In this paper, I examined two things. First explore the of the reality(眞) in poems written on paintings and discussion on paintings in men of letters of Pre-chosun dynasty, furthemore, it analyzes the meaning and thought. To explain it, I would like to analyse the discourse surrounding the reality(眞) in poems written on paintings and discussion on paintings, and concept of the borrowing(假) and the unreal(幻). First of all, I examine the ways that the view of nature of Confucians is pertinent to the abiding in reverence and the investigation of principles of confucians, also painting is necessarry condition for their moral and spiritual self-cultivation. In the discourse surrounding the reality, it is to suggest from 'natural reality (天眞)' to escape from the reality(眞), and proceeds to examine the transformation of reality(眞) in mind(人心). Furthermore I examine the meaning of transform and delicate difference between borrowing(假) and the unreal(幻). In this process, concept of the borrowing(假) and the unreal(幻) is divided into the two meaning. False(假) is to become the Borrowing and painting, the unreal(幻) is change into the act of recognition. In conclusion, I examined the significant transformation of the reality(眞) and the unreal(幻). The reality(眞) has been recognized as a important concept, it is diverged into the Nature, outer things and painting mind, and the object of ultimate value in appreciation and painting of Pre-chosun dynasty.
The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.
Animation has been developed with trying a transformation of a reality continuously. The animation's trio is needed to study how the reality is expressed, transform, and developed through postmodernism, which the culture characteristic is one of culture phenomenons. First of all, to study, it s need to define what is animation and postmodernism. And then, the characteristic of postmodernism is studied to figure out how to relate with the reality in animation by the definition, and the reality is classified and expressed properly by a animation film. According to the study, the theory of simulation in animation based on Jean Baudrillard is to express the reality of post modern animation. 11 also shows what master narration is collapsed by the disorganization an outlook on consideration of an idealism and an absolutism and by the reality based on the implication aesthetic through the stream of the times. Finally, according to the combination of the genre such as the mixing 3-Dimensional and 2-Dimensional images, the appearance of the new genre is a result of the autogenous efforts in the animation which makes up the lack of the narrative due to the magical character of the hyper-realism image and the external image caused by the rapid development of technology. In this paper, the post modern reality is analyzed by a animation film such 'Animatrix', and the paper discusses how to express and re-analyze post modern reality in the animation.
Seo, Kyoung-Hee;Lim, Soo-Min;Park, Min-Jung;Sonn, Jong Kyung;Kim, Youngshin
Journal of The Korean Association For Science Education
/
v.32
no.9
/
pp.1391-1404
/
2012
This study was conducted for the purpose of analyzing the teachers' and students' preferences and reality with regard to their interaction in secondary school science classes. The subjects of this study were 180 teachers and 1,389 students. The contents of the questionnaire for the teachers included the quality of the personal relationships between the teachers and students as well as the teachers' recognition of teaching activities, and the questionnaire for the students dealt with the quality of the personal relationships between the teachers and students as well as the students' perceptions of their classes. The questionnaire responses were divided into preferences and reality for the research. The results are as follows. First, the levels of the teachers' and students' perceptions of their interaction were significantly lower (p<0.05) compared to their preferences with regard to such. Second, the female teachers showed higher levels of preferences and reality compared to the male teachers in the case of the teacher variables, and the middle school teachers showed higher levels of preferences and reality compared to the high school teachers. Third, the male students showed a higher perception level compared to the female students, and both the preferences and reality levels of the middle school students were significantly higher (p<0.05) than those of the high school students. In addition, the level of interaction was lower in big cities than in small cities. Fourth, there was a significant difference between the levels of the teachers' and students' preferences and reality with regard to their interaction.
Kim, Hyekyung;Park, Jihye;Kim, Yongseok;Choi, Jeongil
Journal of Information Technology Services
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v.19
no.1
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pp.89-102
/
2020
With the technology of the 4th Industrial Revolution integrated into the industry as a whole, digital transformation (DT) is becoming an innovative and essential element of corporate survival in the fashion industry, and it is expected that the paradigm shift in shopping will become an unavoidable reality, especially based on the AR. Therefore, in this study, the characteristics of augmented reality were presented separately as perceived realism, interaction, pleasure, and usability, and the influence of augmented reality by immersion parameters on the user's satisfaction and intended to reveal the relationship between satisfaction and usage through the characteristics of augmented reality. For the purpose of this study, a structured questionnaire was conducted, and the available 209 responses were collected and used for empirical analysis. The results of the empirical analysis are as follows. First, while immersion has the greatest effect on satisfaction, the effect on use intention has a stronger effect on satisfaction than immersion. This indicates that purchase occurs when the user's immersion leads to satisfaction, and when the satisfaction falls, the intention to use is also lowered. Second, interactivity, enjoyment, and ease of use among the various characteristics of fashion applications have a positive effect on immersion. Among them, ease of use had a strong effect on immersion. In light of this, it can be seen that ease of use should be considered first when creating an application based on augmented reality in the future fashion industry. However, the perceived reality is low in the degree of immersion, and the effect on satisfaction is also lowered, so it is difficult to be connected to intention. Considering that this study was conducted through indirect experience through video viewing, this study expects the development of research through a more practical research model in the future, as the impact is considered to be a relatively low measurement.
With the development of information and communication technology, the possibility of utilizing 3D virtual reality in education has been sought. Especially, the screen composition in the virtual reality has the possibility of inducing the emotion of the user which may affect the learning. However, there is little research on what aspects of the screen can cause emotions. The purpose of this study is to analyze the user's perception of screen components inducing emotion in virtual reality learning environment. Using Multi Dimensional Scaling (MDS), the user's perception of the main screen in a representative virtual reality learning environment platform was investigated. As a result, the dimension of depth on the screen and the dynamics of the avatar related to the movement were confirmed. This study is meaningful to explore technical variables that can induce emotions among screen elements in virtual reality contents.
Journal of The Korean Society of Integrative Medicine
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v.12
no.1
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pp.109-124
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2024
Purpose : The purpose of this study was to examine the effects of a virtual reality-based complex cognitive training program for depression, cognitive function, and digital divide reduction in the elderly who have not been diagnosed with dementia or MCI. Methods : We enrolled 16 participants who were over 65 years old and not been diagnosed with dementia or MCI. We randomly divided into three groups (A, B, C). Participants underwent an 8-week virtual reality-based complex cognitive training program (60 minutes each session, twice per week). At a baseline, all participants completed questionnaires on general features, depression and cognitive function. After four weeks, all participants completed questionnaires on depression and cognitive function. After the end of the last program, participants conducted questionnaires on depression, cognitive function, and usability evaluation. Results : At the 8-week follow-up, 16 participants completed the program. Compared to the baseline, the average score of cognitive function was increased (from 26.5 to 28.5), although it was not statistically significant (p<.061). There were no significant differences between baseline and post-training evaluations on depression scores. The average score of usability evaluation was 75.56, which corresponds to good. Conclusion : Even though the results showed no statistically significant findings in cognitive function and depression after the virtual reality-based complex cognitive training intervention, this pilot study proposed the possibility of utilizing the virtual reality program as a tool that provides active learning opportunities for the elderly and helps improve their cognitive function through multi-sensory components. Also, the findings of this study suggested a positive reevaluation of the elderly's digital access capabilities while reducing the digital divide. A virtual reality-based complex cognitive training program improved the social network of the elderly. We expect that it will expand in size and help with their social participation of the elderly.
Qualitative consumption is a trend in the children clothing market and watching TV of childcare-entertainment reality programs are becoming popular. This study examines the watching degree of childcare-entertainment reality TV programs of parent buyer (30s) and potential buyer (20s) and we investigate their shopping orientation of children wear. We did the survey research of 200 consumers with SPSS statistical analysis including the review of internet news, paper, and books on children wear shopping orientation. The results are following: first, the longer the watching time of childcare-entertainment reality TV programs, the higher shopping orientation, such as following the fashion of child stars, and the higher the watching preferences on childcare-entertainment reality programs, the greater shopping orientation in following childcare-entertainment reality programs star when they are purchasing children's clothing. Second, potential consumers as well as parent consumers were affected by watching the childcare-entertainment reality programs. Watching childcare-entertainment reality TV programs could give the impact when they were shopping children's clothing because they wanted to follow the fashion of childcare-entertainment reality programs TV star. Accordingly, the exposure of the childcare-entertainment reality programs for children clothing is found to be positive to the both current and future consumers.
The film has always reflected the culture of the era based on reality and imagination. The visual effect in the film has mainly played a role of expressing the reality more realistically or recognizing the virtual as reality. This study examines the meaning and the effect of fantasy realism through Oasis of Lee Chang-dong. Fantastic realism has separated the reality from the imaginary space by using a dual meaning tool that affects the time and space in the film and reflects the human desire and desire to see. It was also reproduced in the real world through the medium of pigeons. In addition, it separates visualized space from non-visualized space in film narrative structure, separation of real and unreal space, segregation of consciousness and unconscious space, and separation of reality and reality space into power structure. With the development of technology, the image of the yellow image comes closer to us like reality, which will express the space of unconsciousness that we could not think of.
Journal of The Korean Society of Integrative Medicine
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v.9
no.3
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pp.155-164
/
2021
Purpose : The purpose of this study is to investigate the effects of transcranial direct current stimulation and virtual reality program application on cognition and depression of patients with mild cognitive impairment, and to find an intervention method that can enhance active participation of patients with mild cognitive impairment. Methods : In this study, 50 mild cognitive impairment patients were divided into a treatment group (25 patients) and a control group (25 patients). The treatment group was applied with a transcranial direct current stimulation and a virtual reality program, while the control group received a placebo transcranial direct current stimulation and a virtual reality program. Both groups received five 50-minute sessions per week (one session per day) for six weeks (total of 30 sessions). NCSE was used to evaluate the cognitive functions of the patients before and after treatment intervention. Moreover, K-BDI was conducted to examine the depression of the patients. Results : As a result of the transcranial direct current stimulation and a virtual reality program intervention, the cognitive function of both treatment and control group significantly (p<.05) improved, and the depression of both treatment and control group significantly (p<.05) decreased. Moreover, the changes in cognitive functions and depression were significant between the two groups¸ treatment and control group (p<.05). Conclusion : The results of the study showed that the application of the transcranial direct current stimulation and virtual reality program significantly improved the cognitive function of mild cognitive impairment patients and decreased the depression of them. Therefore, it could be concluded that the transcranial direct current stimulation and virtual reality program was an intervention method which positively affects the cognitive function and depression of mild cognitive impairment patients.
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