The Journal of the Convergence on Culture Technology
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제8권6호
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pp.971-978
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2022
As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.
With entering the 21st century, modern people's dark inside and panic are emerging as the talking point on the theater stage. Even in the field of stage costume, the necessity of a research is being demanded through analyzing on psychological anguish and structure of characters. Accordingly, this study aims to allow the stage costume design to be expressed a human being's Doppelg$\ddot{a}$nger Image, which was elicited through analyzing a work of the play titled Le Grand C$\acute{e}$r$\acute{e}$monial by a playwriter Fernando Arrabal, who draws the conflictory and contradictory duplicity, which positions in a human being's deep inside by having chaos as catalyst. A research subject is 'Le Grand C$\acute{e}$r$\acute{e}$monial,' which was staged as the winter performance in commemoration of the 50th anniversary for the foundation of Dept. of Theater, Chung-Ang Univ. in November 2009. Psychology of characters in a play, which varies dimensionally, could be delivered, as nonverbal element called costume, by applying costume design of Cavanoza, Syl, Nice to Doppelg$\ddot{a}$nger Image such as Innocence vs Cruelty, Purity vs Superficiality and Restraint vs Freedom, which were elicited through analyzing characters. Through this study, the costume, which was expressed by visualizing a human being's Doppelg$\ddot{a}$nger Image, could be known to function as important dramatic factor of allowing character's psychology to be understood through costume as well as functioning as visual and sensible language, which is important for communication with the audience. A research on costume design, which reflects a character's complex inside, is expected to be likely continued through in-depth analysis on a playwriter's intention and on the appearing characters at the current point of time when an active research is being performed on stage costume in the wake of this study.
Journal of the Korean Institute of Landscape Architecture
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제52권2호
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pp.39-50
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2024
Color is an essential visual element that has a significant impact on the formation of a city's image and people's perceptions. Quantitative analysis of color in urban environments is a complex process that has been difficult to implement in the past. However, with recent rapid advances in Machine Learning, it has become possible to analyze city colors using photos shared by tourists. This study selected Dali City, a popular tourist destination in China, as a case study. Photos of Dali City shared by tourists were collected, and a method to measure large-scale city colors was explored by combining machine learning techniques. Specifically, the DeepLabv3+ model was first applied to perform a semantic segmentation of tourist sharing photos based on the ADE20k dataset, thereby separating artificial elements in the photos. Next, the K-means clustering algorithm was used to extract colors from the artificial elements in Dali City, and an adjacency matrix was constructed to analyze the correlations between the dominant colors. The research results indicate that the main color of the artificial elements in Dali City has the highest percentage of orange-grey. Furthermore, gray tones are often used in combination with other colors. The results indicated that local ethnic and Buddhist cultures influence the color characteristics of artificial elements in Dali City. This research provides a new method of color analysis, and the results not only help Dali City to shape an urban color image that meets the expectations of tourists but also provide reference materials for future urban color planning in Dali City.
Journal of Information Technology Applications and Management
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제28권3호
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pp.59-75
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2021
This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.
This study aims to study the relationship and narrative structure through types of conscious shown through characters of animation. Regardless of professional knowledge, animation viewers are able to decide sympathy cognitively during watching. There are previous studies examining elements regarding the sympathy felt by viewers, "how much sympathy one feels about the story" conveyed by character is one of the most significant element. "Sympathizing" is reacting to the emotion of character, which does not concentrate on visual phenomenon revealing from appearance and mise en scene, but from "conscious" establishing relationship from behavior and practice. In other words, it starts from in-depth insight regarding the types of conscious and relationship between characters. Therefore, this thesis aims to analyze the types of conscious of main character Simon of Japanese animation which was aired in Korea in 27 episodes, and analyze how it conducted meaning structuralization of relationship with surrounding characters in the growth process of every episode. When analyzing the animation, the study concentrated on analyzing the conscious formation process of character, completeness of relationship and structure rather than the plot or power of delivery of direction, to insist that animation should not only convey humor or fun but secure the in-dept self discernment.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
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제16권5호
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pp.272-278
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2023
Attention, an important element of human cognitive function, is an important cognitive function that focuses only on necessary stimuli from various stimuli through sensory systems. Although various studies have shown that environmental conditions may affect the level of attention, the effect on attention by applying cooling directly to the skin has not been studied much. Differences in attention depending on when and whether cryotherapy was applied during learning and relaxation activities were examined among 36 subjects. The FAIR attention test, a visual attention evaluation tool, was used, and statistical analysis was conducted on the results of the sub-index of FAIR: Performance index, Quality index, and Continuity index. Among participants who performed rest activities, the application of cryotherapy appeared to have no effect on any subindex. Among the participants who performed learning activities, the group that applied pre-cryotherapy (P=469.0, C=435.4)) and the group that applied post-cryotherapy (P=457.4, C=425.4) showed higher Performance index and Continuity index than the group that did not apply cryotherapy (P=335.8, C=301.7). From these results, it can be concluded that cryotherapy maintains the level of alertness and awakens attention, albeit to a limited extent.
Journal of The Korean Association For Science Education
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제43권6호
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pp.563-572
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2023
This study aimed to analyze cases of online class design by pre-service science teachers to identify the teaching strategies employed for online classes. For this purpose, the real-time online class lesson plans of 12 pre-service science teachers, who had experienced education utilizing online teaching tools for a semester, were collected and analyzed. The pre-service science teachers considered all the elements that were essential in traditional face-to-face class designs, including prerequisites, statements of learning objectives, stimulating motivation, teaching and learning methods, wrapping up, teacher-student interaction, and assessment. They devised teaching strategies that could overcome the limitations of online teaching and were not feasible in face-to-face classes for each element. Additionally, they were considering new instructional strategies tailored to the online teaching environment, such as creating a conducive environment for using online teaching tools and strategies related to checking the online teaching environment. However, for statements of learning objectives, stimulating motivation, and wrapping up, most of the pre-service science teachers predominantly utilized teaching strategies from traditional face-to-face classes, especially those involving the presentation of visual materials through online tools. Student-centered approaches were rarely implemented in stimulating motivation or wrapping up. These findings imply that one semester of exposure to the utilization of online teaching tools may be insufficient in teacher education. Thus, there is a need for a continuous and expanded educational program on the utilization of online teaching tools as part of pre-service teacher education.
Journal of the Korean Crystal Growth and Crystal Technology
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제27권4호
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pp.212-219
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2017
To become a person that is suitable to the 'High-Touch' generation where emotion takes over, we can focus on 6 skill including design, story, harmony, empathy, play, and meaning. Among these skills, harmony with design was chosen as the most important skill. Design can be seen as the basic element of all business, but it will be difficult to match the flow of the future Sensibility and intuitive generation with just the modern design that has been made based on reasonable and objective information and knowledge. This study suggests system and standardization of Sensibility surface processing design that satisfies great quality, attractive quality and Sensibility quality by applying surface processing design of product and Sensibility cognitive factors felt by the consumer by setting differentiated strategy and CMF (Color, Material, Finishing) understanding along with the importance of design materials in primary aspect. By considering the efficacy/characteristic of new surface processing characteristic/differentiation/possibility of implementation according to setting direction of differentiated CMF strategy per type of parts applied to the product, visual surface processing sample was implemented. Through this, it is expected that practical communication connected tool and Sensibility surface processing design's strategic access framework can be applied by understanding and sharing comprehensive elements such as target product, part type, applied material, applied surface processing, surface color, surface texture, and implementing feeling to environments such as designers, CMF designers, surface processing experts, and engineers in IT, electronics, and other areas. when developing a product.
Kim, Dong Sik;Hwang, Min Sik;Lee, Hyun Seok;Kim, Yong Hee;Yun, Tae Soo
Smart Media Journal
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제4권4호
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pp.120-129
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2015
Explosion effect on CG (Computer Graphic) a visual effect on which a higher degree of technological difficulty is required with a variety of effect elements such as Fire, Smoke, Flame, Dust, Debris, etc. integrated on it. As skills for CG software have been advanced, solutions loaded with functions of various fluid simulation have been developed. So more realistic special effects came to be available. However, in Korea, it depends just on CG program functions. Besides, enough R&D's concerned have not been followed up. Accordingly, this study is aimed at offering a production method that may effectively implement more realistic explosion effects under experimentations. To begin with, the study derives problems through a precedent study of the implementation of existing explosion effects. Then to solve them, experimental studies are performed depending on four solutions. There are accesses to the four solutions: first, Numerous Turbulent Flow, a method to allow an attribute of turbulent air in the stage of fluid simulation; second, Cache Retiming Solution produced in script; third, Multiple Volume Container based on cached data; and fourth, RGB Lighting Pipeline, a method to enhance the completion of the result from the stage of composition. Characteristics of effects applied in each stage and consecutive connections of them proved the effective implementation of more realistic explosion effects. This study may not only suppose the production method for efficient explosion effects differentiated from the previous ones but also be utilized as basic data for relevant researches.
As we cannot think of our lives without a nation, it is closely related to almost every part of our daily lives. The role of government is becoming more important in the complex modern society as an essential element of national authority even though the government has indirect and secondary characteristics in its functional performance. Therefore, the government has to be efficient in planning and executing its policies, and it needs to be representative and fair as part of a national authoritative community. In the 21st century when symbolic and cultural importance of images are becoming more important, it is crucial for the government organizations to have an integrated identity design system that can satisfy both of these requirements of the government. However, the C.I.(Corporate Identity) of each Korean administrative branch has been developed separately and sporadically, which resulted in lack of consistency as part of the government. Shape and material of their C.I.s that follow short term design trend and popularity also lack uniqueness which can be distinguished from those of any private corporation. This may show that our government lacks systematic administrative capability, since image of a feature represents its characteristics and reality, and their recognition and evaluation from others become identity of the feature. In this perspective, the purpose of this thesis is to suggest an identity design system that has certain rules and regularity with wide variety of possible alterations for the central administration in Korea. In order to represent this visually, identity design system with both integrity and variety of possible alteration is created based on traditional Korean culture, especially the concept of Umyang-ohaeng and Samjae.
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