• Title/Summary/Keyword: 공간이야기

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A study on the Narrative Effect of Insulated Locale like a Island focusing on the Cheonggye Industrial Tools Center of <Pieta> (고립된 장소의 서사적 기능에 대한 연구 -영화 <피에타>의 청계천 공구 상가를 중심으로-)

  • Yoo, Suyeon
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.74-84
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    • 2014
  • The places of the movie are not a just backdrop, are discribed by the character. Imagetelling movie is a character movie by itself. One of the famous korean director which made a imagetelling movie is a Kim-kiduk. Most of his movies are the lonely people who lives a insulated locale like a island. The is also lonely people who lives in insulated area in Seoul, Korea. The is the best movie of all his film life. This Thesis will explain how to make a narrative using a chunggye industrial tools center more effectively and define the power of the locale in the movie.

Effects of the Space Storytelling Factors for Building Artwork on Decision Making Processes of Apartment Purchasing (건축물 미술작품의 공간스토리텔링 적용이 아파트 구매의사결정에 미치는 영향)

  • Kwon, Hyeog-In;Lee, Jin-Hwa;Kim, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.396-408
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    • 2013
  • The purpose of this research is to derive space storytelling factors newly among the evaluating factors of the building artwork and to present their roles and functions and to verify the effectiveness thereof. Random sampling was carried out on 204 residents who experience space storytelling in Ilsan Wi-City. The new evaluation factor was extracted by deriving the space storytelling factor through a theoretical study on the building artwork evaluation factors: formativeness factor, sociality factor, and environmental factor. And the effects of the space storytelling factor extracted in this way and the existion sculpture evaluation factor on the facilities affinity and the purchase intention were examined. This study will serve as a momentum for the building artwork to be harmonized with the surrounding fine view within urban space and to raise the quality of life of the residents.

Study about Set Design for Scene of Animation : Case of Short Animation (애니메이선의 장면연출을 위한 공간디자인 : 단편애니메이션 의 제작사례를 중심으로)

  • Choi, Seung-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.152-162
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    • 2007
  • Subject of this Study is focused on set design for short animation, GHOST, made and presented by animation studio, BEYOND PROSCENIUM. Sets in animation have several functions. First, sets are a playground that character can play to lead a story. Second, sets explain background, which is time and space. Third, sets can visualize metaphorical meaning or symbolic system in animation. To obtain final design that is sufficient to those functions, this study analyzes the case that metaphorical and symbolic meaning from scenario is how to apply into set design also, mentions the method that designer multiply considers character, property and composition from the camera and movement from those elements. Set designers for animation should have ability that simultaneously considers so many elements and they need design skills to create it.

A Study on factors that make busy of Street space - Focused on a Comparison between the Pedestrian Mall of Korea and Japan - (가로공간의 번화함을 만드는 요소에 관한 연구 - 한국과 일본의 번화가 보행공간의 비교분석을 중심으로 -)

  • 이재원
    • Archives of design research
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    • v.17 no.1
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    • pp.143-152
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    • 2004
  • The study compares busy streets with the ones that are not and finds out what makes people think the street is busy. Based on this comparison and analysis, the study reflects on measures to make streets busy. First of all, busy streets are classified into three parts: shopping zone, business zone, and the combination of the two. The study analyzes whether the street is busy due to the certain system or structure of the street or it is busy due to certain design of the street, and the analysis is done in those three categories mentioned above. The research was carried out in busy streets with similar characteristics in both Korea and Japan. Physical factors that turn ordinary streets into busy ones are focused and analyzed. The visual perception is analyzed. As a result, similarity and difference between designs of physical factors of streets in both countries are discovered. Ideal arrangement and design of physical factors that contribute to the making of busy streets are also found. Based on these data, design that makes busy streets with different characteristics is presented here.

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The Meaning of Namgyeong on Shimchungga of Shin, Jae-hyo (신재효 판소리 사설 <심청가>에 구현된 남경의 중의적 의미)

  • Lee, Moon Sung
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.169-184
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    • 2018
  • This paper reveals the double meaning of the temporal background and spatial background on Shimchungga. Its temporal background is the fictional and romantic time of the story, while the time of the weary lives of ordinary people is realistic and historical in the late Joseon Dynasty. The spatial background has a dual meaning that reminds us of the ancient capital of China and Seoul of the Joseon Dynasty. Namgyeong, a spatial background is fictional and romantic where the daughter of the public, Simcheong, becomes "The mother of all the people." In addition, Namgyeong reminds us of Seoul, the capital of Joseon Dynasty. Shimchungga is based on the customs and manners of the late Joseon Dynasty, and it is embodied by borrowing time and space from China. It is recalled Joseon's as backgrounds of China First of all, Namgyeong on Shimchungga is the ultimate attraction of the free imagination of the ordinary people as well as Shin, Jae-hyo in the late Joseon Dynasty.

An Empirical Study on Emotional Space Design-II (감성공간디자인의 실증적 연구-II)

  • Oh, Young-Keun
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.103-110
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    • 2012
  • With a theoretical focus on the emotional experiences created via the interface, and the relationship between human beings and space, this study aims to corroborate and clarify the formation and verification of emotional interactions between human beings and space using body movements. It follows the method of Coining "Movement Phrases" through the analysis of body movements in the experimental space, thereby developing them into a complete scenario to produce the story of emotional expression. This study has hereby generated the following outcomes: First, the "pocket-type" exhibition displays a higher frequency of body movements than the "general" exhibition. It has close connections with emotional vocabularies: "Curious," "interesting," "warm," and "fun." The "general" exhibition records a relatively high frequency of emotional vocabularies like "natural," "efficient," and "free." Second, it is possible to analyze the story of space using a scenario, just like drama, based upon attributes and serial relationships. The "exposition" section reveals a high degree of "curiosity" and a large number of body movements, while the "development" section indicates high degree of "surprise" plus slight body movements. The "transition" sections manifest high "interest" and many body movements, and the "climax" section shows a high frequency of "surprise" and many changes in body movements. The "conclusion" section finally invokes images together with body movements.

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Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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A Study on The Comic Presentation Through Three-Dimensional Shot (입체적인 쇼트를 통한 코믹연출연구)

  • Hwang, Kil-Nam;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.91-99
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    • 2008
  • When making a comic film, the comic presentation that uses stress and exaggeration is the important subject among other things. In this study we tried to investigate the comic effect using the movement of three-dimensional shot. To conduct this study, we extracted the shot manufactured through the Flow Motion of a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. The shot manufactured applying this manufacturing skill and using three-dimensional production method for the video contents efficiently made was classified into several scenes. The focus of this study is to search for the factor that makes the atmosphere of a story comic through three-dimensional production shot. According to the shot analysis, three-dimensional production method plays a role in developing more stories on space and time by visualizing stories in three dimensions, which makes the most use of the movement of camera, lens and the utilization of focus. In addition, in the presentation where many comic and exaggerated factors are provided, we used the technology that stresses a scene using the size of a shot and the lasting time and presented the method that exaggerates space using a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. By reviewing the qualitative improvement and the efficient method on making comic films through the possibility that the atmosphere of this three-dimensional shot can apply to the effect for comic presentation, we tried to approach the comic presentation.

Control measures in Cyberspace in the light of Rimland theory (림랜드 이론으로 본 사이버공간 통제방안 (북한의 사이버전 사례연구를 중심으로))

  • Dong-hyun Kim;Soo-jin Lee;Wan-ju Kim;Jae Sung Lim
    • Convergence Security Journal
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    • v.22 no.4
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    • pp.11-16
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    • 2022
  • Development of science technology make integrated CPS(Cyber-Physical System) appear. In CPS era, cyberspace and physical-space are hard to separate anymore, that is developing toward integrated CPS. The reality is not stopping, that is consistently changing and the concept of space is developing too. But several articles are considering for cyberspace and physical-space separately, and they are developing tailed alternative each case. The theorical approaching that is not considering reality is dwelled on past, and is dangerous from dropping down to floating cloud that is not considering progressed reality. This article is suggested to consider rimland theory to control measures in cyberspace. That is dedicated to integrated approaching from physical-space to cyberspace. And that is developing concreted controling measures in cyberspace. Especially, this article is suggested to policy alternative by analyzing north korea cyber warfare from rimland theory including human sources. Simplicity is the ultimate sophistication. This article make integrated approaching effects about cyberspace and physical-space to preparing in the CPS era.

A Study on the Direction of Ubiquitous Space Development through the Analysis on Case Studies (연구 사례 분석을 통한 유비쿼터스 공간 개발 방향에 관한 연구)

  • 홍관선;이혁수
    • Archives of design research
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    • v.16 no.3
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    • pp.391-400
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    • 2003
  • As the change of information and digital technology progresses, ubiquitous space is attracting attention as a new space concept in which the physical and digital spaces are connected to each other. As its meaning in latin itself - 'there exist everywhere at the same time'- implies, however, the ubiquitous space has been mostly discussed in a non-physical aspect, such as in a technological area, rather than its physical intrinsic property until now. Although theories regarding a ubiquitous city have been rarity suggested, in most cases, technological aspects such as the systemization or networking of individual information service have been the focus. However, one of the intentions induced in the concept that scholars including Mark weiser and Sakamura Ken introduced was to place humans in the center of the space in which the technology has been placed instead of humans. For this purpose, the renovation of human interface must be required. As technology develops, the achievement of ubiquitous space may be possible, and efforts to apply this to real space are making an appearance. The examples of the present research are the spaces that have a characteristic of the laboratory separated from life in the city, and the construct scale is in the level of an individual facility; therefore, further studies should functionally and spaciously connect all subjects existing in space and effectively relate this to real world. The present research is intended to demonstrate the investigation on several projects that are currently underway and the developmental direction of new, ubiquitous space.

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