• Title/Summary/Keyword: 공간변용(空間變容)

Search Result 61, Processing Time 0.022 seconds

Alternating Development Strategies in Jeiu Island, Korea (제주도 발전 전략의 교호적 변화)

  • Kwon, Sang-Cheol
    • Journal of the Korean Geographical Society
    • /
    • v.43 no.2
    • /
    • pp.171-187
    • /
    • 2008
  • Islands are vulnerable to outer influences due to their small size and isolation. Tourism often becomes an important development focus because of their unique culture and nature. Jeju-do, as well as other islands, has experienced such development mostly led by central government, and the regional change was understood as the outcome of global influences without much concern with the local response or strategy. Thus, vulnerability has been the key theme in island development studies. This paper examines the current state of island development as an outcome of locals' alternating strategy in which the islanders accept the central government's plan, but express their demands to modify them. It is reflected in the electoral preference for ruling or oppositional parties, local movements against central government's development plans, and the spatial organization of tourism sites from a few growth centers to more dispersed, balanced development. These suggest that the current state of island development is not derived from unidirectional global forces, even if islands are peripheral. Rather, it is the outcome of an alternating strategy of Jeju locals accepting the central government development plans while managing them for local benefits.

A Feasibility Study on Materialization of Seunglamdonoli, Korean Traditional Table Board Game (전통 Table Board 게임 <승람도놀이>의 특징과 현대적 실현 가능성)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Yun-Cheol
    • Journal of Korea Game Society
    • /
    • v.8 no.2
    • /
    • pp.25-35
    • /
    • 2008
  • Seunglamdonoli was a traditional board game played during the Chosun Dynasty. In this article, I interpret its features as a board game and discuss the possibility of turning it into a mass market game like Milton Bradley's 'The Game of Life' in the U.S. Seunglamdonoli uses the dice to determine movements around a board shaped like Korea, teaching players about important geographic locations, and traditional characters in a game that relies on strategy as well as luck. With appropriate changes such as introducing a standardized game board or digitalization for use on computers, Seunglamdonoli has potential to again become a popular pastime as well as become tool for learning about Korean history, geography, and society. Furthermore it can be adapted as an educational game for any location with minimal changes.

  • PDF

Metal-Body Images in Shinya Tsukamoto's (1989) (츠카모토 신야의 <철남(鐵男)>(1989)을 통해 살펴 본 기계적-몸 이미지)

  • Kwon, Soojin;Kwon, Hajin
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.168-178
    • /
    • 2015
  • This article analysis the aesthetics of metal-body of (1989) and its metamorphosis of dehumanization through visual desires expressed by body images. This paper suggests theoretical analysis based on aesthetic views to understand the underlying meanings. The research categorizes three types of images; surreal image, grotesque image and eros image from the metamorphosis of dehumanization and transformation throughout the film. As the surreal image, the metamorphic process of transformation, demolition, derangement, illusion, and human desire continues to reflect the evil side of a human in everyday life. It also visualizes the images of exaggeration through weakness and bizarre side of metal-body. The grotesque image of body metamorphosis displays and symbolizes double-sides of bizarre and weak side of human in the everyday environment when malformation reaches its peak when Tetsuo finally shows his transforming figure. Finally, the eros image is analogized as a man's inner self and self-destruction in surreal world and a grotesque figure when overwhelming desire of transforming into rebirth of a perfect metal-body, Tetsuo. The surreal image, grotesque image, and eros image portraits human desires inner and outer-self into visualized image and that represents the means of excessive desire for dreaming of world domination with merging non-organic medium of metal and organic body to create a perfect body-image.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.10
    • /
    • pp.200-213
    • /
    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

A Study on the Practical Use of the Inn0er Part of a Roof of the New Hanok with a Structural Modification (지붕가구법의 변용을 통한 신한옥 보꾹공간의 활용에 대한 연구)

  • Kim, Hark-Rae
    • Journal of the Korean Institute of Rural Architecture
    • /
    • v.14 no.2
    • /
    • pp.1-10
    • /
    • 2012
  • The purpose of this study is to provide the method of saving the construction cost per unit area of the New Hanok using the inner space of a roof as a floor space with a structural modification of it's roof. The proportion of a roof of the Traditional Hanok accounts for about a half of it's elevation, so it is an essential element of it. But, compare to the whole construction cost of the Traditional Hanok, it costs over a half of expenses to build it. Recently, at the traditional building type, it is found that the inner space of a roof of it is used as a floor space with a structural modification of it's roof. It can be divided into two types, the storage type and the living type. The New Hanok at downtown can accommodate various new lifestyle, so the length of it's Yangtong is longer than that of the Traditional Hanok. When we adjust the proportion of the traditional Hanok to the New Hanok, the height of the column and the roof of the New Hanok becomes also higher than those of the traditional Hanok. So, using the upper part of the column and the roof of the New Hanok, we can make the inner space of a roof of the New Hanok as a floor space -like a bed room, tea room, personal work space and a storage- vertically connect with the 1st floor as the main living area. As a result, it is expected to save the unit construction cost of the New Hanok and has an extensity of space when we build the New Hanok at downtown.

A Study about Transforming Strategy to Game of TV Animation as appeared in (<스프링필드>에 나타난 TV애니메이션 <심슨가족>의 게임화 전략 연구)

  • Lee, Young-Soo
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.85-109
    • /
    • 2015
  • have been transformed to many products and game of various platform as successful animation be making for 26 seasons. However past studies were concentrated on characteristic of as an TV animation series, almost never focused on transforming strategy. is showing distinguished strategy for how long living TV animation series can be made to user participating contents constantly. This paper analyzed a characteristic transforming strategy to game of as focusing on that EA company was made for mobile platform and it has been popular for a long time comparatively. So first we analyzed characteristic narrative of animation, and then searched how it is appeared to space managing simulation game . It will be helpful study how to build narrative strategy when TV animation series will be transformed to game as analyzing gamification process of .

A Study on Textual transformation for the filming of Webtoon - Analysing visual composition of Secretly Greatly(2013) - (웹툰의 영화화에 대한 텍스트 변용에 관한 연구 - <은밀하게 위대하게>의 시각적 구성요소 분석을 중심으로 -)

  • Kim, Eun Ju;Kim, Geon
    • Design Convergence Study
    • /
    • v.14 no.1
    • /
    • pp.83-98
    • /
    • 2015
  • This study will examine the visual composition by which Secretly Greatly, in a circumstance that even the good original Manhwas or Webtoon have not made a hit on the market until now, could attract the spectator, in other word, illustrate the analogousness of the images through analysing visual texts. The study draw, first of all, a meaning of the box office performance caused by analogousness of image, that is similarity between the webtoon and film. In addition, the study will come up with an answer to the question that the webtoon, not in a temporary trend but in a sustainable form, can make itself develop. For this, the study suggests a meaning, worth and importance of the transformation, analysing visual components of a webtoon to film adaptation, Secretly Greatly. It primarily ranges over visual components, mise-en-scène identified with its expression formula, frame to frame changes and colour and tone. The examination sets the cinema's visual expression manner against the webtoon's on their concrete components: the size of scene, movement, color and tone, narrative condition and its background, spatial composition and depth, contrast, expression manner and disposition manner.

Narrative Composition and Visual Representation of Alternative History in FPS Game Trailer -By focusing on (FPS 게임 트레일러 속 대체 역사적 서사구성과 시각적 재현 - <울펜슈타인: 더 뉴 오더>를 중심으로)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.253-277
    • /
    • 2015
  • When was launched in 2014, it was immediately ranked 2nd in English gross sales record in the first half of 2014, attracting huge attention from avid game users. Colin Moriarty(2014) states that the worldwide popular game, , lies on the alternative history assumption, 'what if Nazi Germany won the second world war? In regard to this, this research addresses how the characteristics of alternative history was adopted and visually represented in FPS game trailer. In terms of research method, firstly, literatures will be reviewed about definition of alternative history and some of the previous examples where alternative history was applied in novels, films and games. Secondly, narrative composition of alternative history is categorized as three sequential phases, (1) borrowing real history material, (2) connection between real and fictional history and (3) reconstruction of history through reinterpretation. Thirdly, the live-action game trailer will be analysed by three sequential phases of narrative composition, and CG game character and background will be analysed by spatial background, characters and props. The phase of 'borrowing' has used the historic images related to the World War II, and the phase of "connection' has composited by "connection through circumstantial events". The phase of 'reconstruction' has unfolded its fictional narrative in the form of "limited fictional history" In addition to this, has constructed dystopia world through composing of historic images and CG characters by SF design. In the light of this, the narrative composition of alternative history successfully extends to game area.

A Study on the Local Identity and life Change of Female Marriage Migrants by Transnational Migration (초국가적 이주에 따른 결혼이주여성의 지역정체성과 생활 변화에 관한 연구)

  • Jeong, Yu-Ri
    • Journal of the Korean association of regional geographers
    • /
    • v.22 no.1
    • /
    • pp.180-194
    • /
    • 2016
  • The local identity of a female marriage migrant is not fixed to certain boundary or location, but rather comprised flexibly according to geographical movement or new settlement to different place. This research focuses on the local identity and life change of female marriage migrants that are constituted/reconstituted according to spatial transition, or migration. The analysis was conducted to find out traits of changes in the periods of migration and settlement based on the following categorization: multiculturalism and bicultural identity, assimilation and host country identity, exclusion and origin country identity, marginalization and marginal identity. The results are as follows; while having identical experience in terms of a migration, the local identities of marriage migrant women differed according to individual/regional characteristics as well as their respective roles within those traits. In addition, most of females showed passivity in maintaining and exposing their cultural identities of original states. Moreover the life satisfaction change of female marriage migrant that is type of assililation and host country identity is appeared more than others. through this assimilation and accommodation mean adaptation to female marriage migrant lived in Korea. However the intercultural competences of both marriage migrant woman and children in multicultural families facilitate the connection among different cultures. Based on these outcomes, with the transition to multicultural society and space, this research proposes the necessity of fostering global citizenship for mutual recognition of each culture, thus enabling coexistence.

  • PDF

Aspects of Realization of the Korean Poetry Genre Based on Chohan-gosa (초한고사를 소재로 한 국문시가 장르의 실현 양상)

  • Yook, Min-su
    • (The)Study of the Eastern Classic
    • /
    • no.54
    • /
    • pp.183-211
    • /
    • 2014
  • This article is to search the aspects of realization and the characteristics of Gasa, Sijo, Japga among the Korean poetry genre based on Chohan-gosa. Chohan-gosa is a basic literary and historic discourse for the medieval intellectuals. The story had been realized its own literary value at almost every genres such as Chinese literature, novels, Gasa, Japga and Sijo etc. I focused on Gasa, Sijo and Japga among the genres in this article. First of all, I subjected to Wumiin-ga enjoyed in a area of boudoir culture from Gasa based on Chohan-gosa. I catch the meaning that the text has a characteristic that popularized history and normative ideology are mingled in through it. In the case of Sijo, I focused on the Sijo which Xiang Yu is appeared in because Xiang Yu has been most quoted person from people of Chohan-gosa. Xiang Yu was described as a strong man[hero] or a man who part with the beauty Wu. I understand that this point is caused by the theatricalized characteristic of the place where Sijo have been played. For the last time, Japga is played with the characteristic of stimulative reediting of the familiar normative ideology. Chohan-ga is based on contexts of former discourse eohan-yeonui but it was not plagiarized. Chohan-ga was organized for the way which attracted the interest of the public and stimulated the emotion of the public through using popular imagery or intensifying the sorrow.