• Title/Summary/Keyword: real world

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A Critical Approach to Thriller Films as Male-centric Narratives : Focusing on & (스릴러 영화의 남성 중심적 서사에 대한 비평적 접근 : <아저씨>와 <악마를 보았다>를 중심으로)

  • Hwang, Hye-Jin
    • Cartoon and Animation Studies
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    • s.22
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    • pp.65-80
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    • 2011
  • The purpose of this study is to analyze & through the hypothesis which thriller films based their narratives on the specific characteristics of Koeran society have became mainstream genre in recent Korean film industry. In the viewpoint that popular films and discourses provide the imaginary form of solving problems which threatens the maintenance of status quo in real world. & intend to disclose the identities of antagonist who condense the contradiction of Korean Society and then represent protagonist's practices to integrate disruptions from that contradictions through being a revenger. In the process of reading texts, the fact that there are some crisis in Korean Society not only public realm but also private realm and male-subjects as protagonists struggle for protecting private realm has revealed. But each film appeals to the public using two different narrative strategies. has got popularity by making a fantasy which male-subject success to rebuild the family and punish antagonist severely. In the meantime the protagonist of cannot believe his victory, this kinds of anxiety might come from the traces of antagonist as reflects so many contradictions of Korean Society. At this point, we can expect there will be something new which retrospect our own history and gaze reality itself without ideologically given complex in Korean films in the near future.

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Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.48
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    • pp.117-139
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    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

Effect of Emotional Elements in Personal Relationships on Multiple Personas from the Perspective of Teenage SNS Users (SNS 상의 대인관계에서 나타나는 감정적 요소와 청소년의 온라인 다중정체성 간의 영향관계)

  • Choi, Bomi;Park, Minjung;Chai, Sangmi
    • Information Systems Review
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    • v.18 no.2
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    • pp.199-223
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    • 2016
  • As social networking services (SNS) become widely used tools for maintaining social relationships, people use SNS to express themselves online. Users are free to form multiple characters in SNS because of online anonymity. This phenomenon causes SNS users to easily demonstrate multiple personas that are different from their identities in the real world. Therefore, this study focuses on online multi-personas that establish multiple fake identities in the SNS environment. The main objective of this study is to investigate factors that affect online multi-personas. Fake online identities can have various negative consequences such as cyber bullying, cyber vandalism, or antisocial behavior. Since the boundary between the online and offline worlds is fading fast, these negative aspects of online behavior may influence offline behaviors as well. This study focuses on teenagers who often create multi-personas online. According to previous studies, personal identities are usually established during a person's youth. Based on data on 664 teenage users, this study identifies four emotional factors, namely, closeness with others, relative deprivation, peer pressure and social norms. According to data analysis results, three factors (except closeness with others) have positive correlations with users' multi-personas. This study contributes to the literature by identifying the factors that cause young people to form online multi-personas, an issue that has not been fully discussed in previous studies. From a practical perspective, this study provides a basis for a safe online environment by explaining the reasons for creating fake SNS identities.

An Exploration of the Direction of Development of the Integrated Curriculum for Gifted: The Applicability of the Drake Model (영재를 위한 통합교육과정 개발의 방향: Drake 모형의 적용 가능성 탐색)

  • Lee, Kyungjin;Roh, IlSoon
    • Journal of Gifted/Talented Education
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    • v.24 no.2
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    • pp.217-241
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    • 2014
  • This study aimed to explore the direction and possibility of development of the integrated curriculum for the Gifted students in the discipline-centered curriculum perspective. To this end, the study analysed the Ontario interdisciplinary curriculum based on a Drake's Integration Model which is typical model of the discipline-centered curriculum and explored the applicability to Science Gifted Academy in Korea. Through showing the possibility of enrichment on the selected majors, integration with other disciplines and solving the future problems by the integrated curriculum centered on 'Big Idea', the Ontario interdisciplinary curriculum gave suggestions of curriculum integration within or through individual research and integrated curriculum for the Gifted. The application of the Ontario's "Introduction to Information studies" to "Information Science" in Science Gifted Academy in Korea could be obtained the conclusion that the Drake's Integration model is applied to the Gifted by the individualization of the navigation network, KDB(Knowledge-Do-Be) umbrella, and the final interdisciplinary task. From this result, we could suggest that the development of integrated curriculum for the Gifted should be considered the clarity of learning objectives for the Gifted, the plan of evaluation to demonstrate big understanding and big idea, the integration with other disciplines or real-world problem, as well as the need of teachers council for the integrated curriculum. This study is expected to be contribute to development of the integrated curriculum model for the gifted based on the their characteristics and to be utilized in Science Gifted Academy.

Program Design and Implementation for Efficient Application of Heterogeneous Spatial Data Using GMLJP2 Image Compression Technique (GMLJP2 영상압축 기술을 이용한 다양한 공간자료의 효율적인 활용을 위한 프로그램 설계 및 구현)

  • Kim, Yoon-Hyung;Yom, Jae-Hong;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.24 no.5
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    • pp.379-387
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    • 2006
  • The real world is spatially modelled conceptually either as discrete objects or earth surface. The generated data models are then usually represented as vector and raster respectively. Although there are limited cases where only one data model is sufficient to solve the spatial problem at hand, it is now generally accepted that GIS should be able to handle various types of data model. Recent advances in spatial technology introduced even more variety of heterogeneous data models and the need is ever growing to handle and manage efficiently these large variety of spatial data. The OGC (Open GIS Consortium), an international organization pursuing standardization in the geospatial industry. recently introduced the GMLJP2 (Geographic Mark-Up Language JP2) format which enables store and handle heterogeneous spatial data. The GMLJP2 format, which is based on the JP2 format which is an abbreviation for JPEG2000 wavelet image compression format, takes advantage of the versatility of the GML capabilities to add extra data on top of the compressed image. This study takes a close look into the GMLJP2 format to analyse and exploit its potential to handle and mange hetergeneous spatial data. Aerial image, digital map and LIDAR data were successfully transformed end archived into a single GMLJP2 file. A simple viewing program was made to view the heterogeneous spatial data from this single file.

Manufacture Lenticular Map of Golf Courses Using Digital Orthophoto (수치정사영상을 이용한 렌티큘러 코스맵 제작)

  • Kim, Kam-Lae;Cheong, Hae-Jin;Cho, Won-Woo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.5
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    • pp.475-482
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    • 2007
  • Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.

A Numerical Analysis on the Determination of Shock Loss Coefficient at Flared Intersection of Network-type Double-deck Road Tunnel (네트워크형 복층 도로터널 확폭구간에서의 충격손실 계수 결정을 위한 수치해석 연구)

  • Park, Yo Han;Lee, Seung Jun;Kim, Jin
    • Tunnel and Underground Space
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    • v.28 no.1
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    • pp.111-124
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    • 2018
  • The purpose of this study is to analyze ventilation design factor for network-type double-deck road tunnel that have been developed actively around the world. A numerical analysis was carried out through computational fluid dynamics (CFD) to derive shock loss coefficient that occurs due to the change in cross sectional area at both merging section and diverging section. The model used for the numerical analysis is real-scale model and the reliability of the result is secured by comparing with the coefficient of the previous studies. As a result of this study, shock loss coefficient was calculated depending on the change in cross-sectional area ratio and was higher than the result of previous studies in case of both merging section and diverging section. It is considered that the characteristics of the geometrical structure of network-type double-deck road tunnel have a great impact on shock loss coefficient. Therefore, the result of this study is expected to be helpful for more accurate ventilation design of network-type double-deck road tunnel.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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A Study on the Influence of Factors That Makes Web Sites Credible (웹사이트의 신뢰성 평가에 영향을 미치는 요인과 각 요인의 중요도에 관한 연구)

  • Kim, Young-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.4
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    • pp.93-111
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    • 2007
  • The Internet is now an integral part of the everyday lives of a majority of people. Web users are becoming increasingly skeptical of the information and services offered online. They are demanding web sites that offer credible information. This study focused on what features of web sites affect the perception of web credibility. For this purpose, I took the responses from 648 people and extracted 49 factors that affect web credibility. I placed the individual factors - the specific questions asked in the survey - into one of four categories expertise. trustworthiness, ads and other and calculated the means for each of the 49 factors. As a result, 29 out of 49 factors increase the Perceptions of credibility and 20 factors decrease the web credibility. Sites with frequently update. the credentials of authors, strict content guides, search capabilities, clear connections to the real world fared good in credibility. Technical problems such as broken links, site sown, or typographical errors were rated the most negative on this scale On the other end of the scale, a domain name that ends in' .org' or' .or.kr' caused little change in perception of credibility.

A Study on Depth Data Extraction for Object Based on Camera Calibration of Known Patterns (기지 패턴의 카메라 Calibration에 기반한 물체의 깊이 데이터 추출에 관한 연구)

  • 조현우;서경호;김태효
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2001.06a
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    • pp.173-176
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    • 2001
  • In this thesis, a new measurement system is implemented for depth data extraction based on the camera calibration of the known pattern. The relation between 3D world coordinate and 2D image coordinate is analyzed. A new camera calibration algorithm is established from the analysis and then, the internal variables and external variables of the CCD camera are obtained. Suppose that the measurement plane is horizontal plane, from the 2D plane equation and coordinate transformation equation the approximation values corresponding minimum values using Newton-Rabbson method is obtained and they are stored into the look-up table for real time processing . A slit laser light is projected onto the object, and a 2D image obtained on the x-z plane in the measurement system. A 3D shape image can be obtained as the 2D (x-z)images are continuously acquired, during the object is moving to the y direction. The 3D shape images are displayed on computer monitor by use of OpenGL software. In a measuremental result, we found that the resolution of pixels have $\pm$ 1% of error in depth data. It seems that the error components are due to the vibration of mechanic and optical system. We expect that the measurement system need some of mechanic stability and precision optical system in order to improve the system.

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