• Title/Summary/Keyword: digital Humanities

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A Study on Information Users' Needs and Information Seeking Behavior of Doctoral Researchers in Digital Age (디지털 환경에서 학술연구자들의 정보요구 및 이용행태에 관한 연구 - 인문사회분야와 과학기술분야의 비교를 중심으로 -)

  • Kim, Jeong-Hwan;Kim, Jay-Hoon;Hwang, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.42 no.3
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    • pp.189-208
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    • 2011
  • In the digital environment where the Internet and IT change rapidly, researchers have utilized scientific information by relying on more complex and various media than before. This study performed a group interview with thirteen questions derived from five categories in order to understand information needs and information seeking behaviors of Korean doctoral researchers in this information environment. The five categories are (1) identifying information resource usage pattern, (2) attitude towards information resources and reasons for use, (3) IT skills and information literacy, (4) physical library use vs electronic access, and (5) attitudes toward the digital library. In particular, this study focused on analyzing similarities and differences of two groups of researchers selected equally in the humanities and social sciences and in science and technology by doing the interview. The research showed that there are no differences in the goal of using scientific information, information literacy, the ratio of using written materials to electronic resources, and routes of acquiring research ideas or knowledge, but there are differences in materials used for studies or researches and in favorite scientific portal sites.

A Study on the Measurement of Respiratory Rate Using Image Alignment and Statistical Pattern Classification (영상 정합 및 통계학적 패턴 분류를 이용한 호흡률 측정에 관한 연구)

  • Moon, Sujin;Lee, Eui Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.10
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    • pp.63-70
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    • 2018
  • Biomedical signal measurement technology using images has been developed, and researches on respiration signal measurement technology for maintaining life have been continuously carried out. The existing technology measured respiratory signals through a thermal imaging camera that measures heat emitted from a person's body. In addition, research was conducted to measure respiration rate by analyzing human chest movement in real time. However, the image processing using the infrared thermal image may be difficult to detect the respiratory organ due to the external environmental factors (temperature change, noise, etc.), and thus the accuracy of the measurement of the respiration rate is low.In this study, the images were acquired using visible light and infrared thermal camera to enhance the area of the respiratory tract. Then, based on the two images, features of the respiratory tract region are extracted through processes such as face recognition and image matching. The pattern of the respiratory signal is classified through the k-nearest neighbor classifier, which is one of the statistical classification methods. The respiration rate was calculated according to the characteristics of the classified patterns and the possibility of breathing rate measurement was verified by analyzing the measured respiration rate with the actual respiration rate.

Gamification Analysis method proposal of Screen Sports (스크린 스포츠의 게이미피케이션 분석방법 제안)

  • Kil, Youngik;Ko, Ilju;Oh, Kyoungsu;Bang, Green
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.369-383
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    • 2018
  • In this paper, suggests a gamification analysis method applied to screen sports. The analysis method is through the process of comparison, collection and application. In the process of comparison, compare the characteristics of actual sports and screen sports and Data collection to complement the differences derived from the comparison process is done during the collection process. Process of application is verify for application status of Gamification. and analyzed of screen golf and screen baseball. The result shows that screen golf couldn't apply walking exercise in the comparison process, and screen baseball couldn't apply exercise elements except batting. During the collection process, driving distance and swing data were used for screen golf, and driving distance, batting average and RBI (runs batted in) data were used for screen baseball. Lastly, it was revealed during the application process that both screen golf and screen baseball provide data to users by using reward, competition and Self-expression elements of gamification. The analysis methods presented in this study can be a method to analyze screen sports, and are expected to be appropriate methods to make screen sports.

3D Digital Restoration of Koguryo Ceremonial Flag "Jeol" (고구려 의장기 절(節)의 3D 디지털 복원)

  • KONG, Jeonyoung;KONG, Seokkoo
    • Korean Journal of Heritage: History & Science
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    • v.55 no.3
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    • pp.6-20
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    • 2022
  • The restoration of cultural heritage materials is an important research theme. This study improved the existing cultural heritage restoration method and attempted to establish a restoration system for cultural heritage data based on historical documents and visual materials. Recognizing the limitations of existing studies, this paper attempted to restore cultural heritage data through interdisciplinary research. In addition, 3D restoration was carried out after restoration in 2D form based on literature documents rather than existing visual sources. The object of restoration that was selected was "Jeol," which represents the power of the king of Koguryo. Koguryo's Jeol is a type of flag. Jeol appears in the mural in Anak Tomb No. 3. Rather than using only photographic materials of murals, the restoration was carried out through cross-validation of literature data and materials on archaeological art history. This is important in that the restoration carried out in this study is an accurate restoration with a historical understanding based on the literature of the relevant cultural heritage. In this study, a restoration process based on historical records was established. A 3D restoration process was performed by adding and applying visual materials after the object was first shaped based on the literature data. Restoration based on literature and visual materials was carried out based on interdisciplinary research. Therefore, this study aims to build a digital restoration system for cultural heritages and to contribute to spreading the 3D digital restoration research of cultural heritages that can be applied to various platforms.

Literary Research Using Digital Analysis Tools: A Case Study of 『Dangerous Liaisons』 ('디지털 분석 도구를 활용한 문학 연구 : 라클로의 『위험한 관계Les liaisons dangereuses』를 중심으로)

  • RYU Sun-Jung;YOU Eun-Soon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.173-180
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    • 2024
  • We This study aimed to quantitatively analyze the theme of 'libertinage' and the associated issues of reason and emotion in 『Dangerous Liaisons』, a novel considered a masterpiece of libertine literature and an epistolary novel of the 18th century, using digital analysis tools. First, based on the frequency analysis of word usage using Voyant and LIWC 22, we confirmed that libertinage is manifested with keywords such as 'love' and 'time'. With Voyant's 'Contexts' feature, it was found that the letters sent by Valmont to Madame de Tourvel and those sent by Madame de Merteuil both have 'love' as the central theme. However, emotional vocabulary was higher in the former, whereas strategic vocabulary was more prevalent in the latter. Additionally, it was observed that the most frequently used word in the letters sent by Madame de Merteuil is 'time', with a higher frequency than 'love'. Thirdly, using LIWC 22, we measured the analytical thinking and emotional tone of the letters exchanged by the main characters, and analyzed how these values changed according to the chapters. Through these analyses, we confirmed that this novel, alongside Rousseau's "New Eloise," anticipates romanticism by embracing the theme of 'emotion,' which was rejected by 18th-century Enlightenment ideals.

Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.75-86
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    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.

A Study on the Academic vocabulary Education for Content-Based Korean Language Education: A Basic Study for Online Dictionary Development

  • Hwang, Shung-eun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.67-74
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    • 2020
  • In this paper, we proposes to develop an online academic vocabulary dictionary as a way of educating academic vocabulary for content-oriented Korean language education. Various academic languages exist in the content-based Korean language teaching materials they encounter when studying at university. You cannot understand or produce academic text without knowing the academic vocabulary. Therefore, one of the tasks of Korean language education has become to improve educational efficiency by preparing a method for academic vocabulary education that is most suitable for them in consideration of their own. Prior to the development of the online academic vocabulary dictionary, the institute conducted a basic study on how the content should be contained in the online dictionary. Online academic vocabulary dictionaries allow students to naturally link their limited education into and out of the classroom, thereby overcoming the limitations of vocabulary education at the educational scene and maximizing their educational effectiveness.

A Qualitative Study on Experiences of Internet Use in Their Daily Lives and Its Meaning among Older Adults (노인의 일상생활에서의 인터넷 활용 경험과 그 의미에 관한 질적 연구)

  • Kwon, Jung-Don;Kim, Yujin;Um, Tae-Young
    • 한국노년학
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    • v.32 no.3
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    • pp.835-850
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    • 2012
  • The recent trend shows that the number of internet users among older adults and their level of the ability to use internet have been increased. The purpose of this study is to investigate the phenomenon of senior information technology. Using qualitative descriptive method, this study aims to explore how and in which context older adults use internet. It also aims to address the nature and the outcomes of elderly people's use of internet in their daily lives. In-depth interviews with 16 older participants were analyzed with qualitative content analysis and constant comparison method. The finding shows as follows: (1) agonies felt by the "ambiguous" age group in the modern society, (2) the analogue generation joining the digital, (3) daily changes according to the internet use, (4) senior information technology and its flip side of coin. Based on the research findings, implications for senior information policy are addressed in three ways: promoting productive use of internet among older adults, meeting their health-related concerns using internet, and finding ways to integrate the idea of humanities into senior information technology.

A Case study of engineering comprehensive design subject incorporating convergence with art (예술과의 융합을 접목한 공학 종합설계 교과목 사례연구)

  • Huh, Wonwhoi
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.195-201
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    • 2022
  • The core of the Fourth Industrial revolution, the topic of the 21st century, lies in the convergence of various technologies that are developing to the cutting edge. Therefore, convergence education is essential to solve problems from various perspectives. Above all, in order to solve the complex problem arising from the contact point between humans and technology in the future society, it was considered that insight through a humanities and artistic approach was necessary. Now, universities are trying to run a multidisciplinary comprehensive design to adapt to the new digital environment. In this study, an operation case of an engineering comprehensive design subject incorporating art operated by a researcher was described. The researcher presented an art convergence curriculum in a comprehensive design subject by applying 1. problem recognition and definition, 2. idea derivation and evaluation, 3. project development, 4. presentation, and demonstration process operation methods. Through this study, it is meaningful that it presented a method of operating art convergence in engineering comprehensive design subjects by allowing students to attempt an artistic aesthetic and emotional approach to project development.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.