• Title/Summary/Keyword: 영상문화

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The historical significance on the dance activity of Kim Jung yeon. - Centered around Korea dance illustrated guide - (김정연의 춤 활동에 관한 무용사적 의의 - 『한국무용도감』을 중심으로 -)

  • LEE, Jeong Noh;LEE, Ju-Hee
    • (The) Research of the performance art and culture
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    • no.33
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    • pp.303-328
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    • 2016
  • This paper identifies the life of Kim Jung Hyun who was so called kisaeng, a beauty and entertainer in modern times and serves as the study considering what kinds of dances she played going through modern times and the significance works in Korea Dance illustrated guide bear in terms of dance history. Kim Jung Yun who was designated as an important intangible cultural asset for her Korean traditional narrative song in the northwestern provinces (Number twenty-nine. designated in 1971) devoted herself to Korean classical music area after having been designated as cultural asset and became a stranger in dance area. However, in Kisaeng call-office, she had been estimated to learn dancing under the great dancer, Lee Jang Sin, and make efforts on dance activity until the early 1960's. Her works derived from such learning and creation activity came to be part of Korea Dance Illustrated Guide. This study aimed at studying Kim Jung Yun in addition to her works who had not received attention so far but worked on positive lines and made a significant accomplishment in modern dance history in order to reveal her importance status in modern dance history.

Aesthetics of the Seeing-in the Phenomenological Reflection to the Seeing (시선의 미학: 시선에 관한 현상학적 반성)

  • Kim, Hee-Bong
    • Journal of Korean Philosophical Society
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    • no.89
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    • pp.37-67
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    • 2010
  • The 21 Century is definded as an age of culture or image characterized by the fact, that modern society are being overwhelmed with virtual reality, that is full of visual images. The cultural concentration on the visual image and the excessive tendency to attend it become not only today but also ever as the leading style of culture. Nevertheless, it is particularly noteworthy that the visual image has become so one of the basic conditions of modern society, that one holds it as the society of the spectacle. So can the problem of seeing that resulted from the oculocentric culture, that is the problem of the fundamental relationship between the world and the eyes of human beings, be examined in the phenomenological sense. For this study, I believe that 『Phenomenologie de la Perception』 of Merleau-Ponty provides a important approach. The theme of this study is to refer, first, how man has dealt with the seeing in the history of philosophy, such as Plato, Kant, and Merleau-Ponty, who although not the anti-oculocentricism, but also makes serious reflection about an excess of visual images. Second, it is to explain what characteristics and problems are located in these considerations, and thirdly, it must be brought into the light, what is the essence of the seeing with regard to the beauty, the truth and the morality.

A Case Study on Corporate Character Designs: A focus on Korean and the U.S. Cases (기업 캐릭터 디자인 사례 분석: 한국과 미국의 사례를 중심으로)

  • Jun, Jong Woo;Lee, Jong Yoon
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.162-172
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    • 2022
  • Using content analysis, this study explored design differences between Korean and the U.S. corporate characters. Top 100 corporate logs are collected from Korea and the United States. The results showed that Korean characters appear a group of or friends than the ones of the U.S. This result stems from the collective nature of Korea. Korea used more motif of things than the U.S., and Korean personalized characters more often that those of the U.S. Uses of human and animals did not showed statistical differences. In addition, it is found that Korea used blue as main color, and the U.S. used red as main color more often. The number of colors used in character design is not statistically different. These findings could provide academic implications that cultural differences could be adapted to corporate character marketing, and also provide managerial implications.

The collective appreciation of film and the creation of social value - Community cinema in Japan (영화의 공동감상과 사회적 가치 창출 - 일본의 커뮤니티 시네마를 중심으로)

  • Jieun Jang
    • Trans-
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    • v.14
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    • pp.123-155
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    • 2023
  • This study analyzes the characteristics of the social value creation process through the collective appreciation of film. It focuses on the historical development of community cinema in Japan. In modern-day Japan, where digital video is easily accessible and the use of private, personalized media spaces widespread, a sub-culture of collective film appreciation is spreading, as more and more Japanese begin to attend movie screenings in non-commercial theaters. In addition, Japanese community cinema center has begun to integrate and support this viewing experience, which has come to be known as community cinema. A literature review revealed the following characteristics of community cinema. First, local theater screening groups or appreciation groups cooperate with residents to establish and operate movie theaters. Second, these spaces create theoretical and practical participatory learning opportunities that foster understanding of and participation in film culture, through large-scale associations with organizations or institutions that offer viewings. Third, based on collective appreciation, the film culture created through repeated joint viewings produces a social arena in which community can be realized. In these communities film can be put to socially productive uses, such as problem solving.

The study of analysis film-making style in Stanley Kubrick's film (Focusing on his' film "The Clockwork orange(1971)") (스탠리 큐브릭 감독의 영상 스타일 분석 연구 (그의 영화"시계태엽오렌지(1971)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.453-461
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    • 2017
  • The video image in the movie has become more spectacular than ever, and the expression area and the subject have been infinitely expanded, but it can not be said that the range of imagination has expanded. Instead, the 60s and 70s, which were the epochs of popular culture, The film that implements the artististic visual style and expression style of the artist. Stanley Kubrick's "Clockwork Orange", which has been pursuing technological perfection and experimental style, was created using traditional video grammar and gained a great repercussion with outstanding material and high artistic expression technique at that time. These techniques have led audiences to rational observation through irony, rather than emotional sympathy for the situation, for extreme violence and sensational films. This is because the purpose of the director was not to be in technological perfection but to reveal the contradictions of the real society and to reflect on the meaning of the existence of society itself. These creative traditional visual grammar and expression methods are a good visual style that enables the intentionally transmitted message to be transmitted more intensely and effectively, and the artistic depth can be created at the same time by unconsciously perceiving the meaning present on the back to the audience.

Scientific Research and Conservation Treatment of Yunggimuntogi (Earthenware with raised pattern), Treasure No. 597 (보물 제597호 토기 융기문 발의 과학적 조사 및 보존처리)

  • 권오영;박영환;이장존;박창열;이선명
    • KOMUNHWA
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    • no.93
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    • pp.153-184
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    • 2019
  • The Yunggimuntogi(Treasure No. 597) has been known to be recovered at Yeongseondong Shell Mounds, Busan in 1933 during the Japanese colonial period. This artifact is characterized by a short spout attached to one side of the mouth rim as well as a V-shaped clay stripe on the upper body part, which is the only earthenware designated as national cultural heritage from the prehistoric period. In order to prepare for the earthquakes that have recently become more frequent, this study has precisely diagnosed the conservation status and stabilized the artifact through scientific conservation treatment. As a result of the precise diagnosis of the preservation status, cracks and losses were observed in the spout, the mouth rim, and the base. In some portion of the raised pattern decorations, loss of fine pieces raised concerns over the secondary damage. The C·T image analysis has shown that the earthenware had been once glued and restored from dozens of broken pieces. From the sites restored in the past, the peeling of surface colored layer and the fine cracks between the restoration material and the earthenware clay were observed due to the aging of the restoration material. Furthermore, the inherent color and texture of the earthenware was altered by excessive color matching. The damaged and restored sites were concentrated on the left side, the rear side, and the right side. The damages were more severe on the base than the body portion. In the past, gypsum(CaSO4) had been mainly used as restoration material, and synthetic resin had been partially used for joining and reinforcing the pieces. On the surface of the restoration sites, it is presumed that lead chromate(PbCrO4) yellow modern pigment was used for color matching. The precise diagnosis has revealed that the restoration material in the past has been stabilized by interlocking with the earthenware clay for a long time. Therefore, in this conservation treatment, the coloring layer of the excessively painted surface was washed to recover the original color and texture of the earthenware, and the physically vulnerable parts of the sites restored in the past were mainly targeted for joining and restoration. The conservation treatment has proceeded in the order of cleaning, joining and restoration, and color matching, and materials and methods suitable for the artifacts were selected and applied through a preliminary experiment. The survey on conservation status before the treatment as well as the conservation treatment process have been systematically recorded and documented to provide basic data for further continuous conservation and maintenance by collecting institutions.

Youtube and K Pop fan's Tribute Activity (유튜브와 케이팝 팬의 트리뷰트 활동)

  • Noh, Kwang Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.24-32
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    • 2015
  • The global success of PSY's Gangnam Style was mediated through combination of YouTube and SNS. PSY's success led into some communication scholars' consideration of new international circulation of Korean pop culture (Korean Trend 2.0). In terms of global circulation of pop culture, it is noticeable how users appropriate YouTube channel beyond mere watching music videos and mere international circulation of Korean pop culture. The mode of fan's activity and appropriation contributes to the expansion of the width and amplification of the volume of Korean popular culture as well. The circulation of pop culture was considered in the level of exchange of tangible commodities such as CD, DVD, and so on until the adoption of digital media and Internet. YouTube has brought new mode in which the international circulation of pop culture is mediated without exchange of tangible commodities but was amplified with the diffusion of network. This study grasps how the mode of users' appropriation contributes to international circulation of pop culture through case studies of some K-pop music videos and international K-pop fans' tribute activities. In terms of theoretical perspective, fandom studies will be examined. In terms of research method, the researcher adopts netnography, a participatory observation on network, to find the feature of fandom and its contribution to the international circulation of pop cultures.

Promoting self-efficacy through microteaching in a flipped classroom in US teacher education: focusing on elementary pre-service teacher's ESL teaching for culturally and linguistically diverse English language learners (플립드 러닝에서 수업시연을 통한 미국 초등 예비교사의 자기 효능감 향상 방안: 다문화 배경 영어학습자 대상 ESL 수업시연을 중심으로)

  • Lee, Yong-Jik;Cho, Hyoung-Sook;Lee, Kyung-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.8
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    • pp.221-230
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    • 2017
  • This study explores the impact of a flipped classroom, in terms of self-efficacy, for elementary pre-service teachers in US teacher education programs. This research project explores how ESL microteaching activity in the flipped classroom shapes teacher-candidates' self-efficacy regarding teaching culturally and linguistically diverse (CLD) students. By analyzing ESL microteaching videos, pre-service teachers' reflection papers, and individual interviews with the course instructors, the study results show how pre-service teachers enhance their self-efficacy in teaching CLD English language learners in mainstream content subject classrooms. Moreover, the researchers provide suggestions on how teacher educators can utilize the flipped classroom to create an authentic and meaningful learning experience, such as using ESL microteaching for pre-service teachers to shape their self-efficacy in order to be well-prepared for CLD English language learners. The implication is that Korean pre-service teachers should be prepared to teach CLD students in their mainstream classrooms.

Effects of the facial expression's presenting type and areas on emotional recognition (얼굴 표정의 제시 유형과 제시 영역에 따른 정서 인식 효과)

  • Lee, Jung-Hun;Kim, Hyuk;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1393-1400
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    • 2006
  • 정서를 측정하고 나타내는 기술이 발전에 따라 문화적 보편성을 가진 얼굴표정 연구의 필요성이 증가하고 있다. 그리고 지금까지의 많은 얼굴 표정 연구들은 정적인 얼굴사진 위주로 이루어졌다. 그러나 실제 사람들은 단적인 얼굴표정만으로 정서를 인식하기 보다는 미묘한 표정의 변화나 얼굴근육의 움직임 등을 통해 정서상태를 추론한다. 본 연구는 동적인 얼굴표정이 정적인 얼굴표정 보다 정서상태 전달에서 더 큰 효과를 가짐을 밝히고, 동적인 얼굴 표정에서의 눈과 입의 정서인식 효과를 비교해 보고자 하였다. 이에 따라 15 개의 형용사 어휘에 맞는 얼굴 표정을 얼굴전체, 눈, 입의 세 수준으로 나누어 동영상과 스틸사진으로 제시하였다. 정서 판단의 정확성을 측정한 결과, 세 수준 모두에서 동영상의 정서인식 효과가 스틸사진 보다 유의미하게 높게 나타나 동적인 얼굴 표정이 더 많은 내적정보를 보여주는 것을 알 수 있었다. 또한 얼굴전체-눈-입 순서로 정서인식 효과의 차이가 유의미하게 나타났으며, 부정적 정서는 눈에서 더 잘 나타나고 긍정적 정서는 입에서 더 잘 나타났다. 따라서 눈과 입에 따른 정서인식이 정서의 긍정성-부정성 차원에 따라 달라짐을 볼 수 있었다.

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A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.