5,500 research outputs found

    Emotional Expression of Korean Dance Assisted by a Virtual Environment System

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    Modeling of Performance Creative Evaluation Driven by Multimodal Affective Data

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    Performance creative evaluation can be achieved through affective data, and the use of affective featuresto evaluate performance creative is a new research trend. This paper proposes a “Performance Creative—Multimodal Affective (PC-MulAff)” model based on the multimodal affective features for performance creative evaluation. The multimedia data acquisition equipment is used to collect the physiological data of the audience, including the multimodal affective data such as the facial expression, heart rate and eye movement. Calculate affective features of multimodal data combined with director annotation, and defined “Performance Creative—Affective Acceptance (PC-Acc)” based on multimodal affective features to evaluate the quality of performance creative. This paper verifies the PC-MulAff model on different performance data sets. The experimental results show that the PC-MulAff model shows high evaluation quality in different performance forms. In the creative evaluation of dance performance, the accuracy of the model is 7.44% and 13.95% higher than that of the single textual and single video evaluation

    Robot-Aided Learning and r-Learning Services

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    A Search for a New Paradigm in Korean Contemporary Art A Proposal for an Exhibition 'Beyond Surface Culture: The New Grammar of Korean Contemporary Art'

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    This thesis examines the character of Korean contemporary art. I argue that an intense time-space compression produced by communication technology and the information revolution of the late 20th century has meant that Korean society has experienced the symptom of 'schizophrenia', as theorized by Fredric Jameson, which understands the modern capitalist world as being a perpetual present and characteristically depthless. Facilitated by this flourishing media culture and the rapid diffusion of digital technologies, I claim that a new 'surface culture' emerged in Korean society as Korean society became accustomed to identifying information through images and adopting the concomitant superficiality that this engenders. The Korean art world has also been heavily affected by Western artistic and cultural content through various media and exchanges with the international world, largely as a consequence of the nation's 'globalization policy'. I assert that Korean artists have experienced a new type of visual sensation and stimulation amid the torrent of information and started to understand the world as raw material by registering the received content based on its surface and turning it into modules. However, instead of looking at the current situation in a negative way, I argue for a positive evaluation based on Mario Perniola's 'philosophy of the present', as the basis to propose a new paradigm in Korean contemporary art. According to Pernio la, contemporary society is a full world where everything is available, and what is important is to manage the data and use it appropriately. I argue that one-way communication and the actuality of mass media influence in Korea has reached its peak, and that Korean artists have begun to develop a new paradigm of accumulating data and have begun alTanging it according to their own criteria throughout the last decade. In conclusion, I propose an exhibition featuring the art practices which embrace this new paradigm, and which explore innovative ways of making inventories and classifying history and culture

    Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis

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    Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills

    Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology

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    The topic of this dissertation is the anatomical, psychological, and cultural examination of a human face in order to effectively construct an anatomy-driven 3D virtual face customization and action model. In order to gain a broad perspective of all aspects of a face, theories and methodology from the fields of art, engineering, anatomy, psychology, and cultural studies have been analyzed and implemented. The computer generated facial customization and action model were designed based on the collected data. Using this customization system, culturally-specific attractive face in Korean popular culture, “kot-mi-nam (flower-like beautiful guy),” was modeled and analyzed as a case study. The “kot-mi-nam” phenomenon is overviewed in textual, visual, and contextual aspects, which reveals the gender- and sexuality-fluidity of its masculinity. The analysis and the actual development of the model organically co-construct each other requiring an interwoven process. Chapter 1 introduces anatomical studies of a human face, psychological theories of face recognition and an attractive face, and state-of-the-art face construction projects in the various fields. Chapter 2 and 3 present the Bezier curve-based 3D facial customization (BCFC) and Multi-layered Facial Action Model (MFAF) based on the analysis of human anatomy, to achieve a cost-effective yet realistic quality of facial animation without using 3D scanned data. In the experiments, results for the facial customization for gender, race, fat, and age showed that BCFC achieved enhanced performance of 25.20% compared to existing program Facegen , and 44.12% compared to Facial Studio. The experimental results also proved the realistic quality and effectiveness of MFAM compared with blend shape technique by enhancing 2.87% and 0.03% of facial area for happiness and anger expressions per second, respectively. In Chapter 4, according to the analysis based on BCFC, the 3D face of an average kot-mi-nam is close to gender neutral (male: 50.38%, female: 49.62%), and Caucasian (66.42-66.40%). Culturally-specific images can be misinterpreted in different cultures, due to their different languages, histories, and contexts. This research demonstrates that facial images can be affected by the cultural tastes of the makers and can also be interpreted differently by viewers in different cultures

    Socially assistive robots for people with dementia: systematic review and meta-analysis of feasibility, acceptability and the effect on cognition, neuropsychiatric symptoms and quality of life

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    BACKGROUND: There is increasing interest in using robots to support dementia care but little consensus on the evidence for their use. The aim of the study is to review evidence about feasibility, acceptability and clinical effectiveness of socially assistive robots used for people with dementia. METHOD: We conducted a systematic review and meta-analysis. We searched MEDLINE, EMBASE, PsychINFO, CINHAL, IEEE Xplore Digital Library, and EI Engineering Village from inception to 04 -02-2022 - included primary studies assessing feasibility, acceptability, or effectiveness of socially assistive robots for people with dementia. Two independent reviewers screened studies for eligibility, and assessed quality. Narrative synthesis prioritized higher quality studies, and random-effect meta-analyses compared robots with usual care (UC) or active control (AC) immediately after the intervention (short-term; ST) or long-term (LT) on cognition, neuropsychiatric symptoms, and quality of life. FINDINGS: 66 studies and four categories of robots were eligible: Companion robots (Pet and humanoid companion robots), telepresence communication robots, homecare assistive robots and multifunctional robots. PARO (companion robot seal) was feasible and acceptable but limited by its weight, cost, and sound. On meta-analysis, PARO had no ST or LT compared to UC or AC over 5-12 weeks on agitation (ST vs UC, 4 trials, 153 participants: pooled standardized mean difference (SMD) 0.25; -0.57 to 0.06; LT vs UC; 2 trials, 77 participants, SMD =-0.24; -0.94, 0.46), cognition (ST vs UC, 3 trials, 128 participants: SMD= 0.03; -0.32, 0.38), overall neuropsychiatric symptoms (ST vs UC, 3 trials, 169 participants: SMD= -0.01; -0.32, 0.29; ST vs AC, 2 trials, 145 participants: SMD =0.02, -0.71, 0.85), apathy (ST vs AC, 2 trials, 81 participants: SMD= 0.14; 0.29, 0.58), depression (ST vs UC, 4 trials, 181 participants; SMD= 0.08; -0.52, 0.69; LT vs UC: 2 trials, 77 participants: SMD =0.01; -0.75, 0.77), anxiety (ST vs UC: 2 trials, 104 participants, SMD= 0.24; -0.85, 1.33) and quality of life (ST vs UC, 2 trials, 127 participants: SMD=-0.05; -0.52, 0.42; ST vs AC: 2 trials, 159 participants, SMD =-0.36, -0.76, 0.05). Robotic animals, humanoid companion robots, telepresence robots and multifunctional robots were feasible and acceptable. However, humanoid companion robots have speech recognition problems, and telepresence robots and multifunctional robots were often difficult to use. There was mixed evidence about the feasibility of homecare robots. There was little evidence on any of these robots' effectiveness. CONCLUSION: Although robots were generally feasible and acceptable, there is no clear evidence that people with dementia derive benefit from robots for cognition, neuropsychiatric symptoms, or quality of life. We recommend that future research should use high quality designs to establish evidence of effectiveness

    Role-playing Game Based Learning, EFL Curriculum

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    The following is a proposed curriculum design for an intensive English theme-based immersion program designed for use in Korean post-secondary education. It is designed to address three deficits within the EFL classroom; lack of significant increase in English ability, self-efficacy and motivation to study English. This curriculum has a foundation in five main parts; Korean culture and social identity; Types of possible second language acquisition programs, Collaborative and Task Based learning; Bronfrenbrenner’s Ecological Systems Theory; and Gamification and Role Playing Game Based Learning. First I will discuss relevant literature, second I will present a proposed approach to learning based on the theories discussed in part I. Next I will present a curriculum based on the learning approach described in part II. In part III, I will demonstrate a sample curriculum for a proposed camp that addresses the three deficits listed above

    Martial Arts in Postcolonial Times: Local Theories for Local Contexts

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    Background. Up to now, the social organisation and practise of the world’s ghting systems has been understood through estab- lished and popular trends in sociological theory developed primarily in Western Europe and North America. Problem and aim. As an alternative, researchers can turn to theories local to the culture in question, in order to understand its people on their own terms, as these theories are written largely for and by them in their own language. Method. e authors employed local theory in their analysis of two martial arts associations that focus on the cultivation of national warrior identities. Based on long-standing case studies on Japanese Budo institutions in Poland and Xilam in its native Mexico, they demonstrate how local social theories can assist the understanding of belonging, embodiment, identity and nationalism in postcolonial times. Results. A local warrior identity was identi ed in both Polish Budo and Mexican Xilam martial arts organisations. e local social theories enabled the authors to examine these identities in terms of postcolonial identity formation in relation to the nations in question. Conclusions. Martial arts researchers should employ local theories as well as the more popular canon from social scienti c disci- plines. Local theories enable detailed appreciation of the history, culture and politics of the country where a martial art has been developed or is being practised and transmitted

    The globalization of K-pop: The interplay of external and internal forces

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    This thesis aims to provide a comprehensive and systematic analysis about the growing popularity of Korean pop music (K-pop) worldwide in recent years. On one hand, the international expansion of K-pop can be understood as a result of the strategic planning and business execution that are created and carried out by the entertainment agencies. On the other hand, external circumstances such as the rise of social media also create a wide array of opportunities for K-pop to broaden its global appeal. The research explores the ways how the interplay between external circumstances and organizational strategies has jointly contributed to the global circulation of K-pop. The research starts with providing a general descriptive overview of K-pop. Following that, quantitative methods are applied to measure and assess the international recognition and global spread of K-pop. Next, a systematic approach is used to identify and analyze factors and forces that have important influences and implications on K-pop’s globalization. The analysis is carried out based on three levels of business environment which are macro, operating, and internal level. PEST analysis is applied to identify critical macro-environmental factors including political, economic, socio-cultural, and technological. On the industrial level, major forces that shape the music industry in which K-pop’s business operates are evaluated based on the framework of Porter’s Five Forces. External environmental analysis is followed by the review of the global strategies of major Korean entertainment companies in achieving their organizational objective of turning K-pop into a successful global business. We identify all the key value-creating activities ranging from talent acquisition to customer relationship management in the value chain of K-pop’s industry, and analyze how each of these activities have contributed to K-pop’s success in the global market. In conclusion, the recent success of K-pop on the global stage can be understood as the rewards for the capability of its internal strategy to anticipate and capitalize new opportunities in external environment
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