• Title/Summary/Keyword: 사실적 이미지

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The Study on Chinese Comics Characteristics (중국 만화 <삼모 유랑기> 의 특성 연구)

  • Jin, Li-Na;Kim, Mi-Rim
    • Cartoon and Animation Studies
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    • s.48
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    • pp.333-358
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    • 2017
  • Mainland China is under different conditions both socially and politically than other countries, so there is a lack of practical researches on cartoon characters. With a profound interest, the researcher has selected a character that is realistic and loved by many Chinese. The subject of the study is "Shan Mao Series." Out of 16 seasons, the most famous one is the Chronicle of Shan Mao's Wander. I analyzed the character thoroughly, dealing with the beginning of the character, the process of character development, and a reality shown in the chronicle, etc. on chapter II, and the character's image component on chapter III. Chinese modern cartoons were affected by a situational anxiety because of foreign powers and war. Thus satire cartoons went in fads among the public. The epitome of a typical cartoon was the Shan Mao Series. From 1935, when the character was first created, to now it has eaten into Chinese people's hearts. It's because the story happens during a war period and it deals with a playful, humorous main character's life and these facts show the hidden side of the unfair social system. Most of readers prefer a smart, playful, righteous, and brave character. Shan means three and mao, hair in Chinese, so Shan Mao is a child who has three hair. The character is not just a simple cartoon character; it has developed into a national figure among many Chinese. The reason why the researcher has chosen the series created by Zhang Leping, the author of the cartoon, is because a good cartoon, good animation, and even good movie stimulate the feelings that we get from our surroundings. The character which is created in China seems very unique and bizarre but there is a sense of friendliness. Also its character image and scenes make people laugh and it has become a typical symbol of a modern cartoon in China.

Design and Implementation of Photographic Virtual Reality Contents (사진기반 가상현실 콘텐츠의 설계 및 구현)

  • Nam, Young-Su;Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.149-156
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    • 2010
  • Social study for province textbook is very difficulty for experience and learning in classroom because the contents of social study for province text book is consist of contents about very far away places. And there are less contents than normal subject. Especially, children need experiences and enough contents for learning in social study for province textbook. The purpose of this paper are as follows: 1) design and implementation of PVR contents 2) applying 4th grade social study for province textbook 3) inspecting for satisfaction degree and result of students about the efficiency of PVR contents.

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The Relationship between General Programming TV's News Ratings and the Vote Shares of Conservative Parties (종합편성채널의 뉴스보도 시청률과 보수 정당의 선거득표율 간의 관계)

  • Lee, Seung Yeop;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.80-89
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    • 2017
  • Television viewing affects viewers' attitudes and opinions on their political issues. Since the beginning of General Programming TV services in 2011, they are criticized of their politically biased programming. In order to investigate the effect of General Programming TV on voters' behavior, we analyzed whether or not there is a change in the voting behavior of the conservative parties among the areas with high and low TV ratings of general programming TV. Based on the result of 18th presidential election in December 2012, we could not find any difference in voting behavior on the Saenuri party among the areas with high and low ratings of general programming TV channels. However, in the 6th provincial election in June 2014, while the voting shares of the Saenuri party were higher in the areas with high ratings of TV Chosun, Channel A, and JTBC than in those areas with low ratings.

An Exploratory Study on Consumers' Design Sensitivity of Luxury Brand Products and non-Luxury Brand Products and Its Effect on Purchase Intention (명품과 비명품 브랜드에 대한 소비자의 디자인 민감도 차이에 대한 탐색적 연구)

  • Bang, Joung-Hae;Kim, Min-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.4
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    • pp.1574-1584
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    • 2012
  • This study attempts to explore the design sensitivity of both luxury and non-luxury brand products, and its effect on purchase intention. As a result, there was no difference in design sensitivity between luxury and non-luxury brand product, but the effect of design sensitivity on purchase intention was found different between luxury and non-luxury brand. It shows that for luxury brand, the people with high design pursuit of the brand have high purchase intention while for non-luxury brand, the people with high design value of the brand have high purchase intention. It indicates that for luxury brands, consumers already recognize the value of its design, which does not affect the purchase intention. For non-luxury brands, it would be important to let consumers recognize their design value.

A Study on the Online Bl09 Structure and the Capitalism Consumption Culture: Analysis of the Cyworld Web Pape Use (온라인 블로그 구조와 자본주의 소비문화의 관계 분석 - 싸이월드 이용을 중심으로)

  • Kim, Mi-Sun;Yu, Sae-Kyung
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.761-769
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    • 2006
  • 한국사회에서 새로운 미디어 문화로 가장 각광받는 것 중 하나가 '싸이월드(www. cyworld.com)' 이다. 싸이월드는 웹(Web)에서 하루하루의 일기(Log)를 쓰는 개념인 '개인 블로그(Blog)'로써 개인 미니 홈페이지 형태이다. 이는 단순한 트렌드에 그치는 것이 아니라, 2000 년대 초 카페나 커뮤니티를 기반으로 한 '집단(group) 사이버 문화'를 '개인 (individual) 사이버 문화'로 전환시키는 하나의 문화적 수준에서 논의되고 있다. 그런데 블로그 사이버 문화는 자본주의 소비문화와 밀접하게 연결된다. 현대의 사이비 문화는 개인의 능동적 선택과 이용을 전재로 하므로 자율적이고 독창적인 방식으로 미디어 문화를 소비하는 데, 자본주의 경제사회 속에서 개인의 자율성은 표면적인 이미지에 지나지 않는다. 특히 싸이월드와 같은 개인 미디어는 더욱 개인의 자율성에 기반한 문화행위를 실천하지만, 사실 싸이월드틀 움직이는 경제구조 속에서 규제된다. 싸이월드 이용자가 기본 미니홈피 플랫폼에 자신만의 개성을 표현하기 위해서는 '도토리' 라는 싸이월드의 전자화폐를 사용해야 하고, 이를 이용해 미니룸, 미니미, 스킨, 배경음악 등의 아이템을 구매한다. 그러나 싸이월드 이용자들은 개인의 자율성에 의해 소비행위를 창출하는 것이므로 이를 통해 이윤을 획득하는 자본세력에 대해서는 고려하지 않는다. 이것이 바로 자본주의 소비문화에 의해 지배되는 부정적인 '실제의 왜곡' 이다. 개인의 자율성을 강조함으로써 자본가의 이윤획득 구조를 은폐하여 자본본주의 소비를 재생산하고 강화하는 것이다. 따라서 우리는 개인 문화를 강조하는 현대 미디어 문화구조를 자본주의 권력의 장(場)으로 이해해야 한다. 그리고 미디어 문화의 생산과 소비를 통해 자본주의 소비 문화가 재생산되고 강화되는 현상을 비판함으로써 온라인 블로그의 커뮤니케이션 특성이 생산자(producer)로서의 기능보다 소비자(consumer) 로서의 기능이 강조되고 있음을 이해해야 할 것이다.

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A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.519-528
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    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.

Analysis of Levee Breach Mechanism using Drone 3D Mapping (드론 3D 매핑을 통한 제방붕괴 메커니즘 분석)

  • Ko, Dongwoo;Kim, Jeonghyeon;Lee, Changhun;Kim, Jongtae;Kang, Joongu
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.349-349
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    • 2020
  • 기후변화로 인한 돌발홍수와 같은 집중적인 강우현상은 노후화된 제방의 안정성 저하 및 붕괴 등을 야기시킨다. 향후 홍수량이 증가함에 따라 하천의 통수면적이 부족하여 침수 및 범람의 위험성이 증가할 것으로 생각된다. 계획규모 이상의 홍수가 발생하여 홍수위가 제방고보다 높을 때 월류에 의한 제방붕괴로 이어지며, 이러한 월류에 의한 제방붕괴는 가장 전형적인 것이다. 지금까지 월류에 의한 제방붕괴에 관한 연구는 연구자의 다양한 관점 및 방법을 통해 진행되고 있다. 실제 제방붕괴를 관측하는 것은 불가능하므로 기존의 소규모 수리실험 및 모델링을 통한 제방붕괴 메커니즘 분석에는 사실상 한계가 있다. 이러한 점에서 실규모 수리실험을 통한 월류에 의한 제방붕괴 메커니즘을 3차원으로 분석할 필요가 있다. 본 연구에서는 드론 영상을 이용하여 제방붕괴 메커니즘 분석 연구를 수행하였다. 제방은 시간의 흐름에 따라 붕괴양상이 발전한다는 점 등에서 매우 복잡한 물리적 특성이 있다. 드론의 오토촬영 기법을 통한 제방이 붕괴되는 순간을 촬영하기는 쉽지 않기 때문에 셔터스피드촬영 기법을 적용하였다. 특히, 짧은 시간에 변화되는 제방의 붕괴양상을 구체적으로 표현하기 위해 두 대의 드론을 횡·종 방향으로 동시에 비행하여 분석 시 3차원 입체감을 최대화하였다. 이후 횡·종 방향에서 동 시간대 수집된 드론 이미지를 분류하여 PIX4D 매핑 기법을 활용한 최소 정합을 통하여 드론을 활용한 제방붕괴 메커니즘 분석의 활용 가능성을 제시하였다. 향후 스마트 시대의 물산업 경쟁력을 제고함에 있어, 폭이 좁은 하천에 효율적이며 고해상도 시공간 자료를 확보할 수 있는 드론을 활용한 스마트 하천재해 예측 및 관리기술 개발을 통한 하천 원격탐사의 경쟁력을 확보하는 것이 중요하다고 사료된다.

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How the Korean Fashion Industry is Viewed by WWD USA (미국 패션전문 일간지 WWD에 드러난 한국 패션산업에 대한 인식)

  • Lee, Yu-Ri;Medvedev, Katalin;Hunt-Hurst, Patricia;Choi, Yun-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.12
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    • pp.1915-1926
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    • 2008
  • Although we know that images of a country or an industry are influential factors in product evaluation, there has been little discussion about the channels through which consumers form a country or an industry image. Guided by the assumption that the image of the Korean fashion industry conveyed through U.S. media will likely affect the evaluation of Korean fashion products, we decided to examine articles published between January 1998 and June 2008 in Woman's Wear Daily(WWD), a prestigious U.S. daily trade newspaper covering all aspects of the national and international fashion business. By using the "Korean", we found 329 relevant articles. Through content analysis, we identified the aspects of the Korean fashion industry that have been considered salient to U.S. fashion media professionals. We set up categories based on the contents of the articles that discussed segments of the supply chain of the fashion industry. We found more comments on the Korean fashion industry as fiber and fabrics supplier or apparel manufacturer than in any other categories, which reflects that South Korea has been traditionally one of the most attractive sourcing countries for the U.S. fashion business. We identified significantly less coverage on the designing, branding, marketing, and retailing aspects of the Korean fashion industry. Due to economic boom in Korea, the country's fashion industry is recognized as having a highly fashion-conscious market that can afford the world's premium brands. However, the industry is viewed as being rather vulnerable to changes in the macro economic environment.

Orange in Film Color: Real and Virtual (영화색채의 주황, 현실과 가상)

  • Kim, Jong-Guk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.215-237
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    • 2018
  • I analyze orange that is consistently used, even though not consciously, in the films whose function and meaning are clear. In detail, there are examples of color in films, psychological phenomena of colors expressed in posters and opening titles, color characteristics of clothes and costumes, and semiotic analysis of color names in film titles. (1) Fact and Truth; civilization and criticism. The film tries to tell the truth than the fact. It represents facts as it is, but it presupposes truth. This is a unique characteristic of media films. The truth of the fact is not important. The film tells the truth believing and wanting to show off. The film, which has inherent characteristics of the gap between fact and truth, represents nature and civilization. It carries nature as it is and criticizes the harm of civilization. Orange is nature and civilization. Realistic films such as Hong Sang Soo and Kim Ki Duk, fall into this category. For example, there are A Taxi Driver(2017) and I Can Speak(2017). (2) Virtual History; fake images and memories. In Hollywood SF genres like The Matrix(1999), orange was dealt with virtual reality. However, in Korean films they are replaced by historical dramas. The representation of history becomes a virtual reality. Films such as The Fortress(2017), Masquerade(2012), and Roaring Currents(2014) deal with virtual history. In these films, orange is a fake image and memory. (3) Light=color; Aura. The color and light of orange is aura. At sunrise and sunset, the orange of the incandescent light is almost similar to that of the artificial light. Orange of tungsten makes the real characters surrealistic and mysterious. For example, there are The City of Madness(2016), The Man from Nowhere(2010), and Coinlocker Girl(2014). (4) Fantasy; communication with other worlds. Orange is a sweet fantasy. In our daily life, we go to a supermarket, share a chat with friends in a coffee shop, and spend time in front of a television. Orange makes our life free and dreams. It is the communication between the former being and the other world. This can be found in the sexual fantasy scenes of all genres. For example, there are Sunny(2011), Welcome To Dongmakgol(2005), and 200 Pounds Beauty(2006).

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.