• Title/Summary/Keyword: 구조영화

Search Result 457, Processing Time 0.031 seconds

Policy of the Korean Film Industry Cluster - Discuss of the Busan City Moving of the Film Related Public Organization - (한국의 영상산업 클러스터 정책 -영화영상 관련기관 부산 이전과 관련한 논의-)

  • Kim, Jin-Hae
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.5
    • /
    • pp.128-136
    • /
    • 2009
  • Korean Film Industry is focused on the Seoul Metropolitan Areas. Recently regional governments are interested in Film Industry and they are constructing the Film Industry Cluster powerfully. Especially the Government of NoMuHyun's the policy of the regional development is changed to the central focused development in the Governmen of LeeMyungbak. And somebody insisted that Film Industry Cluster is based on the Seoul Metropolitan Areas and the moving of the film related public organization to the Busan City should be cancelled for the development of the Korean Film Industry. But the Busan should be the main city in constructing the Film Industry Cluster and the public film organizations should be moved to the Busan.

The Application of the Moo-hyup Prototype to TV Drama in Modern Form: The Case of Japanese TV Drama 'Holyland' (TV드라마 현대물에서 무협 원형(原型)의 적용: 일본 TV드라마 <홀리랜드>의 사례를 중심으로)

  • Yim, Jungsu
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.574-583
    • /
    • 2016
  • This study discussed how the Moo-hyup prototype that has been formed from novels and comics was applied to TV drama in modern form beyond martial art movies, historical TV series and games by exploring Japanese TV drama . This study showed that follows the Moo-hyup prototype such as imaginary space and violence, the relationship between characters with the spirit of Moo-hyup, and the structure of Moo-hyup story rather than a story of teenagers' growing-up. This study is ultimately expected to reveal the possibility that the Moohyup prototype can be applied to the TV drama in modern form as well as historical stories.

The Effects of Animation-based Instruction using "Magic School Bus" on Elementary Students' Level of Understanding and Interests on Plant's Structure and Function ('신기한 스쿨버스' 만화영화 도입이 식물의 구조와 기능에 대한 초등학생의 개념 이해와 흥미에 미치는 영향)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of Korean Elementary Science Education
    • /
    • v.32 no.4
    • /
    • pp.379-392
    • /
    • 2013
  • The purpose of this study was to examine the effects of animation-based instruction on elementary students' level of understanding and interest on a plant's structure and function, using "Magic School Bus(Joanna Cole, Bruce Degen, 1986)". The understanding and interest measurements were administered to 99 fifth grade students at a elementary school located in Seoul. The study examined the changes in understanding and interest through pre-test and post-test of the two groups. Intensive interviews were conducted to find factors that enhance understanding and interest. Three key findings were revealed from the results. First, the animation-based instruction enhanced the level of understanding in the experimental group compared to the control group. Second, animation-based instruction made high-achieving students enhance their interest in topic component and attitude component. And, animation-based instruction did not led low-achieving students to increase their interest in the topic component and attitude component. We suggest that animation-based instruction positively influences students' understanding, but its effects on students' interest are dependent on their conceptual understanding of the topic.

An Analysis and Improvement of the Experiment of the Acid-Base Neutralization Reaction (산-염기 중화반응 실험의 문제점 분석 및 개선 방안)

  • Jeon, Yeong-Hwa;Hong, Lan-Sun;Kang, Young-Jin;Kang, Seong-Joo
    • Journal of the Korean Chemical Society
    • /
    • v.48 no.2
    • /
    • pp.189-194
    • /
    • 2004
  • The aim of this study is to analyze and improve the experiment of the acid-base neutralization reaction described in science textbooks. The problems in the neutralization reaction of NaOH-HCl solution were following; 1) the decoloration of phenolphthalein solution, 2) the color change of the titrated solution during condensation for the confirmation of the salt crystals, 3) the difficulty for the confirmation of the salt crystals. These problems are explained by the structure change of phenolphthalein and the improved experiment is proposed.

Lossless Compression and Rendering of Multiple Layer Displacement Map (다층 변위 맵의 비손실 압축과 렌더링)

  • Chun, Young-Jae;Kim, Hae-Dong;Cho, Sung-Hyun
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.171-178
    • /
    • 2009
  • Multiple layer displacement mapping methods are able to represent more complex and general geometries which cannot be presented by single layer displacement mapping methods, and provide a realistic scene to digital contents such as 3D games and movies with relatively low costs. However, as we use more layers for details, data space is wasted more because lower layers have less displacement data than higher layers. In this paper, we suggest a lossless compression and rendering method of a multiple layer displacement map. Since we compress the map without data loss, the proposed method provides the same quality as the rendering result that uses an original multiple layer displacement map.

  • PDF

Development of Design Support System for Irrigation Pipeline (농업용 관수로 설계지원시스템 개발)

  • Kim, Young-Hwa;Jeon, Geon-Yeong;Koo, Dae-Gun;Chung, Gun-Hui;Kim, Doo-Hwan
    • Proceedings of the Korea Water Resources Association Conference
    • /
    • 2011.05a
    • /
    • pp.136-136
    • /
    • 2011
  • 최근, 수자원의 효율적 이용을 위하여 농업용수로를 파이프라인으로 시공하는 지구가 증가하는 추세에 있다. 한편으로는 간척지를 복합농업단지, 시설원예, 신재생에너지단지 등 다각적으로 이용하는 정책을 추진하고 있다. 이에 따라, 농업용수 공급시스템도 개수로에서 관수로로 설계하는 추세에 있다. 농업분야에서 관수로를 활용하기 시작한 것은 ‘80년대 중반부터이나 그간 관수로 설계기준의 부재, 시범사업의 실패 등으로 인하여 보급이 지연되어 왔다. 일반적으로 관수로 설계는 노선선정, 관조직 구성, 관경산정, 관망해석, 도면작성 등 일련의 과정을 거쳐야 완성된다. 이 설계과정에서 관경산정 및 관망해석은 고도의 설계 노하우가 없으면 활용이 어려운 설계기술이다. 이번에 개발한 관수로 설계지원시스템은 관수로 설계 전문가가 처리해야할 일련의 설계작업을 AUTO CAD상에서 일관성 있게 처리할 수 있도록 개발한 것이 특징이다. 관수로설계지원시스템은 수치지도상에서 등고선 좌표, 표고 등을 자동 추출하여 사업계획서 및 종단도를 작성할 수 있으며, 관망심볼을 이용하여 시스템상에서 관망조직을 구성할 수 있으며, 다양한 안에 대한 노선검토, 관경산정, 관망해석과 관두께, 매설심도 등 구조해석이 가능하다. 그리고, 농업용 관수로의 제수밸브 등 부대시설에 대한 표준도를 D/B로 작성하여 설계도 작성시 참고할 수 있도록 개발하였다. 관수로설계지원시스템은 매뉴얼대로 처리하면 관망해석에 대한 전문지식이 없어도 설계에 활용이 가능하다.

  • PDF

A Study on Strength Characteristic Variation as amount of Plastic Deformation and Strength Anisotrophy for ECAP Al 2024 Alloy (ECAP Al 2024 합금의 소성변형량에 따른 강도 특성 및 이방성 연구)

  • Choi J. W.;Ma Y. W.;Yoon K. B.
    • Proceedings of the Korean Society for Technology of Plasticity Conference
    • /
    • 2005.10a
    • /
    • pp.283-286
    • /
    • 2005
  • When subjected to severe shear deformation by ECAP, microstructure of Al2024 becomes nanocrystalline grained texture material. To measure the strength of that, small punch (SP) testing method was adopted as a substitute for the conventional uniaxial tensile testing because the size of material processed by ECAP were limited to $\varphi12mm$ in transverse direction. SP tests were performed with specimens in longitudinal and transverse directions of Al 2024 ECAP metal. For comparing the strength values with those assessed by SP tests, uniaxial tensile tests were also conducted with specimens in longitudinal direction. Failure surfaces of the tested SP specimens showed that failure mode was shear deformation and Al 2024 ECAP metal has an anisotropy in strength. Thus, conventional equations proposed for assessing the strength characteristics were improper to assess those of Al2024 ECAP metal. In this paper a way of assessing the strength of Al 2024 ECAP metal was proposed and was proven to be effective.

  • PDF

Identification Patterns for Immersion of Visual Storytelling -Based on Disney Animation- (비주얼스토리텔링의 몰입을 위한 동일시 패턴 -디즈니 애니메이션을 중심으로-)

  • Kim, Young-A;Shin, Seung-Yun;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.7
    • /
    • pp.54-64
    • /
    • 2012
  • This thesis is on the identification pattern for immersion of visual storytelling and studied identification which is psychological action in the visual aspect. Shots which the audience were identified with character's eyes in animation were classified and connection structures of shot and shot were coded through semiological analysis. In shot's coded combination regularly organized, identification patterns which have characteristic meanings were discovered. These patterns which have characteristic meanings can be used by choice following the narrative situation. Therefore identification visual patterns which can be used in real production environment are to be suggested.

Aesthetic Review on the Apparatus Characteristics of the Hyperrealistic Digital Animation (극사실주의 디지털애니메이션의 장치 특성에 대한 미학적 고찰)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.9
    • /
    • pp.94-100
    • /
    • 2008
  • These days, there are a lot of digital images, which are using to communicate with each other people, can make a liberal and creative media. In this environment, the studies on the digital animation would play a leading role of the aesthetic and technology developments for creative digital images. Digital animation images have their own aesthetics, and characteristics. They should be considered as a part of technology expansions. In particular, hyperrealistic digital animation should be more concentrated in the mutual relation between technology and aesthetic, because hyperrealistic digital animation has not only an appartus feature as a side of aesthetics, but a technology feature as a post modernistic media. Therefore the technology of digital animation as a the possibility of future growth for media should adhere strictly the peculiarity of digital aesthetics.

Investigation on 12 Phases of Hero's Journey in RCT3 Game Story (게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계 분석)

  • Roh, Chang-Hyun;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.11
    • /
    • pp.104-109
    • /
    • 2006
  • Recently, embedding method of a story into a game has gathered much attention than ever. In this study, the 12 phases of Hero's Journey, which was suggested by Joseph Campbell and was highlighted in the area of movies and myths, has been analysed at a point of Christoper Vogler. Since a gamer is not just only a player but also a story-teller in a game, the story experienced by the player enjoying the game was examined and correlated with the 12 phases of Campbell. The game RCT3, a construction/management simulation game ,produced by Atari, was studied. The 12 phases of Campbell was applicable to game story.

  • PDF