• 제목/요약/키워드: Visual Play

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A Study on Visual Metaphors that appear in the Stage Design of Bob Crowley - Focused on the stage design of 'AIDA' - (밥 크로울리 무대디자인에 나타나는 시각적 은유에 관한 연구 - 뮤지컬 '아이다' 무대디자인을 중심으로 -)

  • Hwang, Su-Yeon;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • 제22권1호
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    • pp.55-63
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    • 2013
  • The main purpose of (the) performing arts is to efficiently communicate the themes and meanings which performances contain under limited time and place to the audience. Stage design should visually express play writer's scripts and director's interpretations of works, amid limitations. Although it is mostly designed metaphorically, in many cases, it is used only as a tool describing the background of performances but fails to effectively convey the true message of scenes to spectators. On the other hand, Bob Crowley has been recognized for his own design presentation skills to win 'Best Scenic Design of a Musical' of Tony Awards for six times and still exerts great influence on the musical and performing arts fields as a set designer. This study analyzes his reading of scripts and visual metaphor expressions, focusing on the musical, 'Aida' where the skills are mostly notable. To that end, we studied the concept of stage arts and theory of visual metaphoric expression to derive the features of his own technique in visual metaphor. Then, the features were applied to each scene of 'Aida' to see how they are displayed on stage. The result shows that Bob Crowley not only describes the background on stage, but also visualizes characters' personality and emotions in scenes. Such method of his expression is a proof to enhanced performance level by maximizing the atmosphere. Considering that a stage design should be based on the capacity of a designer to reinterpret the space with renewed viewpoints, visual metaphoric expression can serve as an effective tool to deliver clear messages to the audience under limited time and space, which is open to various methods of expressions.

A Visual Factor of Blinding of the Non-Penetrating Placebo Needle (비침습성 플라시보 침 맹검의 시각적 요소 평가)

  • Park, Jae-Hyun;Chae, Youn-Byoung;Park, Hi-Joon;Lee, Hye-Jung
    • Korean Journal of Acupuncture
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    • 제25권4호
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    • pp.175-185
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    • 2008
  • Objective : Acupuncture (from the Latin acus, "needle," and pungere, "to prick") is a technique of inserting and manipulating fine needles at specific points on the body. As a placebo acupuncture needle device was developed based on the visual impact of needling, it has been raised that it is useful only when acupuncture points and needling are visible to subjects. To examine the visual factor of the placebo acupuncture, the present study was aimed to compare the blinding index of the verum and placebo acupuncture between masked and unmasked situation. Methods : Thirty-six patients were randomly alloted to be stimulated with a verum or placebo acupuncture in a cross-over design. They were asked to guess a right answer whether they were stimulated with the verum or placebo acupuncture at LI4 in an unmasked or masked situation. The penetrating, pain, and deqi sensations were also measured after the stimulation using modified visual analogue scale. Results : The correct answer rate of the placebo acupuncture was 22.2% and 16.7% in an unmasked and masked situation, respectively (P>0.767). The blinding index of the placebo acupuncture was -0.56 (95%CI -0.84 to -0.27) and -0.67 (95%CI -0.91 to -0.42) in an unmasked and masked situation, respectively. The penetrating and deqi sensation of the verum acupuncture were significantly higher than those of the placebo acupuncture in both unmasked and masked situation. The pain sensation of the verum acupuncture was significantly higher than that of the placebo acupuncture in masked situation, but not in unmasked situation. Conclusion : Blinding of the placebo acupuncture was successful both in the unmasked and masked situation. These finding indicate that visual factor might not play a critical role in blinding of the placebo needle. We suggest that placebo needle would be also useful in a functional magnetic resonance imaging scan even when the subject could not see the placebo needle.

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Effect of Sensory Integration Therapy Combined with Eye Tracker on Sensory Processing and Visual Perception of Children with Developmental Disabilities (아이트래커를 병행한 감각통합치료가 발달장애아동의 감각처리 및 시지각에 미치는 영향)

  • Kwon, So-Hyun;Ahn, Si-Nae
    • The Journal of Korean Academy of Sensory Integration
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    • 제21권3호
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    • pp.39-53
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    • 2023
  • Objective : The purpose was the effect of sensory integration therapy combined with an eye tracker on the sensory processing and visual perception of children with developmental disabilities. Methods : It was a single-subject study with a multiple baseline design between subjects, and the intervention applied sensory integration therapy combined with an eye tracker. Visual-motor speed and saccadic eye movements were assessed at each session of baseline and intervention periods. As pre- and post-evaluation, sensory profile, Korean-Developmental Test of Visual Perception and Trail Making Test were conducted. The results of each session evaluation and pre- and post-evaluation researched the effectiveness of the intervention through visual analysis and trend line analysis. Results : As a result of the evaluation for each session, the slope of the trend line for all children in visual-motor speed and saccadic eye movement increased sharply during the intervention compared to the baseline. As a result of the pre- and post-evaluation, the sensory processing of movement, body position, and visual changed from more than that of peers to a level similar to that of peers. In visual perception, all children's ability of Visual Closure increased. As a result of Trail Making Test conducted to confirm the improvement of children's visual tracking and visual-motor abilities, all children showed a decrease in performance time after the test compared to before. Conclusion : It was confirmed that sensory integration therapy combined with an eye tracker for developmental disabilities has effect on sensory processing and visual perception. It is expected to play an important role clinically as it can stimulate children's interest and motivation in line with recent technological improvements and the spread of smart devices.

Failure detection of indexing drive by vibration measurement

  • Yokoi, Masayuki;Obara, Koichiro;Ohara, Hiromitsu;Nakai, Mikio
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1994년도 Proceedings of the Korea Automatic Control Conference, 9th (KACC) ; Taejeon, Korea; 17-20 Oct. 1994
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    • pp.531-536
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    • 1994
  • Wrapping machines in cigarette factories are equipped with indexing drive units with roller gear cam. At present there are no simple, visual, diagnostic techniques for predicting failure in these nits at an early stage. This paper proposes that failure could be predicted by using either a modified version of kurtosis, or the Wigner distribution method. The nonlinear vibration model proposed in this paper takes into consideration the play between the m and the cam follower, and precisely simulates the actual vibration. Statistics on the variance in play, obtained from the data on time history, call then be used to evaluate the effects of tile mage oil the cam and cam follower.

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Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • 제16권3호
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

An Image Data Compression Algorithm for a Home-Use Digital VCR Using SBC with Block-Adaptive Quantization (SBC와 블럭 적응 양자화를 이용한 가정용 디지탈 VCR 영상 압축 알고리듬)

  • 김주희;서정태;박용철;이제형;윤대희
    • Journal of the Korean Institute of Telematics and Electronics B
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    • 제31B권9호
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    • pp.124-132
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    • 1994
  • An image data compression method for a digital VCR must satisfy special requirements such as high speed playback. various edting capabilities and error concealment to provide immunity to tape dropouts. Taking these requirements requirements into consideration, this paper proposes a new interframe subband coding algorithm for a digital VCR. In the proposed method, continuous input images are fist partitioned into four frequency bands. The lowest frequency subband is coded with 3-D block adaptive quantization that removes the level redundancy within each level. The other higher frequency subbands are coded by an intraframe coding method using the property of the human visual system. To keep reasonable image quality in high speed palyback, a segment forming method in the frequency domaing is also proposed Computer simulation results demonstrate that the proposed algorithm has the potential of achieving virtually lossless compression in normal play and produces an image with less mosaic errors in high speed play.

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The neighborhood size and frequency effect in Korean words (한국어 단어재인에서 나타나는 이웃효과)

  • Kwon You-An;Cho Hye-Suk;Nam Ki-Chun
    • Proceedings of the KSPS conference
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    • 대한음성학회 2006년도 춘계 학술대회 발표논문집
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    • pp.117-120
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    • 2006
  • This paper examined two hypotheses. Firstly, if the first syllable of word play an important role in visual word recognition, it may be the unit of word neighbor. Secondly, if the first syllable is the unit of lexical access, the neighborhood size effect and the neighborhood frequency effect would appear in a lexical decision task and a form primed lexical decision task. We conducted two experiments. Experiment 1 showed that words had large neighbors made a inhibitory effect in the LDT(lexical decision task). Experiment 2 showed the interaction between the neighborhood frequency effectand the word form similarity in the form primed LDT. We concluded that the first syllable in Korean words might be the unit of word neighborhood and play a central role in a lexical access.

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Main Factors of Success in Board Games of Digital Media Age Case Analysis of <모두의 마블 for Kakao> - (디지털미디어시대 보드게임의 성공요인 분석 - <모두의 마블 for Kakao> 사례 분석 -)

  • Yun, Seong-hye;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2017년도 제56차 하계학술대회논문집 25권2호
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    • pp.85-88
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    • 2017
  • In this paper, I analyze the success factors of the mobile game "Marble for Kakao", and propose the factors that should be emphasized when converting the board game to digital. has converted to digital game using board game widely known in Korea. At this time, it differs from the existing , reducing the time required to play the game once, allowing the user to concentrate for a short period of time by giving a visual expression, and to repeatedly play the game several times. It also allows users to experience a variety of maps and character enhancement systems so that they can continue to be interested. Thus, Marble for Kakao has optimized the digital environment, not digitally portraying existing board games.

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Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
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    • 제17권5호
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    • pp.39-50
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    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

Co-evolutionary Design of Team Level Play in Soccer Server

  • Masatoshi Hiramoto;Hidenori Kawamura;Masahito Yamamoto;Keiji Suzuki;Azuma Ohuchi
    • Proceedings of the IEEK Conference
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    • 대한전자공학회 2000년도 ITC-CSCC -2
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    • pp.727-730
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    • 2000
  • Recently, RoboCup soccer simulation has been regarded as a good benchmark problem for multiagent researches. Soccer agents have to make decision based on visual and auditory information, which are sent from the soccer server. In order to develop a strong team, we have to design decision-making process of each player agent. However, it is very difficult for us to design the decision-making processes in detail, because we don't know what actions of each player are effective for the team. In this paper, we attempt to apply co-evolutionary method, which is one type of analogies of evolution, to improve the team play. Agents have hand coded basic skills, which include dribble, shoot, pass etc. Agents already can play autonomously and independently. Individual agent skills are characterized by some parameters. By coevolving teams with these parameters, we obtained relatively interesting teams, in which players behave cooperatively in order to win the soccer game. From some experiments, we discuss what teams are evolved.

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