• Title/Summary/Keyword: 작품 분석

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A Case Study(II) on Development and Application of 'Literature-Art-Science' Integrated Education Programs ('문학-미술-과학' 융합교육 프로그램의 개발 및 적용 사례 연구(II))

  • Choi, Byung Kil
    • Korea Science and Art Forum
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    • v.32
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    • pp.319-334
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    • 2018
  • This research is a case study to make sure the enhancement of students' imagination and creativity through developing and applying the Literature-Art-Science Integrated Education Program. Its research object was totally 25 persons of 29 students of the 1st to the 4 th Grades from Gunsan Sulsan Elementary School. Its research period lasted for 4 months from September to December, 2017, and I, as the research place, used the art room at Gunsan Sulsan Elementary School. The programs were totally 10 sessions with a unit of 1 session per each grade for 2 hours from 1:00 to 3:00 in the afternoon from Monday through Friday. I fixed ten themes of this program-eight plane modeling, and two solid modeling, and finished the work of storytelling during summer vacation. And I arranged their levels as low:middle:high(3:5:2) ones. The former was 'A Film of Monster Gorilla'(L), 'Learning the Spirit of Gyeongju Choi's Family'(M), 'A Tale of My Friend Made of Natural Materials'(L), 'The Reading of My Dream'(M), 'Gathering the Objects in My Mobile'(M), 'A Mock Trial of Marrying Off'(M), 'Painting My Favorite Children's Poem'(H), and 'Painting My Favorite Children's Song'(H), and the latter was 'Seeking for a Bluebird in My Mind'(L), and 'Making My Cherished Object' (M). Then I used the unique art expression technique per each theme, which were in sequence marbling, Korean paper art, combine painting, collage, imaginary painting, imaginary painting, play dough art, imaginary painting techniques. And I delivered to the students the scientific knowledge in terms of growing or manufacturing processes of materials used for making artworks. Prior to and after the processing this program, I surveyed about the students' ability of integrated thinking and emotional experience by 'Figure B Type' and 'Figure A Type' of The Torrance Tests of Creative Thinking, and took statistics with the resultant data. And I executed a paired t-test in order to verify the significance of mean difference in the result of investigation with those data. From the analyzed result according to the elements of creativity and the mean quotients of creativity, there showed a significant difference (t=3.47, p<.01) in 'fluency', and also a significant difference(t=3.59, p<.01) in 'creativity.' Judging from the statistic values of two fields such as the student's ability of integrated thinking and emotional experience, I estimate that over the majority of the students showed the enhancement in self-confident creative expression as well as higher interest and concern through this program. The result that I arranged and analyzed the making process of artworks, the photos of the resultant, etc. as such is as follows : Firstly, from this program being proceeded as art-centered STEAM class, the student's systematic problem-solving ability was improved in his ability of integrated thinking to transform the literary contents into artistic one. Secondly, the student obtained the emotional experience such as interest in the class, self-confidence, intellectual satisfaction, self-fulfillment, etc. through art-centered STEAM class using ten art expression techniques. Thirdly, the student's mind willing to cooperate, communicate with his friends, and care for them was ripened in the process of problem-solving. Fourth, the student's self-confidence was further instilled when presenting famous artists and their artworks in the introduction and finale of ten art expression techniques. Likewise, the statistic values on the fields of student's ability of integrated thinking and emotional experience illustrate that over the majority of the students showed improvement in the ability of creative expression with confidence as well as higher interest and concern upon this program.

Analysis of the Stage and Performance Elements for Bongsudang-jinchan Banquet in Joseon Dynasty (봉수당진찬(奉壽堂進饌)의 무대와 공연 요소 분석)

  • Song, Hye-jin
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.413-444
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    • 2009
  • This paper is an analysis of stage and performance elements for the ceremonial procedures and dance featured in bongsudang-jinchan, a feast celebrating the 60th birthday of Hyegyeong-gung Hongssi (Crown Princess Hong of Hyegyeonggung), the mother of King Jeongjo, which took place in Hwaseong haegung palace in 1795. The primary sources used are data on bongsudangjinchan recorded in Wonhaeng-eulmyojeongriuigwe, Jeongjo-sillok, Hongjae-jeonseo, pictorial sources such as Folding Screens of Hwaseong-neunghaeng and Hwaseong Ilgi, which is a journal in Korean by Yi Hui-pyeong. A court ceremony to offer music, dance, flowers, and food, as well as wine and poetry which express the sentiments of chung (fidelity) and hyo (filial piety) was considered a national ceremony and has constituted a unique musical culture during the 500 years of Joseon dynasty. However, after the fall of Joseon dynasty, ceremonial music and dance, which have been organically linked within the overall symbolic system of ye (courtesy), became scattered to become independent 'pieces.' As a result, all of their philosophy, principles, and the time-space interpretation of court music and dance became greatly reduced, leaving only the artistic expression and formal structure of the music and dance to become emphasized. Since the 1990s, there has been many research and events aiming to re-create the court ceremonial tradition, resulting in the increase of the related performance activities. This is especially true with bongsudang-jinchan, which is now being performed on modern stage in various forms. However there are still many problems to be solved, such as the issue of re-creating and restoring the original, and the question of artistic value found in the traditional pieces. Until now, much focus has been paid to the outer re-construction of uiju document as recorded in Wonhaeng-eulmyo-jeongriuigwe. On the other hand, there lacked an in-depth study which analyzes the stage situation and performance elements. Therefore in this paper, after focusing on the stage structure and performance elements, it is concluded that bongsudang-jinchan, the only court feast to be held in Haeng gung, not only consists of the fundamental aspects of court performance principle as 'governing through ye and ak (music),' but also served as an important occasion to bring together the sovereign and the subject. Bongsudang-jinchan had features of both naeyeon (feast for ladies) and oeyeon (feast for gentlemen). It minimized the use of screens and allowed every guest to enjoy food, music, and dance together, but provided a separate tent for foreign guests, maintaining the ideal balance between equality and distinction among different gender and social status. A screen symbolizing the venue for the feast is placed for all of the government officials. The king then pronounces the beginning of the banquet in which the ideal of gunsin-dongyeon (king and officials dining together) is realized. This indicates that bongsudang-jinchan, compared to other court ceremonies that emphasize the principle of yeak (courtesy and music), focuses more on the spirit of harmony and rapprochement. The king played a more active role in bongsudang-jinchan than in any other royal feasts. Examples as recorded in uiju documents are; Jeongjo's conversation with his retainers after the 7th wine, king's bestowing of food and flowers to the officials, writing his own majesty's poems with regard to the festival, and asking the retainers to write replying poems. All these played an important part in making the occasion more rich, extensive, and meaningful. Moreover, as analysis of the structure of orchestral music and court dance featured in bongsudang-jinchan shows, it was like any other court banquet in that it employed minimal use of extravagance in movements and conversation. However, the colors and tonal texture used in the music and dance were more brilliant in this case. Compared to other banquets that took place before king Jeongjo, the dance style was more diverse, which included some of the latest additions. There were past performances arranged anew. Noteworthy are; the incorporation of "Seonyurak (Boat Dance)" and "Geommu (Sword Dance)," traditionally used for local officials and civilians feast, to suit the court taste; and the use of saenghwang (mouth organ), which was a rising instrument in pungnyubang (literati's private salon), for "Hakmu (Cranes Dance)." This especially indicates the nature of the 'open structure' pursued by the court banquets at the time, which strove to break away from the traditional rules and customs and accept something new.

Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

A Study on the Delusional Characters and Their Narratives of Love in Cartoon Works of Jungae Lee and Shijin Yoo (이정애, 유시진 만화에 나타난 망상형 인물과 연애서사 연구)

  • Kim, Hye-Bin;Ahn, Sang-Won
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.640-650
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    • 2016
  • This study analyzed the narratives of love of "delusional" characters in the works of Jungae Lee and Shijin Yoo, whose cartoon creations were prominent in the 1990s and the early 2000s. Their delusional characters can be characterized by excessive obsession with their objects of love, rejection of realistic logic, madness, and extreme selfishness. They make a type of characters whose traces have disappeared not only in the South Korean society of the 21st century, where love and dating are included in the discourse of self-development and dramatic pathos is regarded as the waste of feelings, but also in creative works. It is still, however, needed to pay attention to the selfishness and collapse of those delusional characters that reject the order of the world and focus only on their love because they make the audience betray the sentimentality of melodramas stimulated by the popular culture and reconsider the concept of "love" itself. While Jungae Lee displays the progress of delusional characters and their narratives of love toward collectivized compulsion with the Messiah motif of Christianity, Shijin Yoo presents a narrative of delusional characters with lost memories reacting to hysterical fantasies and eventually choosing their collapse. Their two narratives are significant in that they propose the archetype of personal desire eliminated by the narratives of love in melodramas.

An effect of the group art-therapy on abused children's depression, anxiety, self image -Children's Art Therapy Department of complex convergence perspective (집단 미술치료가 피학대 아동의 우울 및 불안, 자기상에 미치는 영향 -아동학과 미술치료학의 융복합적관점)

  • Lee, Sug-Min;Song, Soon
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.291-301
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    • 2015
  • It was conducted to investigate effects of the group art-therapy for abused children with depressed, anxiety, negative self image. The subjects were 4 children at OOcity OOgroup home. They lived at group home for 4years 5months with any treatment. Group art therapy had been conducted once a week from Sept. 2013 through Aug. 2014. There were 48sessions and each session lasted 60 minute. To verify the effects of Group art therapy(art activity, works & contents), researchers recorded the subjects' emotional reactions, attitudes, behaviors with the therapeutic purpose in each session and measured CDI, STAIC(TAIC, SAIC), Self-IQYA Korean version Inventory for validity. Pre test(Aug. 2013) & post-test(Aug. 2014) were executed. To do a sum of test reliability, the SPSS 21.0 program is used. The results were: firstly, abused children expressed their emotional state in the works, they changed behaviors and improved relations with friends. Secondly, the score of depression & anxiety in the post_test was lower than in pre_test. Thirdly, the score of self-image in the post_test was higher than in pre_test. Depression & anxiety were reduced and self image changed positively. Exactly, they reduced impulsive act and maintained friendly relationships. Fosterer understood well the children so she would reduce difficulty.

A Study on Korean Lip-Sync for Animation Characters - Based on Lip-Sync Technique in English-Speaking Animations (애니메이션 캐릭터의 한국어 립싱크 연구 : 영어권 애니메이션의 립싱크 기법을 기반으로)

  • Kim, Tak-Hoon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.97-114
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    • 2008
  • This study aims to study mouth shapes suitable to the shapes of Korean consonants and vowels for Korean animations by analyzing the process of English-speaking animation lip-sync based on pre-recording in the United States. A research was conducted to help character animators understand the concept of Korean lip-sync which is done after recording and to introduce minimum, basic mouth shapes required for Korean expressions which can be applied to various characters. In the introduction, this study mentioned the necessity of Korean lip-sync in local animations and introduced the research methods of Korean lip-sync data based on English lip-sync data by laking an American production as an example. In the main subject, this study demonstrated the characteristics and roles of 8 basic mouth shapes required for English pronunciation expressions, left out mouth shapes that are required for English expressions but not for Korean expressions, and in contrast, added mouth shapes required for Korean expressions but not for English expressions. Based on these results, this study made a diagram for the mouth shapes of Korean expressions by laking various examples and made a research on how mouth shapes vary when they are used as consonants, vowels and batchim. In audition, the case study proposed a method to transfer lines to the exposure sheet and a method to arrange mouth shapes according to lip-sync for practical animation production. However, lines from a Korean movie were inevitably used as an example because there has not been any precedents in Korea about animation production with systematic Korean lip-sync data.

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A Study on the Practical Use of 3D Typography in Time and Space within the Context of Visual Communication: Focused on the 3D Typography Project Series Entitled Rhetorical Space (비주얼 커뮤니케이션의 맥락에서 탐색한 3차원 타이포그래피의 시공간적 활용에 관한 연구: 3차원 타이포그래피 프로젝트 연작 <수사적 공간>을 중심으로)

  • Kim, Namoo
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.162-175
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    • 2020
  • The purpose of this study is to deal with practical investigation, which blends symbolism on spatio-temporal level-especially typography in three-dimensional environment-and the symbolism of written language in the context of visual communication. Up until now, typography research and education have mainly been centered on two-dimensional environment and printing technology, such as the paper. However, this study is the result of this researcher's direct design and implementation of projects on typography aside from paper. Accordingly, this study is to provide an opportunity to raise the level of reason and expression used in visual communication to a new level and to expand its scope. To ensure the efficient progress of the project, this study was to identify the structure, system, and process of communication first. Furthermore, this study was to investigate two-dimensional and three-dimensional typography as the backbone of visual communication. In addition, several representative 3D typography works are analyzed in context and used as the conceptual framework of the project conducted for this study. Based on these results, this research verifies and suggests the possibility practically and objectively by creating the project series entitled Rhetorical Space in 3D typography. In addition, this research gives an opportunity to visualize ideas aimed at the development of character-based visual language and visual communication design in the realm of the more spatial, physical, and three-dimensional public environment.

Use of Long Take in The Film <The Graduate> : Focused on Mise-en-Scène (영화 <졸업>에 나타난 롱테이크의 이용 : 미장센을 중심으로)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.143-155
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    • 2012
  • The research was started out of curiosity for what made 's fast and trilling pace possible although it is an old movie. The center of what made it possible was its use of the Long Take - Long Take was used in all of the scenes and in some cases only long take was used. What is interesting is the film maker's use of various cinematic techniques to prevent the scene from being too slow and keep the audience immersed in the characters. In one shot, acting in addition to Mise-en-Sc$\grave{e}$ne were used to provide psychological immersion of character and scene. The use of Long Take, with the exception of some intentional scenes, was difficult to notice without conscience observation. All the components that make up Long Take. camera walking and lighting as well as actor's dialog and performance and scene movement all beautifully came together. The Long Take is generally replaced by many different sort shots. However, Mike Nichols clearly demonstrates the benefit of Long Take. In the movie, the general aesthetics from the use of Long Take is slightly altered for a different purpose. The specific methods and effects used in the application of Long Take is the subject of this study.

A Study on Positioning Strategy for Korean Animation Industry in the Chinese Market (한국 애니메이션 산업의 중국시장 진출전략 : 포지셔닝(Positioning)전략 및 실행방안)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.11
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    • pp.55-72
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    • 2007
  • Entering the Chinese animation market is a requirement for the survival and growth of Korean animation industry. While the size of Korean domestic animation market is not big enough to explain the investment for the production of animation project, the rapidly growing Chinese market provides a great potential for Korean animation. However, in recent few years, a high entrance barrier has been raised by Chinese government who aggressively enforce the strong policy to protect and develop the Chinese animation industry, by blocking the foreign animations out of Chinese domestic TV broadcasting. As a result, Chinese animation industry has witnessed a rapid growth enough to satisfy the domestic TV programming needs, and there seems no room for Korean animation to be exposed to Chinese animation consumers, whether through export of the program or co-production with Chinese companies. Through the study on Chinese government's policies and recent development of Chinese animation industry, this article is suggesting a new strategy for Korean animation industry to effectively exploit the Chinese market. In order to overcome the entrance barrier, Korean animation industry should satisfy the needs of Chinese government and industry for mutual benefit of both countries, and it can be accomplished by positioning Korean animation industry as a partner for Chinese industry, helping China in its way to the No.1 position in the global animation market. By providing the creative development capability, business knowhow and global marketing network for the co-production project, Korean animation industry can make a win-win situation for both countries, and at this point of stage, it would be the most effective way to make a meaningful presence of Korean animation industry in Chinese market.

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