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A Study on the utilizing parody and pastiche in Contemporary Art Works (현대 예술 작품에서 나타나는 패러디와 패스티쉬에 관한 연구)

  • Song, Ho-Jin;Jeong, Eui-Tae
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.201-212
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    • 2015
  • They insist that there is no more new stuff in modern art to change every circumstance rapidly. According to this situation, they recreate the works which are made with the existed idea or materials, and also transform creative concept which cites the existing functions with modern meaning. Furthermore they can look into any data everywhere from their daily routine using the internet. And this must become one of the general forms which they imitate others' works which are referred or chosen in modern art. These social complextion is called a parody and pastich is technique of the Post Modernism which is the existence of past. Using the new construction, the parody and pastich which can accomplish some better value and bring other meanings makes original recreation with the concept of copying and repeating. It keeps changing and is shaping up to be different aspect so far. Every field has a little different term using its own expression but it keeps empathizing each other a same essential meaning. Although it is like universal mode of expression, It is fact that the public cannot distinguish what is creation, imitation, or piracy. This thesis shows the concept of it and files for terms which is using like that. At last it selects some artist who worked with parody and pastich analyses and compares them and their works.

The Process of Forming Ego and the Impact of Others on the Teaching Careers of Students Majoring in Science Education: A Lacanian Psychoanalytic Inquiry (사범대학 과학교육전공 재학생들의 교직에 대한 자아형성 과정과 타자의 영향 -Lacan의 정신분석학적 탐구-)

  • Hyojeong Hwang;Eunju Park;Jun-Ki Lee
    • Journal of The Korean Association For Science Education
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    • v.43 no.4
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    • pp.333-349
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    • 2023
  • This study employs Lacan's psychoanalytic approach to reinterpret the images of others and teachers that influence the process of self-formation within the teaching profession as students enter a university of education Seventy-four first- and second-year students majoring in science education at the College of Education from three regions across the country participated in this study, which was conducted using Lacan's L schematic as a representative theoretical framework. Through qualitative analysis and a word cloud analysis, it was confirmed that the students developed perceptions of the teaching profession based on somewhat fictitious and unrealistic teacher images, while others actively intervened in the process of career decision-making. In addition, although parents or teachers mainly occupied the realm of the Other, it was found that they failed to appropriately fulfill the role of the Other, in that they should have corrected the fictional image of teachers. Accordingly, it is necessary to recognize the limitations of ego-psychological career education that can deepen fixations on distorted self-images and, therefore, seek a new career education and counseling model through a psychoanalytic approach.

A Cinematographic Approach in Interactive Storytelling: An Analysis of the Film (인터렉티브 스토리텔링 연구: 영화 <안티크라이스트>를 중심으로)

  • Kim, Jin-Hyung
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.172-184
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    • 2011
  • The purpose of this paper is to explore a cinematographic approach in interactive storytelling on the film . The film contains an allegory of the Genesis myth and the origins of sin. However the narrative cannot firmly construct without spectators' intervention. The narrative of this film is generated not deterministic but interactive and emergent. In this study, I analyze key interfaces, which encourage spectators' participations which cause the effects of interactive storytelling. These study results will contribute to broaden the horizontal level to film as interactive storytelling.

A Study on Recreational Boating Industry and its Competitiveness (해양레저산업 동향 및 산업경쟁력 확보 방안에 관한 연구)

  • Kang, Nam-Seon;Kim, Nam-Hoon
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2013.06a
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    • pp.8-9
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    • 2013
  • 본 연구는 세계 해양레저시장 20% 달성을 목표로 하고 있는 해양레저장비산업의 비전 및 핵심과제 달성을 위하여 해양레저선진국의 산업현황 및 해양레저시장의 동향 및 현황을 분석하고 산업의 경쟁력 확보를 위한 방안을 다음과 같이 제시하였다. 첫째, 국내 보급형 레저선박을 개발하여 증가하고 있는 국내 수요에 대응하여야 하며, 둘째, 국내 우수의 IT 기술을 활용한 IT기반 해양레저장비를 개발하여 국외 시장 진출 및 조선기자재 산업으로의 파급이 필요하다. 셋째, 해외시장 개척을 위한 고급형 모델 및 슈퍼요트와 관련된 기술을 개발하여 고부가가치 수요시장을 공략하여야 하고 넷째, 국내 실정에 맞는 마리나 모델을 개발하여 이미지 개선 및 국내 외 경쟁력 확보가 필요하다. 마지막으로 해양레저산업은 수요창출을 위한 공조체제가 반드시 필요하므로 해양레저문화의 발전이 반드시 병행되어야 한다. 해양레저산업은 경제동향 및 트렌드에 민감한 시장으로 관련된 기술개발과 시장을 둘러싼 국가 간 경쟁의 적극적인 대응마련과 단계적 전략 마련에 대한 지속적인 연구가 필요하다.

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A Study on the Attitude of CEO in Private Security Company (시큐리티기업 CEO의 민간경비에 대한 의식조사 연구)

  • Ahn, Hwang-Kwon
    • Korean Security Journal
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    • no.16
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    • pp.119-135
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    • 2008
  • This study is concerned on how much effect to activate private security officers from the attitude of CEO in private security companies. Of course the philosophy of CEO at the work is much important element on the company activity. And in small-medium size private security company the effect of CEO is tremendous because most of decision making comes from CEO and company is operated. The result of the analysis of the survey on the CEO in private security business is as belows. a) Most of them are not satisfied and negative from current situation of private security industry because too many companies are scattered and the expected social understanding is too low even though the company was established by their own decision due to it was fit to their aptitude. b) The job position is estimated not high by socio-economical perspective, which would be improved to get higher because this industry is very future business. c) Most of members of the korea security association are in negative on the policy of the korea security association but to enhance of the activity all the members should be in union. d) Must make and settle down a channel to communicate and cooperate each other between public and private sector of security business.

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A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
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    • v.13 no.3
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    • pp.123-134
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    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

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A Study on the Effective Development of Visual Merchandising in Department Stores (백화점 비주얼 머천다이징(VMD)의 효과적 전개방안)

  • Park, Su-yong;Lee, Sang-kyung
    • Journal of the Korea society of information convergence
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    • v.8 no.1
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    • pp.31-38
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    • 2015
  • Modern consumers tend to show value-oriented, image-centered, individualized, and emotionalized consumption behavior, not the consumers who are simply provided with products. Department store industry actively corresponds to the changing consumption behaviors of consumers and pays attention to Visual Merchandising(VMD) as a strategy to visually differentiate stores and sales environments. This study shows 6 parts of effective VMD; presentation of product, product display, color composition, planning of lighting, POP and sign display.

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Automatic Video Editing Application based on Climax Pattern Classified by Genre (장르별 클라이맥스 패턴 적용 자동 영상편집 어플리케이션)

  • Im, Hyejeong;Mun, Hyejun;Park, Gaeun;Lim, Yangmi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.611-612
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    • 2020
  • 최근 유튜브, 네이버와 같은 플랫폼 사업자들은 다양하고 많은 동영상확보를 위해 최대한 시간을 적게 들이고 좋은 퀄리티의 영상을 자동으로 생성해주는 어플리케이션을 개발하는데 AI 기술을 적극적으로 사용하고 있다. 가장 주도적으로 진행하는 곳은 IBM 의 왓슨의 인지하이라이트 기술이다. 관중의 함성소리와 스포츠특성 데이터들을 활용하여 하이라이트 부분의 영상만 자동 생성하고 있다. 하지만 현재까지의 기술은 인간의 감성을 자극하는 스토리 전개방식의 자동영상 생성에 있어서는 부족한 부분이 많이 존재한다.이 에 본 논문은 영화의 클라이맥스 부분의 영상편집방식을 분석하여 이에 대한 장르별 샷 사이즈 변화패턴을 시각화한 후, 장르간 편집 차이점을 패턴화한 템플릿을 구축하여 사용자의 이미지 데이터들을 장르별 클라이맥스 패턴의 특성에 맞게 추천하여 짧은 영상을 자동 생성하는 어플리케이션을 개발하였다. 향후 본 연구는 1 인 미디어 산업 및 사이버교육 분야에서 가장 많이 소요되는 영상편집 시간을 단축하는데 큰 효율이 있을 것이라 기대한다.

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Suggestions for Enhancing International Competitiveness of Software Start-up Companies through the Analysis of Success Factor (소프트웨어 창업기업의 성공요인분석을 통한 국제경쟁력 제고 방안)

  • 이영덕;강대석;채명수
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 1998.05a
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    • pp.24-24
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    • 1998
  • 국내 소프트웨어산업은 산업특성상 우리 나라에 적합한 산업이며 국내시장 규모도 급증하고 있으나 선진국에 비해 낙후되어 있는 형편이다. 따라서 최근 각광 받고 있는 소프트웨어 창업기업들을 대상으로 실사 및 설문지 조사를 통해 소프트웨어산업에 있어서의 성공요인들을 알아보고 이를 바탕으로 국내 소프트웨어산업의 국제경쟁력 제고를 위한 방안을 모색하는 것이 무엇보다도 필요한 시점이다. 이러한 본 연구의 목적을 달성하기 위해 조사대상 기업체를 기존 연구들처럼 소프트웨어산업에 종사하고 있는 기업들을 임의적으로 추출하여 자료를 수집하는 대신 성장 가능성이 있다고 판단되어 선정된 유‘망 중소정보통신 소프트웨어 기업’들과 현재까지 선정되지 못한 기업의 두 그룹으로 나누어 자료를 수집하였다. 수집된 자료를 바탕으로 두 그룹간의 창업배경 및 성장과정별로 비교분석을 통해 차이점을 밝히고자 하였으며 창업이후 성공적 운영에 필수적인 우위요인에 관해서도 살펴보았다. 이러한 비교분석결과에 근거하여 국내 소프트웨어산업의 성공요인 및 국제경쟁력 제고를 위한 방향을 제시하고자 하였다. 선정기업과 비선정기업간의 비교를 통한 성공요인 분석결과를 요약하여 살펴보면 다음과 같다. 첫째, 창업자의 일반적 특성과 창업배경 및 창업동기를 볼 때, 창업배경 또한 연구개발직 경험을 바탕으로 창업한 경우가 가장 많았으며, 주된 창업동기는 기술력에 바탕을 둔 사업화/동업화였다. 둘째, 창업자의 경영의지를 보면 창업 이전 준비 및 계획에 철저했으며, 각종 지원제도를 적극적으로 활용했을 뿐만 아니라 비혜택 제도도 적극적 활용(예; 공고생 현장실습제도 활용정도, 기술지도 및 연수사업 활용정도 등)하였으며, 특히 창업자가 미래에 대한 확신과 긍정적 사고, 및 성공에 대한 의지가 높았다. 셋째, 기술력을 보면 자체연구소 보유비율이 월등히 높으면, 보유기술도 국내에서 가장 먼저 개발하는 단계였거나 독자적인 기술보유가 많았고, 기술력 유지를 위한 신기술 연구개발투자의 강화, 신제품개발 및 품질향상을 지속화, 및 이를 뒷받침하기 위한 전문기술인력의 확보에 주력하였다. 끝으로 마케팅 능력면에서도 개발된 신제품에 대해 자체상표를 부착하는 비율(84.6% 대 64.5%)이 높고 다양한 판매경로를 통해 제품을 판매하였으며, 기업 및 제품이미지 제고를 위한 고객에 대한 서비스도 강화하고 있었다.

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A study on producing cartoon contents for culture and art education for disabled children: Focusing on mild mentally retarded children on stage of pre-operational period (장애아 문화예술교육을 위한 만화콘텐츠 제작에 관한 연구: 전조작기 단계의 경도 정신지체 아동을 중심으로)

  • Lee, Kkot-Song-Yi;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.20
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    • pp.141-157
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    • 2010
  • Though the education of culture and art for disabled children is very important, it has not been brisk yet until recently due to 'absence of the teaching methods suitable for disability types, levels and programs.'. In this situation, cartoon contents can be used as the most appropriate tools for culture and art education for mentally retarded children. Entertainment functions and genre features of cartoon contents can motivate the applicable children to participate more voluntarily and positively and function as teaching tools for interesting activities. Of course, since it is not proper to apply the cartoon contents for normal children to Special Education Field as they are, cartoon works should be made by understanding closely the characteristics and degrees of retardation of the applicable children and applying them to the composition of cartoons. However, for the contribution of this attempt to education field, it is thought that concrete guidelines for producing cartoon contents considering the concept of various types of disability, emotion, social behavioral traits, ability of cognition, school achievements, and the characteristics of language and physical health should be necessary, and to improve the application of the developed cartoon contents so that they will not remain as superficial results, sufficient communication with the applicable children such as application to classes in the process of development is necessary.

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