• Title/Summary/Keyword: 부흥기

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A Study on the Characteristics of Architectural Assets in Daejeon Metropolitan City (대전광역시 건축자산 특성 분석 연구)

  • Lee, Jeong-Soo;Ha, Seung-Yong;Kwon, Yong-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.224-232
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    • 2020
  • This study aimed to verify the relationship of a city's history and identity through an architectural assets survey of Daejeon Metropolitan City. To achieve these purposes, the architectural assets survey was carried out, and the characteristics were reviewed. The results of this study are as follows. (1) The architectural assets are composed of 86.5% buildings, 7.4% space environments, and 6.1% infrastructure. (2) Of the architectural assets, 52.7% were constructed in the 1960s~1980s, and 25.0% were built before the Korean War. (3) The physical characteristics of the architectural assets are represented by the single floor, housing and religious facilities, traditional Korean roof tiles, and cement mortar and wood finishing. The characteristics of the architectural assets of Daejeon Metropolitan City are related to the allocation of public offices, banks, and government buildings after the relocation of Chungnam-Do Province Office in the 1930s, and reconstruction and revival around Daejeon station after the Korean War. In particular, the accumulation of Hanok for the shrine in Isa-dong and the townhouse for railroad officers in Soje-dong represent the regional and modern history of Daejeon Metropolitan City.

A Study on Creativity in the Funk Drumming: Focused on David Garibaldi (펑크(Funk) 드럼 연주기법에 나타난 창의성에 대한 연구: 데이비드 가리발디(David Garibaldi)를 중심으로)

  • Kim, Kwan-jin;Cho, Tae-seon
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.217-228
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    • 2021
  • The purpose of this study is to analyze drum performance techniques, focusing on the representative artists of funk music, who had a revival starting in the 1970s. The purpose of this study is to analyze the creativity shown in David Garibaldi's playing technique, which had a great influence on drum majors with his funk drum playing technique. As a research method, 'James Brown', 'Earth, Wind & Fire' and 'Tower of Power' with David Garibaldi as drummer were selected as representative bands. For the study period, the drum performance was examined by selecting two representative songs from among the songs released between 1965 and 1975, when the development of the corresponding funk music began. David Garibaldi's creative performance in this study is as follows. First, we tried to create a new rhythm in the form of changing the beat or resting the beat out of the frame of contemporary drum performance. Second, the 'Paradiddle', 'Accent', and 'Swiss Army triplet' rudiment techniques were applied to the entire drum kit, bringing innovation to the rhythm. Third, the samba pattern of Latin rhythm and the form of 'Afro-Cuban' were grafted onto funk music. Fourth, the idea of Unison Rhythm obtained from the structure of Latin music was applied to funk music. Based on this study, it is hoped that research on drum performance techniques of various genres will be conducted.

Developing a hair dryer using a new invention techniques Inventogram (새로운 발명기법 인벤토그램을 이용한 헤어드라이기 개발)

  • Han, Jaeoh;Oh, Sehoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6425-6431
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    • 2014
  • As science advances, the gathering and sharing of information has become easier, and the spreading speed of information is increasing through the internet and smart phones. Enormous wealth creation around the world from the rapid spread of knowledge of products is possible, which can have a significant impact in a country's economic revival. On the other hand, to develop these ideas, many products are difficult for ordinary people to use with the current techniques. Therefore, new techniques to develop hit products are needed. This thesis identified the limitations of previous invention processes or technique, This invention technique was made by finding ideas and fundamentals hidden in the innovative products. The results obtained from the analysis of a kind and pictograms were combined, and symbolized by the present invention technique that would be for anyone to master. Furthermore, a hair dryer that utilizes electromagnetic waves of the inventograms was developed.

A Study on Simulation Effect Technique of C.G : Focusing on the Fire Simulation Effect (CG산업에서 Simulation 표현의 기술적 활용에 대한 연구 - 불의 표현 활용사례를 중심으로 -)

  • Kim, Yong-Kwan
    • Cartoon and Animation Studies
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    • s.17
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    • pp.188-204
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    • 2009
  • This study purpose development cg technique our nation because present Technique limit of Computer graphic R&D that the best competition of 3D Computer graphic part and present a answer of how to overcome Technique limit of Computer graphic R&D with success example of Computer graphic R&D an advanced country. if we make full of mutuality supplementation of C.T and I.T then hold a dominant position and the over the limit solution We researches on multi or group simulation of cyber character and water, fire, wind, fog Simulation System of Computer graphic and purpose development of direction Computer graphic R&D to people in Computer graphic the result of this study and introduction of project of a research institution and inflection method this time is a point of R&D time of determined and resolution instead creative part.

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The Study on the Current Situation of Promotion Centers and Colleges Related with Contents, Focusing on Two Provinces, Gyeongsangnamdo and Jeollanamdo (콘텐츠 관련 진흥원과 대학 현황 연구:경남과 전남을 중심으로)

  • Park, Keong-Cheol
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.180-188
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    • 2010
  • Hanryu phenomenon, referring to the fad for "all things South Korean" from the late 1990s, gave us an opportunities to realize the value of contents and the potential in business. As the government established promotion center to boost the contents industry, the number of departments on contents in colleges increased rapidly despite short history. This time provided a great background for the development of contents industry and training students. Specifically, the training courses in colleges for the students who major in contents has been the solid foundation of the excellent results in contents industries such as game, drama, film, animation and character. As the development and production of contents have been proceeded mostly in Seoul metropolitan area. If local promotion centers and colleges cooperate with each other for training students in this field, a successful business model will be established in local community with the help of local government and businesses. The objective of this study is to make an investigation into the promotion centers and the colleges that have departments on contents in Gyeongsangnamdo and Jeollanamdo, far from Seoul metropolitan area. This study may help to make suggestions for the next study through the investigation of promotion centers and colleges related to "Contents" in Gyeongsangnamdo and Jeollanamdo including cities under the direct control of the government.

Overview of Design Rhetoric (디자인 수사학의 논의와 전망)

  • 강현주
    • Archives of design research
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    • v.15 no.3
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    • pp.181-190
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    • 2002
  • Rhetoric, simply defined, is the art of persuasion. Gui Bonsiepe, Robin Kinross, Hanno, Ehses and Richard Buchanan have all spoken of rhetoric as an element of the theory of design. St. Joost Academy in the Netherlands has tried to present the theory and practice of a new kind of designing based on rhetoric since 1995. Post-St Joost was the name of the experimental graduate programme. They adopted visual rhetoric as a matrix for setting up a new type of exercise and assignment in design education. In this paper, 1 have tried to show that rhetorical approach can play an important role in the development of a view of design as a discipline in its own right. The first chapter looks at the brief history of rhetoric in western culture. And the following chapter focuses on the development of design rhetoric and visual rhetoric in the twentieth century. 1 hope this essay will contribute to find the designerly way of knowing, thinking and doing.

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Study of Risky Driving Decision Device using DGPS/RTK (DGPS/RTK를 이용한 위험운전 판단장치 성능검증에 관한 연구)

  • Oh, JuTaek;Lee, SangYong
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.30 no.3D
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    • pp.303-311
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    • 2010
  • There have been various forms of systems such as a digital speedometer or a black box etc. to meet the social requirement for reducing traffic accidents and safe driving. However that systems are based on after-accident vehicle data, there is limit to prevent the accident before. So in our previous research, by storing, analyzing the Vehicle-dynamic information coming from driver's behavior, we are developing the decision-device which could provide driver with Alerting-Information in real-time to enhance the driver's safety drive. but the performance valuation is not yet executed. Finally, this study developed positional recognition system by using the DGPS for pre-developed risky driving decision device. The result of test analyzed with the same that the aggregated vehicle dynamics data in DGPS and dangerous risky driving decision device. If the performance of risky driving decision device is verified by precisely positional recognition system, the risky driving management of vehicle would be effected.

조미산업

  • 임재각
    • Food Industry
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    • s.181
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    • pp.68-91
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    • 2004
  • 조미료란 식품을 조리, 가공, 섭취할 때 맛을 증진시키거나 강화시킬 목적으로 사용되는 물질을 일컫는다. 발효, 종합 및 천연계 조미료의 국내외 시장동향에 대해 살펴보고, 조미료의 향후 발전방향과 중점 연구 분야, 관련업계의 연구개발 동향에 대한 고찰을 토대로 조미료 분야의 고부가가치 산업으로의 육성방안에 대해 알아보았다. 미원, 아이미 등으로 대표되는 발효조미료의 내수시장은 성숙기를 거쳐 소폭 감소세를 보이는 쇠퇴기에 접어들고 있다. 이는 소비자의 MSG에 대한 기피현상이 주 원인으로 판단된다. 전반적으로 품질 차별화 없이 가격 경쟁이 심화되고 있는 실정이다. 국내 종합조미료 시장은 1975년 국내에 처음으로 CJ에서 다시다 제품을 출시한 후 대상에서 1982년 맛나, 1988년 감치미를 출시하면서 30여 년간 지속적으로 성장해 왔다. 현재 시장규모는 2천억원에 이르고 있으며 최근 들어서는 성장세가 완만해지고 있고 가정용은 거의 정체되어 있다. 일본 조미료 시장은 발효조미료, 종합조미료 그리고 다양한 조미식품의 소재로 활용되는 천연조미료로 구분할 수 있다. 발효조미료 시장은 국내와 비슷한 상황으로 전체적인 물량변화는 약간 감소하는 경향이며 생산기지의 해외이전 현상이 뚜렷하다. 종합조미료 시장은 한국과 유사한 풍미조미료 외에도 보다 전문화되고 다양한 형태의 조미료가 시판되고 있으며, 전통적인 풍미조미료는 정체현상을 보이고 건강지향, 전용화 조미료가 호조를 보이고 있다. 일본과 한국의 조미료 발전 단계는 조금 차이를 보이고 있다. 현재 한국은 종합조미료 시대에서 용도별 조미료 시대로 넘어가는 단계에 있는 반면, 일본은 이미 메뉴 전용 조미료시대에 접어들었고, 건강, 기능성을 강조하는 시대로 나아가고 있다. 이들 변화는 건강에 대한 소비자의 관심과 그로 인한 보다 천연에 가까운 조미소재에 대한 수요, 동시에 맛에 대한 충족까지 요구하는 시대적 변화에 따른 필연적 결과로 보인다. 미래의 조미료는 천연계 소재의 사용량이 증가할 것이고, 소비자의 건강, 안전 추구심리에 부흥하여 안전성과 기능성을 부여하는 소재에 관심이 집중될 것으로 보인다. 더불어 전반적인 생활수준 향상에 따라 제품의 고급화와 전용화도 진행될 것으로 보인다. 향후 조미료시장을 주도할 각 현상에 대해 좀더 자세히 알아보고 학계 및 업체의 최근 연구동향과 제품개발 현황에 대해 고찰해 보았다. 기술연구 동향을 보면, 나노 기술에 의한 조미신소재연구, 초미분쇄기술, 미세 캡슐화 기술, 생물공학 기술이 활용된 발효 및 효소분해에 의한 펩타이드계 조미소재 개발 등이 활발하게 진행되고 있다. 선진업체 연구 및 제품개발 동향은 아지노모트/교와의 ''코쿠미''계 조미소재 연구개발, 일연푸드/동해물산의 천연 엑기스계 조미소재 연구개발, 보조주(주)의 주류 조미료 개발 위주로 살펴보았다. 조미료 시장의 발전 과정과 선진 업체들의 연구, 개발동향을 종합해 보면 첫째는 천연 건강지향에 부응하는 차별화된 소재 및 기능성 소재 개발이고 둘째는 맛과 편리함의 추구에 대응하는 메뉴 전용화 추세이다. 이를 위한 기술적 연구도 기능성 소재(히스티딘 함유 디펩타이드)개발, 나노기술, 미세캡슐화 기술 등을 통하여 다양하게 진행되고 있다. 조미료 산업을 첨단 고부가가치 산업으로 육성하기 위해서는 R&D 투자확대와 효율성을 제고하는 것이 필수적이다. 각 기업단위에서는 장기적 차원에서 첨단식품 기반기술에 대한 연구를 수행하거나, 전문 중소기업, 벤처를 육성하는데 지원해야 한다. 그러나 현실은 당장의 수익과 회사간 경쟁으로 인해 장기적 투자, 사회적 인프라 육성 등에는 관심을 쏟지 않고 있다. 조미료를 비롯한 식품에 관련된 기술들이 다양한 기초연구와 응용기술, 개발연구 등의 총합인 경우가 많기 때문에 이들 상이한 연구 분야간의 연계를 강화하고 개발된 기술의 이전, 확산체계를 구축할 필요가 있다. 이를 위해 기업간 수평적 네트워크 외에도 국가기관이 참여하는 연구 자원의 효율적 집행 기관이 필요하리라 본다.

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The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

A Study on the Narratives of Lee Ae-rim's Comic Books -Focusing on the Characteristics of Repetition, Coincidence, and Fantasy (이애림 만화 서사 연구 -반복, 우연, 환상의 특성을 중심으로)

  • Lee, Cheong
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.281-313
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    • 2019
  • This paper was written to investigate the narrative traits of Lee Ae-rim's Comic Books. Lee Ae-rim arrived on the scene with the boom of comic book magazines in the 1990s. Although she started her career as a Comic Book writer, she expanded her own area gradually and has been working actively as an animation director as well. The superficial characteristics of Lee Ae-rim's works can be summed up as sexuality, grotesqueness, and fantasy. In other words, Lee Ae-rim's comic books are mainly characterized by the visualization of sexual, grotesque, and fantastic shapes. Lee Ae-rim has faced challenges with her own overwhelming and compelling images like no one else. For that reason, it is true that people haven't paid careful attention to the hidden stories behind her pictures. This paper considers that looking back on the narratives that Lee Ae-rim has been interested in, from early days to recent days, that is to say, the contexts of stories, is a shortcut to reveal a point of contact between her past, present, and future. Especially, this paper focused on the properties of the circulated and repeated stories, the stories ruled by fate and coincidence, and the stories in which elements of fantasy encounter an attempt of violation. As a result, it was found that the narratives of Lee Ae-rim's comic books demand us to face suppressed desires in a new way, by wrapping up the most fundamental aspects of human being in universality and constancy with specificity and grotesqueness. The reason why Lee Ae-rim has continued the avant-garde and omnidirectional works thus far explains what our society suppresses, inversely. Moreover, the narratives of Lee Ae-rim are significant, by being devoted to the right function of art not only to disclose suppressed desires but to satisfy them. Making an in-depth investigation of the narratives of Lee Ae-rim's comic books in various contexts, this research is intended to establish a diversity of Korean comic books, by adding meaning to the creative values of individual writers.