• Title/Summary/Keyword: Reality Analysis

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A Study on the Expression of Bergsonian Duration in Steven Holl's Stretto House (스티븐 홀의 스트레토 하우스에서 베르그송의 지속의 표현에 관한 연구)

  • Kim, Young-Hee
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.85-93
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    • 2010
  • This study aimed to show the possibility of approaching Steven Holl's Stretto House as a vital space identical to the flow of our consciousness through Bergson's philosophy of life by understanding the expression of Bergsonian duration in the house. For the Purpose of this study, Bergson's concept of aesthetic duration was considered and duration in the Stretto House design process was analyzed, Based on the study's findings, duration according to Bergson's expression of reality in the Stretto House was further analyzed. The results of the analysis of duration in the Stretto House design process showed that duration is expressed as phenomenological time through the continuity and movement of the perceptual phenomena of space, sound, light and material that reflected Merleau-Ponty's anchoring and Bartok's Music for Strings, Percussion and Celesta. The results of the analysis of duration as an expression of reality in the Stretto House showed that duration is expressed as real time, as reality's continuous and diverse movement of vital duration, through the image and rhythm based on the intuitive recollection of the real self, sound, light and pond. Consequently, it was shown that the Stretto House could be understood as a vital space in which a vital movement of duration identical with the flow of our consciousness is expressed through the expression of reality in Bergson's philosophy of life. This study is meaningful as a foundational study of the experiential space of phenomena through Bergson's philosophy of life.

Comparative Analysis on Special Teachers' Perception toward Virtual Reality based Intervention Program for students with disabilities (장애학생을 위한 가상현실 기반 중재프로그램에 대한 특수교사의 인식 비교)

  • Lee, Tae-Su;Joo, Kyo-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.113-120
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    • 2019
  • The purpose of this study was to compare and analyze special teachers' perception on virtual reality based intervention program.(VRIP) for students with disabilities. The survey participants consisted of 364 special teachers who were working in special class or special school. Questionnaires with unfaithful responses were excluded, and a total of 324 questionnaires were analyzed. Data analysis was carried out through independent t-test and ANOVA. According to the results of study, Male special teachers' acceptance intention towards VRIP were higher than female special teachers. Special teachers with educational career within 10 years had more positive awareness than special teachers with educational career above 15 years. Special teachers in middle and high school teachers were higher than special teachers in kindergarten. In the aspects on another factors, special teachers with educational career within 10 years more positive awareness than special teachers with educational career above 15 years. Special teachers in middle and high school teachers were higher than special teachers in kindergarten.

How does the world in the game reveal the end of the century? -Analysis on the method of the representation of the end of the century in the game : With focus on Resident Evil 3, Parasite Eve 2, Silent Hill 3- (게임 속의 세계는 세기말을 어떤 방식으로 드러내는가? -게임 속 세기말의 구현 방식에 관한 분석 : Resident Evil 3, Parasite Eve 2, Silent Hill 3 중심으로-)

  • Ok, Seon Young
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.3-24
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    • 2021
  • This paper deals with on the game's way of embodying the society at the end of the century. Resident Evil, Parasite Eve, and Silent Hill are the targets of the analysis. First, I examine the world view of each game and its own language that conveys its contents. Second, I analyze the specific parts of reality that the three games imitate and the way they are represented. Third, I consider the connection between the real world and the world embodied in the game. Fourth, I suggest the possibility of providing an 'alternative perspective' of game media that reveals the hidden aspects of reality in a way of representation. In conclusion, the image of the game becomes 'the eye' that complements our perspective, captures the hidden aspects of reality, obtains a meaningful part, and even presents its blueprint.

Effect of Virtual Reality Program on Balance for the Elderly in Korea: Systematic Review (한국 노인을 대상으로 한 가상현실 프로그램이 균형에 미치는 효과: 체계적 문헌고찰)

  • Lee, Eun-A;Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.18 no.5
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    • pp.42-53
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    • 2020
  • This study approached the elderly in Korea with a systematic review to find out the effect of virtual reality program arbitration on balance, which the evidence for the virtual reality program is provided. Total of 94 papers were searched through the database Nuri Media (DBpia), Scholarship (earticle), Korean Studies Information (KISS), National Digital Science Library (NDSL), the Korea Educational Research and Information Service (RISS), Kyobo Book Scholar (RISS), and Hakjisa New Thesis on Literature Selection using PRISMA flow-chart from January 2005 to May 2020 based on the final literature selection process and analysis. The quality level of the literature was found to be three volumes (50.0%) of the base level I, one (16.7%) of the II, and two of the III (33.3%). The most common type of virtual reality program was Wii-fit balance of 4 (66.7%), and the effect of virtual reality program arbitration was significant overall through evaluation tools for balance and walking ability. This is expected to effectively apply the virtual reality program to the elderly. In addition, since clinical application basis has been provided, further studies applying various virtual reality program interventions need to be addressed.

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.

Perceptions and Trends of Digital Fashion Technology - A Big Data Analysis - (빅데이터 분석을 이용한 디지털 패션 테크에 대한 인식 연구)

  • Song, Eun-young;Lim, Ho-sun
    • Fashion & Textile Research Journal
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    • v.23 no.3
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    • pp.380-389
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    • 2021
  • This study aimed to reveal the perceptions and trends of digital fashion technology through an informational approach. A big data analysis was conducted after collecting the text shown in a web environment from April 2019 to April 2021. Key words were derived through text mining analysis and network analysis, and the structure of perception of digital fashion technology was identified. Using textoms, we collected 8144 texts after data refinement, conducted a frequency of emergence and central component analysis, and visualized the results with word cloud and N-gram. The frequency of appearance also generated matrices with the top 70 words, and a structural equivalent analysis was performed. The results were presented with network visualizations and dendrograms. Fashion, digital, and technology were the most frequently mentioned topics, and the frequencies of platform, digital transformation, and start-ups were also high. Through clustering, four clusters of marketing were formed using fashion, digital technology, startups, and augmented reality/virtual reality technology. Future research on startups and smart factories with technologies based on stable platforms is needed. The results of this study contribute to increasing the fashion industry's knowledge on digital fashion technology and can be used as a foundational study for the development of research on related topics.

Analysis on Characteristics of Therapeutic Factors of VRAT(Virtual Reality Art Therapy) Contents (가상현실 미술치료 (VRAT) 콘텐츠의 치료적 요인 특성에 대한 분석)

  • Rim, Sung-Ryun
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.1-12
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    • 2022
  • Since the early 20th century, along with the interest and development of alternative psychotherapy, the field of art therapy has also been developed and expanded. In particular, the recent development of technology and the untact era brought about by the COVID-19 Pandemic is accelerating the development of new digital art therapy contents. Among them, the hot interest in virtual reality is raising expectations and questions about the effectiveness of psychotherapy given by new media beyond traditional art therapy. In this study, the characteristics of VRAT (Virtual Reality Art Therapy) content therapeutic factors were investigated through qualitative literature analysis based on the conceptual framework and therapeutic components of ETC (Expressive Therapies Continumm), an integrated art therapy theory. As a result of the study, VRAT contents showed mostly therapeutic factors in the left hemisphere that triggered the user's dynamic, perceptual, and cognitive factors, and the therapeutic factors in the right hemisphere, which focused on sensory, emotional, and symbolic factors, were relatively few. The reason seems to be due to the nature of the experimental stage, the absence of active intervention by the therapist and long-term session composition, and the fear, clumsiness, and unfamiliarity of users about VRAT in addition to the characteristics and technical limitations of the VRAT medium. The limitations of the study include the small number of documents to be analyzed and the insufficient form of current VRAT to be called art therapy. It is expected that the characteristics of the therapeutic factors of VRAT content media and environment derived as a result of this study will be usefully used for the appropriate development of VRAT content in the future.

Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

A Study on the Development of the Project Management System based on Augmented Reality (BIM 데이터를 적용한 증강현실 기반의 건설관리시스템 개발에 관한 연구)

  • An, Ji-Yean;Choi, Jeong-Min;Kwon, Soon-Ho;Song, Doo-Hyung;Ock, Jong-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.3083-3093
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    • 2010
  • The number of Free-Form construction projects are increased by development of 3D parametric modeling technology. The reason of Free-Form Architecture's appearance is advance of digital technology. BIM simulation decision making support is inefficient because it is used in virtual reality. In this study, we developed "AR naviX" which is the digital contents of construction management based on AR for effective decision making support to Free-Form construction project. It reflects construction site by using site picture and video, or Laser scanning data. User feel high reality and is absorbed in augmented reality. So they can reduce the time of decision.