• 제목/요약/키워드: total realism

검색결과 7건 처리시간 0.021초

Analyses of the Structural Relationships between College Students' Perceived Game Realism, Flow and Learning Satisfaction in Game-Based Learning

  • HUR, Jungeun;LIM, Keol
    • Educational Technology International
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    • 제22권2호
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    • pp.227-253
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    • 2021
  • Perceived game realism (PGR) has recently emerged as a key concept in explaining the mental processing of digital game playing and the societal impact of digital games. However, few studies have examined its conceptualization and educational effects from an empirical viewpoint, especially in educational games. This study's participants included 292 university students in South Korea. A total of 212 questionnaires were valid and used for the analyses. They learned English expressions using a computer-based educational game and then completed questionnaires on the research variables. We investigated six factors of PGR: simulational realism (SIR), freedom of choice (FRC), perceptual pervasiveness (PEP), social realism (SOR), authenticity (AUT), and character involvement (CAI). We expected the factors to have valid effects on the university students' flow and learning satisfaction after a game-based learning (GBL) experience. Our research results demonstrated a causal relationship between SIR, FRC, CAI, and learning satisfaction. Furthermore, the indirect effects of SIR and CAI on learning satisfaction through flow were statistically significant.

오윤의 말기(1984~86) 예술론에서의 현실과 전통 인식 - "미술적 상상력과 세계의 확대"에 대한 텍스트 검토 (Awareness of Reality and Tradition in Oh Yun's Theory of Arts during His Final Period(1984~86) - Review on the Text of "Expansion of Artistic Imagination and World")

  • 박계리
    • 미술이론과 현장
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    • 제6호
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    • pp.101-121
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    • 2008
  • An artist, Oh Yun(1946~86)'s theory of people's art during his final period is summed up in his essay 'Expansion of Artistic Imagination and World' (1985). Emphasizing the mystic and traditional characteristics of Oh Yun's artistic oeuvre during his final period, some critics focus on Oh Yun's experience of medical treatment and shamanistic custom at Jin Do island, and his belief in Jeung San Do, the dao of Jeung-san, the Ruler of the Universe. However, they forget the practical intention and implication of his theory of art during his final period, which aimed to overcome the contradiction of revelation itself. Oh Yun's essay criticized the loss of artistic imagination and the ignorance of traditional culture that resulted from the elevation of science to a religion, and insisted that the stereotyped idealism, scientism and elitism in art should be overcome in order to recover the full reality in realism and to continue traditional cultures. The essay is comprised of 18 paragraphs. Oh Yun criticized monochromatic art, conceptual art, hyper-realistic art, objet d'art, and neo-dadaist art, saying that they were simply mechanical forms of modern art derived from scientism and a fetishistic lens culture. In addition, he criticized naturalism in art, which had continued as a tendency in the development of western art, for the same reason. He pointed out that even the world of realism had been diminished by elite stereotypes and diagrams. He declared the need to overcome the imitation of shells or stereotyped propaganda, and recover full realism, which seems to have started with a reflective examination of current problems in 'Reality and Utterance', in which he participated. Especially, he thought that universality and the extension of full realism could be achieved by building on the views of traditional cultures, which is meaningful. This logic is same as the theory of epic theatre that Bertolt Brecht(1898~1956) has developed under the ancient Greek masque and Pieter Bruegel the Elder(1525~69)'s story-like picture style. The universality of realism and the extension of acquisition to include incantation art, rather than move toward incantation art, is what Oh Yun intended to propose in 'Artistic Imagination'. This attitude is same as Bertoh Brecht's aesthetic viewpoint in the 1930s. But regrettably, Oh Yun's style wording, which seems covert and far-sighted, is often misunderstood as 'mysticism'. In the flow of people's art in the 1980s, Oh Yun was a traditionalist in a narrow sense, and an realist in a broad sense. However, his critical mind, which comprehends tradition and reality, was attempting to expand universality and extend full realism, and this attempt found many sympathizers and had an influence on the next generation of people's artists, such as "Levee" which is field-centered, to which we should pay attention. This means that while their works thought about 'tradition', we should be careful not to connect them with 'aesthetic conservatism' or 'classical art'. This is the why the meaning of Oh Yun's theory of art during his final period should be closely examined again.

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총체적 예술로서의 3D Animation에 대한 연구 (A Study on 3D Animation as total Art)

  • 최성원
    • 디자인학연구
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    • 제16권3호
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    • pp.33-40
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    • 2003
  • 3D Animation은 미술사를 통해서 볼 때 화가들이 가장 갈구하였던 시공간 문제를 해결하였던 매체였지만 3D Animation의 그 자체의 예술적 가능성의 측면에서 보지 않은 결과, 아직도 예술 분야에서 확고한 위치를 차지하지 못하고 있다. 이러한 3D Animation을 예술의 한 장르로 확고한 위상을 정립하기 위해서 우선적으로 우리의 지각으로부터 어떠한 방식으로 3D Animation을 형상화 시켜야할 것이냐에 그 초점을 맞춰야 할 것이다. 즉 단순히 Realism이란 3D Animation의 특성에만 얽매이지 말고, 대상의 묘사와 대상들과의 관계라는 측면에서의 서사라는 상호 연계성 속에서 그리고 총체적 의미 내에서 이러한 단위들이 설명되어져야 할 것이다. 이러한 미학적 반성이 선행 되어진 후에 비로서 3D Animation 제작은 단순한 상업성에만 속하지 않고 독자적인 예술의 한 장르로서 정의 되어질 수 있다. 따라서 본고는 3D Animation을 예술로서 승화시키기 위한 첫번째 단계로서 3D Animation을 어떠한 방식으로 바라보아야 할 것인가에 대해 논해 보고자 한다.

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문화생태탐방로 조성에 대한 중요도 성취도 분석 - '구불길' 군산저수지 구간을 중심으로 - (User's evaluation on the ecological trail in Gunsan reservoir area through importance-performance analysis)

  • 김상욱
    • 농업과학연구
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    • 제39권3호
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    • pp.319-325
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    • 2012
  • This study investigated the user's attitude to the nature trail called Gubulgil in Gunsan reservoir area and evaluated the quality of user's satisfaction of the trails and their facilities by importance-performance analysis (IPA). User's evaluation was achieved through questionnaire survey and total 283 pieces of subjects were used for the analysis. The results are as follows. Firstly, importance value of circularity of trails was very high, and it has great implication to ordinary trails which connect ecological, historical and cultural spots routinely and linearly. Secondly, through the IPA, relatively dissatisfied attributes were parking lots, direction boards, storytelling, convenient facilities and encountering of wildlife. Expansion of parking lots can cause the environmental disruption, so running a shuttle service from Gunsan downtown to the reservoir at weekends can be more reasonable. In case of ecological and historical information delivery, softwares like storytelling contents with sense of realism as well as hardwares of informative signboards are very important in nature trails. Encountering wildlife in trails is fascinating experience but it means visitors may disturb wildlife habitats. So route design should be done very carefully not to intrude their territories.

모션플랫폼과 VR HMD를 사용하는 VR콘텐츠의 제작환경에 따른 문제점과 개선 방안 (A Study on the Problem and Improvement of VR Content Using Motion Platform and VR HMD)

  • 권호종;성정환
    • 한국게임학회 논문지
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    • 제19권3호
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    • pp.15-24
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    • 2019
  • VR HMD와 모션플랫폼을 이용한 VR콘텐츠는 모션플랫폼의 움직임 제어가 중요하며 모션플랫폼의 제어는 고전적인 워시아웃 알고리즘을 기반으로 한다. 하지만 고전적인 워시아웃 알고리즘을 사용할 때 모션플랫폼의 구성과 물리엔진사용의 제한 등으로 제약사항이 생긴다. 따라서 본 연구에서는 제약사항이 발생하는 가상환경에서 가속도를 회전운동으로 변환하는 컨트롤 오브젝트를 사용해 고전적인 워시아웃 알고리즘을 보완하는 새로운 제작 방법을 설계했다. 총 30명의 피험자를 대상으로 새로운 콘텐츠 제작 방법이 기존의 고전적인 워시아웃 알고리즘만을 사용한 것과 비교해 효과가 있는지에 대한 실험조사를 하였고, 그 결과 현실감, 몰입감, 승차감 측면에서 유의한 차이로 개선되었음을 알 수 있었다.

농촌환경자원의 정보관리시스템 구축 (Development of Management Information System of Rural Environmental Resources)

  • 이상영;김상범
    • 농촌계획
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    • 제13권1호
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    • pp.73-84
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    • 2007
  • The first theme of this study is to preserve and manage rural multi-functionality resource Information. This study is to suggest the method that can irradiate rural multi-functionality resource Information efficiently and constructively. GIS uses PDA and Tablet PC as an investigation tool and verifies the outcome of the development in the investigation system. This study enhanced the mobility function of PDA by installing recording system and camera to the PDA. Also, Using GPS has been ensured scientific precision and realism to the investigation. Direct input on spot can save time, cost and minimize human error by simplifying the investigation process. Database is composed of characters like scale, form, location, distance, resident's opinion and image of 37 resources. The survey system was applied in 170 villages and got a total of 12,270 resources data. Management system should be easy to input and output the surveyed information and to get reports in any kind of form ( i.e. final result can be produced as a map). By utilizing of the Rural Resource information system, the study made a simulation to compare the target areas before and after. Also, digitalized investigation system, minimized re-input and reprocessing of data and enabled to simplify and standardize the process than memorandum investigation. Data collected through digital system could offer people useful information by Web-GIS. It was need to specify practical way in decision-making and a way to measure the value of resources to align with the regional plan. Also, need to keep on developing statistical data and application program that can connect us to present the best solution to support regional planning. Therefore, quality of data is very important. Finally, it is very important to develop various programs to analyze space md rural resource by monitoring rural environment.

효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로- (A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout-)

  • 정승재;이연준
    • 디지털융복합연구
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    • 제19권10호
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    • pp.395-401
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    • 2021
  • 디지털 시대의 도래와 더불어 코로나19 감염병의 확산으로 인해 국내 교육기관은 실시간 원격강의 플랫폼을 학습의 도구로 활용하고 있다. 그러나 낮은 사용 경험 문제로 인해 혼란을 겪고 있어 사용성 연구가 필요하다. 본 연구는 ZOOM의 UI디자인 레이아웃에 따른 시선추적과 학습경험을 측정하여 실증적 데이터를 제공하고 레이아웃과 학습효과에 대한 규명을 입증하여 제언하는 것에 목적을 둔다. 총 30명의 피험자를 선정하여 학습 시 시선추적과 설문조사를 진행하였다. 연구결과, 그리드 레이아웃이 다른 레이아웃보다 감성적 실재감과 학습만족도가 높은 것으로 밝혀졌다. 또한, 참가자가 그리드 레이아웃에 가장 많은 주의를 집중한 것으로 밝혀졌다. 그러므로 높은 학습경험을 위해서는 그리드 레이아웃과 참가자를 시각적으로 부각시키고 소통을 유도하는 레이아웃을 지향할 필요가 있다.