• Title/Summary/Keyword: 표현 방식

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Presentation of Self and SNS Posting Styles: Focusing on Goffman's Impression Management Framework (자아 표현과 SNS 게시 형식: 고프만의 인상관리 이론을 중심으로)

  • Song, Seung-A;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.284-291
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    • 2022
  • People use various tools to present themselves including Social Network Services(SNS hereafter). This study categorized three types of presentation of self, which are genuine, ideal, and social self, and based on Goffman's Impression Management Framework, investigated if these types of presentations have any patterns related to SNS posting styles. Especially, we focused on the styles of hashtags including if hashtags are used in the main tests, if hashtags are hidden, and what kinds of words are used for hashtags. Using 450 posting data uploaded to the Instagram, we found that the posting presenting ideal self show very high rate of using hidden hashtags(98%) and using common expressions(97%), which are not the case for genuine and social self types. This results imply that people concern more about their impressions especially when they present their ideal self on SNS, partially confirming Goffman's Impression Management Framework.

The Research Work of Development of Imaging Media and Expansion of The Animation Expression - Focusing on The Expansion of Space for Frozen (영상미디어 기술의 발달과 애니메이션 표현력의 확장에 대한 연구 -<겨울왕국>에서 나타난 공간의 확장 중심으로)

  • Lim, Jae Min;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.325-347
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    • 2014
  • "The art challenges the technology, and the technology inspires the art." By this word John Lasseter expressed Pixar animations main soul of story. Media technology has a close relation with the animation. As media developed more and more, an animation has been widen a lot and have given new visions to the audiences. We can see such this figure from the history of the Disney animation. They had tried to make all the kind of animations such a silent animation, planetary animation, black and white animation and the multi colored animation. Lately Disney had made animation that has traditional style. But the method of making traditional animation stable side story's holdup the audience. So Disney animation decided to change this method. For the result of Disney animation studio effort Frozen had produced after a computer graphics work following Rapunzel. What was the reason for entertain well of Frozen? Not only changing the method of producing traditional to computer graphic is could not make entertain well. We can see from the Frozen concordance of the original idea and modern scenario, OST the perfection of computer graphics work. In this paper work Disney animation has worked from the silent animation to computer graphic works result of "The Frozen". For the contribution of technology development makes able to analyze animations expression and relation. There is a lot shots that hard to analyze in the Frozen. But I will study it with the method named "Expansion in space" to making main analyzing expressive extension that appears on the scene.

A Tag-based Music Recommendation Using UniTag Ontology (UniTag 온톨로지를 이용한 태그 기반 음악 추천 기법)

  • Kim, Hyon Hee
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.133-140
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    • 2012
  • In this paper, we propose a music recommendation method considering users' tags by collaborative tagging in a social music site. Since collaborative tagging allows a user to add keywords chosen by himself to web resources, it provides users' preference about the web resources concretely. In particular, emotional tags which represent human's emotion contain users' musical preference more directly than factual tags which represent facts such as musical genre and artists. Therefore, to classify the tags into the emotional tags and the factual tags and to assign weighted values to the emotional tags, a tag ontology called UniTag is developed. After preprocessing the tags, the weighted tags are used to create user profiles, and the music recommendation algorithm is executed based on the profiles. To evaluate the proposed method, a conventional playcount-based recommendation, an unweighted tag-based recommendation, and an weighted tag-based recommendation are executed. Our experimental results show that the weighted tag-based recommendation outperforms other two approaches in terms of precision.

Design and Implementation of Fishes Growth Process System using Morphing Techniques (모핑 기법을 활용한 어류 성장 과정 시스템 설계 및 구현)

  • Kim, Eung-Kon;Ryu, Nam-Hoon;Lee, Hye-Mi;Oh, Kyeong-Sug;Ban, Kyeong-Jin;Han, Jae-Jeong;Park, Yeong-Og
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.1
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    • pp.102-108
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    • 2010
  • With gradual growth of digital image contents industry connected with computer graphics technology, users require high-quality animations similar to real world and want to observe the type of fishes or their swimming types through cyber aquarium and fish encyclopedia. This study designed and developed fish growth process system to express natural and dynamic movement of fish, which is the critical in expressing submarine environment. This system proposes new mopping technique not presented in existing mopping studies as well as simulation using algorithm that newly supplemented existing fish swimming types. In addition, disease infection status is realistically expressed, which may occur depending on environmental factors during their growth process. With comprehensive fish studies, different from existing fish studies, this study examines the overall features of fish with realistic simulation.

Cultural Differences of Choice on Interaction Problem (인터랙션 문제에 대한 선택의 문화적 차이)

  • Yeoun, Myeong-Heum
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.711-720
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    • 2010
  • This study is aimed to compare choices on interaction problems, and to consider the reason of the choices. It was expected that the interaction problems are influenced from national culture, age, gender and so on. The first interaction problem in this study is default answer button when user operates to delete all messages on SMS in-box. Second one is action when pop-p window warning dangerousness of install showed on web browsing. The third one is type(analog/digital) and information expression of control panel on soup maker. 639 Korean data and 784 data from China, Japan and the Netherlands are analyzed through cross-tabulation and chi-square test. In the results, many Japanese choose 'No' answer at SMS delete problem, while many Dutch choose 'Yes'. The result suggests that uncertainty avoidance effect on interaction problems. On warning pop-up, Younger generation and men choose actively 'install' than older one and women. On type of control panel, Dutch subjects preferred analog type than other countries' subjects. On expression of control panel, older generation and individualistic subjects relatively preferred text style than other style.

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Nearest-Neighbor Collaborative Filtering Using Dimensionality Reduction by Non-negative Matrix Factorization (비부정 행렬 인수분해 차원 감소를 이용한 최근 인접 협력적 여과)

  • Ko, Su-Jeong
    • The KIPS Transactions:PartB
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    • v.13B no.6 s.109
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    • pp.625-632
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    • 2006
  • Collaborative filtering is a technology that aims at teaming predictive models of user preferences. Collaborative filtering systems have succeeded in Ecommerce market but they have shortcomings of high dimensionality and sparsity. In this paper we propose the nearest neighbor collaborative filtering method using non-negative matrix factorization(NNMF). We replace the missing values in the user-item matrix by using the user variance coefficient method as preprocessing for matrix decomposition and apply non-negative factorization to the matrix. The positive decomposition method using the non-negative decomposition represents users as semantic vectors and classifies the users into groups based on semantic relations. We compute the similarity between users by using vector similarity and selects the nearest neighbors based on the similarity. We predict the missing values of items that didn't rate by a new user based on the values that the nearest neighbors rated items.

Ontology-based Image Understanding Systems (온톨로지 기반 영상이해 시스템)

  • Lee, In-K.;Seo, Suk-T.;Jeong, Hye-C.;Son, Seo-H.;Kwon, Soon-H.
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.3
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    • pp.328-335
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    • 2007
  • Ontology is represented by the shared concepts and relations among those. Many studies have been actively working on sharing human's knowledge with that of systems by using it. For a typical example, there is the design and implementation of ontology system for image understanding. However conventional studies on ontology-based image understanding have proposed not concrete methods but conceptual idea. In this paper, we propose an ontology-based image understanding system with following four processes: i)knowledge representation of a specific domain by the ontology, ii)feature extraction of objects through image processing and image analysis, iii)image interpretation by object features, and iv)reduction of ambiguity existing in image interpretation by ontology reasoning. We implement an image understanding system based on the proposed processed, and show the effectiveness of the proposed system from experimental results in a specific domain.

Study of Image Production using Steadicam Effects for 3D Camera (3D 카메라 기반 스테디캠 효과를 적용한 영상제작에 관한연구)

  • Lee, Junsang;Park, Sungdae;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3035-3041
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    • 2014
  • The steadicam effects is widely used in production of the 3D animation for natural camera movement. Conventional method for steadicam effects is using keyframe animation technique, which is annoying and time consuming process. Furthermore it is difficult and unnatural to simulate camera movement in real world. In this paper we propose a novel method for representing steadicam effects on virtual camera of 3D animation. We modeled a camera of real world into Maya production tools, considering gravity, mass and elasticity. The model is implemented with Python language, which is directly applied to Maya platform as a filter module. The proposed method reduces production time and improves production environment. It also makes more natural and realistic footage to maximize visual effects.

A Case Study on the Change of Procedural Knowledge Composition and Expression of Derivative Coefficient in Exponential Function Type Distance (지수함수 형태의 거리함수에서 미분계수의 절차적 지식 구성과 표현의 변화에 대한 사례연구)

  • Lee, Dong Gun;Kim, Suk Hui
    • School Mathematics
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    • v.19 no.4
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    • pp.639-661
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    • 2017
  • The purpose of this study is to investigate the relationship between the distance function average speed and the speed function. Particularly, in this study, we investigate the process of constructing the speed function in the distance function (irrational function, exponential function) which is difficult to weaken the argument in the denominator. In this process, students showed various anxieties and expressions about the procedural knowledge that they constructed first. In particular, if student B can not explain all the knowledge he already knows in this process, he showed his reflection on the process of calculating the differential coefficient. This study adds an understanding of the calculation method of students in differential coefficient learning. In addition, it is meaningful that the students who construct procedural knowledge at the time of calculating the differential coefficient have thought about how to provide opportunities to reflect on the procedure they constructed.

A Study on Pointillistic Rendering Based on User Defined Palette (사용자 정의 팔레트에 기반한 점묘화 렌더링에 관한 연구)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.11 no.4
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    • pp.554-565
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    • 2008
  • The French neo-impressionist painter, George Seurat, introduced pointillism under the theory that the individual pigments of colors on the canvas are reconstructed on the human retina. Pointillism is a painting technique in which many small brush strokes are combined to form a picture in the canvas. When such a painting is seen from a far, the individual stroke color are unnoticeable and they are seen as intermixed colors. This is called juxtaposed color mixture. In this paper, we present a painterly rendering method for generating the pointillism images. For expressing countless separate dots which shown in the pointillism works, we propose a hierarchical points structure using Wang The method. Also a user defined palette is constructed based on the usage that Neo-Impressionist painter works on his palette. Lastly, based on this, a probability algorithm will be introduced, which divides the colors in the image(sampled by hierarchical point structure) into juxtaposed colors. A hierarchical points set which undergone juxtaposed color division algorithm is converted into brush strokes.

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