• Title/Summary/Keyword: analysis of metaphor

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A Comparative Study on the Expression of the Traditionality in Hotel Guest Room Design - Focused on the Asian Top Grade Hotels - (호텔 객실에서의 전통성 표현에 관한 연구 - 국내외 특급호텔 사례분석을 중심으로 -)

  • Song, Kyu Man;Lee, Ji Young
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.197-206
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    • 2012
  • This study focuses on comparative study of the representation of 'traditionality' in Asian hotel guest rooms. Hotel can be a concentration of the country's culture and tradition and provide unique experience to guests through its space, decoration, and material. However, most hotels in Korea are lack of a strong identity based on the Korean culture and tradition, due to adoptation of the western hotel styles without any criticism. The purpose of this study was to investigate the expression methods of the traditionality in Asian hotel guest rooms to provide design guideline to enhance identity of hotel guest rooms in Korea. Through analysis of the previous researches, criteria of the three design application methods and the five design elements were defined to analyze the representation of the traditonality. Design application methods were categorized as "Original form", "Partial adoption", and "Metaphor". Five design elements include "Shape", "Material", "Color", "Object", and "Pattern". Thirty nine Asian hotels containing the traditional design elements were explored in the study. In result, design application methods in Korea used all three methods equally, while other Asian countries used mainly the Partial adoption and Metaphor methods to express their traditions rather than the Original form method. All five deign elements were mostly used in case of the Original form methods, and two or three elements among five elements were used for the Partial adoption and Metaphor methods. The traditional representation of hotel guest rooms in Korea, reflecting current thinking, living pattern and culture, will be a solution for the new hotel design as well as elevation of Korea's status to a higher level.

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A study on Dufu's Poem on Thing in Chengdu(成都) period (杜甫(두보)의 成都時期(성도시기) 詠物詩(영물시) 考(고))

  • 정호준
    • Journal of Sinology and China Studies
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    • v.76
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    • pp.135-162
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    • 2018
  • Dufu has left about 67 poems on thing in his lifetime, and not only has a large number of his works, but also achieved remarkable accomplishments in both thought and artistic skill. In this paper, I focused on the contents and characteristics contained in the Dufu's poem on thing made by staying in the Chengdu. The purpose of this analysis was to think that after the Qinzhou(秦州) period, the style of the duo changed, and that it was possible to see how this was reflected in the Chengdu(成都) period, and that it would later serve as a bridge to the creation of the Kuizhou(夔州) period it is. I also want to examine how the spirit of the patriotism of Dufu, which was directly revealed in the previous period, was expressed implicitly through the method of metaphor in this period. The change of material did not bring about a fundamental change in his feelings like reality awareness, rather, it can be said that the depth has been added by revealing his thoughts figuratively through these things. Another characteristic of poem on thing at this time is that it is made of materials such as cuckoo, stalagmite, and stone rhinoceros. Through his works based on these materials, he reveals the unreasonableness and disadvantages of the real society with a strong touch, showing the capacity of a poet who is excellent in the operation of metaphor.

Deduction of Humanistic Metaphor based on Searching, Participation, Sharing and Analysis of Wearable Device (웨어러블 디바이스의 검색, 참여, 공유, 분석을 통한 인문학적 메타포 도출)

  • Lee, Won-Tae;Kang, Jang-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.125-130
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    • 2014
  • According to the lunching of Google glass, the interest for wearable computer is increasing. This paper is about how to apply humanity or humanist metaphor to the development and application of wearable computer. Humanity is consisted of dream, imagination and desire of human mind. However the software development methodology and application design of engineering part are consisted of the logical language and also they are testable. In this paper the different academics are combined and researched to develop the human-friendly application which are the design of humanities-applying wearable computer and the service scenarios. This paper shows the specific examples of services to search, share and analyze the information with wearable computer also presents what kinds of humanistic metaphor is able to apply in this process.

Large scale interactive display system for touch interaction in stereopsis (입체 영상에서 터치 인터랙션을 위한 대규모 인터랙티브 디스플레이 시스템)

  • Kang, Maeng-Kwan;Kim, Jung-Hoon;Jo, Sung-Hyun;Joo, Woo-Suck;Yoon, Tae-Soo;Lee, Dong-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.252-255
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    • 2010
  • In this thesis, it suggests large scale interactive display system which is able to various touch interaction and bases on infrared LED BAR and using 3D. Interaction layer formed on space from screen which is able to feel 3D using suggested IR LED BAR. It gets the image in real time what is composed in interaction section using infrared camera with band pass filter. The image finds touch interaction coordinate through image processing module and saves as packet. It send packet to server through network data communication. It analyze packet by metaphor analysis module and save as metaphor event and send it to contents. On contents, it practices to metaphor event result in real time so it makes use touch interaction in stereopsis. According to this process, it does not need touch the screen at firsthand but it is possible system and touch interaction so touch interaction is possible while use 3D.

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Meanings of Culture and Art Education for People with Disabilities Recognized by Practitioners of Culture and Art Education at the Community Centers for People with Disabilities : Focused on the Analysis of Metaphor (장애인복지관 문화예술교육 담당자가 인식하는 장애인 문화예술교육의 의미 : 메타포(Metaphor)분석을 중심으로)

  • 장오선;김려원;전병운
    • The Journal of Special Children Education
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    • v.21 no.4
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    • pp.43-68
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    • 2019
  • Purpose: This study aims to review the meanings of art education programs for people with disabilities through metaphors induced from practitioners of culture and art education programs at the community centers for people with disabilities. Method: To that end, 167 practitioners in charge of culture and art education programs for people with disabilities at the community centers were selected and data for metaphors were collected. Of it, Metaphors from a total of 141 practitioners, excluding those from 26 that failed to meet the standards, were selected and an analysis of the metaphors was carried out. Results: First, the analysis of meanings of the practitioners showed that they recognized the foundations of culture and art education for people with disabilities as the five categories: its reason of existence, direction to be pursued, approaches, medium for successful culture and art education for people with disabilities, and grounds for culture and art education for people with disabilities. Next, the analysis of the types of metaphors of the practitioners proved that they could be divided into ten: emotional happiness, equal enjoyment, social participation, improvement of self-esteem, communication and empathy, doing together, education through fun learning, education requiring hidden effort, ensuring the right of freedom, and acknowledgement of diversity. Conclusion: Based on the study results, discussion on a direction of culture and art education in lifelong education for people with disabilities has been held.

A Study on the Typological Interpretation of Korean Traditional Space in terms of Text Hermeneutics - Focusing on Hjelmslev's Structuralism and Lacan's unconscious structure for contemporary Application - (텍스트해석학적 관점에서 한국전통공간의 유형해석에 관한 연구 - 현대적 디자인 적용을 위한 옐름슬레우의 구조주의 이론과 라캉의 무의식적 구조를 중심으로 -)

  • Park Kyung-Ae
    • Korean Institute of Interior Design Journal
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    • v.15 no.4 s.57
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    • pp.64-72
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    • 2006
  • The purpose of this study is to interpret Korean traditional space as text on the basis of Structuralism. The process of this study is illustrated as follows: At first, this research contains basic concepts and theories of Structuralism and discusses the possibilities of typological approaches in Korean traditional space interpretation. Secondly, As typological structure of traditional space, spacial and visual expressive characteristics in traditional residential space based on traditional thoughts of Koreans formed with inherent consciousness are considered with Hjelmslev's Structuralism and Wonhyo's Whajaeng theory. Finally, This study tries conceptual analysis based on Lacan's Metaphor and Metonymy emerged from unconscious mechanisms about interpretation and induction of the traditional spacial structure for contemporary Application. Structure is a group of elements forming a covariant ensemble. From this point of view, this study validates that texts are understood when methods that bring back to the creative processes and intentions are found by Text Hermeneutics.

Ratiocination for evaluation of mental image -Evaluation leafing to characteristic position of associate image and product elements- (Mental Image의 평가를 위한 추론 -연상이미지에 의한 제품평가를 중심으로-)

  • 송창호
    • Archives of design research
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    • v.16 no.3
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    • pp.59-70
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    • 2003
  • The consumer's feelings toward products is each evaluated and appears in different way that is to say there are various types of motives for deciding a purchase for example, there might be an interesting function and emotional reaction. How is the product image that induces motives like this metaphorized and evaluated to be existing in the mental image. This study inquired into, it by presenting problems conscious of both sides indicated above, the major points associated with image of the product, characteristic positions of product elements and evaluation of the product. To draw out a clear conclusion, first three hypotheses were established and case a study was performed as part of conclusive research for verification of this. The collected data was made, by simple tabulation to represent the overall flow, and based on this, concrete analysis was conducted on the three reserch items. The analysis method weighted on quantitative analysis with consideration to consumer's psychological aspect. As the result, three important conclusions could be drawn out or ratiocination for evaluation of mental image formation.

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A Study on Programming Concepts of Programming Education Experts through Delphi and Conceptual Metaphor Analysis

  • Kim, Dong-Man;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.277-286
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    • 2020
  • In this paper, we propose a new educational approach to help learners form concepts by identifying the properties of programming concepts targeting a group of experts in programming education. Therefore, we confirmed the typical properties of concepts by programming education experts for programming learning elements through conceptual metaphor analysis, which is a qualitative research method, and confirmed the validity through the delphi method. As a result of this study, we identified 17 typical properties of programming concepts that learners should form in programming education. The conclusions of this study are that need to compose the educational content more specifically for the conceptualization of learners' programming as follows: 1)the concept of a variable is to understand how to store data, how to set a name, what an address has, how to change a value, various types of variables, and the meaning of the size of a variable, 2)the concept of operator is to understand how to operate the four rules, how to deal with it logically, how to connect according to priority, meaning of operation symbols, and how to compare, 3)the concept of the control structure is to understand how to control the execution flow, how to make a logical judgment, how to set an execution rule, meaning of sequential execution, and how to repeat executing.

Metaphor Analysis on Block Play of Day Care Center Teachers (어린이집 교사의 쌓기놀이에 대한 은유 분석)

  • Lee, Jin-Hee;Lim, Jin-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.287-295
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    • 2020
  • The purpose of this study is to find out the tendency and meaning of metaphors for block play. For this purpose, responses from 165 teachers in J area day care centers were collected using sentence completion metaphors. Collected data were analyzed through a categorization process using a qualitative research method based on previous research into metaphor analysis. From the results, first, block play trends from the metaphors were classified into two categories: content of block play, and characteristics of block play. The frequency in the order for Building Value of Play was higher. For the content of block play, composition had the highest frequency for trait of block play, and the basis of growth and development had the highest frequency in the Value of Block Play category. Second, the meanings of block play metaphors are composing, expressing, imagining, pleasure, freedom, and value of block play under Category Play, which was recognized as the basis of development, emotional development, social development, and creativity. Based on the results of the study, the value and role of block play in early childhood teacher education and in-service education should be further emphasized.

Characteristics of the Mobility with Figurative Approach in Location based Games (위치기반게임의 이동성 반영 구조에 관한 문채적 접근: <패러랠 킹덤(Parallel Kingdom)>을 중심으로)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.33-42
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    • 2015
  • This study analyzes location based game focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings, structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.