• Title/Summary/Keyword: communication styles

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Character Motion Generation and Control with Hierarchical Parametric Functions (계층적 매개함수를 이용한 캐릭터 동작 생성 및 제어)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.7
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    • pp.1193-1201
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    • 2008
  • In this paper, we propose a automated techniques for generating the gait animation of humanoid character model required in game applications. The proposed method can generate motion data of various styles with intuitive manipulation, and techniques for editing motion data are also proposed. In addition, we introduce an automated tool for gait animation of character model developed with the proposed method to verify the effectiveness of our method. The proposed method tan be successfully employed in motion authoring tools. In this paper, only the gait animation was considered. However, the proposed method can be applied to various motions and can be utilized as a motion engine that automatically generates proper motion according to the state of the character. The motion engine can express various behavior of the character without requiring motion data base which is usually employed in 3D online games.

A Qualitative Study on the Perceptions and Learning Behavior of Medical Students in Online Classes (의과대학 학생의 온라인 수업에 대한 인식 및 학습행동에 관한 질적 연구)

  • Kang, Yeji;Kim, Do-Hwan
    • Korean Medical Education Review
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    • v.23 no.1
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    • pp.46-55
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    • 2021
  • Since the emergence of coronavirus disease 2019 (COVID-19), medical schools have experienced a sudden, full-scale transition to online classes. As the COVID-19 pandemic continues, it is important to evaluate current educational programs and to assess their implications. This study explored perceptions of online classes and learning behavior among medical students. Twenty preclinical medical students were interviewed in focus groups for 2 months. They generally expressed positive perceptions about online classes, and in particular, positively assessed the ability to lead their individual lifestyles and study in comfortable environments with fewer time and space constraints. Students thought that the online environment provided a fair chance of facilitating positive interactions with the professor and considered communication with the professor to be an important factor only when it was related to the class content or directly helped with their grades and careers. Students also had negative views, such as feeling uncertain when they could not see their peers' learning progress and assess themselves in comparison and feeling social isolation. Learning behaviors have also changed, as students explored their learning styles and adapted to the changed learning environment. Students expanded their learning by using online functions. However, students sometimes abused the online class format by "just playing" the lecture while not paying attention and relying on other students' lecture transcripts to study. The results of this study are hoped to provide a useful foundation for future research on online class-based teaching and learning.

WCTT: Web Crawling System based on HTML Document Formalization (WCTT: HTML 문서 정형화 기반 웹 크롤링 시스템)

  • Kim, Jin-Hwan;Kim, Eun-Gyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.495-502
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    • 2022
  • Web crawler, which is mainly used to collect text on the web today, is difficult to maintain and expand because researchers must implement different collection logic by collection channel after analyzing tags and styles of HTML documents. To solve this problem, the web crawler should be able to collect text by formalizing HTML documents to the same structure. In this paper, we designed and implemented WCTT(Web Crawling system based on Tag path and Text appearance frequency), a web crawling system that collects text with a single collection logic by formalizing HTML documents based on tag path and text appearance frequency. Because WCTT collects texts with the same logic for all collection channels, it is easy to maintain and expand the collection channel. In addition, it provides the preprocessing function that removes stopwords and extracts only nouns for keyword network analysis and so on.

The Chain Hotel Chef's Pygmalion Leadership for Effective Teamwork of Cooks (효과적인 팀워크를 위한 프랜차이즈 호텔 조리장의 피그말리온 리더십)

  • Koo, Dong-Woo;Lee, Sae-Mi;Jang, Hae-Jin
    • The Korean Journal of Franchise Management
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    • v.7 no.1
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    • pp.13-20
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    • 2016
  • Purpose - In the past, the chain hotel chefs only serve food to their customers. However recently, the hotel chefs play a pivotal role in hotel including considering various customer preferences, safety and nutrition of food, and increasing profits through effective human resource management and inventory control. With the change of the chain hotel chef's' roles, pygmalion leadership, one of new leadership styles, focuses on the effect that leader's positive expectation let subordinates have motivation and more engage in work. This study investigates the effect of chain hotel chef's pygmalion leadership on leader trust and organizational trust. Research design, data, and methodology - This study was to investigate the structural relationships among chain hotel restaurant chefs' pygmalion leadership, hotel restaurant cooks' leader trust, organizational trust, and teamwork, and how leader trust and organizational trust play mediating roles in the relationship between pygmalion leadership and teamwork. In this model, pygmalion leadership includes 4 dimensions: Climate, Feedback, Input, and Output. Data were collected using self-administered questionnaire survey on cooks of Deluxe hotel restaurants located in Seoul and Gyonggi-Do. The samples for data analyses were 243 excepting unusable responses. Result - The findings can be summarized as follows: First, climate and feedback had a positive effect on leader trust, respectively. Second, feedback and output had a statistically positive effect on organizational trust, respectively. Third, leader trust had positive effects on organizational trust and teamwork. Fourth, organizational trust had a significant effect on teamwork. Conclusions - As a chain hotel chef treats his/her staffs sincerely, they will be more engaged in work by establishing trust in their leader. Ultimately, it leads to higher sales profit and customer satisfaction. In addition, a hotel can encourage chefs and other staffs to treat each other as if the student-instructor relations, not just commanding staffs. Then, cooks build up their trust to their leader and organization for its sustained growth and development, and the internal bond in organization including teamwork is strengthened. Therefore, to strengthen teamwork and organizational trust, there should be active communication, knowledge sharing, goal sharing, and cooperation between chefs and cooks.

Consideration of Metaphors Appeared on Shaun Tan's 3D Short Animation, (숀 탠 (Shaun Tan)의 3D 애니메이션 에 나타난 은유적 표현에 대한 고찰)

  • Jang, Eun-Young
    • Cartoon and Animation Studies
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    • s.23
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    • pp.1-17
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    • 2011
  • The paper analyzed the metaphoric expressions appeared in whose cinematic quality has been subjectively recognized on the global stage by winning the Oscar for Best Animated Short Film. Many contents and visual effects of the film were expressed with metaphor. Story and sequence were analyzed through the language system-based 'Conceptual Metaphor Analysis Framework'. In addition, characters have been analyzed through the 'Visual Metaphor Analysis Framework'. The framework is to analyze visual dimensions which are derived when concepts are structuredin animation. This paper has attempted to investigate and reveal patterns how animation self-organizes or how animation self-realizes through linguistic objectives. That is, it is to reveal how animation communicates with the audience from the metaphoric perspective among many conventional ones. In an animated film, metaphor is a fundamental means to connect fragmented images, produce a holistic view and therefore induce creative communication with the audience. The essential motive of metaphor which is expressed in various styles in is modern people's feeling of loss and sense of missing something. Train, bottle top, food, lost-and-found center, in-between space and lost items have significance across the movie. According to an analysis, metaphor offers simplicity and freshness as an aesthetic function. In addition, the metaphor expresses lengthy contents and various meanings implicitly, delivering an economic function. With a creative function, metaphor is a tool to generate new meanings. In other words, an animated film is a medium to inspire and move the general public as a means of communication and thinking, not just an entertainment for young generations. After all, metaphoric expressions have been used to deliver diverse and deep meanings in animated films.

A Study of the Similarities between Comic Subtitles on Korean Television and Visual Codes in Comics (커뮤니케이션 메시지의 생산과 수용에 대한 매체기호학적 연구를 위한 제언 : 한국 텔레비전의 자막 사용이 갖는 특성을 중심으로)

  • Ju, Hyeong-Il
    • Korean journal of communication and information
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    • v.15
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    • pp.75-115
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    • 2000
  • In Korea, since the mid 1990s, the subtitles are largely employed on television programs especially on diverting programs like talk shows and game shows. The functions of these subtitles are different from those of the traditional subtitles. The traditional subtitles are used to give credits, explain an action, or represent dialogue, to be brief they are used to give informations. But the new type of subtitles are used to amuse the public. Not only the new subtitles represent words of the guests but also they present opinions or judgements of the program producer. They show also what to give attention to, what the guest feels and finally what to laugh at. These subtitles are very well received by the public. So they are employed more and more frequently by lots of programs. These subtitles will be ratted comic subtitles because their principal function Is to raise a laughter and to make fun. The purpose of this study is to attempt to find some particularities concerning the uses of the comic subtitles on Korean television. The study suggests that the comic subtitles call for the very known social codes because they should be understood clearly by the public. The forms and styles of the codes employed in the comic subtitles are very similar to those used in the comics. Some graphic codes especially developed in the comics are employed with success in the comic subtitles. The comic subtitles are aiming to amuse and provoke a laughter by written text and visual codes usually employed in the comics. But why does the program producer use the comic titles for make the public laugh? Laugh is not a emotional reaction but a act caused by the intellectual judgement. Written text and visual codes employed in the comic subtitles permit to judge the situation intellectually because they give to the public a moment for think about what they treat. They permit the public to see more clearly the situational relations which can provoke a laughter. The comic subtitles constitute now one of the main elements on Korean television. It means that the insertion of writing in the audiovisual media is popular in Korea. The study suggests that there is something in Korean culture which can favours this insertion : in Korea, writing has never been separated from painting. It seems that in Korea, there has been no clear separation between written culture and visual culture. But this point must be approached more carefully and needs profound researches.

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The Social Implication of New Media Art in Forming a Community (공동체 형성에 있어서 뉴미디어아트의 사회적 역할에 대한 고찰)

  • Kim, Hee-Young
    • The Journal of Art Theory & Practice
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    • no.14
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    • pp.87-124
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    • 2012
  • This paper focuses on the social implication of new media art, which has evolved with the advance of technology. To understand the notion of human-computer interactivity in media art, it examines the meaning of "cybernetics" theory invented by Norbert Wiener just after WWII, who provided "control and communication" as central components of his theory of messages. It goes on to investigate the application of cybernetics theory onto art since the 1960s, to which Roy Ascott made a significant contribution by developing telematic art, utilizing the network of telecommunication. This paper underlines the significance of the relationship between human and machine, art and technology in transforming the work of art as a site of communication and experience. The interactivity in new media art transforms the viewer into the user of the work, who is now provided free will to make decisions on his or her action with the work. The artist is no longer a godlike figure who determines the meaning of the work, yet becomes another user of his or her own work, with which to interact. This paper believes that the interaction between man and machine, art and technology can lead to various ways of interaction between humans, thereby restoring a sense of community while liberating humans from conventional limitations on their creativity. This paper considers the development of new media art more than a mere invention of new aesthetic styles employing advanced technology. Rather, new media art provides a critical shift in subverting the modernist autonomy that advocates the medium specificity. New media art envisions a new art, which would embrace impurity into art, allowing the coexistence of autonomy and heteronomy, embracing a technological other, thereby expanding human relations. By enabling the birth of the user in experiencing the work, interactive new media art produces an open arena, in which the user can create the work while communicating with the work and other users. The user now has freedom to visit the work, to take a journey on his or her own, and to make decisions on what to choose and what to do with the work. This paper contends that there is a significant parallel between new media artists' interest in creating new experiences of the art and Jacques Ranci$\grave{e}$re's concept of the aesthetic regime of art. In his argument for eliminating hierarchy in art and for embracing impurity, Ranci$\grave{e}$re provides a vision for art, which is related to life and ultimately reshapes life. Ranci$\grave{e}$re's critique of both formalist modernism and Jean-Francois Lyotard's postmodern view underlines the social implication of new media art practices, which seek to form "the common of a community."

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Success Strategy of Yuhan-Kimberly's Huggies Magic Panty through Product Repositioning (제품 리포지셔닝을 통한 유한킴벌리 <하기스 매직팬티>의 성공전략)

  • Park, Heung Soo;Choi, Sun-Mi;Kang, Seong Ho;Kwon, Gae Eun
    • Asia Marketing Journal
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    • v.11 no.3
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    • pp.185-203
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    • 2009
  • Yuhan Kimberly, a joint-venture company of Korean Yuhan Company and American Kimberly-Clark, opened a premium diaper market in Korea by launching Pull-Ups which was pants-typed diapers in 1993. Pull-Ups was imported as finished goods from Kimberly-Clark. However, in spite of its huge market share in United States, it failed to land down in Korean market because of wrong positioning strategy which did not consider domestic customers' tastes. In 1996, Yuhan-Kimberly brought out a pants-typed diaper, Huggies-Toddler, to Korean market again. This paved the way for the combination of Kimberly-Clark's production power and Yuhan-Kimberly's marketing power and led to launch new product superior to Pull-Ups. However, this product was unsuccessful in the market because of wrong positioning which did not catch domestic customer's life styles such as cultural, environmental and habitual differences in toilet training, the cost increase coming from IMF crisis in Korea, weak trust within the company, weak trust within the company, and too much higher price than regular diapers. In 2005, Yuhan-Kimberly redeveloped new pants market business strategy. It was organically combined with winning product development plan, winning communication strategy and the market structure change through the pants market creation. Customer's habit, usage and attitude were studied with total 55 times market investigations. Also, all processes from planning to designing were executed in the customer's view by investigating product research, positioning research and advertisement research. Yuhan-Kimberly repositioned new product as a wearing diaper not as a toilet training diaper and launched Huggies Magic Panty as a premium product which had 25% higher price than previous Huggies. Huggies Magic Panty was recognized as a great hit product in domestic diaper market and the sales recorded 37.6 bill won in 2006, 57.2 bill won in 2007, and 90 bill won in 2008 since launching in 2005. The reason of Huggies Magic Panty's success was the repositioning strategy deduced from the precise check of customer's usage habit. It was the winning strategy of Huggies that were market investigation in order to survive in domestic baby goods market where a lot of companies struggled intensively, the exact positioning based on its market investigation and aggressive 360 degree communication strategy to give customers impressions efficiently.

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The Use of Interviews in Documentary Films (다큐멘터리에서의 인터뷰 활용 방식 연구)

  • Cho, Hyunjun
    • Trans-
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    • v.7
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    • pp.103-121
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    • 2019
  • In some documentary films, there are interviews, but in some other ones, there aren't any. As for the documentaries with interviews, the director uses talking heads to suggest their own arguments and to have audience agree. It is evident that interviews play a key role since they lead the story of a human-related documentary. Some directors prefer interviews where directors' questions and interviewees' answers are both heard. On the other hand, there a re directors who carry out the story just by using the answers from the interviewees. Then, it becomes crucial that we understand both of these styles and have new perspectives when watching documentary films. Ethics has always been considered one of the most important factors in documentaries and since they are believed to be "true," the influence documentaries have on the society is enormous. However, possibilities of exaggerating or manipulating the "truth" always exist. Therefore, it is important for the audience to identify the intentions of the director. As a matter of fact, there have been countless researches being done, but it is difficult to find studies that discuss the ways interviews are used in documentary films. The two different styles mentioned above do have huge differences in terms of directing methods. Thus, taking a look at differences from diverse angles will help us better understand the essentials of documentary films. This study will take examples from the interviews in Michael Moore's (2002), (2007) and observe how the flow of interviews can change when the voice of the director gets involved. There will also be a close examination of interviews in Kim Ilran and Hong Ji Yoo's (2011), and (2005) directed by Jim Butterworth, Aeron Lubarsky, and Lisa Sleeth, as well as Sebastian Junger and Tim Hetherington's (2010). By a careful review, use of dissolve, cross-cutting, and flashback will be analyzed to show how different editing techniques have an impact on subjective views of the director.

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The Understanding for Acceptance of Kitsch and Vernacular concepts in Product Design (키치와 버내큘러 개념의 제품디자인 수용을 위한 이해)

  • Ryu, Seung-Ho;Moon, Charn
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.199-208
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    • 2005
  • This study analysis if the concepts of kitsch and vernacular remains as cultural elements for product design. Because their function and aesthetic value have vivid possibilities for general product design fields. For the purpose, this study limits its range within post modernism, kitsch, and vernacular, and analyzes their relationships. Against functionalism, post modernism had cultural pluralisms to approach into popular styles, and some of them was amusing design. That post modernism designs stimulated human beings' emotion by decorations or some symbolic forms from specific objects is similar to the symbolism, regionalism, or pluralism of kitsch or vernacular. Kitsch is a free style that is not limited in any specific trends. It is a Meta culture that has influenced into various fields including design, so kitsch does not have a parallel position with a product or design. In product design, kitsch is the behavior and result of imitating existing objects' images. It could have amusement according to which objects are imitated. So if human beings feel amusement by kitsch, it could be same as the direction of post modernism. Kitsch is determined by design atmospheres. They cannot be specified abjectly, and can be different according to people. With symbolism and regionalism, kitsch and vernacular appeared according to people's needs. While kitsch is consumer's tastes-oriented, vernacular is cultural tradition-oriented. Kitsch has symbolism that specifies products' functions or design concepts, and it is a communication method between human being and products. Because vernacular is province-oriented, it has a lot of styles according to regional living environments and cultural differences. So vernacular design reflects continued traditional lifestyles. By restorative memory, regionalism, cultural pluralism, amusement, and symbolism, kitsch and vernacular could be understood the sub or parallel concepts of post modernism. They might be easily miss-understood mixed concepts that have western and national characters. But in kitsch and vernacular concept, modernizing pas by using the pluralism of post modernism should be considered positive. So, the range of the further study is also supposed to be focused on more widened fields to, to establish cultural identification in design.

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