• Title/Summary/Keyword: Meta-Reality

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Deconstruction fashion design through an analysis of Korean fashion design - Using 3D virtual clothing - (한국적 패션 디자인 분석을 통한 해체주의 패션 디자인 - 3D 가상착의를 기반으로 -)

  • Han, Minjae;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.30 no.1
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    • pp.66-87
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    • 2022
  • This study explores the possibility of creating new experimental hanbok designs by accommodating the latest world fashion trends and the changing needs of consumers, in order to attempt to overcome the limitations of traditional Korean fashion design. To do so, We analyze works by contemporary Korean fashion designers to investigate current developments in Korean fashion design and to identify areas of improvement within hanbok design. The results show that most contemporary hanbok designs repeat stereotypes of traditional hanbok with minor modifications. So there arises a need to create new hanbok designs that are clearly distinct from traditional hanbok but also maintain its core features. To develop such designs, I apply the techniques of deconstruction fashion, which allow making experiments with form, composition, and materials use to realize new aesthetics. The use of CLO 3D fashion design software also proves to be very efficient for developing experimental designs. The study results make meaningful contributions to the development of virtual clothing and 3D fashion for hanbok, particularly as metaBUS, a cloud-based research synthesis platform, is rapidly gaining ground, and reality and virtual reality are increasingly mixed in everyday life. This attempt at 3D design of hanbok is expected to trigger more creative experimentation in hanbok design.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

Analysis of Progression Levels for Meta-modeling Knowledge of Science Gifted Students through Modeling (모델링을 통한 과학영재 학생들의 메타모델링 지식 발달 단계 분석)

  • Kim, Sung Ki;Kim, Jung Eun;Park, Se-Hee;Paik, Seoung-Hye
    • Journal of The Korean Association For Science Education
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    • v.39 no.3
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    • pp.457-464
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    • 2019
  • This study aims to explore meta-modeling knowledge of gifted students through the modeling. To do this, five gifted students were asked to do modeling related to candle burning, and all the processes of modeling were observed and then individual interviews were conducted. As a result of the study, two students were classified as first level and three students were classified as second level. The students of the first level did not have any model generation or model-based prediction activities, and observation was the most meaningful activity. On the other hand, the students of the second level performed all four modeling processes. However, the generation of the model and the prediction using the model were relatively strong. The data they gained from the experiments was perceived as just confirming the absolute model. No student was found in Level 3 or Level 4. The results of this study show that gifted students remain at the progression level of recognizing the model as an objective reality, and in order to cultivate a true scientist, it is necessary to educate the gifted students to recognize the subjectivity of the model.

A Study on Contextuality in Contemporary Arts (현재 조형예술의 정황성에 관한 연구)

  • Kang, Tai-Sung
    • The Journal of Art Theory & Practice
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    • no.6
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    • pp.7-25
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    • 2008
  • The following thesis has been composed with the inspiration attained from Paul Ardenne's conception on Contextual Art. In Europe and in the United States, there is a group of artists who emphasize in the importance of artist's participation in social, political, economical, environmental and moral issues. Since the 1960's, these artists have pondered on Modernism's ideas where art is contextually separated from humanly issues whereas the manners of such artists put on emphasis in the intent to participate in the real human social and ethical issues. Forerunner in this field of art such as Wolfgang Leib display hybrid or meta style in their work. His work displays a quadrilateral form of pollen which represents the simultaneous blending of two mixed ideas such as the abstract from the real. Thus heterogeneous style and philosophy which includes a range of medias and today's trend is observed in Contextual Art. Such art form is also found in landscapes where it is not seen as an observable object but rather an interactive object. It is correlated to Arte Povera of the Italian Art Movement, Support-Surface of the French Art Movement and lastly to the Fluxus. Through these art movements, we find a mutual antipathy towards putting art for sales in the capitalism market and reflect the social role of art in postmodern era.

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The status of metaverse and digital twin technology development

  • CHUNG, Myung-Ae;KIM, Kyung-A;KANG, Min-Soo
    • Korean Journal of Artificial Intelligence
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    • v.10 no.2
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    • pp.19-24
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    • 2022
  • Metaverse refers to a world that transcends reality. Metaverse is a compound word of meta (transcendence) and universe (universe). The impact of the corona pandemic has provided an opportunity to rapidly grow the metaverse based on realistic content along with online and non-face-to-face environments. Various content and service platforms reflecting the concepts of metaverse and digital twin are rapidly spreading around the world in line with the pandemic situation. As their needs accelerate in response to the COVID-19 situation, the technology of metaverse and digital twin is attracting attention again as an indispensable condition for business, culture and art, national industry, and public services. In particular, the metaverse requires the balanced development of ecosystem components based on various advanced convergence technologies. In this paper, the concept of metaverse and digital twin, types of platforms, and development status are examined, and trends of key element technologies are investigated and analyzed. As these key element technologies, XR sensory technology, avatar technology, and other XR devices and parts were examined. Through this, we want to clearly pinpoint the direction in which the metaverse will develop through future technologies, services, and follow-up research.

A Study of Metaverse and Security Issues (메타버스와 보안 이슈에 대한 고찰)

  • Cho, Eun-Young;Choi, Jae-Hong;An, In-Hoe;Lee, Jun-Dong;Ju, Yong-Wan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.109-112
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    • 2022
  • 메타버스란 가상, 초월을 뜻하는 Meta와 우주, 세계를 뜻하는 Universe의 합성어로 가상과 현실이 상호작용 하면서 사회·경제·문화 활동이 이루어지며 가치를 창출하는 세상을 말한다. 이러한 메타버스는 5G와 그래픽 기술의 발전과 함께 코로나 사태로 인한 비대면 생활이 계속되면서 디지털 네이티브 세대인 Z세대가 메타버스 플랫폼을 소통의 장으로 삼기 시작하면서 성장하고 있다. 메타버스 안에서 콘서트나 사인회를 하고, 가상 아이템을 판매하며 마케팅을 벌이는 등 다양한 산업에서 메타버스에 뛰어들고 있다. 점점 진화하고 있는 메타버스는 메타버스 내에서 유저들 간에 맺는 상호관계 활동이 큰 장점이지만, 이로 인해 개인정보 보호 문제나, 위치정보, 금융정보 문제 등의 다양한 문제가 발생할 수 있는 문제점을 가지고 있다. 이에 본 논문에서는 메타버스에서 발생할 수 있는 문제점과 그 대응 방안을 제시하였다.

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Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

Magical Realism of Korean Independent Animation (한국독립애니메이션 <무림일검의 사생활>에 나타난 마술적 사실주의)

  • Cho, Young-Eun;Seo, Chae-Hwan
    • Cartoon and Animation Studies
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    • s.39
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    • pp.59-83
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    • 2015
  • Magical realism, blooming and improving in Latin America, opened the new vision about reality and rationalism, coming out from the out-styled frame of past. While having common points with unrealistic literature, which uses fantastical components, magical realism is different from Surrealism and fantasy literature that is focusing on reality and realizing reality intensely. In the early stage of this research, magical realism was restricted by the characteristics of literature of Latin America, but the research of magical realism is expanding in planning Post-Modernism nowadays. Lately, the influence of magical realism is identified in literatures, arts, films, and animations over the world; according to the research, however, research about magical realism in animations was not done in Korea before. A Korean independent animation "A coffee vending machine and its sword" was evaluated positively in many international film festivals is valuable as the research of magical realism. Throughout this study, this animation "A coffee vending machine and its sword" was analyzed by its narrative and images. The analysis of narrative consists two parts. One is about the form of narrative and the other is about contents through the story. Analysis of Image is also divided into two parts: background image and character image. In this animation, the protagonist is narrating about the fantastic accidents in his life and his own feelings towards it. The narration leads audience to understand his situation and feelings in meta-fiction. On the surface, audience watches the love story of a normal girl and coffee vending machine in this artwork, but deep inside the animation, it is visible that the directors tried to make audiences think about the life of 880,000-won Generation in Korea. The background image was represented as real places in Seoul including the landmark of Seoul, making mimesis of reality in Korea. The character image has two conflicting aspects with reincarnated warrior, Jinyoungyoung and a coffee vending machine. It is a hybrid-character transmogrifying between two characters. Likewise, "A coffee vending machine and its sword" has the characteristics of Korean magical realism through form, content and image. Through analyzing the Korean independent animation "A coffee vending machine and its sword", this research tried to find a way of using factors of fantasy, of representing reality as a dramatic device and of using magical realism of Korean animation for bond of sympathy with audience.

Haptic Technology for Educational Contents for Children with Disabilities (햅틱 테크놀로지를 활용한 장애 아동 교육 콘텐츠 연구)

  • Kwon, Jung-Min;Nam, Bo-Ram
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.505-517
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    • 2011
  • The haptic sense is one of the five human senses that deeply affects cognitive development and everyday lives of children and adults. Recently, researchers and developers have started active discussions and research on haptic technologies. The purpose of this paper is to explain the role of haptics in learning, review studies that have attempted to use haptic technologies to teach students, and discuss how these technologies can be applied in special education context. National and international databases were searched and analyzed using meta-analysis methods. The few studies that have been completed so far are heavily focused on math and science learning. However, haptic technology has great potentials for children with disabilities who can benefit from extra assistance from these devices in wide areas of curriculum including math, science, music, art, history, and so on.

Exploration of Optimal urban green space using unused land - To improve green connectivity and thermal environment - (유휴지를 활용한 최적의 도시 녹지 공간 탐색 - 녹지연결성과 열 환경 개선을 목적으로 -)

  • Kim, Eun-Sub;Lee, Dong-Kun;Yoon, Eun-Joo;Park, Chae-Yoen
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.22 no.5
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    • pp.45-56
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    • 2019
  • Urban green areas are generally composed of relatively small and fragmented patches, but it is a critical factor for the quality of an urban environment. They have positive effects such as increasing green connectivity, reducing runoff, and mitigating urban heat. But, there is a lack of urban greening plans that consider the comprehensive effects of green space in real urban areas. To fill this gap in this literature, this study identifies a planning model that determines the optimal locations for maximizing green areas' multiple effects(e.g., heat mitigation and enhancement of connectivity) by using unused lots. This model also considers minimizing costs using meta-heuristic optimization algorithms. As a results, we finds 50 optimal plans that considers two effects within the limited cost in Nowon-gu. The optimal plans show the trade-off effect between connectivity, heat mitigation and cost. They also show the critical unused land lots for urban greening that are commonly selected in various plans. These optimal plans can effectively inform quantitative effectiveness of green space and their trade-off. We expect that our model will contribute to the improvement of green planning processes in reality.