focused on sexual objectification and commercialism, transformed aspects of unusual esthetic value, reminded of Lolita fantasy, implied wrong justification of deviant sexual orientation, and, caused Korean and British students the confusion of sexual identity and values.

Reconstructible Electronic Block System for Public Performances' Stage (재구성 가능한 공연 무대를 위한 전자 마루 블럭 시스템)

  • Park, Jong-Ho;Kwon, O-Hung;Joung, Kwan-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.504-510
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    • 2011
  • In the culture performance field, device technologies for public performances with new concept is on the rise with the advancement of science. Most designers make use of the performance devices to achieve powerful and dramatic effect in their performances. It increases the perfection of performance. Most of all, applying high technology to performances' stage leads to enhance the space efficiency of the limited stage as well as to enable us to run a fully unmanned performance. This paper proposes a reconstructible electric block system for public performances' stage to heighten the fantastic stage effect variously.

Configuration of Audio-Visual System using Visual Image (이미지를 활용한 오디오-비쥬얼 시스템 구성)

  • Seo, June-Seok;Hong, Sung-Dae;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.121-129
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    • 2008
  • With the help of information technology The problem of building a concrete form with a shapeless media is the starting point of presenting information by means of sound. Audio-Visual System using sound as a medium is a method that presents an auditory material visually and has a role of linking different sensory organs. In a sense, Audio-Visual System transfers a non-concrete sensation to a concrete one. Audio-Visual System presentation by late methods using active and non-active images produced by computerized irregular procedures can be limited because of the limited ways of visual output. On the other side, visualization using active images can induce more diverse expressions using sound as a medium. This study suggests a new way of expression in animations using visualization of various auditory materials and sounds built by Audio-Visual System with active images.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.