• Title/Summary/Keyword: Visual analysis

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Analysis on Video Image Effect in , China's Performing Arts Work of Cultural Tourism (중국의 문화관광 공연작품 <장한가>에 나타난 영상이미지 효과 분석)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.77-85
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    • 2013
  • This study aims to analyze the effects that video image in Seo-an's , claiming to China's first gigantic historic dance drama, has on the performance; it focuses on investigating which video image is used to accomplish the effects in showing specific themes and materials in . Image is meant by 'reflection of object', such as movie, television, dictionary, etc, with its coverage being extensive. The root of a word, image', is founded on imitary, signifying specifically and mentally visual representation. In other words, video image is considered combination of two synonymous words, 'video' and 'image'. Video is not just comprehension of traditional art genre, like literary value, theatrical qualities, and artistry of scenario, but wholeness as product, integrating original functions of all kinds of art and connecting subtle image creation of human being. The effects of video image represented in are as followings; first, expressive effect of the connotative meaning, reflecting the spirit of the age and its culture. Second, imaginary identification. Third, transformation scene. Fourth, dramatic interest through immersion. Last but not least, visual effect by dint of dimension of performance.

Case Analysis of Regietheater shown in Opera Performance - With a Focus on of Komische Oper Berlin that Uses Animation - (오페라 공연에서 나타나는 레지테아터(Regietheater) 사례 분석 -애니메이션을 활용한 코미셰 오퍼 베를린 <마술피리> 프로덕션을 중심으로-)

  • Lim, Jung-eun;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.1-33
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    • 2018
  • In contemporary performance arts, we can see diverse types of performances that use advanced technology and visual media. It is notable that animation based on narratives and images, is grafted on to performance arts. Cases emerge that introduce animation in opera performances as part of a new stagecraft. Regietheater that turns on directors' interpretation, has been expanded in full scale through major music festivals and theaters through many different attempts to embody. In this state, recently visual media have been actively employed in opera performances. It has led to expansion of time and space along with more attempts. Not least of all, introduction of animation has been conducive to reinforcing functionality of opera performances in many aspects. This study suggests requirements for ideal Regietheater production in opera performances. For this end, the functions of animation strategically used are evaluated through analyzing $Zauberfl{\ddot{o}}te$)> production of Komische Oper Berlin. Through this research, this study is to look deeply into effects created from new and different attempts by grafting animation on to opera performances.

The Marine Safety Judgment Management System for Scientific Investigation and Analysis of Marine Accidents (해양사고의 과학적인 수사 및 분석을 위한 해양안전심판관리 시스템)

  • Kim, Jeong-Rok;Jong, Jae-Yong;Im, Nam-Kyun;Kim, Chol-Seong
    • Proceedings of KOSOMES biannual meeting
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    • 2006.11a
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    • pp.9-13
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    • 2006
  • In the marine accidents judgment, investigation of truth of matters is one of important process to find out the reason of ship collision accidents. In this paper, reproduce system of ship collision accidents using ship manoeuvirng simulator technique will be introduced with which marine accidents can be easily reproduced in visual display at the case of marine accidents trial. In this system if the users select the type of ship and location of accidents, the process of ship collision will be provided in 2D and 3D display. The system also provides environmental visualizationdisplay such as fog whether and day-night view including various view angle that can be helpful to find out the reason of accidents.

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The Effect of Pyroligneous Acid on Turfgrass Growth - The Case of Yong-Pyong Golf Course Green - (목초액의 잔디 생육효과 - 용평 골프 코스 그린을 대상으로 -)

  • 이상재;허근영
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.2
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    • pp.95-104
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    • 2002
  • This study was carried out to investigate the effects of pyroligneous acid on turfgrass growth and to propose usage for sustainable management on Korean golf course green. Each plot was treated with 0, 300, 500, and 800 acid to water solution. On all the plots, turfgrass growth increment and visual quality were measured at fried times. The data were subjected to paired samples t-test and corelation analysis. The summarized results are as follows; 1) Leaf growth increment, density, and root spread depth of turfgrass treated with 1: 500 and 1: 800 diluted pyroligneous acid were significantly superior to the control. Particularly, 1: 500 diluted solution was superior to the others. 2) Color, texture, and uniformity of turfgrass treated with 1: 500 and 1: 800 diluted pyroligneous acid were significantly superior to the control. Especially, 1: 500 diluted solution tended to be superior to the others. 3) There were no symptoms of disease in all plots treated with the diluted pyroligneous acid. 1 500 and 1: 800 diluted pyroligneous acid were not thought to trigger or promote disease. 4) Before and after investigating the effect of pyroligneous acid on turfgrass growth ,the soils were analyzed. In all treatments, the chemical properties of the soils did not change noticeably. The chemical properties of the soils might be not changed by the diluted pyroligneous acid treatments. 5) Considering the results mentioned above, 1: 500 diluted pyroligneous acid was the most effective. Though pyroligneous acid is an organic fertilizer and contains only a little nitrogen and phosphorus, 1: 500 diluted pyroligneous acid promoted turfgrass growth effectively. Thus this use might lead to a reduction in the amount of fertilizers used and result in ecologically responsive management of Korean golf courses.

The Application and Analysis of the Embedded Programming Education Based on UML and LabVIEW OOP (UML과 LabVIEW OOP를 기반으로 한 내장형 프로그래밍 교육의 적용 방안 및 분석)

  • Jung, Deok-Gil;Jung, Min-Po;Cho, Hyuk-Gyu;Lho, Young-Uhg
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.3
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    • pp.708-714
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    • 2015
  • The students who learn the computer languages think it very difficult to program using the text-based programming languages and also to learn the object-oriented programming. Therefore, we introduce the object-oriented visual programming into the programming education. And, to solve the this problem in the programming education, in this paper, we introduce the UML to support the object-oriented modeling and to teach the students using the LabVIEW OOP that supports the object-oriented visual programming. And, we propose to apply it on the embedded programming education. Also, we analyze the educational effect of the proposed education methodology of programming based on the student survey.

Dimensions of Experiential Value: Is it the same across Retail Channels?

  • Jin, Byoung-Ho;Lee, Yong-Ki;Kwon, Soon-Hong
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.4
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    • pp.223-245
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    • 2007
  • Purpose: While empirical importance of dimensionality of perceived value is widely accepted, our understanding of experiential value dimensions in other retail channels and other cultures has not been explicitly tested. This study attempted to determine if the dimensions of experiential value scale (EVS) by Mathwick, Malhotra, and Rigdon (2001) identified in US catalog and Internet contexts could be applied in other international markets (South Korea) and in other retail channels (department store versus Internet shopping mall). Methodology/Approach: Two data sets, one from 220 department store shoppers and the other from 359 Internet shopping mall shoppers, were analyzed. Findings: Confirmatory factor analysis confirmed four different EVS dimensions by retail channels. Overall, entertainment and intrinsic enjoyment values were found to be more important in department store while economic and efficiency value dimensions were interpreted critical in Internet shopping mall context. Visual appeal aspect constitutes distinct value dimension in two channels. Practical Implications: One separate dimension of time efficiency in Internet shopping mall suggests that more efficient web design and functions that can save time and promote convenience are needed to better accommodate their customers. Internet has heavily relied on traditional attributes, such as factual information, price comparability, and brand name reliance. However, this study suggests that Internet shopping mall retailer should offer visual diversion and stimulation just as brick and mortar shopping malls do. Originality /Value of Paper: Although the research findings must be viewed as tentative because the results are from one country, they provide a rich basis for further understanding the dimensions of experiential value in other international markets and other retail channels. Category: Research Paper

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An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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The Design and An Implementation of effective algorithms Effect Based on XNA Game Development Environment (XNA기반 게임 개발의 이펙트 효과 알고리즘 설계 및 구현)

  • Seo, Jeong-Man;Choi, Chang-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.7
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    • pp.37-46
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    • 2014
  • In this paper, by using Visual C # XNA game development application relates to a technique. This paper proposes the design and an implement effective algorithms Effect Based on XNA Game Development Environment. Existing in the development of the game using Directx C++ game developers, game development, it is necessary to position a lot of the source code. Particularly effective effect was much difficulty in the processing section. However, to eliminate this difficulty was proposed in the paper. The possibility of developing the game in XNA-based group. For the superiority of the proposed paper and the comparative analysis of existing games were designed for the development of the game was. The future study will be the design of various effects and events which give more immersive game implementation.

The Effect of Label Design Images on the Intention of Purchase in Convenience Store Lunch Box (편의점 도시락의 라벨 디자인 이미지가 구매의도에 미치는 영향)

  • Kang, Eun-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.493-500
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    • 2020
  • The purpose of this study is to analyze the effect of the visual element of the label design image of premium lunch boxes and general lunch boxes on purchasing intention. As a method of research, the label design images and purchase intentions of premium lunch boxes and general lunch boxes from the nation's leading convenience store brands, Seven Eleven, GS25, and CU, were investigated through a survey, T-verification was conducted based on the measured average value and standard deviation was completed after analysis with SPSS 21. The results of the study showed that the label design of premium lunch boxes was recognized by consumers as a premium image that was a point of differentiation from general lunch boxes, and that the proportion of "quality" and "menu composition" was high, This indicates that convenience store premium lunch boxes could also offer consumers a competitive edge in value that is considered premium other than "price."

Effect of Sensory Feedback Balance Training using Pressure Sensor on the Static Balance of the Elderly (압력센서를 이용한 감각피드백 균형 훈련이 노인의 정적 균형에 미치는 효과)

  • Kwon, Il-Ho;Kim, Ho;Shin, Won-Seob
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.129-136
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    • 2020
  • PURPOSE: This study aimed to determine the most effective feedback condition for static balance in elderly subjects. METHODS: Thirty-eight elderly subjects (12 men and 26 women with a mean age of 77.21 years) participated in this study. They each completed a questionnaire on their general characteristics, excluding personal identification codes. The static balance ability of the participants was evaluated using a Wii Balance Board and the Balancia program (version 2.0). The following three feedback conditions were considered: condition 1 (tactile feedback), condition 2 (visual feedback), and condition 3 (no feedback). One-way repeated-measures analysis of variance was used for the comparisons according to sway length and sway velocity. The statistical significance level was set to α = .05 for all variables. RESULTS: Significant differences in the sway length and sway velocity were observed between the three conditions (p < .05). Significant differences in the sway length were noted in the order of conditions 1, 2, and 3 (p < .05), and significant differences in the sway velocity in the order of conditions 3, 2, and 1 (p < .05). CONCLUSION: Significant differences in static balance ability were observed between the three conditions. In this study, tactile feedback was found to be the most effective feedback for balance training. Owing to aging and impairment of the senses, such as that observed in the tactile receptors, visual receptors, and proprioceptors, it is recommended that elderly subjects participate in balance training.