• Title/Summary/Keyword: sensation of reality

Search Result 48, Processing Time 0.018 seconds

Reapearance and Introspection of Mysterious Reality : The Realistic Characters and Acts of Director Lee Chang-dong's Film (2018) (미스터리한 현실의 재현과 성찰 : 이창동 감독의 영화 <버닝>(2018)의 사실적인 캐릭터와 연기)

  • Lee, A-Young
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.6
    • /
    • pp.123-133
    • /
    • 2019
  • Director Lee Chang-dong saying that the most important thing is to let the audience experience, find its meaning, interpret, and feel the pure sensation (whether it's image, sound or music) that the film has instead of narrative giving you the answers, through the film presenting the pure natural landscape as it is, but all the familiar things that can be taken as a riddle are conveyed in images, and all the elements that make up the film share its presence with each other and let us experience a mysterious weight of reality that cannot be defined through its strange symbolism and metaphors, and it reflects various human emotions, reflecting curiosity of reality, the words that are hardly spoken, meanings of life that we were not being aware of. Rather than having one definitive figure, through the character's personality expressing an imperfect character with a complex ambiguous behavior asks about the things that can't be explained logically and the fact of life that can't be divided into truth or lie. Also, the acting approaches emotionally and primitively rather than using artificial expressions, showing the invisible elements of emotions that are latent inside humans through temperate acting style, leads the audience to distant themselves and reflect more deeply into life. This study analyzed the characters and acting of the film based on director Lee Chang-dong's directing style.

A Study on Virtual Assembly Simulation Using Virtual Reality Technology (가상현실 기술을 이용한 가상 조립 시뮬레이션에 대한 연구)

  • Kim, Yong-Wan;Park, Jin-Ah
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.11
    • /
    • pp.1715-1727
    • /
    • 2010
  • Although a hand haptic interaction which provides direct and natural sensation is the most natural way of interacting with VR environment, the hand haptic interaction has still limitations with respect to the complexity of articulated hand and related hardware capabilities. Particularly, virtual assembly simulation which refers to the verification process of digital mockup in product development lifecycle is one of the most challenging topics in virtual reality applications. However, hand haptic interaction is considered as a big obstacle, because difficulty initial grasping and non-dextrous manipulation remain as unsolved problems. In this paper, we propose that common hand haptic interactions involves two separate stages with different aspects. We present the hand haptic interaction method enables us to stably grasp a virtual object at initial grasping and delicately manipulate an object at task operating by one's intention. Therefore, proposed method provides the robustness using grasping quality and dextrous manipulation using physically simulation. We conducted experiments to evaluate the effectiveness of our proposed method under different display environments -monoscopic and stereoscopic. From 2-way ANOVA test, we show that the proposed method satisfies two aspects of hand haptic interaction. Finally, we demonstrated an actual application of various assembly simulation for relatively complex models.

A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
    • /
    • v.16 no.4
    • /
    • pp.659-669
    • /
    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.

An Internet Addiction Self-Diagnosis Technique based on Formal Concept Analysis (FCA) (형식개념분석을 활용한 인터넷중독 자가진단)

  • Kang, Yu-Kyung;Lee, Hyun;Park, Jung-Ho
    • The Journal of Korean Association of Computer Education
    • /
    • v.16 no.5
    • /
    • pp.39-47
    • /
    • 2013
  • In the case of a weak self-control youth, young students easily tend to fall into addiction by using the Internet as a sensation seeking and an alternative to escape the reality. Until now, internet addiction self-diagnosis techniques such as Internet addiction scale have been developed and used to solve this kind of internet addiction issue. However, traditional methods do not assess the correlation of addiction and the effects of the environment systematically because they are simply composed of redundant addiction scale criteria and questionnaire forms of the diagnostic methods. Thus, in this paper, we propose a new internet addiction self-diagnosis technique based on Formal Concept Analysis (FCA) and implement a self-diagnosis system in order to make a systematic internet addiction self-diagnosis system. In addition, we analyze the correlation of the measured data based on different perspectives such as home environment, family relationships, peer relationships, school life, and so on.

  • PDF

Visual Tactility in Web-based Digital Contents (웹기반 디지털 콘텐츠에서의 시각적 촉각성 연구)

  • Kim, Hyo-Joong;Park, Soo-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.4
    • /
    • pp.121-131
    • /
    • 2011
  • Visual tactility implies feelings of touch through sight. To be exact, the eyes are doing the touch rather than the body and the subject concerned will experience the sensation of touch by looking at an object similar to that of physical touch. This is quasi tactility to put it simply and it can be defined as to touch with the eyes. This can not only provide opportunities to experience something close to reality but also another completely different form of modern experience. Experiencing visual tactility through the use of the web permits lavish communication between the user and the designer. This paper has reorganize the concept of visual tactility, characteristic and way to use in digital contents. Visual tactility stimulates the users' emotion as such. If it was to be utilized to develop edutainment contents or web sites will foster children's capability to develope problem solving skills and raise efficiency in creative learning, and prolong the period of concentration in order to encourage revisits to the place and extend the time of stay.

Research on Georges Schwizgebel's "The Subject of Picture" - Focus on Deleuze's Frame Theory and Sensibility Theory - (조르주 슈비츠게벨의 "회화의 주체" 작품연구 - 들뢰즈의 감각이론과 프레임이론을 중심으로 -)

  • Jeong, Dong-Hee;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.102-109
    • /
    • 2007
  • This is an analysis study about the pictorial frame of Georges Schwizgebel's animation "The Subject of Picture", focusing on Deleuze's frame theory. First of all, the shapes in the frame of the animation is the representation of the tactile sensation from the erased vestiges of the characters. It shows the metamorphosis of the erased vestiges of the shapes by Deleuze's sensibility theory. Besides, the layout of the animation's background has similar property with the aplat which was mentioned by Deleuze. It means that the background of the animation correspond to the aplat which is other boundary different from reality, and the character which has the minimum embodiment about the object makes the shape newly through the distortion of the shape. Secondly, as the problem of frames in terms of the continuity of time, the meaning in Schwizgebel's animation is created by the relation between each frame. It means that the depiction of the shape itself by the composition between each frame is composed of the frame. Eventually, Schwizgebel's work is the animation which has the characteristic of the modem cinema and is the crystal depiction that deviates from rules and logics of the object which was mentioned by Deleuze.

A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.5-14
    • /
    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

  • PDF

A Study on the Relationship between the Experience of Sanhujori, the Traditional Postpartal Care in Korea and Present Health Status of Chronic Arthritis Female Patient (만성관절염 여성 환자의 산후조리 경험과 건강상태와의 관계)

  • Yoo, Eun-Kwang;Lee, Sun-Hyae;Kim, Myoung-Hee
    • Women's Health Nursing
    • /
    • v.4 no.2
    • /
    • pp.217-230
    • /
    • 1998
  • The purpose of this descriptive correlational study was to define the relationship between the experience of Sanhuujori, Korean traditional non-professional postpartal care after delivery and abortion and present health status of chronic arthritis female patient who visited to outpatient clinic of rheumatic internal medicine at a hospital located in Seoul, Korea. A convenience sample of 64 women who orally agreed to be a participant and data were collected form October 1996 to May, 1997 for sis months by way of interview with semistructured questionnaire. The data were analyzed by the SPSS pc program using t-test, ANOVA and Scheffe test as a post hoc and Pearson Correlation Coefficient. The results of the study were as follows ; Mean age of participants was 53.2 years and mean number of children was 3.1. Mean frequency of abortion was 2.1 times per woman. Seventy four percentage of respondents did not have Sanhujori after abortion. The mean period of Sanhujori after delivery was 17.7, 15.2, 13.8 days from the first child to third child and shorter than that of general woman such as 20.0, 19.0, 17.3 days in the previous study. On the subjective evaluation of whether the women did Sanhujori well or not, the rate of 'did Sanhujori wrongly' was the highest rank in each child where as general woman 'did Sanhujori well' at the first child, 'moderate' at the second and third child and 'did Sanhujori wrongly' at the 4th and fifth child. The health status implies both subjective health status women perceived and the rate of complaints of physical symptom distress women are experiencing presently. The respondents of 82.5% perceived them as unhealthy or sick and 68.9% of women complained more than two symptoms. Mean number of physical symptom distress women complained was 2.33. The main sites of physical symptom distress were upper & lower extremities 69.1% including knee and hand, whole body 19.1%, neck 3.7%, waist & shoulders 2.7% respectively. The characteristics of the symptoms were mostly pain 60%, swelling 19.8%, rigidity & deformity 7.9% respectively, sensation of heat 6.8% and weakness 1.7%. Women perceived the etiology of the chronic arthritis as stress 25.8%, 'did Sanhujori wrongly' & overwork 23.4% respectively, genetic 12.9%, malnutrition, 4.8%, and aging process 3.2%. There were significant positive correlation between subjective health status and the period of Sanhujori after delivery of the second child(r=-0.22) and negative correlation with the number of child at the level of 5% of significance statistically(r=0.27). There were significant negative correlation between the rate of complaints of physical symptom distress and the subjective evaluation whether she did Sanhujori well or not at the level of 5% of significance statistically(r=-0.23). And the rate of complaints of physical symptom distress in the group of women who experienced abortion was significantly higher than that of women who did not experience it at the level of 5% significance statistically(t=2.00) In conclusion, this finding reconfirmed the possible relationship between health status of chronic arthritis female patient and the experience of Sanhujori after delivery & abortion. It provides a challenge to the professional care givers to research further on the effects of Sanhujori on the health status, health recovery after abortion or delivery from the various aspects through the crosssectional and longitudinal research for the refinement of the reality of not only as cultural phenomenon but as conceptual model for the appropriateness of intervention and quality of care for desirable health outcomes.

  • PDF