• Title/Summary/Keyword: Art Theory

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How Does Problem Epistasis Affect the performance of Genetic Algorithm? (문제 상위는 유전 알고리즘의 성능에 어떤 영향을 미치는가?)

  • Yu, Dong-Pil;Kim, Yong-Hyuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.4
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    • pp.251-258
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    • 2018
  • In mathematics and computer science, an optimization problem is the problem of finding the best solution from feasible ones. In the context of genetic algorithm, the difficulty of an optimization problem can be explained in terms of problem epistasis. In biology, epistasis means that the phenotype of a gene is suppressed by one or more genes, but in an evolutionary algorithm it means the interaction between genes. In this paper, we experimentally show that problem epistasis and the performance of genetic algorithm are closely related. We compared problem epistasis (One-Max, Royal Road, and NK-Landscape) using a framework that quantifies problem epistasis based on Shannon's information theory, and could show that problem becomes more difficult as problem epistasis grows. In the case that a genetic algorithm finds the optimal solution, performance is compared through the number of generations, otherwise through the ratio of the fitness of the optimal solution to that of the best solution.

User Interface Design through Mental Accounting : A Case Study on Account book Application (멘탈 어카운팅을 활용한 사용자 인터페이스 디자인 : 가계부 어플리케이션 사례연구)

  • Ga, Ye-Rin;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.865-874
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    • 2017
  • According to Mental accounting theory, humans sort money according to their psychological purpose. It plays a major role as a means of self-control. However, humans sometimes make mistakes that violate very simple economic principles. Many consumers experience this mistakes. So consumers use account book to manage their income and expenses. These days, they use mobile account book applications. And because of platform characteristics, there are various user interfaces. This paper examines an efficient user interface design that can reduce errors caused by mental accounting and support rational economic activities. For this, we compared and analyzed households exposed on top of Application store based on advanced research on Mental Accounting. Through this case study, We found some cases of efficient user interface for reasonable consumption. In further studies, We will design optimal account book's UI and do a usability test based on this.

A Study on FIFA Online3 Characters' Behavior and Transaction Method based on Transactional Analysis (교류분석을 기반으로 한 FIFA Online3 캐릭터 행동과 교류방식 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.65-75
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    • 2017
  • This research studies the behavior patterns of a character in FIFA Online3, and the transaction patterns between the characters to present a character that acts like a real person and has social interaction with other characters. A character interacts with others mediated by balls in FIFA Online3, we analysis character's behavior and interactions more cleary. Providing the realistic behavior patterns of a character and the relation in the transaction patterns between the characters based on psychology theory, we can give a player the sense of reality. To define the behavior pattern of a character, this study applied the Ego-state as defined by Transactional Analysis(TA). Based on the Transactions in TA, this study then defined the transaction patterns between the characters, which are produced by the actions that a character in the game. This study also presented how to apply a character's transaction patterns with the examples. It showed that a character can act in the game like a real person by defining how a character acts and interacts in the game.

Democratization and Politics of Trasformismo : Explaining the 1990 Three-Party Merger in South Korea

  • Kwon, Hyeokyong
    • Analyses & Alternatives
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    • v.1 no.2
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    • pp.2-12
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    • 2017
  • Research on democratic transitions has relatively ignored the question of why some countries experience a regressive form of political pacts, while others do not. This paper develops a simple game-theoretic model to explain the phenomenon of collusive pacts in the process of democratization. Trasformismo is a term that refers to a system of political exchange based on informal clientelistic politics. The existing studies of the politics of trasformismo have emphasized the timing of industrialization and the tradition of strong state as conditions of the politics of trasformismo. However, not every late industrializers and not every strong states experienced some variants of collusive political pacts in their trajectories of democratization. In this paper, I contend that the politics of trasformismo is rather a generalizable pattern of political elites' behavior under particular circumstances. By developing a simple game theoretic model, this paper suggests the conditions under which political actors are likely to collude to a regressive form of political pacts. The model shows that the likelihood of collusion to a regressive form of political pacts is a function of a set of parameters. First, a higher level of incumbency advantage in electoral competition is likely to be associated with a higher probability of collusive political pacts. Second, a higher degree of the monopoly of political representation of political parties without a close link with a variety of societal forces is likely to induce collusive behavior among politicians. Third, the ruling party leader's expectations about the likelihood of a safe extrication are related to collusive political pacts. This paper then engages in a case study of the 1990 three-party merger in South Korea. The 1990 Korean case is interesting in that the ruling party created a new party after having merged with two opposition parties. This case can be considered a result of political maneuver in a context of democratization. The case study suggests the empirical relevance of the game-theoretic model. As the game of trasformismo and the case study of the 1990 three-party merger in South Korea have shown, the collusive political pact was neither determined by a certain stage of economic development nor by a particular cultural systems. Rather, it was a product of the art of trasformismo based on party leaders' rational calculations of the expected likelihood of taking governing power.

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The Role of Anger and Variables from Social Learning Theory in Inflicting Dating Violence among Adolescents (청소년들의 데이트 폭력 가해 행동에 대한 사회학습적 변인들과 분노의 역할)

  • Suh, Kyung Hyun
    • Korean Journal of Culture and Social Issue
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    • v.8 no.2
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    • pp.1-15
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    • 2002
  • The present study investigated gender differences of dating violence among adolescents and related variables, and examined the difference in trait anger and anger expression between those who have inflicted dating violence and those who have not. Results indicated that female adolescents(41.9%) reported experience of inflicting dating violence more frequently than male adolescents(29.1%) did. The girls were more positive toward violence than the boys, while the boys were more expressing aggression at school than the girls were. Adolescents who had inflicted violence toward their dating partners had singificantly higher frait anger and anger-out than adolescents who had not. Logistic regression analysis indicated that father to mother violence, community violence, trait anger, and recipient of dating violence are predictors of dating violence for male, while father to mother violence, community violence, history of violence, and recipient of dating violence are predictors for female.

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Barefoot walking improves cognitive ability in adolescents

  • Taehun Kim;Dae Yun Seo;Jun Hyun Bae; Jin Han
    • The Korean Journal of Physiology and Pharmacology
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    • v.28 no.4
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    • pp.295-302
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    • 2024
  • Walking can have a positive impact on cognitive function in adolescents. This study aimed to compare the effects of walking with sneakers and barefoot on cognitive ability in adolescents. Fifty-nine adolescent male students were included in the study and assigned to the control (n = 20), sneaker (n = 19), and barefoot (n = 20) groups. The barefoot and sneakers group performed a 40-min walking exercise four times a week for 12 weeks during the morning physical activity time, while the control group performed self-study. Electroencephalogram (EEG) and brain activity variables were measured before and after the exercise program. The results showed that after 12 weeks, the barefoot group had a significant decrease in Gamma and H-beta waves and a significant increase in sensorimotor rhythm (SMR) and Alpha waves. Conversely, the control group showed a significant decrease in SMR waves and increase in Theta waves. The sneaker group showed a significant decrease in SMR waves alone. In an eyes-open resting state, the barefoot group showed a significant increase in H-beta, M-beta, SMR, and Alpha waves. The barefoot group also had a significant increase in cognitive speed and concentration and a significant decrease in brain stress. Taken together, barefoot walking can effectively enhance cognitive ability in adolescents, as demonstrated by the significant variation in EEG activity. This research highlights the potential benefits of barefoot walking as a simple and effective form of exercise for enhancing cognitive function in adolescents.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Study on Effective Adjustment of the Curriculum in Film and Film Related Major in Korean Colleges (국내 대학의 영화 및 영화 관련학과 교과과정 효율화를 위한 연구)

  • Lee, Chan-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.11
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    • pp.3514-3523
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    • 2009
  • Before 1990's, Korea had only few colleges that had film and film related majors. As Korean film industry started its marvelous improvement in both commercial and artistic phase, many colleges were interested in this new academic field. They hurried up to launch this new and profitable major; as a result, Korea now has more than hundred colleges and universities that has film related majors. Each college enumerates numbers of academic courses that may look reasonable; they have almost every course a fine film school should provide such as film theory, production, and performance in film. Lots of film schools offer lots of film courses; and they look alike. One unique thing in film major is its vast sub fields and categories. After you decide to study film, you have to select what specific field in film you want to study. Studying film theory and film production can be as different as majoring physics and physical education. The problem Korean colleges are dealing with is that there are too much film schools, and moreover those colleges have similar curriculums that just look like a department store that sells everything. One suggestion is specializing its curriculum in which the school can take advantages using their special conditions. San Francisco Art Institute is one of United States well known private film schools, but many people remember this school as a specialized film school in experimental film. San Francisco where this school is located has had many liberal and experimental artists as the city has been supporting and offering them an environment they can concentrate their work. Naturally, the school has world famous faculty members in experimental film, and students who want to study and make experimental film come to this school from all over the world because they know this school would be the best to study experimental film. There are many film schools in metro Los Angeles area; since its location near Hollywood, no wonder these schools concentrate on film producing and film production. They take advantage of their geographical location to hire film industry professional and to focus on commercial feature film productions. What we can do now to adjust the curriculum in film and film related major in Korean colleges is to adapt new standards in this changed film industry. One school can emphasize digital production while another school focuses on digital intermediate process. But if one school tries to both fields or all fields of film major just like we have done so far, the school could not take care of all the equipment and the faculty that the fields would need. Korean film schools should devide the field in film major and concentrate what they selected. Selection and concentration can be and should be applied in Korean film schools.

Manbojeonseo(萬寶全書) Geumdoron(琴道論) in the old scores of Joseon(朝鮮) (조선시대 고악보에 나타난 『만보전서(萬寶全書)』의 금도론(琴道論))

  • Choi, Sun-a
    • (The) Research of the performance art and culture
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    • no.20
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    • pp.251-307
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    • 2010
  • Manbojeonseo, a kind of an encyclopedia published several times in Ming Ch'ing dynasty, includes useful information for scholars and common people on daily lives. In 1720, Manbojeonseo was first introduced to Joseon(朝鮮) dynasty by the diplomatic corps visiting Ch'ing dynasty, and widely circulated in the society as an useful information magazine or an individual collection of reference book. Since Manbojeonseo includes the systematically-organized contents of Geumdoron(琴道論, a theory of a heptachord), it could provide a useful reference when the Geumdoron was inserted as the contents of old scores. For an instance, Obultan(五不彈), Tangeumsuji(彈琴須知), and Taeeumgibeop(太音紀法) recorded in Hangeumsinbo(韓琴新譜, 1724) clearly acknowledge Manbojeonseo as their common source. In this paper, the order and the contents of Geumdorons from four different Manbojeonseo are compared. At first, the comparative analysis of Manbojeonseo (1610) edited by Seo Giryong(徐企龍) and Manbojeonseo(1612) edited by Yu Jamyeong(劉子明) are carried out focusing on the contents of the Geumdoron, where both Manbojeonseos contain considerable amount of Geumdoron sections. The tables of the contents in both Manbojeonseos are composed of upper and lower levels classified into 4 large divisions for each. While the contents of the upper level is presumably older and focused more on the theory of the cardinal virtues, the contents of the lower one is relatively new and centered more on the skills for the real play of a heptachord(琴), the lyrics and the musical scores composed of Gamjabo(減字譜). Therefore, it could be said that the upper level is metaphysical while the lower level is physical. One of the differences between those two Manbojeonseos lies in the order and the terminology found in the large divisions. In the case of Manbojeonseo(1612), some terms in the large division represent and theoretically group the detailed descriptions in the small divisions such as 5 demands or 7 taboos in the play of the heptachord. In addition, a few lower divisions were newly added or revised in order to enhance the completeness of Geumhangmun(琴學門, study of a heptachord), and the detailed classification was revised and polished to improve the reasonableness. In Manbojeonseo(1614) composed by the same editor as Manbojeonseo(1610), the contents of the Geumdoron become much briefer than those of Manbojeonseo(1610) and Manbojeonseo(1612). In the case of Manbojeonseo(1739), a new type of the Geumdoron is included called Oeumjeongjobo(五音正操譜) while carrying a similarly brief section of the Geumdoron. Finally, the Geumdorons in Manbojeonseo and several old scores are comparatively analyzed. While the Geumbo(琴譜) owned by Gugagwon(國樂院) and Hangeumsinbo contains relatively old Geumdoron, Yuyeji(遊藝志) and Bangsanhanssigeumbo(芳山韓氏琴譜) adopt practical and relatively new Geumdorons different from the former old scores and similar to Manbojeonseo(1739) considering the order and the contents. In particular, the contents of the Geumdoron in Geumheonakbo(琴軒樂譜) is notably unique containing much of the upper and the lower levels of Manbojeonseo(1612), therefore thought to have actively adopted the contents of new Geumdorons.

Performing dramaturgy of director as a theatrical director : In terms of researching practice and documentation on the creative quadrilogy on Crime and Punishment ('연극의 작가'로서 연출가의 드라마투르그적 수행 - <죄와벌> 4부작 창작에 관한 '리서치적 실천'과 기록)

  • Kim, Weon Cuk
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.549-594
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    • 2016
  • This research focuses on 'dramaturgical' performance among all the acts of a director who constructs an artistic structure. This is, specifically, the dramaturgical acts that a director comes to perform in the process of dramatizing a novel. This paper aims to suggest a new kind of approach for productive interaction between drama theory and practice, not only by documenting the process of creation but also by moulding theoretical basis on acts of a director. As you all know, creative acts in practice so far have rarely been considered as subject and purpose of academic study. Even some lucky plays and directors had to settle for fragmentary review. That's mainly because Korean theatrical circles confine the way of recording the whole process of drama in practice only to a piecemeal review of performance. As a result, there have been very few cases of observing comtemporary plays under the historical background of drama. In this regard, this paper desires to raise a question, 'is productive interaction between drama theory and creative practice possible?' and to find the answer. If what is described in this paper can have worth beyond a mere record of creative acts, it may establish theoretical grounds on interpreting the play stage of this era by reading, in the contexts of drama history, a director's dramaturgical performing acts to dramatize a novel. The researcher of this paper, as a director of a theater troupe like a human and artistic community, adapted "Crime and Punishment" by Dostoevsky into four plays. They are , , , , and completed in 2009, 2011, 2012, and 2014, respectively as an independent theatric work having no connections to each other in story. Not only because the four plays share the same novel as its origin but also because an identical system is applied to dramatization of the novel, it gives an opportunity to focus on and perceive the role of the director. During the process of dramatiztion, the director, the researcher of this paper, carried all the duties, such as selecting a text, approaching the text theoretically and academically, adapting it for drama, picking out appropriate episodes. This paper defines all these acts as dramaturgical performing acts. In this sense, this paper can also be seen as a documentary of 'acts' performed during the process of dramatization.