• Title/Summary/Keyword: 공간이야기

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The Meaning of Space in Los bravos (『용감한 사람들 Los bravos』에 나타난 공간의 의미)

  • Kim, Son-Ung
    • Cross-Cultural Studies
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    • v.46
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    • pp.173-197
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    • 2017
  • The present work aims to analyze the concept of space in $Jes{\acute{u}}s$ $Fern{\acute{a}}ndez$ Santos' work Los bravos. Throughout its pages, one can observe the multidimensional possibilities of space in literature. Throughout time, the concept of literary space has developed and it has been modified constantly in order to meet the needs required for the evolution of narratology. In the past, Aristotle stated that space is the place where characters and physical objects happen to exist. This remained almost unchanged until the Renaissance. In the $19^{th}$ century, space stopped being considered just a mere scene where the action takes place as it was given more importance by romantic authors in their works. Realism intensified the spaces as the interior of the house. In fact, the descriptions of space became more important. In this article, I focus on the various meanings of space in the novel Los bravos. First, I analyze the dichotomy between real and ideal spaces, and continue with the cathartic dimension of the fictional space. Then, I present and analyze the opposition between urban and rustic spaces in this novel, and, finally, I show the confrontation between the spaces of men and women. Through this analysis, we can observe that characters have a space where they feel more comfortable and how, occasionally, they leave their "usual space of action" to reach their "ideal place". Women want to stay in their kitchen to chat with each other, while men prefer to leave the house to visit a cafe with their colleagues. The door and the window divide the border of the worlds of men and women. However, that line is not only dividing the structure of the house, but it is also of a psychological house.

Research on the Spatial Expression Characteristics of Illustration in Picture Books (그림책 속 일러스트레이션의 공간 표현 특징 연구)

  • Han, YongGang;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.131-142
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    • 2021
  • This research is based on the design of pictures in picture books, and the spatial representation of illustrations in the picture books contains the significantly important objective. Various texts, pictures, spaces, etc. in a picture must have the operator's various editing skills so that spatial arrangement is made smoothly.In this paper, the characteristics of spatial expression of design in picture books are derived by analyzing several examples of paintings and studies on classic picture books. First, the fusion of picture and text, that is, that both picture and text convey spatial information together as elements of the screen. Second, as a characteristic of the coherence of the space design in picture books, the story and content must be smoothly connected when reading the book. Third, when expressing a space, the creator should utilize the strengths and weaknesses of each other between abstract and conceived spatial expressions as needed. Fourth, as a symbolic feature of picture book spatial expression, it can be seen that many symbolic expression techniques are applied to the spatial expression of picture books according to the semiotic principle, which greatly improves the cognitive efficiency of reading picture books. The fifth characteristic is that the spatial expression of an excellent picture book has excellent interesting element, rich design means, and interestingly conveys screen contents and screen format to readers. In this research, it is thought that designers and artists should guide the creation within a spatial framework as designing picture books, thus greatly improving the efficiency of the creation process, while also provide a reader-centered visual Interesting experience.

A Study on the Place Identity of Shin-Cheorwon with the Intrinsic Everydayness -By Using Photovoice Methodology- (일상성이 내재된 신철원 장소정체성 연구 - 포토보이스 방법론을 활용하여 -)

  • Suh, Joon Won;Chung, Da Ae;Park, Yunju
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.1
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    • pp.53-67
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    • 2022
  • This study started from recognizing the need to study place identity from the perspective of residents experiencing the place in daily life. The subject area of the study, Shin-Cheorwon, Galmal-eup, Cheorwon-gun, Gangwon-do area, had a low population until the division of Korea in 1945. Since then, the residents have created the milieu under Shin-Cheorwon's regional historic and cultural context. Thus, the study on this area can show the formation of the interrelationship of the region and residents. The purpose of this study is to understand the meaning and identity of the everyday places of Shin-Cheorwon. Photovoice was chosen as the method for successful Participatory Research; Participant's active intervention stage, 'Documentation (4th step)', Narration (5th step), researcher's analysis stage 'Ideation (6th step)' were specifically used. As a result, the following characteristic of the places chosen by participants could be found: the meaning and relationship with the residents, similarities, and differences in people shown based on their age, length of residence, etc. Through this, participants recollected the past places, found the meaning of the place of the present, and deduced the placeness that Shin-Cheorwon should have in the future. The study identified the place identity that holds the perspective of the residents in their daily life and provides implications on the follow-up studies of place identity. In addition, it is expected that it will apply to urban planning and spatial design in further studies of how residents perceive the space formed by urban development using photovoice methodology.

Virtual Reality and the Space of Gu-Wun-Mong (사이버공간과 『구운몽』의 세계)

  • Jeon, Yi-Jeong
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.90-97
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    • 2011
  • The availability of computers and the wide network of the internet of the 'Information Society' has created a new space: Cyberspace. In this situations, the matters of individual identities and morality are more important problems. Korean classical novel, Gu Wun Mong, embodied the exploration process of identities in virtual spaces, has gravity of a situation. Seong Jin, the hero experienced the life of Yang so you went throughing virtual life, be born again. And he met eight taoist fairy in that virtual world. In this process, Seong Jin overcame a dualistic world of view and established identity of genuine truth-seeker. The 'Dream-fantasy' experience differentiation real world and virture world and give to Seong Jin a new identity, So You. Seong Jin used avatar, So You was free from limits of self and became obtain multiple personalities. Finally, Seong Jin realized the fact that real world and virtual one is the same, for development self-perception. Seong Jin's enlightment provided solutions for modern netizens, who is ambivalent about contradiction the real and virtual, infinity and clash of desire.

'Andongpo Village' Spatial Storytelling for Strengthening of Its Placeness (장소성 강화를 위한 '안동포마을' 공간스토리텔링)

  • Bae, Jin-Hee;Kwon, Gichang
    • 지역과문화
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    • v.6 no.4
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    • pp.73-97
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    • 2019
  • This study aims to rediscover the meaning and the value of Andongpo Village to strengthen its placeness through spatial storytelling. It draws the placeness of the traditional village which retains the traditional way of life and the culture of hand-weaving through theoretical consideration, analysis of strengthening of placeness cases in the past and analysis of the village environment and cultural resources to understand the general context of the village. To this end, the theme of spatial storytelling was set as 'the breath of a thousand years', and sub-themes for more specific details were set as 'dedication', 'sharing','memory', 'meeting', 'health', and 'harmony'. It allowed Andongpo-po Village to become a place where traditional culture, creativity and assets of placeness co-exist thus enabling it to produce new contents, which was achieved by assigning appropriate space to each of the sub-themes, making reproduction and creation of a story based on the connection possible. In addition, the study developed a detailed program to enable visitors to become main agents who experience and complete the placeness of the village. As result, the study is expected to contribute to the increase in the brand value of Andongpo Village, the living standard of its residents and the number of tourists.

A Study on Placeness and Memory of Modern Space With Focus on , , (근대공간의 장소성과 기억에 관한 연구 <서울역>, <온양민속 박물관>, <옥포조선소>를 중심으로)

  • Bae, Yoonho
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.2
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    • pp.1-19
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    • 2015
  • The history of modernization of Korea is divided into two folds of the colonial era in the 20's and the economic development era in the 60's. Most of the spaces built in the process of modernization were public spaces developed by the drive of the government. These spaces of modernization are functionality-oriented public places of production and at the same time, and they are the spaces of national power to symbolize the identity of national authorities. Along with changes in the society, modern spaces were reduced down to monument buildings without functionality and this requires new definition to renew the identity of modern spaces. Small stations, power plants, mines, warehouses, abandoned factories, and etc... the study has paid attention to the process of changing thought, one of the main characteristics of modernization, the relations of modern concepts projected in the spaces, framework of modern society, and placeness in the process of framework building and relations of people in the spaces with video records on the process of rebuilding new identity of modern spaces and memories of the spaces. The relations of modern spaces and memory were explored in < Seoul Station > while the relations between modern spaces and records and place identity were explored in < Onyang Folk Museum > and < Okpo Shipyard > respectively. In the relations between space identity and memory in each space, the ironic relations of power in modern spaces (placeness) and personal narrative (memories) were explored with oral narrative and video footage.

Conversional Aspect of The Theme Space Based on Visual Image Content:A Focus on Representation through Adaptation (영상콘텐츠에서 테마공간으로의 전환 양상:각색을 통한 재현을 중심으로)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.186-197
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    • 2012
  • The purpose of the thesis is to answer the question on how the visual image content, being the original content, should be adapted to and represented as a spatial content. The thesis focuses on adaptation as the key in the conversion process of visual image content to a themed space. There are many published studies dealing with storytelling, adaptation from books to movies and TV shows, or from movies to games and vice versa. On the contrary, when it comes to adaptation from visual image content to spatial content, noticeably few studies were done on the method, and fewer studies view adaptation as the prior step of storytelling. This study first defines adaptation, and then applies the methods of Gianetty and Dudley which is further incorporated into the conversion of visual image content into a themed space. It then turns the attention to the characteristics of themed spaces. A case study highlights that a themed space is a spatial representation of the story, image and action in the visual image content, and analyze the type of adaptation made. The study results draws two conclusions; adaptation must be carried out prior to the storytelling of the spatial content; and opposed to a third-person view of the visual image content, the main factor in a themed space is first-hand experience. Thus, the thesis suggests that conversion from visual image content to themed spaces are not merely imitative but is a full range of recreation of a new content. It is expected that more detailed analyses on the particulars will lead to feasible outcome on implementing various methods of adaptation and bring about effective conversions between the visual image contents and themed spaces.

The Study on the Relationship between Chinese Food Culture and Kitchen Storage Space (현대 중국 식문화와 주방수납공간의 관계성에 대한 연구)

  • Xu, Yue;Choi, Kyung Ran
    • Korea Science and Art Forum
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    • v.19
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    • pp.405-415
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    • 2015
  • Recently the development of China has attracted all over the world, many scholars of different areas are interested in Chinese Culture and Chinese Market. After sixties of last century development of the economic of the South Korea closer to modernization, but there are many problems, one of them is the urban living style boasts of the features of concentration. Because of this phenomenon the lack of housing space become more serious. It also come to be a social problems. Therefore narrow residential area become inevitability. At the same time, effective utilization of housing space become a demand. Especially for those families with limited living space, it's meaningful for them. Between the China and the South Korea. Chinese have the same situation too, the different is kitchen space of chinese is closed. It means they have to cook in limited space. With increased supplies and more small appliances, an inevitable requirement is opening out the kitchen space, but unreasonable furnishings and living space reduces the efficiency of the kitchen, which has led to the discontent of users. From this, base on the investigation and analysis of diet&living space of most chinese apartment, and through differences kinds and places of storage items. With them I would combine the food culture and feature of storage space of China to solve problems of the efficiency of the kitchen.

The Mobile Game Using a Jeju's Traditional Raft 'Tewoo': 'TewooGwang' (제주 전통 떼배인 '테우'를 이용한모바일 게임 : 테우광)

  • Oh, Jae-Hyuk;Lim, Ji-Hoon;Ko, Seok-Ha;Kim, Dong-Yun;Kim, Keun-Hyung;Kim, Seong-Baeg
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.176-179
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    • 2006
  • Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.

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ViStoryNet: Neural Networks with Successive Event Order Embedding and BiLSTMs for Video Story Regeneration (ViStoryNet: 비디오 스토리 재현을 위한 연속 이벤트 임베딩 및 BiLSTM 기반 신경망)

  • Heo, Min-Oh;Kim, Kyung-Min;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.24 no.3
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    • pp.138-144
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    • 2018
  • A video is a vivid medium similar to human's visual-linguistic experiences, since it can inculcate a sequence of situations, actions or dialogues that can be told as a story. In this study, we propose story learning/regeneration frameworks from videos with successive event order supervision for contextual coherence. The supervision induces each episode to have a form of trajectory in the latent space, which constructs a composite representation of ordering and semantics. In this study, we incorporated the use of kids videos as a training data. Some of the advantages associated with the kids videos include omnibus style, simple/explicit storyline in short, chronological narrative order, and relatively limited number of characters and spatial environments. We build the encoder-decoder structure with successive event order embedding, and train bi-directional LSTMs as sequence models considering multi-step sequence prediction. Using a series of approximately 200 episodes of kids videos named 'Pororo the Little Penguin', we give empirical results for story regeneration tasks and SEOE. In addition, each episode shows a trajectory-like shape on the latent space of the model, which gives the geometric information for the sequence models.