• Title/Summary/Keyword: sense making

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Texture mapping of 3D game graphics - characteristics of hand painted texture (3D게임그래픽의 텍스쳐 매핑-손맵의 특징)

  • Sohn, Jong-Nam;Han, Tae-Woo
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.331-336
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    • 2015
  • The texture mapping used for the low-polygon models is one of the important workflows in the graphical representation of the 3D game. Only one hand painted texture is mapped on the surface of the 3D model and represents the color of the material and visual sense of touching by itself in that process. In the 3D game graphics, it is very important to visualize the textile sensation such as protruding and denting. It can be interpreted by the Gestalt Law to recognize a plane as a 3D sense of volume. Moreover, the concept of Affordance is necessary to recognize and perceive the textile sensation. It means visual recognizing of that relationship in the learning process. In this paper, The questionnaire survey targeting 3D game graphic designers is carried out. By analyzing the survey results, we suggest the important characteristic in the process of making hand painted texture.

The Meaning of Practice in Theory (이론(理論, Theoria)에 있어서의 실기의 의미)

  • Kang, Tai-Sung
    • The Journal of Art Theory & Practice
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    • no.1
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    • pp.7-22
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    • 2003
  • What is 'Art Theory'? In the western sense, the term poses a vague ambiguity, and in the eastern, it is rather an abstract and metaphysical concept. As for etymology, theory is derived from theoria and theoria from theoros. It refers to an act of viewing or seeing, of course not in a metaphysical sense. Plato understood it as 'eide'. During the time of Plotinus, theoria encompassed gazing at every possible reality, and this gazing, that is theoria, is closely related to reality as aunit that theoriacan perceive. However, we tend to distinguish, as other scientists of dualism have done, studio art from theory since a pre-modern approach to art has been particularly tuned to studio practice, set apart from theory. Therefore, in studio classes, students are expected to learn the subject based on the foundational curriculum methods such as medium, genre, technique:, rather than bringing out their own interpretations and discussing theories. As a result, students have become artists, who are not able to understand their own art. Art professors who conduct class in studio are required to proceed with specific 'theories' as well as 'intellectual reflections'. In this respect, this thesis presents poiesis and an idea of 'acting out'. Although art history and aesthetic theory tend to view art as a finished product, actual art-making and related theories should not only be acknowledged as 'completion' (finition) but also be accompanied by theoretic interpretations of the act itself and process. Accordingly, it is to accept and appreciate art as finished result in view of current theory and aesthetics thus boils down to aisthesis. Likewise, poietics starts from a point where an artist is related to studio and examines the 'work process' that extends as far as to the exact end of work. Through the study of such relationship, it is possible that theory understands 'studio' and 'process', and an artist can grant an independent meaning to studio where s/he pours her/his heart out creating a work of art. Theory is a study on artistic discovery thus should be equipped with functions that can accommodate fortuity, imitation, thinking, culture, and surrounding.

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A Study on Development of Advanced Emergency care Instructor Qualification Course (전문응급처치 강사자격 교육과정 개발에 관한 연구)

  • Yu, Sun-Gyu
    • The Korean Journal of Emergency Medical Services
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    • v.7 no.1
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    • pp.5-28
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    • 2003
  • The purpose of this study which was conducted by framing of standardized advanced emergency care instructor qualification course outline and training competent instructor Course development based on following educational principle and it would be expected more improved aspect. Advanced Emergency care Instructor Qualification Course Development (1) based on advanced emergency care instructor job analysis and paramedic job description. (2) Learning of emergency care instructor qualification course is continuous. It is important to begin at the learner's level of knowledge and to relate new learning to information the learner needs. (3) Learning of emergency care instructor qualification course is purposeful and must make sense to the learner. Progress in learning must make sense to the learner. Progress in learning must be constantly appraised through feedback. The purpose of learning BLS information and skills must be kept in sharp focus. (4) Learning involves as many senses as possible. The more stimulating a learner activity is to the senses, the longer the information will be retained. Conservative figures indicate that 75% of what is heard is for-gotten after 2 days. It has been said that learners remember (5) Learning activities must be appropriate for the emergency situation through the PBL educational method. In BLS lecture skill learning, the greatest proportion of class time should be spent in manikin practice, using performance sheets as a learning tool or guide. (6) Learning must be stimulating. Instructors can motivate learners by helping them achieve higher levels of proficiency and encouraging other levels of course completion, such as instructor and instructor trainer. (7) Learning is affected by the physical and social environment. The physical environment should be conducive to both the kind of learning taking place and the activities used for learning. Advanced emergency care instructor qualification course organized educational psychology, educational methodology I,II,III, educational material making skill, lecture & conversational skill, BLS theory & pratice lecture skill, minic lecture designed PBL module. test of minic lecture & pratice lecture skill. Advanced emergency care instructor qualification course continued to active instructor training and motivated to active EMS system.

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A Study on the Physical Feature of Cohousing Projects in Denmark and Sweden (덴마크와 스웨덴 코하우징의 물리적 특성에 대한 연구)

  • Han Min-Jeong;Choi Jung-Shin;Lee Sang-Ho
    • Journal of the Korean housing association
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    • v.16 no.5
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    • pp.57-66
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    • 2005
  • Korea has experienced serious changes during the last several decades of industrialization. Limited land resources and excessive rural-to-urban migration inevitably resulted high-rise apartment housing development. However, apartment housing couldn't follow up social change and residents' needs. Turning into the 21st century, there are great demands for the diversification of housing style and amenity of housing, which include enhancing community lift through proper collective environment. To solve these problems, cohousing has been introduced in Scandinavian countries. A primary goal of cohousing is the desire of residents to live in a socially supportive setting. People can do housework together and also can promote active mutual relationship among residents in the community. Physical feature of cohousing, in combination with social organization factors, may serve to enhance or support the sense of community sought by residents. In this point of view, the purpose of this study is to find out the physical feature of cohousing in Denmark and Sweden. First, it is to figure out the background and development of cohousing in Denmark and Sweden. Then, by making clear physical features between similarity and difference of two countries of cohousing through case study; such as housing type, the circulation patterns, common facilities and etc. This paper could suggest a possibility of application of cohousing in Korea to present how they encourage emphasize design aspects that increase the possibilities for social contacts and the sense of community. Also, it goes on to suggest that the educational program and the support from the government.

Classification of Consumer Types by Moderation and Simplicity, Autonomy, and Income Level, and Comparison of Happiness Accordingly (절제와 간소, 자율성, 소득 수준에 따른 성인소비자 유형분류와 유형별 행복 비교)

  • Kim, Melean;Hong, Eunsil
    • The Korean Journal of Community Living Science
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    • v.27 no.1
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    • pp.31-47
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    • 2016
  • This research examines the effects of consumers' moderation and simplicity, autonomy, and income level on happiness, and based on this, classifies consumer types and examines the differences in consumer happiness and life happiness in accordance with this classification. The questionnaire survey was conducted on adults in their 20's through 60's. Moreover, hierarchical regression analysis, cluster analysis, and the analysis of variance were conducted. The results of this research are as follows. First, on consumer happiness, moderation and simplicity, income level, autonomy, education level, and gender had significant effects; on life happiness, moderation and simplicity, income level, autonomy, and education level had significant effects. Second, consumers were classified into three types according to moderation and simplicity, autonomy, and income level, and when making a comparison based on these factors between consumer happiness and life happiness, both consumer happiness and life happiness showed significant differences, but the detailed aspects were different. In the case of consumer happiness, non-autonomous moderation and simplicity type were reported to have the highest sense of happiness, followed by autonomous moderation and simplicity type, and passive moderation and simplicity type, but in the case of life happiness, autonomous moderation and simplicity type were reported to have the highest sense of happiness, followed by non-autonomous moderation and simplicity type, and passive moderation and simplicity type.

A study on the sustainable growth of off-line stores using AR technology (AR 기술을 이용한 오프라인 상점의 지속적인 성장에 관한 연구)

  • Jin, Chang-Beom;Lee, Jae Yeul;Youn, Myoung-Kil;Kang, Min Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.103-109
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    • 2017
  • In this paper, the advancement in IT technology is not only inducing the multi-functionality of simple products but also changing even the lifestyle, that is, the pattern of consumers' daily life. The actual paradigm for the conversion from off-line to on-line is at the level of threatening the ecology of off-line. In this study, the diversified advancement method of off-line is in functional relationship with the increase in sales revenue and profits not only through the visit of consumers to the sales outlets for the simple purpose of making purchase but also through the application of augmented realities such as 3-dimensional sense in space and sense in reality, which are entertainment experience factors. Therefore, the improvement in the enhancement of sales revenues by applying augmented reality to off-line department store was researched in this study.

An Analysis of Incheon's Identity of Place through Movies (영화를 통한 인천의 장소 정체성 분석)

  • Ahn, Chong-Uk
    • Journal of the Korean association of regional geographers
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    • v.11 no.6
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    • pp.501-516
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    • 2005
  • Although Incheon metropolitan city is the third largest city in Korea, it is called 'the gateway to Seoul', 'the second city of port', and 'the satellite city'. The people in Incheon as well as other regions unconsciously recognize this city as 'border' and 'periphery' of Seoul through those expressions. These perceptions also develop a negative sense of place about Incheon. This study starts with analysis about marginal landscape images of Incheon in texts such as movies, stories, and geography textbooks. The represented text as movie has a gap between real space and it. Nevertheless, Its strong point is a making problems clear about recognition of reality. I will inquire the origin of senses of place about Incheon through analysis of represented texts. Moreover, I will present the notion of 'flight' that stands on the basis of Deleuze's Nomadism. Here, 'flight' means that the active subject continuously challenges and reforms the nature of periphery and dependency, the capital, and the economic subordination, and it will have to be new identity and direction of Incheon.

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A system design for developing a 'learning community' (학습 커뮤니티'개발을 위한 시스템 디자인)

  • 천진향
    • Archives of design research
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    • v.12 no.2
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    • pp.19-28
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    • 1999
  • Current technology does not emphasize closer connection through group collaboration, but rather underlines the distances and separations that are visible in today's society. As the interpretation of our territory of life which is still based on the model of the 'physical' of industrial era is no more valid, a different 'sense of belonging' corresponds to this new notion of territory. The main idea is how to make the sense of community to connect actual space with one child from each place. Therefore, the subject of this thesis is to design the system making children from distance to be closer, developing 'learning community' connecting with two classes across the globe. The contents include its studying in respect to the development of a non-geographical 'learning community' based on co-evolution, and to the system design of conceptual models for the community. In conclusion, the physical interface design is suggested to let user develop accurate mental models of the system.

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The Effect of Empowering Leadership on Work Engagement and Job Performance through Employees' Self-Efficacy and Belonging (임파워링 리더십이 구성원의 자기효능감과 소속감, 그리고 직무열의와 직무성과에 미치는 영향)

  • Seo, JungKyu;Kwon, HyeokGi
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.5
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    • pp.103-117
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    • 2020
  • The importance of empowering leadership has emerged, which inspires confidence and attachment to members' task capabilities through delegation of authority between leaders and members. The purpose of this study is to analyze the effect of empowering leadership on work engagement and job performance through self-efficacy and sense of belonging in construction companies. Hypothesis testing of 271 copies of the questionnaire from Busan, Ulsan and Gyeongnam areas was conducted using the structural equation model. First, in the order of information sharing and participatory decision-making, there was a significant positive effect on self-efficacy, whereas the lead and coaching factors were not significant. Second, it was shown that all 4 factors of empowering leadership had a significant positive effect on belonging. Third, the sense of self-efficacy and belonging had a significant positive effect on both work engagement and job performance.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].