• Title/Summary/Keyword: 비서사

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The Cinematic Encounters with Future Society in South Korean SF Films -Focusing on and - (한국 SF영화를 통해 본 미래사회와의 조우 방식 -<설국열차>와 <승리호>를 중심으로-)

  • Shin, Jin-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.665-681
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    • 2022
  • This article compared and analyzed the SF films Snowpiercer and Space Sweepers, which embody the imagination of disaster for the future dystopian society. In common, the two films represent the future society as a society with a serious climate crisis and an extremely widening gap between the rich and the poor. Both films use similar narrative strategies: representing a isolated, twisted-willed scientist figure, building a main stage as catastrophic hierarchical capitalist society, and focusing on the conflicts between a dominant group possessing the science-capital-power and a resistant but ordinary subjects. However, there is the different framing on the future society in terms of representing nature, science technology, and human-nonhuman agency. This distinction is shaped by the narrative function of the objects represented by two films.

유지 보수의 입장에서 본 궤도 기술의 현상과 과제

  • 서사범
    • Journal of the Korean Society for Railway
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    • v.5 no.2
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    • pp.27-33
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    • 2002
  • 궤도의 역할은 열차 하중을 지지하고, 이것을 분산시켜 구조물에 전달함과 동시에 열차의 주행을 위한 원활한 (안전하고 승차감이 좋은) 안내로를 제공하는 것이다. 그러나, 궤도는 열차의 반복 주행에 의하여 구성 재료의 열화ㆍ손상이나 궤도 틀림의 진행이 부득이 하므로 일상적인 궤도정비 작업이나 재료교환 작업을 피할 수 없기 때문에 될 수 있는 한 적은 보수비로 열차 주행에 필요한 궤도 품질을 실현하는 기술의 확립이 궤도 기술에 관한 연구 개발의 최대 사명이다. 궤도 보수에 관계하는 비용은 크게 세 가지로, 즉 궤도 재료의 교환ㆍ보수 작업, 궤도 틀림의 정비 작업, 각종 검사나 유간 정정 등의 기타 작업으로 대별할 수 있다. (중략)

재생 골재 및 굳지 않은 재생 콘크리트의 성질

  • 구봉근;김창운;라재웅;서사범;류택은;이현석
    • Proceedings of the Korean Institute of Industrial Safety Conference
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    • 1998.11a
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    • pp.315-320
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    • 1998
  • 최근에 도시의 재개발계획 및 도시환경정비 등에 의해 해체되는 구조물이 증가하여 폐콘크리트의 발생량은 증가하고 있어, 이를 이용한 재생골재의 재활용이 필요한 실정이다. 그러나, 현재 생산되고 있는 재생골재는 기초적 물성이 천연골재와 비교하여 상대적으로 열악하여 이를 이용한 재생콘크리트는 일반 골재를 사용한 콘크리트에 비하여 시공성 및 굳은 콘크리트의 공학적 특성 및 내구성 저하에 대한 우려로 건설구조재료로서의 사회적인 신뢰도가 낮은 실정이다. (중략)

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Place of Digital Game Space (디지털 게임 공간의 장소성)

  • OOh, Hyoun Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.171-172
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    • 2017
  • 본 연구는 기본적으로 현대 디지털 사회에서의 게임의 공간 문제를 장소론적으로 해석하려는 목적을 갖고 있다. 디지털 게임에서의 공간과 장소성은 인류학적으로 보는 관점과는 어떠한 공통점과 차이점이 있는지를 탐구하여 게임의 비장소의 공간들이 어떻게 구현되고 장소적 특성을 보이고 있는지를 살펴봄으로써 장소론적 입장에서 게임공간을 연구하였다. 디지털 게임공간의 장소성에 관한 연구는 디지털게임을 이해하는데 있어 기존의 '매체 지향적 논의'들과 '서사중심'의 파편적인 논의를 통합하는 계기를 제공하고 다양한 방향으로서의 연구 가능성을 제시할 수 있으리라 본다.

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A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Feminizing of Real Estate Speculation -A Study on the Bokbuin in the Korean Narratives in 1970s~1980s (주거의 투기화, 투기의 여성화 -1970~1980년대 한국 서사에 나타난 복부인의 형상화 양상 연구)

  • Jun, Bong-Gwan
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.321-359
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    • 2019
  • In the 1970s, the full-scale development of the area now known as Gangnam began, ushering in the era of real estate investment on apartments which transformed housing styles in Korea. Apartments were pitched as the most ideal type of housing, creating a competitive market of high demand and skyrocketing prices. The apartments were also viewed as a means of quick asset investment among middle-class Koreans. Within this apartment frenzy stood the female real estate speculator, the bokbuin. This study seeks to locate the bokbuin in the real estate development market after the late 1970s. The apartment speculation boom cannot be attributed to the bokbuin alone, yet she became the target of public anger and criticism, singled-out as being responsible for fueling illegal and unethical investments. The apartment boom of the 1970s was in fact generated in large part by the government, developers, construction companies and realtors. While their pursuit of profit was deemed as legitimate, the bokbuin's conduct was mostly tainted by presumed illegitimate and greedy motivations. This study problematizes this gendering of real estate investment and treat the bokbuin as a byproduct of the family-centered culture in East Asia. Analyzing Im Kwon Taek's film "Mrs. Speculator", Park Ki Won's conte, "Bokbuin", Park Wan Seo's short story, "Children of Paradise", "The People of Seoul", this study shows that bokbuin's pursuit was not hers alone; it was the collective pursuit with her husband for the enhancement of family finances. This stud y argue that the bokbuin embodied the thickly misogynistic climate of the 1970s that projected the chaotic rise of greed onto the woman.

A Study on Painterly Representation in the Animated Film , Focusing on Visual Representation and Narrative Features (애니메이션 <아버지와 딸>의 회화적 표현에 관한 연구 - 시각적 표현 및 서사적 특징을 중심으로)

  • Kim, Min-kyu
    • Cartoon and Animation Studies
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    • s.51
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    • pp.59-82
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    • 2018
  • This study notes that the concept of painterliness, as defined by Heinrich $W{\ddot{o}}lfflin$, can apply to represent features in $Micha{\ddot{e}}l$, Dudok de Wit's animated short film Father and Daughter. It intends to examine the animated film's visual representation and narrative features in terms of painterliness. Comparing the Renaissance art style of the 16th century to the Baroque art style of the 17th century, $W{\ddot{o}}lfflin$ conceptualized the features of painterly style. In respect to this animated film, the images drawn by drawing tools are represented are represented by irregular and ambiguous shapes and meet $W{\ddot{o}}lfflin^{\prime}s$ conditions for painterly representation. Such a representation method in this animated film effectively functions as a double entendre or ambiguous narrative, while playing a key role in representing lyricism. In this animated film, painterliness contrasts with clarity, which commercial animated films provide, and plays a critical role in the representation methods utilized by auteurist animation directors. Painterliness in animated films is an element that should be highlighted, especially in the contemporary world where the forms of representation are becoming increasingly monolithic due to digital techniques. Continued research is greatly needed on this subject matter. Based on Father and Daughter, this study aims to examine the method of painterly representation that can be used in animation films, to explore its meaning and to underscore the importance of diversity in the forms of representation in animated films.

A semiotic analysis of trilogy (<슈렉> 3부작의 기호학적 분석)

  • Lee, Yun-Jin;Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.101-112
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    • 2009
  • The purpose of this study is to analyze trilogy by means of semiotics. trilogy constructs a story as a whole while each piece delivers a concluded ending. This study used 'modele actantiel' and 'carre semiotique' of Greimas in order to clarify not only the meaning structure but also the course of narrative of . is a compelling story which reverses the fairy tale of a beautiful princess and a heroic prince. Each piece of the trilogy unfolds as following; (1)ls the love of a princess and an ogre possible? (2)Can the marriage of the couple get confirmed? (3)Can Shrek be free again? The repeated meaning structure of trilogy is the binary opposition of nature versus culture, and the narrative course forms the meaning square on the basis of the opposition. Human culture represented by the lord Farquaad and Duloc castle signifies cleanness, order, complex, anxiety, paranoia, authoritarian, and violent. On the contrary, Nature represented by Shrek and the swamp signifies barbarity, freedom, confident, maturity, unstrained, and humar. The meaning of Shrek series is generated by the structure of the basic discrimination of culture versus nature. However, as story twists the bias and fixed idea, the meaning structure of Shrek shows a unique relationship of culture and nature. Although Shrek, an ogre, lives alone in a swamp because of the bias of human world, he is depicted as self-sufficient, comfort, and broad-minded. On the basis of this meaning structure, Shrek is not a story that an ogre(nature) strives to enter the human culture, nor a story that nature wins a victory at the confrontation between culture and nature, but a story that human(culture) and ogre(nature) overcome their fixed ideas through the transition from culture to nature and vice versa.

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Representation of Child Sexual Abuse in TV Documentary -Focused on KBS 'Current Topics Ssam'- (TV다큐멘터리의 아동성폭력 재현 방식 -'KBS시사기획 쌈'을 중심으로-)

  • Hong, Sook-Yeong
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.102-112
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    • 2011
  • The purpose of the study was to analyze narrative structure and spoken contents of two TV documentaries televised in KBS 1TV 'Current Topics Ssam' to examine how child sexual abuse was represented on TV. As a result, the study could see that child sexual abuse attackers were stressed by a system to monitor and punish them and TV documentary took a neutral attitude between their human rights and pain of the victims. And it emphasizes 'abnormal' sides such as attackers' drinking or history of mental illness, and men's social authority individualizes a woman's damage into private pain by imposing a light punishment on child sexual abuse attackers and letting them not punished. Child sexual abuse victims treated to be a sexual object as a 'small, easy and weak' woman are represented as a lethargic human who is afraid of revenge and lives in pain. The representation of child sexual abuse through 'Current Topics Ssam' has its limit in the fact that it neglected understanding social context of child sexual abuse by forming an event-centered immediate and fragmentary narration and didn't play a right role in making an efficient and long-term plan considering actual conditions of Korean society and leading the people's participation.

A Research on the Character Modification in Animation Storytelling : Comparative Analysis on (스토리텔링 내부의 캐릭터 변용에 관한 연구 : )

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.25
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    • pp.1-39
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    • 2011
  • It is important to create animation storytelling because it is the most critical factor to make animation successful at the box-office. As such, lots of researchers have paid attention to Disney's animations because the Walt Disney company has produced the largest number of interesting animations. One of Disney's strategies to make story interesting is the application of original works that were already open to public. On this point, this article explores how Disney deals with characters in its animation that is based on an original work. Drawing a comparison between characters of and those of "Hua Mulan", which is its original work, this article focuses on how characters are created and used for the purpose of managing animation storytelling. Significant differences between two works exist. That is to say, actively makes the use of characters. First, it creates several new characters that are not seen in "Hua Mulan." Those characters can be divided into three groups by their roles; realistic characters, unrealistic characters, and realistic characters of unrealistic personalities. Second, Mulan in has both masculine initiative and feminine adaptability, and each one is used as necessary through the whole narrative. Last, it sets up a relationship between characters either in a blood-based family category or in a social category. Through these results, it is possible to confirm that this modification of characters is solely to manage the narrative with more flexibility.