• Title/Summary/Keyword: reflective reality

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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Implementation of a Remote Peg-in-Hole Operation using a Two Degrees of Freedom Force-Reflective Joystick

  • Sung K. An;Seung J. Han;Lee, Jang M.
    • 제어로봇시스템학회:학술대회논문집
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    • 1998.10a
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    • pp.340-345
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    • 1998
  • A virtual reality system is implemented for the operator supervising a robot's operation at a remote site. For this implementation, a two D.O.F force-reflective joystick is designed to reflect the force/torque measured at the end of robotic manipulator and to generate the motion command for the robot by the operator using this joystick. In addition, the visual information that is captured by a CCD camera, is transmitted to the remote operator and is displayed on a CRT monitor. The operator who is holding the force reflective joystick and watching the CRT monitor can resolve unexpected problems that the robot confronts with. That is, the robot performs the tasks autonomously unless it confronts with unexpected events that can be resolved by only the operator. To demonstrate the feasibility of this system, a remote peg-in-hole operation is implemented and the experimental data are shown.

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A Study on M. Bulgakov's Metadrama (불가코프의 메타드라마 연구)

  • Paik, Seung Moo
    • Cross-Cultural Studies
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    • v.23
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    • pp.127-165
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    • 2011
  • This paper focuses on the specificities and semantic meaning of Mikhail Bulgakov's metadrama White Guard and The Flight. The standard conception of metadrama is to purposefully break the dramatic illusion and make bare a playwright's self-consciousness of the theatrical art itself. With the use of the metadrama Bulgakov expressed the essentials of ugly reality, which he couldn't accept as a valuable truth. In this respect, Bulgakov's metadrama becomes at once a window, from which he views the external world in the theatrical vision, and a mirror, in which his political and existential stance as a playwright is reflected. In White Guard Bulgakov described the already theatricalized reality through several instances of 'play-within-play'. In The Flight, composed of eight pieces of dream, a life turned out to be a less solid and less firm reality than dream. Continuously demolishing the cognitive wall between reality and illusion, Bulgakov leads spectators to have a reflective view on the reality. Allowing more powerful demonstrativeness for a play-within-play than for a play-within-play, Bulgakov elevates a metadramatic technique to the level of thematic structure.

An Action Research for Reflective Practice of Home Economics Teacher through Professional Learning Community Activity (교사학습공동체 활동을 통한 가정과 교사의 성찰적 실천에 대한 실행연구)

  • Lee, Gyeongsuk;Yoo, Taemyung
    • Human Ecology Research
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    • v.54 no.4
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    • pp.365-384
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    • 2016
  • The purpose of this research is to apprehend what the power of professional learning community (PLC) to make home economics teachers participate is and how PLC activity contributes to reflective practice and change of participating home economics teachers by experiencing reflective practices. For this, self-reflective action research of Kemmis and McTaggart was conducted. Six home economics teachers participated voluntarily and totally 18 PLC sessions from May 31, 2013 to May 19, 2014 were held. Two themes of 'looking in classes' as a main practice theme and 'designing classes together' as a supporting theme were carried. Findings and conclusions of this study are as following. First, participants of PLC to get data and information on teaching and to solve problems with fellow teachers for better classes at first. However, they have become to comfort and sympathize each other about difficulties in school as home economics teachers. Second, through the PLC activity, they found they had uncomfortable belief about teaching and tried to practice solutions by critical and reflective thinking. Third, they put efforts in finding alternative framework of looking inside their classes for the fundamental improvement in teaching. For this, they formulated questionnaire to describe their own reflective practice through the alternative framework from a critical perspective in teaching, a view of student's learning, and a teacher's inner view for improvement of practice. Fourth, PLC activity for a year allowed them to combine theory and reality though reflective process by designing classes together and reflectively practicing them in classes.

Development of Formative Constructs and Measurements for Performance Evaluation of Information Systems (정보시스템 성과평가를 위한 형성적 구성변수(Constructs) 및 측정지표 개발)

  • Kim, Sanghoon;Kim, Changkyu
    • Journal of Information Technology Services
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    • v.11 no.4
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    • pp.135-151
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    • 2012
  • Traditionally in IS studies, the relationship between construct and its measurement items tends to be assumed to be reflective, meaning that the measurements are a reflection of the construct. In reality, however, the nature of the construct can be often formative, which means that its measurement items describe and define the construct rather than vice versa. The purpose of this study was to investigate theoretical and empirically-analysed differences between formative construct and reflective construct through comprehensive interdisciplinary literature review. And then on the basis of these differences, we intended to derive the rule of specifying whether the construct is formative or reflective and propose the methodology of testing the validity(content validity, construct validity, internal consistency and external construct) of formative construct and its measurements, differentiated from that in the case of reflective construct. Also, we suggested the concrete statistical testing methods such as VTT(Vanishing Tetrad Test), MIMIC(Multiple Indicators and Multiple Causes) test and multi-collinearity test. In order to examine the applicability of this methodology to developing the constructs for performance evaluation of IS(Information Systems), we tried to identify its attribute(formative or reflective) and test the validity for the construct arbitrarily chosen among them which had been derived in our previous IS performance evaluation study by using this methodology. The result of the examination was that the methodology proposed in this study was significantly valid and effective in the area of IS performance evaluation.

Research on the Development of Reflective Writing Class Guidelines Using GPT (GPT를 활용한 성찰적 글쓰기 수업 가이드라인 개발 연구)

  • Jeong Gu Kang
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.581-588
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    • 2023
  • In this paper, we modeled the methods and steps of reflective writing education that effectively utilizes GPT to enable actual classes. In this paper, we sought a teaching model that can be effectively utilized in self-reflective writing education in a reality where it is physically and practically difficult to prevent the use of an artificial intelligence writing machine called GPT. First, in the preparation stage, we made students understand the operating principles of GPT and educated the application team, while suggesting a teaching method using GPT to model and personalize writing ideas. Afterwards, an example of the task was given. Second, in the stage of using GPT, we showed how to model and internalize writing ideas using GPT according to the process of outlining, paragraphing, and reviewing reflective writing. Third, in the organizing stage, the instructor helped learners edit and make final edits to their writing and presented a process of organizing and reflecting.

Costume Code Analysis Placed Mise-en-abyme in the Movie - Focused on the Lucien Dällenbach's theory and the film - (미장아빔으로 배치된 영화 속 의상코드 분석 -Lucien Dällenbach의 이론과 영화 를 중심으로-)

  • Kim, Hyangja
    • Journal of the Korean Society of Costume
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    • v.67 no.1
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    • pp.130-146
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    • 2017
  • This study focuses on the Mise-en-abyme theories of Lucien $D{\ddot{a}}llenbach$, and presents research methodology to analyze the modern cinema costume in a new view. Inherent aesthetic values of the costume code shown in the film are as follows. First, esthetics value shown is the analogic code through the maximization of factual realism by directing target. Mise-en-abyme placed in this film plays the role of costume codes, and highlights the subject by presenting specifically targeted realistic icons to maximize the realism of the movie. Second, Mise-en-abyme is deployed to the explicit text through costumes code is placed as Displaced code arrangements. In other words, each of the characters is a signifier. Symbolizing a historical era is the device that represents a self-reflective signifier. Third, paradoxically reflected by the overlapped expansion of virtual reality and the self-referential characteristics and are subject to reflect the thinking of the author. Costumes code placed in Mise-en-abyme is expressed in costumes positioned to maximize the realism in the film as described above, and implies narratives and self-reflective mediating tools that symbolism can be seen that the paradoxical metaphor for the reality and the future. In addition, through the metaphor of visual narrative is allegorical representation Mise-en-abyme with ambiguity, and it is a concrete text that can be realized in a variety of creative storytelling methods and image delivery methods of modern fashion. This study confirmed that this costumes to take the point of view of emotional $Mise-en-sc{\grave{e}}ne$ in the process of completing the film's themes and cinematic devices by identifying the roles and aesthetic value of code costumes as the core subjects that make up the narrative of the film.

Application and Effects of VR-Based Biology Class Reflecting Characteristics of Virtual Reality (가상현실 특성을 반영한 VR 프로그램 기반 수업 적용 및 효과)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.203-216
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    • 2020
  • The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.

Artificial Landmark Design and Recognition for Localization (위치추정을 위한 인공표식 설계 및 인식)

  • Kim, Si-Yong;Lee, Soo-Yong;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.3 no.2
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    • pp.99-105
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    • 2008
  • To achieve autonomous mobile robot navigation, accurate localization technique is the fundamental issue that should be addressed. In augmented reality, the position of a user is required for location-based services. This paper presents indoor localization using infrared reflective artificial landmarks. In order to minimize the disturbance to the user and to provide the ease of installation, the passive landmarks are used. The landmarks are made of coated film which reflects the infrared light efficiently. Infrared light is not visible, but the camera can capture the reflected infrared light. Once the artificial landmark is identified, the camera's relative position/orientation is estimated with respect to the landmark. In order to reduce the number of the required artificial landmarks for a given environment, the pan/tilt mechanism is developed together with the distortion correction algorithm.

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Analysis of Learning Experience on Team-based Technology Design Project of Non-Engineering Students

  • KIM, Insu
    • Educational Technology International
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    • v.15 no.2
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    • pp.201-215
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    • 2014
  • The design project of a technology product provides an opportunity for students to experience the inter-connectedness of academic information and ill-defined real-world problems. This study focuses on non-engineering students' activity and perception through the assistive technology design project. For this purpose, participants engaged in a team-based technology design project. Then, a qualitative research approach was adopted, which included reflective journals with 24 undergraduate students majored in Adaptive Physical Education. The analysis identified six factors (knowledge value, social value, reality value, accomplishment value, perspective value, benefit value) of perception and five stages (topic selection, function suggestion, visualization, presentation preparation, and presentation) of activity.