• Title/Summary/Keyword: 상상력

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Study on Cruelty in the Horror Comics : Focusing on of Ito Junji (공포만화의 잔혹성에 관한 연구 : 이토준지의 <토미에>를 중심으로)

  • An, So-Mi
    • Cartoon and Animation Studies
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    • s.23
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    • pp.19-33
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    • 2011
  • There are the various genres such as current affairs, romance, academy, Wuxia, sports, psychology, learning, living and horror in cartoons. Among them, the horror comics are based on the story full of real or realistic subject or exaggerated imagination. The horror comic by Ito Junji have gone through the various printings for the classes of readers since it was introduced in this country. This study has begun from necessity of research on the effect of the horror comics genre on the readers by analysis. among Ito Junji's horror comics makes its own cruel horror image by giving a very unrealistic situation to the usual structure of horror genre. The cruel horror comics rouse significance of the analysis of the genre as one genre of the comics. has the 'catastrophe' effect for the readers who want to enjoy and deny it at the same time by stubbornly describing aspect of 'cruelty' of the horror things. This study aims to research 'cruelty of portrayal' of in terms of human psychology.

A Case Study on the Development of an ICT Convergence Innovation Cluster for Creative Economy (창조경제를 위한 ICT 융합 혁신 클러스터 구축 사례 연구)

  • Im, Jongbin;Kim, Yeseul;Chung, Sunyang
    • Journal of Korea Technology Innovation Society
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    • v.17 no.1
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    • pp.1-24
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    • 2014
  • The new Korean government sets its main policy direction as Creative Economy. The Creative Economy can be defined as a growth strategy that establishes new companies, enhances the competitiveness of established companies and creates new markets, industries and jobs in consequence of combining of creative imagination, science and technology and ICT. In this context, the concept of innovation cluster, which aims to foster technological innovations from an organic ecosystem perspective, can be a valid policy instrument for attaining Creative Economy. Innovation cluster can and must make a contribution to achieving the Creative Economy of Korea. In particular, the ICT Convergence Innovation Cluster will be a good strategy for this purpose. Based on this conceptual background, this paper analyzes a recently notable case of an ICT Convergence Cluster in Korea, Pangyo Technovalley (PTV). We argue that the Pangyo Technovalley is a representative cluster of converging ICT and science and technology. We identify the major factors for successful development of ICT cluster: regional government's flexible response to environmental change, careful pre-planning and balance between private and public involvement. In addition, we also found that additional factors, settlement condition for securing good workforce, agglomeration of various innovation actors for promoting convergence, and cluster network revitalization are also important for implementing the creative ICT convergence cluster.

Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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Boundary between Stanislavsky's and Chekhov's Acting Method (스타니슬라브스키 연기시스템과 미하일 체홉 연기테크닉의 경계)

  • Park, Ho-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.168-175
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    • 2009
  • Stanislavsky's acting system is based on the sensory memory of an incident that an actor has actually experienced, but Michael Chekhov insisted that in relation to the acting technique of actors, they should find the virtual and unreal external stimuli caused by emotion and imagination irrespective of their personal experience. As such, Stanislavsky's acting system and Michael Chekhov's acting technique are very different in terms of the acting method used. In actual acting, however, the acting system and the acting technique should have a close relationship. Any acting performed by an actor cannot be totally psychological or physical because the body and the mind cannot be separated. It is for this reason that all kinds of training should be both psychological and physical training and should not be conducted only mechanically. Acting is the ability of actors to imagine the virtual or fictitious reality and to express their indignation ability onstage. As actors stimulate and train their own fantasy and imagination, they can greatly improve their ability to embody or express the inner world of the characters they are portraying in a play.

Study on the motion acting in the game character animation (게임캐릭터애니메이션 동작연기연구)

  • Hwang, Kil-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.273-278
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    • 2006
  • In the virtual space in which human imagination exists, a great deal of games and animation contents have been developed and shown. Games and animations are performing a role as an unrealistic representative, and creating abundant virtual culture with variety of human life. A representative, that is, a main character is being completed with external design, unique personality and ability, and action in the story. This study is expecting that a game character might develop into motion acting for emotional situation from the simple action. As giving a game character a role as a medium to express various circumstances and emotions, choosing motions from a pantomimist and applying them to 3D character, and expressed according to the motion acting. Motion acting is extended from the basic motion into the emotional phases such as joy, anger, sorrow and pleasure. The motion acting expressed from various viewpoints is suggested, as communicating clear message through emotional acting contrary to the symbolic language.

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Plan for Increasing the Analysis and Understanding Skills of Literary Works based on Systems Thinking Technique (시스템 사고 기법 기반의 문학 작품 분석 및 이해력 신장 방안)

  • Kim, Hun-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.662-669
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    • 2015
  • The purpose of this study is to explore plan for increasing the analysis and understanding skills of literary works by using systemic thinking technique. This study used a literatures analysis method. The concrete study contents are as follows; First, it is centered on presenting values of literary education through analysing fairy tales conditions in Korean textbooks in relation to national curriculum for elementary and middle school. Second, it is to explore the features of systemic thinking technique. Third, it is to draw the instruction design model and application. Main expected effects of this study are breakaway from habitual routine, developing comprehensive and logical thinking ability, expanding fancy and imagination, cultivating innovative problem solving skill, inducing interest in literature, and increasing linguistic skills. That is, it is to be effective instruction strategy to enhance creativity and to cultivate character in classroom.

The Education Program Model for the Thinking Extension Ability of the Gifted in Information Based on Game Tree (게임 트리에 기반한 정보영재의 사고력 신장을 위한 교육 프로그램 모형)

  • Jung, Deok-Gil;Kim, Byung-Joe
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.310-314
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    • 2007
  • In this paper, we develop the thinking extension education program for the gifted students of information, and prove the validity and effectiveness of the proposed model by presenting the Tic-tac-toe problem as the practical example of the information-gifted students. This model consists of four phases which has the game tree as data structure and the search of game tree as control structure. And the search of game tree becomes the basis of the thinking extension education program. This model gives the help for students to learn representing the problem as tree structure and solving the problem of tree structure using the search method of game tree. The internal ability of the information-gifted for thinking extension of this education program contains the fluency, perceptiveness, originality, power of concentration, imaginative power, analyzing skills, pattern recognition, space sense, synthesizing, problem-solving.

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The study of the Korean Traditional Hybrid Character Shape: for Jangseung and Dokkaebi (한국형 전통 하이브리드 캐릭터 형상 연구: 장승과 도깨비를 중심으로)

  • Lee, Chae Ron;Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.31
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    • pp.1-27
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    • 2013
  • The study looks a shape of hybrid character in animation and suggests extended discussion to develop the Korean creative characters and to repeat traditional culture that can reproduce in mass media. First, this study considers Jangseung and Dokkaebi that appear frequently in the Korean traditional culture, and prepares a way to try to develop the Korean hybrid characters. To do this, I analyze examples of hybrid characters direction in as-found animation characters, and grasp the meaning of it. Hybrid character is classified as a character produced by mix and combination of shape and a character produced by shape exaggeration. And I shed new light on characters and meanings of Jangseung and Dokkaebi remaining as cultural assets. Through this, the study wants to help handling measure about a problem of character that the Korean animation has. Therefore, this study looks characters of description about imaginary creatures expressed in existing animations, and wants to shed new light on the Korean Jangseung and Dokkaebi regarded as from an object of folk religion and custom, to an object that is possible to use in the Korean traditional character development.

A Discussion and Analysis of Animation in a Culture and Art Education (문화예술교육에서 애니메이션에 대한 논의 분석)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.31
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    • pp.29-55
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    • 2013
  • In the contemporary modern society, information and knowledge generate a set of new social values. These changes demand a transformation not only in socio-cultural and educational spheres, but also, specifically, in the field of culture and art education. Culture and Art education emphasizes the integration and cross-discipline of other related fields which have great impact on culture and arts. This study applies theoretical analysis of Animation education in the context of culture and art education. Animation education takes an interdisciplinary approach to integrate various subjects in the field of culture and art education. Animation, as a form of culture and art education, plays an educational role in the social classroom. Animation education should be developed and expanded to become a regular classroom course. The goal of Animation education is to pursue and develop a connection with other educational courses of study. In order to strengthen the role of Animation education, we should first re-structure the pedagogical role of Animation education. Secondly, Animation education needs to become a diversified and popularized education. Third, the cultivation of creative human resources is considered of vital importance to Animation education. Finally, the expansion of infrastructure and the establishment of a comprehensive support system for Animation education has to be established.

The Analysis of Educational Effectiveness on Archival Contents for History Education (역사교육용 기록정보 콘텐츠의 교육적 효용성 분석)

  • Shin, Ye-Jin;Choi, Jae-Hwang
    • Journal of Korean Society of Archives and Records Management
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    • v.15 no.3
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    • pp.193-217
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    • 2015
  • The main purpose of this study is to analyze the educational effectiveness of historical thinking contents through the experimentation methodology. The procedures of this study will review foreign and domestic historical thinking cases of archival contents for history education; derive some implications from the review; and apply the implications to classes targeted for first year high school students. It can be said that classes utilizing historical thinking contents have beneficial effects on the subcategories of historical thinking, that is, chronology comprehension ability, historical inquiry ability, historical imagination, and historical judgment ability. The average between before and after examination results shows a statistically meaningful difference. In addition, this study shows that students obtain better scores after examination than before.