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A Study of Neuro Aesthetics with Peak-Shift Principle
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양서정 Yang Seo Jung |
JEWNR 15(0) 353-363, 2007 |
ABSTRACT
In this thesis, sustainable future art soul and its archetype was approached by tracking the changed flow of substance and principles of art through special architecture beauty by the main function of neuro aesthetics and dance motion of temporal sequence. By defining structure of all art fields as fractal phenomenon, mutually similar art language was analyzed through the pursuit of recent neuro aesthetics and computing aesthetics. In particular, it is gradually being proved that peak shift desire of nero aesthetics is archetype of art history by perceptual theory of evolution that overcomes the limit of anatomy. In this thesis, it is tried to present these phenomena as a new model of interpretation of total art of neuro aesthetics in the future by comparing analyzing art principles of dance and architecture.
keyword : Neuro Network, Fractal Sequence, Art of Movement
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Signal Analysis Structure of Revival-fashioned Movie Advertisement Text
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양초산 Yang Cho San |
JEWNR 15(0) 365-376, 2007 |
ABSTRACT
This study, by applying symbolic analytic methods, shows the following results coming through comparison and analysis of domestic revival-fashioned movie ad texts. First, the image of movie texts by the formational analysis and objectively conceptual analysis has a common aspect in both contents and expressions . Second, the structure of letter titles for movie ad texts by the point of formational analysis is mostly formed by calligraphy-oriented structure of expression, which aspect proves its close organic relationship with revival movie texts. Third, it was found out that the mode of organizing colors in the revival-fashioned movie texts is roughly divided into two ; one is a monotone mode using white & black color, another is a method of expressing designed unrefined attributes and intensity. Fourth, the periods ranging from the year 2001 to 2003, during which revival-fashioned movies were competitively produced, mark a significant turning point of our domestic movie history at the viewpoint of the movies` entertaining features by attracted audience and diversified audience brackets as well as the enlargement of genre.
keyword : Signal Analysis, Revival-fashioned, Movie
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A Fundamental Study on Aesthetic Computing for improvement of HCI
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오경혜 Oh Kyung Hye |
JEWNR 15(0) 377-390, 2007 |
ABSTRACT
In terms of utilization and usefulness, it is suggested that Human Computer Interaction(HCI) should be changed into emotion. That is to say, HCI should be revised in the design of beauty to promote or improve interaction for human ideal experience embodiment, or to enhance the transparency of interface. Here. the purpose of this study is to suggest the development standpoint on reflectivity. Based on such understanding, this article aims at showing the direction of HCI design development to improve interaction between human being and computer, through the consideration of `aesthetic computing` that applies artistic theory and practice to computing. From all human-oriented aspects, the value of aesthetic computing can be meant as a testing to enhance computing situation through artistic theory and practice. To reform computing technologies is to pursue beauty, or the beautiful. This paper focuses on it. Through these processes, as one of the biggest issues, this article suggests aesthetic computing to re-combine art and technology or science effectively. actually, and considers the vale of interface applying it to HCI. From these processes, it provides reflexctivity to make up for transparency, which means an ideal combination from a unified view, not the relative role of transparency. Ultimately, it aims at establishing the proper and artistic realm from the widespread computing environment.
keyword : Aesthetic Computing, Interaction HCI(Human-Computer Interaction)
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A study on the elements of user experience to the design of web interface
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옥은정 Ok Eun Jung , 정원준 Chung Won Jun |
JEWNR 15(0) 391-401, 2007 |
ABSTRACT
The development of technology caused by Internet`s information mad changes in the method of presentation in the Internet`s contents, among them the development of Multimedia`s contents make experiences of usuals and sensibility possible on the on the screen. But of poorness of information`s environment caused use and access of web interface is exposed because of the limitation of technology`s entertainment on the simple activity and interface relation. In terms of interrelation, it`s realized and react by not a character but the visual elements in the space limited through the interface. After these activity res, not to connect next acts by the click presents difficulty of providing interface which is intuitional and natural. Therefore the interrelation experiences of users are important in ter web interface. The research about the experiences in the same sections which is established on the structure and composition`s element of experience`s design in web interface. So, this lecture was progressed to focus on the literature`s research and analysis of example. Fist of all, the specialization about experience`s deign and interaction`s media through former literature and research.
keyword : web contents, web interface, experience`s deign
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A Study on 3D Design paradigm in Augmented Reality
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유은경 Yoo Eun Kyung |
JEWNR 15(0) 403-415, 2007 |
ABSTRACT
The development of digital technology has expanded some aspects of human life -life style, culture, business and even physical sensation- into a world of virtual reality. Especially the advent of `ubiquitous environment` greatly changed the paradigm of human life. In the ubiquitous environment, a design is required to make the borderline between actual reality and virtual reality look as if it doesn`t exist, which is obvious in digital and analogue space. A gap between an actual reality and a virtual reality is technically inevitable but the gap can be filled by a technology of augmented reality. With the augmented reality technology in U-space, an artificial image is overlaid on an object of actual reality, and so the result looks more `actual` than virtual reality. Compared to existing design processes, the 3-D design simulation based on an augmented reality is superior in terms of time and cost effectiveness, versatility, easy adjustment and most importantly, high level of sense of realness. All these were proved in the panel test after a prototype was made. The potentiality of 3-D design simulation should be recognized and continuous research should be conducted.
keyword : virtual reality, Augmented Reality, U-Space, proactive, artificial reality, simulation
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Study on Standard Measured Data in accordance with the Increasing Use of Mobile Devices and Thumbs
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육호준 Yook Ho Joon |
JEWNR 15(0) 417-427, 2007 |
ABSTRACT
In this study, we aim to maximize user convenience in using mobile devicesand to create effective user environments in accordance with the fact that the trend ofincreasing use of mobile devices is proportional to the increasing frequency of thumb use by users. The explosiveincrease in mobile device usage is so surprising that it is fairly accurate to call the present time as the mobile era. Various kinds of digital devices, including cellular phones, tend to make users use their thumbs much more often than in any previous period in modern history. It can be said that almost every mobile device is controlled by the user`s thumbs. However, the application of measured data in terms of ergonomics has rarely been used. These days, users use their thumbs most often to control mobile devices. In fact, we have already been accustomed to using thumbs on TV remote controller at home. With the advent of cellular phones, we began using thumbs instead of the index finger in dialing, and now the use of thumbs has been extended to the area where thumbs operate the control panel of the digital camera, which is already a further shift from simply grabbing and holding a button or lever. Now, the thumb has become a very important tool for digital and mobile device users. Accordingly, it can be said that the thumbs as a tool and the measured data of user`s hand in terms ergonomics can provide the important index in shape, size and control panel layout of mobile devices and of any portable device.
keyword : Mobile device, Thumbs, Usability
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A Study on Analysis and Developing Characters on Baekje Incense Burner and their Application
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이봉녀 Lee Bong Nyeo |
JEWNR 15(0) 429-443, 2007 |
ABSTRACT
Nowadays, cultural value is a decisive factor in national competitiveness. The national government including KOCCA (Korea Culture & Contents Agency) make efforts to develop communally- specialized cultural originals on the basis of `Communal Culture Development Project` in respect that nation`s cultural industry can be developed only when creative designs are developed concurrently with communally- specialized cultures. For this reason, this study was focused on researching Baekje culture through the characters on the incense burners made in Baekje Dynasty that have not been widely known to nations due to insufficient data and other reasons though those are not behind Shilla, Goguryeo, and Joseon Dynasty artistically and historically. In addition, this study was focused on clarifying outstanding cultures in Chungcheong district, the birthplace of Baekje culture, and on seeking the way to develop digital contents that can apply Baekje culture to various genres. Likewise, this study was performed so that nations can fee proud in national culture and Baekje`s outstanding culture can be generalized and globalized.
keyword : culture contents, digital contents, Baekje incense Burner
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A Study on Development of Public Relationship of UCC Animation in Social Network
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이성식 Lee Sung Sik , 안상락 An Sang Lak |
JEWNR 15(0) 445-455, 2007 |
ABSTRACT
Recently, it is UCC that becomes trend of digital image. UCC grows because of digital image machine and technology developed to buy cheaply and use easily, opening and co-ownership based on web2.0, and participation of internet. Before activation of UCC, maker, producer and consumer was classified clearly. But as making image contents becomes easily by developing of digital technology, the image have some part of people. Also, the image begins to charge from only expert`s part to consumer`s general part. the image made by general consumers is standardized by participation of netizen, and UCC is charging the image culture`s popularization and media communication revolutionary. Also, UCC company that tries to get competitiveness through UCC service is increasing, and the image`s editing instruments provided freely by internet company like a portal is a catalyzer for popularization. Hereafter, popularization for image design and culture will be distinct. For popularization`s triangular position, some conditions have to be equipped. first, clear standard should be prepared to maintain the diversity and publicity of the image culture. Second, a policy for consideration and support are needful for charging of media circumstance. For these, users, producers, and policy planners should cooperate.
keyword : activation UCC, moving design, digital contents, web2.0
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The Role of Web-based PBL (Problem-based Learning) Method in Design Process
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이재익 Lee Jae Ik , 임규정 Lim Gyu Joung , 김영우 Kim Young Woo |
JEWNR 15(0) 457-468, 2007 |
ABSTRACT
Information Technology (IT) has been increasing used in the Korean education context in which the change of learning approach from teacher-centered to learner-centered is emphasized. More attention has been paid to the use of Problem-based learning (PBL) based on the web in IT classrooms. Considering the importance of learners` roles in the process of learning, particularly when using IT, the current research attempts to examine the effects of the web-based PBL method as one of learner-centered approaches based on the constructivism by developing materials using the web-based PBL method and applying it into the classrooms. More emphasis is put on developing a specific model for design process and its application into teaching context, rather than developing new programs such as new websites. The research findings suggest the web-based PBL method encourages learners to solve the problems they found by themselves, playing a role of guide.
keyword : WBI(Web Based Instruction), PBL(Problem-Based Learning), Design Process
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Self-Awareness for virtuality and Self-Concept of Adolescence Based on the User and Avatara Characters in the Cyberspace
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이향재 Lee Hyang Jai |
JEWNR 15(0) 469-479, 2007 |
ABSTRACT
The purpose of this thesis is an attempt to comprehend the self-identity between `Avatara` which has been appreciated as the incarnation of a user and the self-identity of adolescence. This can be an attempt to understand the phenomenon of self-identity of adolescence that has been rapidly changed by the virtual world of perception. As for research methods, this study examined, the users` perceptionto avatars and self-awareness, self-image, self-esteem of self-concept. According to the result of the research, user can be explained that virtual to the self can be perceived as an existential form of things and it indicates that the sensitive structure of consciousness about the free will, self consciousness and the concept of quantity in time and space. These phenomena can be explained as enlargement of the self and consciousness of men in the concept of the study. In addition, it has given the great change to the human subjectiveness and the society. experience and the structure of cognition of the adolescence make it possible to create the new technological human environm
keyword : self-identity, avatar-awareness, adolescence
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