• Title/Summary/Keyword: 문화예술콘텐츠

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Study for Animation Symbol & Metaphor as Visual Culture (영상문화로서 애니메이션의 상징과 은유에 대한 연구)

  • Cho, Jung-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.116-120
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    • 2004
  • As the first, about symbol and metaphor of visual culture animation, I research what is the de-centered reading focused on relationship between the semiotics text and the audience. Secondly, I will study about an animation text and their relationship within it's metaphor, animation work's analysis and art directed intension(and process) on aesthetic view as a visual representation.

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A study on the Chinese Animation Film-focusing on the Chinese Culture feature (<대성귀래>를 통해본 중국 전통 스타일 연구)

  • Ma, qing;Choi, chul-yong
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.143-144
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    • 2016
  • 깊은 전통 문화를 지닌 중국 전통 요소들은 줄곧 예술 창작의 발원지였고 사람들에게 잘 알려진 신화, 전설과 고전 명작들을 탄생해냈다.<대성귀래>의 성공은 단지 수많은 애니메이터들의 꿈일 뿐만 아니라 중국 전통 요소들의 재차 발광과 승화이다. <대성귀래>는 중국 고전 <서유기>를 배경으로 영화 전반의 제작에 중국 요소를 활용함과 동시에 사상에 대한 전통 문화의 속박을 깨뜨려 현실 생활과 절묘하게 결합해 대중들에게 전면적이고 새로운 영화 이념을 펼쳐냈다.<대성귀래>를 연구 대상으로 하는 것은 우리가 중국 애니메이션 콘셉트의 발전 추이를 알아가는데 새로운 시각을 제공할 것이다. 본문은 중국 전통 요소인 <대성귀래> 속 배역과 장면 및 배경 음악의 활용에 대한 분석을 통해 <대성귀래>속 중국 요소가 뛰어난 빛을 낸 활용에 대해 연구하였다.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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A Comparative Study on Activities of Cartoon & Animation among Korea, America & Japan (한미일(韓美日) 만화영상활동 비교연구)

  • Lim, Cheong-San
    • Cartoon and Animation Studies
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    • s.9
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    • pp.33-58
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    • 2005
  • This study is to create and develop Korean cartoon & animation through the comparative study on those activities in Korea, America & Japan. Three countries advance highly in the art creation and industry development of their cartoon & animation. Therefore, the purpose of this study is to compare and analyze the following activities related to the education ${\cdot}$ art ${\cdot}$ culture ${\cdot}$ industry of their cartoon & animation; 1) The education of their cartoon & animation is deeply specified in the establishment of department, composition of curriculum, and research & development. 2) The art of their cartoon & animation is widely diversified in the art creation of cartoon & comics, vanguard experiment of animation, and awarding system. 3) The culture of their cartoon & animation is clearly distinguished in the setup of organizations, expansion of cultural facilities, and festival events. 4) The industry of their cartoon & animation makes ultramodern contents of cartoon & comics, film digitizing of animation, and brand merchandising of characters. Finally, we must research and develop the ${\ll}$digital cartoon, webtoon, and mobile animation${\gg}$ in Korea.

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A Study on Development of Digital Compilation Management System for Local Culture Contents: Focusing on the Case of The Encyclopedia of Korean Local Culture (향토문화 콘텐츠를 위한 디지털 편찬 관리시스템 개발에 관한 연구: "한국향토문화전자대전"의 사례를 중심으로)

  • Kim, Su-Young
    • Journal of the Korean Society for information Management
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    • v.26 no.3
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    • pp.213-237
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    • 2009
  • Local culture is a cultural heritage that has come down from generation to generation in the natural environment of a region. It includes history, tradition, natural features, art, and historic relics. The Academy of Korean Studies has complied "The Encyclopedia of Korean Local Culture" using those local culture contents. Local culture content shave the features of documentary, such as authenticating the source, and managing hierarchy structure. Thus, to deal with local culture contents, a "circular knowledge information management system" is sought for that helps basic, fragmentary, and high-level information to circulate to create new knowledge information within the system. A user of this circular knowledge information management system is able not only to collect data directly in it, but also to fetch data from other database. Besides, processing the collected data helps to create new knowledge information. But, it's very difficult to sustain the features of the original hierarchy bearing meaning contained in the various kinds of local culture contents when building a new database. Moreover, this kind of work needs many times of correction over a long period of time. Therefore, a system in which compilation, correction, and service can be done simultaneously is needed. Therefore, in this study, focusing on the case of "The Encyclopedia of Korean Local Culture", I propose a XML-based digital compilation management system that can express hierarchy information and sustain the semantic features of the local culture contents containing lots of ancient documents, and introduce the expanded functions developed to manage contents in the system.

A Study on the Model for Revitalizing Creative Village Through Culture : Focusing on Miryang Theater Village (문화를 통한 창조농촌 활성화 모델 연구 : 밀양연극촌 사례를 중심으로)

  • Chung, Suhee;Lee, Byungmin
    • 지역과문화
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    • v.7 no.1
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    • pp.27-57
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    • 2020
  • This study focuses on the culture-based revitalization strategy in creative rural areas. To this end, we first summarized the concept of creative village, which has been discussed in Japan and the West. Also, based on the relationship between them, we proposed a revitalization model of creative villages through the culture and arts. In this process, the concept and relationships were examined in detail through the example of Miryang Theater Village in Miryang. In addition, this study analyzed the problems of Miryang Theater Village and applied it to the concept of creative village and suggested an alternative. Through this process, we reconsidered the meaning and possibility of cultural arts in the creative village. And, it was confirmed that the cultural arts could be realized through the balance and organic linkage between the elements of creative villages in order to localize them in combination with the regional specificity of rural areas.

Study on the Application of Patterns of Xuzhou Paper-cut in Cultural and Creative Product Design (쉬저우(徐州) 지엔즈(剪紙) 문양(紋樣)의 문화 창작물 제품 디자인 적용에 관한 연구)

  • Hao Pei Pei;Lee Jin Wook
    • Smart Media Journal
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    • v.12 no.11
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    • pp.211-221
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    • 2023
  • In the context of integration of culture and tourism, the effective application of folk art in cultural creative products is of great significance to the development of local cultural industry. Xuzhou paper-cutting is the only world-class intangible cultural heritage project in the northern Jiangsu region of China. Its high humanistic value and artistic characteristics are widely used in modern art design. The application of cultural and creative products relative to paper-cutting in Xuzhou mainly focuses on two-dimensional decorative and ornamental products, which is short of diversity in form and not practical. In addition, it doesn't meet the aesthetic needs of living of modern people, This article studies paper-cut works by Wang Guiying and proposes principles for the design of cultural and creative products relative to paper-cutting by analyzing the typical "goose" pattern in Wang's paper cutting handcrafts. By exploring the application value of Xuzhou paper-cutting in cultural and creative product design and demonstrating the feasibility of the design principles via visiting experts, this article hopes to provide some reference for the modern inheritance and innovative development of paper-cutting culture.

C-P-N-D Ecological System and ICCT (Information, Communication, Contents Technology) (C-P-N-D 생태계와 ICCT (Information, Communication, Contents Technology))

  • Choi, ChangHyeon
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.7-16
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    • 2014
  • This study aims to analyze the key logic of the current C-P-N-D ICT ecological system, to find out the shortcomings of the current system, and then to offer policy suggestions for the establishment of a new creative contents industry ecological system; that is, ICCT (Information, Communication, Contents and Technology) System.

A Case Study of Demonstrating the Process of Digital Restoration of the Relationship between History and Culture Focused on "Latelier" (디지털 역사문화 관계성 복원 프로세스 사례연구 - 라뜰리에를 중심으로 -)

  • Kim, Keun-Soo;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.156-164
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    • 2021
  • Currently, digital restoration has s long way to go. Character restoration is only used as a one-time event to restore the shape of a specific person, and building restoration is only composed of digital modeling rather than using the restored cultural assets as content. There is a limit to restoring even the story of a building or a person with the current restoration method alone. Therefore, this study analyzed the method and process of digital restoration of a 'historical and cultural space' encompassing spaces, people, and events, focusing on relationships. In order to derive digital restoration methods, the case of 'Latelier', an indoor theme park based on Gogh, was analyzed. According to the study, the relationship of the person important for digital restoration is important. Based on Gogh's relationship, the process was formalized in four stages for digital restoration: the preparation stage, the digital archive stage, the DB advancement stage, and the demonstration stage. The restoration of the story of the character through the relationship can be expected to converge the past and the present as a true historical restoration, and through this, it is expected that the innovative development of digital restoration can be achieved.

A Study on The Application of VR Technology for The Contents of Petroglyph Museum (VR기술을 활용한 암각화 박물관의 콘텐츠 개발 연구)

  • Kang, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.443-453
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    • 2016
  • The Petroglyph is a drawing on the rock which reflects the art, religion, myth, and life style of prehistoric society. Recently lots of researches have been studied to develop the contents applying the petroglyphs in the fields of exhibition, education, entertainment, and commercial. This research aims to find some possible VR contents based on the petroglyphs text. The review on the Ulsan petroglyph museum which is the first and the only petroglyph museum in Korea was the first step. Some limitation and problems were found in the current contents which could be overcome by using VR technology. The next step was the overall review of VR system and devices, and then I analyzed five cases of VR contents which specifically applied to the cultural heritages. Based on the analysis of case studies I propose some possible VR contents more immersive and interactive covered with whole range of petroglyphs context, environmental, social, cultural, technical and artistic.