• Title/Summary/Keyword: 상상력

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Creativity Theory of Body Movement and Analysis of Creativity Factor (신체움직임의 창의성 이론과 요인분석)

  • Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.672-679
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    • 2013
  • Creativity is the thinking ability and the expression of new image by imagination as a problem recognition and way of solution. This study aims to search for the creativity theory of body movement and to analyze the creativity factor. According to the study, the creativity of body movement needs four steps: movement awareness, movement design, movement discovery and movement use. The use of new image through self-perception and self concept brings about a creative improvement in the problem recognition and its resolution function. In conclusion, the creativity of body movement means the infinity of body movement as 'the third energy' and 'the flexibility of flow' by interaction.

The Theory of the Image of the "Cinema-novel" in 1920s (1920년대 영화소설의 이미지 텍스트 연구)

  • Kong, Soungsu
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.501-514
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    • 2017
  • The 1920s 'cinema-novel' is composed of various media effects based on cinematic imagination, and it is designed to constantly evoke the image of the film during the reading process. This article focuses on 'cinema-novel' as an example of an unprecedented genre experiment. It is because the process of formation and development of this unique genre is filled with contemporary characteristics of the 1920s art that strived to create a content suitable for the modern art medium.

Narration Drawing & Narration Painting (서사묘${\cdot}$서사회 [敍事描${\cdot}$敍事繪])

  • Baek, Jun-Gi
    • Cartoon and Animation Studies
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    • s.5
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    • pp.460-465
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    • 2001
  • 글과 그림 사이에서 진동하는 상호보완적 절층주의로부터 벗어나, 텍스트와 이미지의 벽을 넘어서서 신개념의 그래픽 문법으로 형성되는 ‘제3의 지지체(支持體, referance)'이길 바란다. 더 나아가서는 새로운 장르 개념의 ’참조들${\cdot}$frame work'이 조성되길 바라며 작업을 지속한다. 그 방버론의 적용으로는 보여지거나 인식되는 사물과 사태를 ‘서사적 조망${\cdot}$Narration View'으로 회유하여 서사묘${\cdot}$Narration Drawing, 혹은 서사회${\cdot}$Narration적 담론과 리사이틀의 체계를 구축하고자 한다. 따라서 나의 작업은 개념도 실재(행동)도 아닌 양자의 삼투막(?透幕)과도 같은 것으로 최소한의 표현, 그리고 그에 상응하는 선택과 결정이 주어지게 된다. 마치도 ’평면조건‘위에서 글도 아닌 도상적 스키마의 조그마한 끄나풀 하나를 붙들고 연명하는 미물의 절실함이 그것이리라. 또 한편에서는 글이기도 그림이기도한 한 ’이코노텍트성 Iconotextuality'의 보편적 열람성과 보존성의 현전의 세속적 희열과 자유로움을 느낀다. 일품 회화의 오리지날리티로 벗어나 ‘원고개념’을 전제한 작품제작의 출발은 A4 배상용지 위에서 실현된다. 끊임없이 증식되는 생물학적 상상력의 구축은 매카닉한 기계류의 반복과 중첩 이미지, 확대와 축소의 개념적 확산, 용품과 도구 tool character에 의한 드로잉의 산출 및 페인팅의 점착성으로 이어진다. 실제의 프레임과 패널, 액틀을 쓰지 않는 연유는 좀더 벽에 밀착하여 붙이기를 원하기 때문이다.

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Movement 동인(動因)과 감성변이 연구를 위한 애니메이션 분석모형

  • Lee, Sang-Won
    • Cartoon and Animation Studies
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    • s.5
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    • pp.485-489
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    • 2001
  • 본 작품은 사실적 표현, 즉 실사에 근거한 분위기의 애니메이션에 관한 관점에서 시작한다. 물론 애니메이션에서는 생략과 과장이 자유로우며 풍자적이고 은유적인 분위기를 연출하는 것이 특징이다. 즉 사실성보다는 허구적이며 과장된 표현으로 왜곡을 가함으로써 관객들에게 극적 효과를 유발한다. 하지만 관객은 사실적이지 않은 허구인 것을 알면서도 자유로운 상상력의 오락적 분위기에 흥미를 갖는다. 아울러 본 작품은 애니메이션의 동인(動因)과 감성과의 관계를 전제로 한 애니메이션의 분석모형 작품이다. 이러한 모델 설계를 통해 대상물의 본질적인 면, 즉 사실성에 근거한 표현정도에 따라 인간의 감성이 달라질 수 있다는 가정 하에 애니메이션에 있어서 프레임 수와 대상물의 단순화 정도에 따라 감성이 어떻게 반응하고 변화하는가를 웹사이트 상에서 조사할 수 있도록 분석모형을 제작하였다. 연구작품을 위해 애니메이션의 동인이라고 할 수 있는 시간, 운동, 공간 중에서 움직임 지각에 영향을 줄 수 있는 타이밍, 즉 속도문제에 대해 프레임 수와 단순화 단계를 애니메이션의 Movement 동인에 대한 조작적 정의에 독립변수로 보았다. 분석모형의 설계는 객관적인 시각에서 대상물의 움직임을 파악할 수 있는 Duration이 짧은 유형의 대상물(말)과 중간정도의 대상물(사람), 그리고 긴 유형의 대상물(거북이)을 표본으로 선정하여 각 대상물마다 4단계의 프레임으로 나누어 좌표상의 Y축에 제작 배열하였다. 한편 단순화 단계는 대상물의 사실성에 선 드로잉에 이르기까지 4단계로 구분${\cdot}$제작하여 X축에 배열하여 각 클립별 감성언어 조사를 인터넷상에서 할 수 있도록 디자인하였다. 한편 각 클립에서 보여지는 표현향식에 대해 느끼는 감성조사는 디자인 관련 감성 형용사 중에서 본 연구에 적합한 감성언어들을 골라 조사 실시하고자 한다.

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Digital Content Design Making Children Like Reading Books (아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인)

  • Wang, Lin;Lee, Ha-Na
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.20-28
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    • 2016
  • Recently, with various smart devices being used, more attention is paid to digital content development for kids. Many parents and teachers are using digital contents both at home and the classroom. However, there are many concerns on the delayed language ability development and lack of social skills due to children's overuse of digital technology. This study reviewed related literature on digital content for kids including storytelling videos, flash, animation, multimedia fairy tales, and app-books. Based on that, digital contents design guidelines were proposed. It was expected that by appropriate digital content design, children would like reading books just as they like watching digital contents.

Analysis of the characteristic and types of 'Homo Mutant' in Science Fiction (SF 속 '호모 뮤턴트'의 특성과 유형에 관한 연구)

  • Kang, Bora
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.135-140
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    • 2009
  • The characteristic of mutant has long history, which is shown in various science fictions. There are different types and characters like Satyrs from Ancient Greek to superheroes in present. In fact, however, mutant as a cultural content has not been discussed sufficiently in Korea, even if related analyses were required indeed. In the thesis the characteristic and types of 'Homo Mutant' will be introduced and analyzed in many aspects and look for the reason why 'Homo Mutant' can be revealed and apply for further possibilities.

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An Implementaion of Mobile e-storytelling Application for Creativity Development using Character Sticker Function (캐릭터스티커 기능을 활용한 창의력 증진용 모바일 e-동화 웹앱 구현)

  • Cho, Hee-Jung;Ahn, Da-Bin;Kim, Mung-Won;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.617-624
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    • 2012
  • The purpose of this paper is to plan and implement e-storytelling for improving children's creativity, which consists of e-storytelling, thinking questions, and character sticker canvas. Especially It makes children draw paintings feel easier by character sticker. This webapp shows the flash animation e-storytelling and gives the question to answer by painting with a fertile imagination on the canvas as transforming the character sticker. A user can input the title of painting and store it when finish the drawing. This is an educational tool which makes educatees think more and express their ideas through questions. Therefore, we can check how much children's imagination is changed and diversed by the stored paintings.

A Study on the Women's Hair Jewelry of Chosun Dynasty and a Plan for its Cultural Contents (조선시대 여성수식장신구 연구 및 문화콘텐츠화 방안)

  • Chung, A Young
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.483-484
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    • 2010
  • Accessories originated from men's ornamental instinct in the beginning as a body ornament. Women's accessories in the Joseon Dynasty have splendid structure and rich symbolism, so they are enough to be a target of the study for being contents of Korea's cultural archetype. Traditional accessories are the foundation of excellent formative and functional characteristics due to the extreme beauty of crafts. This study aims to develop archetype of excellent formative factors by making traditional accessories digitalized for perpetuation in order to apply them to the culture industry. In addition, it is to prepare the educational foundation by reinterpreting traditional accessories in a modern way. Therefore, this researcher intends to develop constituents of traditional accessories by means of digital images and suggest digital contents methods of accessory techniques by dividing constituents, techniques, materials, symbolic meaning, and attire and wear.

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A Study on the Relationship between Physical Perception and Creative Thinking by Dance Imagery (무용심상을 통한 신체지각과 창의적 사고의 관계성 연구)

  • Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.130-137
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    • 2013
  • This study tries to investigate the relationship between physical perception and creative thinking of dancers by dance imagery training programs. The inner imagery and the external expression of dancers are a divergent expression process of autosuggestion, and substantiate the relationship between physical perception and creative thinking. The key point consists in the active thinking process of problem recognition and problem solving by imagination, and means a new perceptivity and the communication capability. Dance imagery is a perception training based on the integration principle of body and soul, and so dancers should create a new approach of communication through the diversity of wide inner imagination and the active thinking of external expression.

A Study on Aristotle's 'Poet' and Kant's 'Aesthetics' (아리스토텔레스의 '시학詩學'과 칸트의 '미학美學')

  • Choi, Sungyoul
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.1
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    • pp.45-51
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    • 2016
  • Aristotle said 'Poet is that from who can give happiness, therapeutic effects to the reader.' He say to 'mimoumenon' it means a native Image restored. However, Kant said that Aesthetic is requested not only reappearance but freedom. This result is that between joyful freedom and reason of the judgement of tasted feeling. Because Art ever created is the spirit of the moral ideals, and those who combine the best of the joy. I think need to more communication and joy than their theories. For poet is replaced to be communicated and joyful for our happiness and freedom.