• Title/Summary/Keyword: 영상문화

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Media Facades Used in Urban Outdoor Advertising - Focused on K-Pop Square Media (도시 공간 속 옥외 광고에서 활용되는 미디어 파사드특성 - K-Pop Square Media를 중심으로)

  • Boeun Park;Hyunseok Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.345-352
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    • 2024
  • K-Pop Square Media, located at COEX in Samseong-dong, has gained public attention and mass media focus by showcasing various three-dimensional videos on a large LED display. The video content on the distinctive large curved LED display utilizes a form of media façade technique, establishing itself as a new landmark and attraction within the spatial characteristics of the COEX Plaza. This study aims to examine the characteristics of media facades used in outdoor advertising in urban spaces, focusing on K-Pop Square Media. The approach for this research involves three aspects: Firstly, examining the 'spatial characteristics' of urban public spaces by referencing Kevin Lynch's five elements constituting urban space and William J. Mitchell's exploration of smart spaces and changes in spatial paradigms. Secondly, analyzing the 'digital nature' of outdoor advertising through an examination of three types of Digital Out-Of-Home (DOOH) Media. Thirdly, exploring the 'technological advancements and content composition of media facades' by investigating types of display media (projection, LED screens), the inception of media facades, and the latest display technology like Anamorphic displays. Through this research, it becomes evident that K-Pop Square Media exhibits characteristics of publicness, communicativeness, artistry, and placemaking through the spatial characteristics of smart spaces, the media-specific aspects of Digital Out-Of-Home advertising, and the content composition of media facades.

Directorial Characteristics Depicting Nietzschean Nihilism in Animation: A Focus on 'Attack on Titan' (니체의 허무주의가 재현된 애니메이션의 연출적 특성 -<진격의 거인>을 중심으로)

  • Kim Jiwoong;Lee Hyunseok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.413-420
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    • 2024
  • After Friedrich Nietzsche's advocacy of nihilism, many literary works, dramas, and films have depicted aspects of human psychology associated with nihilism. Animation, too, has been used to convey nihilism, with narratives infused with nihilistic themes produced as both TV series and theatrical animations. Particularly, animation, as a visual medium capable of realizing any imaginative image unlike other media, possesses distinctive characteristics from live-action cinematography and differs from comics in its temporal properties. Hence, this study aims to analyze how Nietzsche's defined three stages of nihilism are represented within animation characters and how they construct various scenarios, using the anime "Attack on Titan" as a case study. The research unfolds by first examining Nietzsche's types of nihilism and the three stages through a review of literature, while also investigating the portrayal of nihilism in mass media and considering the unique attributes of animation. Secondly, building upon the literature review, the analysis interprets the narrative and constructed world of the chosen case study from a nihilistic perspective, examining four major characters through the stages of passive nihilism, active nihilism, and eternal recurrence. The findings demonstrate that the anime conveys two messages regarding negation and affirmation of one's life and existence, thereby offering viewers an opportunity to deeply contemplate human existence. This study is considered significant as it examines how Nietzschean nihilism is portrayed within the popular entertainment medium of animation.

A Study of the Convergence of Literature and Drama -Focused on the narrativization of literature in 1960s (문학과 드라마의 통섭 양상 연구 -1960년대 문학의 서사화를 중심으로)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.209-216
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    • 2024
  • This study examines the drama "Still in Marronnier Park"(2005) to examine the strategies by which the drama communicates Korean society and literature of the 1960s to the public. The drama focuses on three characters to characterize the historical upheavals of the 1960s and the literary response. In particular, the drama tackles the historical events of the time head-on by introducing characters who are real-life politicians. Therefore, the drama explains historical events through narrators, interviews, and video footage, and at the same time, it helps us understand how political and social events affected the inner lives of Koreans. Through the narratives of Kim Ji-ha and Kim Seung-ok, the drama also conveys how Korean literature responded to unjust realities in the political and social context of the 1960s. Kim Ji-ha's rebellion against those in power and Kim Seung-ok's depiction of her inner landscape are used to portray the response of literature to political reality. Although the drama has the limitation of being somewhat typical, it raises meaningful questions about the meaning of literature in the political and social context of the 1960s and how the memory of the 1960s has left a trace in the minds of Koreans.

The Influence of Media Advertisements on Forming a Positive Image of Vocational Colleges : A Focus on New Students at K Vocational College in the Jeonbuk (매체별 광고가 전문대학에 대한 긍정적 이미지 형성에 미치는 영향 : 전북지역 K전문대학 신입생을 중심으로)

  • Junsu Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.593-600
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    • 2024
  • This study aimed to investigate the extent to which media advertisements conducted by vocational colleges (such as SNS, banners, university information boards in high schools, terminal advertisements, local daily newspaper advertisements, and elevator video advertisements) influence the formation of a positive image of the college among incoming students. To this end, a total of 430 freshmen at K Vocational College in Jeonbuk were asked about the frequency of their exposure to the college's media advertisements for each type of media. Additionally, they were asked about the impact these advertisements had on forming a positive image of the college, and the results were analyzed accordingly. The frequency of exposure to the advertisements was measured to verify the exposure effect of the advertisements themselves. To determine the impact of the frequency of exposure to each type of media on the formation of a positive image, correlation analysis and regression analysis were conducted. The key findings are as follows: First, while there were differences in the frequently encountered media among different age groups, banners and SNS advertisements were the most frequently encountered when considering all age groups collectively. Second, regarding the impact of the frequency of exposure to each type of media on the formation of a positive image of the college, elevator advertisements had the most significant effect, followed by banner advertisements. The purpose of this study is to aid in the formulation of the college's promotional strategies, with the expectation that the college will achieve better results through more efficient advertising.

Digital Contents Application using Intelligence (지능을 이용한 디지털 콘텐츠 응용)

  • Kim, Man-Ki;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.65-71
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    • 2009
  • The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.

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Client-Centered Mobile Augmented Reality System for Virtual Building Simulation (가상 건축물 시뮬레이션을 위한 클라이언트 중심의 모바일 증강현실 시스템)

  • Kim, Eun-Mi;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.11 no.2
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    • pp.228-236
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    • 2008
  • Recently augmented reality technology has been researched to view the virtual shape of buildings before construction or cultural heritages under recovery. Those researches used special devices or markers that are not applicable in long distanced outdoor environment. Also the server had to compute a lot of transformations for the location changes of virtual objects. This paper proposed a mobile augmented reality system that uses GPS and accelerometer sensors in order to compute the virtual object's locations without using markers. The server determines the position and orientation by comparing the GPS data obtained from the client with the predefined 3D object informations in the server. If the server sends the virtual object informations such as the position, orientation and matching information, then the client matches the virtual object on the screen of mobile camera phone. In addition, the client computes the transformations of location change detected by the accelerometer derived from the user's movement without additional connection to the server.

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Digital Animation As a New Medium Taking a View of Bolz Media Theory (미디어미학에서 바라 본 뉴미디어로써 디지털 애니메이션 - 노르베르트 볼츠의 매체미학을 중심으로 -)

  • 이종한
    • Archives of design research
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    • v.16 no.4
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    • pp.225-232
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    • 2003
  • A German philosopher, Herbert Bolz predicted that the human way of thinking would be fundamentally and completely changed because of digital media and the 'Gutenberg-Galaxis', named by M.McLuhan which was symbolized of modern reason was doomed to be over. He thought that the limit of reason-centered European culture would be overcome by the up-to-date multimedia to revive the communication life. On this theory, he emphasized the emotional perception, 'aisthesis' which is original meaning of aesthetics. That is to say, he insisted on the restoration of communication media to enable the five senses' amusement condition mentioned by Kant. This thesis asserts that the representative hypermedia digital animation may play a key role to rehabilitate human sensibility pressed by reason centered modernism. Digital animation has the unique worth of Art that is firstly to deal with time and space and enable unlimited expressions and can communicate effectively as a characteristic synthetic medium which consists of intensive computer techniques. Based on the background, this thesis analyzes the possibility of the digital animation as a new medium. Especially, it is focused on the relations to the hypermedia theory of Norbert Bolz who is a media analyst and professor of a design college.

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Continuity and Transformation of the Cartoon Strip for the Musical Performance (만화 소재 뮤지컬에 있어서 만화특성의 지속성과 변형에 대한 시론적 연구)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.12
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    • pp.27-43
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    • 2007
  • The article concerns the continuity and transformation of the cartoon strip for the musical performance. Recently, the cartoon strip has been considered as a resource for creating the musical performance. However, There are a few articles on the relationship of the cartoon strip and the musical performance. In this respect, the article seeks to examine the characteristics of the cartoon strip and the musical performance in terms of planning system, storytelling structure, character formation and marketing strategies. The case on the musical entitled 'The Great Catsby', which is rooted in the cartoon strip entitled 'The Great Catsby', is examined. As a result, on the one hand, the characteristics of the cartoon strip has continuously affected the process of creating the musical performance in terms of storytelling, character formation, stage management and the marketing activities. On the other hand, the musical performance considers the music and sound, the moving image and stage management, performance of the actors as an essential part in comparison with the cartoon strip. In addition, the musical performance simplifies and recontructs the cartoon strip according to the principles of the musical performance.

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Utilization of Hyperspectral Image Analysis for Monitoring of Stone Cultural Heritages (석조문화재 모니터링을 위한 하이퍼스펙트럴 이미지분석의 활용)

  • Chun, Yu Gun;Lee, Myeong Seong;Kim, Yu Ri;Lee, Mi Hye;Choi, Myoung Ju;Choi, Ki Hyun
    • Journal of Conservation Science
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    • v.31 no.4
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    • pp.395-402
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    • 2015
  • This study was considered utilization of hyperspectral image analysis for monitoring. Accordingly we applied to stone cultural properties to data correction methods, image classification techniques, NDVI computation techniques using hyperspectral image. As the results, hyperspectral image analysis was possible making detailed deterioration map, accurate calculation of deterioration rate, mapping of normalized difference vegetation index on the basis of reflectance of each materials. Therefore, hyperspectral image analysis will be used for effective monitoring techniques of stone cultural heritages.

The study on the visualization of paralinguistic phonetic information for creative motion typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park, Sun-Mi;Yoon, Young-Doo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.267-272
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    • 2006
  • The motion-graphic have been a more important factor in image illustration and typography since the development of visual culture was advanced. Therefore the visualized case of intented content with the creative typography is easily seen in television CF, movies and web pages. They suggest that variable factors such as language, time, shape, motion, color and sound should be applied and produced to motion typogaraphy. But the physiologic features as sex, age, health status, illness and physical size have an important effect in the communication process. So, the more effective result were gained than the fast-developing other mass media if these features were applied to the motion typography with semi-language speciality.

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