• Title/Summary/Keyword: 상상력

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Meta Storytelling & Character Storytelling Model (메타이야기적 상상력과 캐릭터 중심 스토리텔링 모델)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.42
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    • pp.213-240
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    • 2016
  • The character is not dependent on an original story world any more. It is not limited to it's own story, but gets out and expands the other story with new character, background story, and event regardless of genre and media. The purpose of this study is to analyze why should this phenomenon happen from the media perspective and to build a character storytelling model through the specific examples. With the advent of the digital paradigm the storytelling model is emphasized character storytelling. Character is no longer limited to just one narrative and extended beyond the boundary narrative, media and genre. There are four background. First, disappearance of the big story with the advent of postmodernism and the emergnece of small story. Second, the emergence of fandom culture and charater's liberalization. Third, character as public goods with database. Fourth, changes in author's position. In fact, in the traditional narrative theory there has been discussion about the character all the time. But character storytelling meets transmedia storytelling, discussions were accelerated. The character was preceded by a narrative independent existence. Even if that character has occurred even while leading cause narrative. In this paper, we suggest two model as specific methodology to expand the story world fixed character. One is phychology transition, another is roll transition. This study get the value to build the new storytelling model with digital paradigm.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

A Study on the Structure of Rated Sijo which is the Korean Poetry of a Fixed Form (한국의 정형시인 정격시조 구조 연구)

  • Park, In-kwa
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.3
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    • pp.7-19
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    • 2017
  • Korean standard poetry with a fixed form are Rated Sijo. These Rated Sijos can be found in the 24 number of Gosijos. Then, why should Korean standard poetry be Rated Sijo? This is because only the Rated Sijo has a fixed form frame. Rated Sijo naturally tailored by a rigid framework is the best representation of Koreans' unique breath and temperament. Also, Rated Sijo is superior to general sijo or poem in terms of literary therapeutic utility for human body. If Haiku omits the end of narrative with the rated number of sounds and invites different imaginations to each reader, the Rated Sijo presents a certain frame to the direction of the human's rated signal by constructing the essence of the narrative with the rated number of sounds. Thus, the Rated Sijo suggests the way of human harmony and communication by inducing different imagination of readers cooperating in a certain direction. So, the famous poem of Korea, Rated Sijo, presents our future as a framework of literature that can contribute to the improvement of human communication and quality of life. Therefore, research to preserve and develop the value of the Rated Sijo should now be initiated and continued.

Geography: A Portal to Green Growth (녹색성장과 지리학)

  • Yu, Keun-Bae
    • Journal of the Korean Geographical Society
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    • v.45 no.1
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    • pp.11-25
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    • 2010
  • Green Growth was declared as a national development agenda in 2008. There are many contributing concepts and factors in the process of molding the agenda, such as climate change, sustainable development, globalization, the so-called 747 campaign pledges by President Lee in 2007, and the hunger for economic growth in Asia and the Pacific. Green Growth is rather growth-oriented and pays less attention to environmental conservation and social justice. Green Development would fit better as the name of the agenda, dealing with the weaknesses of Green Growth. Climate change itself is a testing ground for geographic knowledges, whose demand is growing rapidly. The contemporary issue increasingly bears complexity that Earth System Science and Sustainability Science have emerged as a research and applications program. Geography is widely recognized as a portal to these programs, where inter- and trans-disciplinary studies are required. Regional potentials should be evaluated from a holistic view so that proper development goals are chosen. Different development trajectory should be taken, depending on the amount of potential a region bears. Material loop should be closed for environmentally sound regions. Green way of life is essential for low carbon society. In the circumstances of climate change in Korean Peninsula and needing of energy efficiency, geographic insight or imagination is urgent for Green Development.

Science and Art: Some Preliminary Studies in their Convergence and Interfaces (과학과 예술: 그 수렴과 접점을 위한 시론)

  • Hong Sung-Ook
    • Journal of Science and Technology Studies
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    • v.5 no.1 s.9
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    • pp.1-30
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    • 2005
  • In recent times, artists rely increasingly on science and technology, whereas scientists frequently use such an aesthetic tenn like 'eauty.' This shows that the gap between the 'two cultures' are narrowing down due to the necessity of both sides. The historical interaction between science and art has been extensively discussed by the historians of art and those of science. As the complexities of scientific and artistic practices were uncovered, similarities between them were also revealed. The goals of this paper, which explores the relationship and interactions between science and art, are the following three. The first is to bridge the gap between the two cultures (i.e., science and art) by disclosing the mutual influences between them. Second, drawing on recent works on the nature of scientific and artistic creativity, this paper aims to show some similarities and even common factors between scientific and artistic creativity. Finally, by highlighting similarities and common elements between scientific and artistic creativity, this paper will emphasize the role of imagination, insight, emotion and visualization not only in art but also in science.

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Historiography of TV Documentary (TV의 젠더 역사쓰기의 가능성과 한계: 역사다큐멘터리를 중심으로)

  • Kim, Hoon-Soon;Kim, Suk
    • Korean journal of communication and information
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    • v.51
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    • pp.156-173
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    • 2010
  • This study analysed the narrative of and , two history documentary broadcasted on KBS, in terms of story-telling and discourse. And it also examined whether TV as mass media could provide an alternative interpretation against the dominant historical awareness. As a result, both programmes showed limitations on representing subversive point of view to the dominant ideology. At the story-telling level, firstly, they represented in a way of male-hero narrative though they were describing the history of woman, and while representing woman as a public figure they eliminated her feminity and individuality. Secondly, before evaluating woman as a historic figure they previously appreciated her appearance in a male-point of view. Thirdly, although they were telling the story of woman in a political view, they focused on love triangle, therefore failed to make her as a public figure. The discourses of both programmes were anchoring the existing historical interpretation instead of offering an alternative historical imagination. The narrator who were telling history at the studio in a omniscient viewpoint took a role as a meaning definer, placed at the highest rank in the hierarchy of discourse structure. Especially in , the dramatized images to cover lack of visual data helped anchor the patriarchal narrative and reduced the possibility of subversive interpretation on historic figure.

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Recognition of the Nature of Science by Preservice Science Teachers on the Basis of the Atomic Model (원자모형에 기초한 예비과학교사들의 과학의 본성에 대한 인식)

  • An, Yu-La;Kim, Hyun-Joo
    • Journal of The Korean Association For Science Education
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    • v.31 no.4
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    • pp.539-556
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    • 2011
  • The purpose of this study was to examine preservice secondary science teachers' understanding of the nature of science, by using nature of science (NOS) questionnaire on the basis of atomic model, and compare this to pre-studies. 'Understanding of nature of scientific model,' 'Tentativeness of scientific knowledge,' 'Subjectivity in science,' 'Use of inference and imagination,' 'Myths of the scientific method,' and 'Comparison between science and art.' were examined. Preservice teachers showed great comprehension of the tentativeness of scientific knowledge (the orbital model) and the subjectivity in science (the different interpretation about the experiment of particle scattering), but displayed the lowest comprehension of the scientific method. For understanding of nature of scientific model (the atomic model) and the comparison between science (Bohr's atomic model) and art (Picasso's work), preservice teachers brought out a combination of ontological and constructivist perspective and showed the contradictory thought about imagination in science research. In the result of comparison to pre-studies using the NOS instruments contains general terms, represented high levels of agreement about the tentativeness of scientific knowledge by using concrete examples of 'atomic model'. When concrete scientists such as Thomson, Rutherford, Bohr were presented, respondents revealed more informed views about the scientists' research method.

Investigating the Effectiveness of Multimedia Electronic Book for Children's Reading Education (초등학생 독서교육을 위한 멀티미디어 전자책의 효용성 평가)

  • Kim, Hyun-Hee;Kang, Da-Hye
    • Journal of Korean Library and Information Science Society
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    • v.39 no.1
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    • pp.245-264
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    • 2008
  • This study examines the differences in children's reading comprehension and satisfaction of storybooks according to a type of medium(paper and multimedia e-books). Six different storybooks were used and 85 children participated. Each child read a paper book and an e-book(both are different books). The study results showed that overall, the type of medium did not significantly affect the children's reading comprehension of all six storybooks: for two storybooks, some comprehension scores of paper books were higher than those of e-books, on the other hand, some comprehension scores of e-books were higher than those of paper books. Satisfaction scores of paper books are a little bit higher that those of e-books, although resulting in no statistically significant difference between two types. In addition, the study suggested that the amount of annual readings is positively related to improving children's composition ability and information acquisition ability. Finally, we proposed how to promote the use of e-books in the school library environments in terms of its usability and management policies.

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A Study on the Aesthetic Characteristics of the digital silhouette animation, (미셀 오슬로의 <밤의 이야기>를 통해 본 디지털 실루엣 애니메이션의 미학적 특성 연구)

  • Moon, Jae-Cheol;Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.32
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    • pp.1-21
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    • 2013
  • Silhouette Animation has been recognized as a genre of animation since the very beginning of the animation history, and also Its segmental movement and Aesthetic expression has led a variety of semantic interpretations. Especially the French animation director, Michel Ocelot, recently integrated 3-dimensional digital to the silhouettes animation, and it extended the possibility of the silhouettes animation in many aspects. In his latest animation feature, , he showed how he made changes in 3-dimension by creating and evolving his own way and style of silhouette animation. Although mainstream digital animations preferably to show realistic images and motion, Michel Ocelot used very selective movement, subjective digital colors and extended space which couldn't be expressed in the way of creating traditional style of silhouette animation. This alternative slow movement and the unique aesthetics in 3-dimension emphasize the unconscious elements of color, composition, patterns, and it provides digitally enhanced images and pictorial impression. In addition, the acquisition of digital three-dimensional use of space made possible to provides the wider formative imagination to the audience. In this paper, we analyzed aesthetic characteristics of the digital silhouette animation, (2011), specially focusing on the aspects of Movement, Image, Space, which could not be found in the traditional silhouette animation. It is significant to obtain diversity of the future digital animation and its positive development. In addition, this provides opportunity to explore Michel Ocelot's new experiments and animation philosophy.

Learning the Civilization of Modern Science and Technology through Animation Film: Focusing on Michel Ocelot's (애니메이션 감상을 통한 근대 과학기술 문명 탐구 - 미셸 오슬로의 <세 명의 발명가>를 중심으로)

  • Youn, Kyung Hee;Choi, Jeongyoon;Park, Yooshin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.267-297
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    • 2017
  • This paper attempts a close-reading of Michel Ocelot's short animation film, (1979), and proposes it as an available text in art appreciation class for young students. stimulates the students' attention and intellectual curiosity thanks to the exotic and fantastic atmosphere, beautiful mise en scene, and intriguing plot. Ocelot's technique of decoupage used in this film rejuvenates both the traditional folk art and Lotte Reiniger's early experiments in the history of animation film. Ocelot subverts the ideal of modern male adult subject as unique possessor of scientific knowledge and technology, by adopting a female figure and a young child, who is also female, as main characters. The imaginative and subversive power of animation contributes to creating posthuman beings beyond the homocentric figure of Vitruvian Man. The posthuman condition supposes that human beings have the equal relationship of continuum with not only other humans but also non-human beings like all living things and inanimate matters. In order to teach and learn the posthuman condition, it is necessary to conceive an interdisciplinary and integrated curriculum including art, science, philosophy, history, and social sciences. Animation film serves excellently as educational text for the integrated curriculum of the posthuman.