• Title/Summary/Keyword: Work reality

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Multiplification of the Reality in Contemporary Sculpture (현대조각에 있어서 실재의 다중화)

  • You, Jae-Heung
    • Journal of Science of Art and Design
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    • v.12
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    • pp.65-96
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    • 2007
  • Today, the modern art is extremely diverse. It is denying its own boundary through chaos, extreme, abjection. In fact the diversity of the modern art can be best described as questioning and challenging to the essence of the reality, rather than the artistic pursuit of the beauties. The pursuit of the reality has been a long lasting discourse since the ancient. Through the history, the reality (referent) and representation (image) has been complementing and disposing each other in a relationship of a meaningful construction until the modern times. The limit of modernistic self-reference and the emergence of the figure leads to the emergence of Post-modernism in a trend of experimenting new visual arts. The return to the figure is clearly distinguished from existing representation's system and it brought new meanings to approaches and interpretations of the reality. In the case of Pop arts of 1960's and the following the modern sculptures, which is covered by this thesis, I put an emphasis on the diversification of those via changed strategies on the reality. In a situation where the reality is dictated by signified, the modern arts can no longer stay on a classic concept of representation, rather it pursuits new system and diverse strategies. I provide three types of strategic characters of the reality and the diversification of reality: the transition of the reality. These three types can be used as a frame work, which is supporting new aspects of the modern arts in reflecting on existing system. Therefore, the reason of categorizing is to distinguish modernistic arts and post modernistic arts, and to propose new post-modernistic discourses. Adapting J.F, Lyotard's view, absence is used to trace down the diversification of the reality thorough the sublime on the deconstruction of the mega discourses and the relationship of representation. Based on H. Faster's theory of the appropriation, the appropriation is used to exemplify the strategies of visual arts are in variations and being delayed. Lastly, in the transition, J. Baudrilliard's simulacre is used in terms of the concept of post modernistic representation. Based on the core of his theories, the deconstruction of existing concepts and simulation as the post modernistic representation, and the world of hyperreality based on simulacre are explained. These allows us to deny that representation is the expression of reality through mimesis. My aim is to work on the definition of the arts and representation in the modern era, and go further from there in order to clarify meaning and extension of the modern sculptures. Now two artists are reviewed based on their own art works: George Seagal; Jeff Koons. They are selected among numerous artists from the Post Modern era. Epic contents and emphasis on daily life of Seagal's works show good examples to artists from Pop Arts and following time period and may have served as a start point for Postmodernism. Indeed, he tried to show a newly defined relationship between art works and daily life experience. On the other hand, J.Koons used the strategies of fabrication and appropriation, which shows characteristics of the postmodernism. Through his four individual exhibitions, he shows the diversification of the reality based on art works as fetishistic merchandises, and newly defined concept of Ready-made since M Duchamp. Lastly, the diversification of the reality is analyzed again in context of my art works. I focused on the return to the figure among a variety of trends of late 20 th century modern sculpture. It showed the post modernistic point of view on the reality. Post modernistic diversified strategies are adopted as a method of distinguishing each art works via the diversification of the reality. This is the result of contemporary social and cultural situations.

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Study on Virtual Reality (VR) Operating System Prototype (가상환경(VR) 운영체제 프로토타입 연구)

  • Kim, Eunsol;Kim, Jiyeon;Yoo, Eunjin;Park, Taejung
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.87-94
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    • 2017
  • This paper presents a prototype for virtual reality operating system (VR OS) concept with head mount display (HMD) and hand gesture recognition technology based on game engine (Unity3D). We have designed and implemented simple multitasking thread mechanism constructed on the realtime environment provided by Unity3D game engine. Our virtual reality operating system receives user input from the hand gesture recognition device (Leap Motion) to simulate mouse and keyboard and provides output via head mount display (Oculus Rift DK2). As a result, our system provides users with more broad and immersive work environment by implementing 360 degree work space.

A Virtual Reality Molecular Modeling System for Synchronous and Asynchronous Remote Collaboration (동기식 및 비동기식 원격 협업을 위한 가상현실 기반의 분자 모델링 시스템 -가상현실 기반의 분자 도킹 프로세스 및 구조 결정학 시뮬레이션 협업 시스템-)

  • Lee, Jun;Kim, Hyung-Seok;Kang, Lin-Woo;Kim, Jee-In
    • Journal of the HCI Society of Korea
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    • v.4 no.1
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    • pp.17-27
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    • 2009
  • A computer supported cooperative work(CSCW) system is a collaboration system, which enables cooperative works among various participants through the Internet. A collaborative virtual reality environment(CRVE) can be used in scientific research and cultural research because it can provide users with virtual experiences of three dimensional molecular models in cyberspace. However, general CVRE systems are only focused on synchronous collaborations. We propose a remote collaboration system, which provides synchronous and asynchronous cooperation in collaborative virtual reality environment. The proposed system can be applied to bioscience experiments such as molecular docking process, and crystallography simulation. The proposed system is evaluated in performance comparison with previous approaches.

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A Study of Intention to Stay, Reality Shock, and Resilience among New Graduate Nurse (신규간호사의 재직의도와 현실충격 및 극복력)

  • Kim, Soyoung;Hyun, Myung-Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.320-329
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    • 2022
  • The purpose of this study was to identify factors influencing intention to stay among new graduate nurses. The participants were 127 new graduate nurses working at A University hospital in Gyeonggi Province. Data were analyzed by descriptive statistics, independent t-test, one-way ANOVA, Pearson's correlation coefficient, and multiple regression. The results showed that job satisfaction, reality shock, working period, and resilience were significant predictors of intention to stay and explained for 44.2% of the variance in intention to stay. The findings of this study suggest that interventions focusing on reducing the reality shock through pre-experiences or trainings in clinical situations and enhancing the resilience are needed to improve intention to stay for the new graduate nurses. Also it is necessary to establish a support system and work environment to improve nursing job satisfaction, and a long-term education program of more than 6 months is needed to help new nurses adapt to work.

An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement (증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로)

  • Sae Roan Kim;Eun Jin Won;Hyung Gi Kim;Pil Jung Yun
    • Journal of Information Technology Services
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    • v.22 no.4
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    • pp.141-157
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    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

The Metonymic Realism of the 2014 Venice Biennale of Architecture (2014 베니스 비엔날레 건축전에 나타난 환유적 리얼리즘)

  • Park, YoungTae
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.13-23
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    • 2016
  • 2014 Venice Biennale of Architecture, presented by general director Rem Koolhaas, has shown the distinct difference between his present displays and past displays. Under the theme of FUNDAMENTALS and ABSORBING MODERNITY, Rem Koolhaas has developed his own unique way which is a research-oriented display technique to explain the difference at the exhibition. The purpose of this study is to define a research-oriented display technique as realism rhetoric for the opened dialectic and identify its aspect of a methodic approach. This report investigated not only Rem Koolhaas's thought and theoretical approach through his work but also the comparison of between his present and past displays. His display is based on the constellation of Central Pavilion, National Pavilions, and Arsenale display and reflected the reality of architecture in self-deception through the metonymical interaction of various facts and records. Rem Koolhaas called it the composition of contradiction. In his work, the spatial situation which is the present has been made with the intervention of historical events and has revived the reality of architecture. Also, the present is a montage of the strict control of architecture, the isolation from the architecture itself, and the autonomic communication with other fields. Finally, as a result of his work, Rem Koolhaas has shown that his display is not the end of phase but a phase of creation.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
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    • v.4A no.4
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    • pp.171-177
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    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

Development of Parameter-based 3D Object Generation System by Using Virtual Reality for Construction Project Design Phase (가상현실을 이용한 건설공사 설계단계의 파라미터기반 3D객체 생성체계 구축방안)

  • Kang, Leen-Seok;Kwon, Jung-Hui;Moon, Jin-Seok;Moon, Hyoun-Seok;Gi, Sang-Bok
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.108-113
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    • 2008
  • Virtual construction (VC) system enables project manager to visually check mistakes in design materials by using virtual reality technology. In using VC system, to make 3D object by each construction element is still tedious work. This study suggests an improved method to make 3D object by using parameter-based 3D generation function. The IDEFO model to organize the process for the function. A VC system by this function was developed in this study and the function was verified by a bridge project in this system.

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Priority Analysis for Development of Virtual Reality Contents to Improve Building Construction Education (건축시공 교육 개선을 위한 가상현실 컨텐츠 개발 우선순위 도출)

  • Kang, Seo-Kyoung;Kang, Goune;Cho, Hunhee;Kang, Kyung-In;Kang, Minshik
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2015.11a
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    • pp.93-94
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    • 2015
  • Building construction education requires training and experience. While there have been many means of education, virtual reality (VR) can be applied as a complement for building construction education. Considering the characteristics of building construction education, interactive content based on VR technology is expected to raise the effectiveness of traditional education. This research conducted a survey to examine the applicability of VR technology to building construction education and provided basic information by prioritizing work types for educational content.

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Immersive Multichannel Display for Virtual Reality (가상현실을 위한 몰입형 멀티채널 디스플레이)

  • Kim, Sang Youn;Im, Sung Min;Kim, Do Yoon;Lee, Jae Hyub
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.131-139
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    • 2010
  • Virtual reality(VR) technology allows users to experience the same sensation as if they look and feel real objects, and furthermore it enables users to experience phenomena in virtual environment which are difficult to illustrate in real world. A multichannel display is one of the virtual reality systems for generating high-quality images and guaranteeing a wide view angle using multiple projectors. In this work, we present the multichannel display system whose resolution is $4096{\times}1536$. We implement an automatic calibration (geometric and color) method for compensating the distorted image and color. The results clearly show the proposed system provides continuous and smooth images.