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A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

A Model for Teaching Film Literacy through Movie English (영화영어를 통한 영화리터러시 교육방안)

  • Seo, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.779-790
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    • 2021
  • Film literacy comprises the process of producing a new creation through understanding the elements that make up a film, the content of a film, and a critical and creative thinking process. Film literacy is employed in fields such as composition, science, social studies, and geography, and, additionally, it is used to cultivate humanities literacy and critical thinking skills. Yet despite the large proportion of the film script in the movie, it is not easy to find literacy education cases that use film English as a teaching method. Film English is a practical and authentic material, and is suitable as an English learning material in an EFL context like Korea. However, the approach of using films to teach and learn differs according to the content and genre of a film. Thus, the teacher may have a difficult time organizing and preparing for class. This study suggests six class activities that can be commonly applied to English classes using films based on the areas of critical, cultural, and creative (3Cs) activities. Four hundred and five college students taking Movie English classes participated in the present study and frequency analysis was conducted to find out their preferences through a questionnaire survey. The results from conducting class activities in university liberal arts classes suggest that the most preferred activities of students are related to cultural, critical, and creative, in that order. Creative activities that are far beyond English instruction utilizing various digital tools or providing additional reading materials can be a burden on learners.

A Study on the Korean Translation Strategy of 《Mu Yang Ai Hua, 牧羊哀話》 by Period (《목양애화(牧羊哀話)》의 시대별 한국어 번역 전략 연구)

  • Moon, dae-il
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.377-382
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    • 2021
  • 《Mu Yang Ai Hua, 牧羊哀話》 is known as the first Korean-sanctioned novel in the history of modern Chinese literature, and is famous for a novel created by the author himself visiting Korea and being inspired. The translation of 《牧羊哀話》 is constantly being re-translated (4 types). These translations also reflect the characteristics of each period, and the translation strategies used have their own characteristics. The results of the comparative analysis of the four types of translations in this study are as follows. The role A was published during the Japanese colonial period, and some parts were reduced and omitted according to the intent of the translator, and a foreignization translation strategy was used. B, C, and D have implemented content equivalence by utilizing many of the localization translation strategies, and added supplementary explanations in part to help readers understand. Since translation is a process of communication, it should not just convert the source text to the target text, but the target reader's response to the work should be the same as that of the reader. Therefore, translation must be able to understand the environment of the times and the readership, and it must use all possible methods to elicit the same emotion and empathy as the reader has read the original text. Therefore, translators need to use their nationalization and foreignization strategies at the same time based on their understanding of the target language and the politics, economy, history, culture, etc. of the destination country.

Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics (사진측량과 컴퓨터 그래픽의 결합을 통한 실제 물체의 사실적인 3D 에셋 재건)

  • Yan, Yong
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.147-161
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    • 2021
  • Through photogrammetry techniques, what current researches can achieve at present is rough 3D mesh and color map of objects, rather than usable photo-realistic 3D assets. This research aims to propose a new method to create photo-realistic 3D assets that can be used in the field of visualization applications. The new method combines photogrammetry with computer graphics modeling. Through the description of the production process of three objects in the real world - "Bullet Box", "Gun" and "Metal Beverage Bottle," it introduces in details the concept, functions, operating skills and software packages used in the steps including the photograph object, white balance, reconstruction, cleanup reconstruction, retopology, UV unwrapping, projection, texture baking, De-Lighting and Create Material Maps. In order to increase the flexibility of the method, alternatives to the software packages are also recommended for each step. In this research, 3D assets are produced that are accurate in shape, correct in color, easy to render and can be physically interacted with dynamic lighting in texture. The new method can obtain more realistic visual effects at a faster speed. It does not require large-scale teams, expensive equipment and software packages, therefore it is suitable for small studios and independent artists and educational institutions.

The impact of Covid-19 on the Performing Arts Sector and the responses needed (코로나19로 본 공연예술계 충격과 그 대응 방안)

  • Lee, Soo-Young
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.453-463
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    • 2021
  • The purpose of this study is to establish the most severe impacts of Covid-19 in the field of the performing arts and to explore countermeasures taken both at home and abroad. This study has been conducted through literature surveys. The conclusion is as follows. First, since the outbreak of Covid-19, theater venues around the world have actively taken part in uploading recorded performances to streaming services. Secondly, these performance visualizings are generally considered as being complimentary goods rather than a substitute for live performance. Thirdly, although more audiences are tuning into watch on-line performances, consumption is concentrated on a few theaters which have a worldwide reputation and a broad range of content. Fourthly, to tackle the impact that Covid-19, the UK government announced a series of job protection schemes in the field of the Arts. In addition, Arts Council England prepared an emergency response package. In Korea, some countermeasures such as government support for artists and cultural establishments have also been implemented. Lastly, some suggestions for the sector. I conclude that there is an need for domestic companies to secure core contents of significant quality and to make strategic alliances with leading overseas performance companies so that they may cooperate together.

Alternative Ideas of Publicness in Contemporary Public Art: Focusing on the Artworks of Freee Art Collective (동시대 공공미술의 대안적 공공성: 프리이 예술 콜렉티브를 중심으로)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.197-202
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    • 2021
  • This paper focuses on the situation in which, as pluralistic democracy spreads globally from the mid-20th century, the concept of publicness, the reason for the existence of traditional public art, is not limited to the physicality of occupying public space or the conditions for creation by public funds, but is seeking a new direction and examine the social significance of these changes. For this purpose, the main body of this paper analyzes the major public art projects of Freee Art Collective who were active in the UK in the early 2000s. Freee performed various public art projects in which individuals constituting a community critically reflect on political, social, and economic issues related to public goods and provide a discourse space for democratic discussion. Their practice suggested a methodology for socially-engaged public art that resists the "Third Way" cultural policy of the New Labour administration. Therefore, this paper argues that Freee's public art seeks alternatives to publicness in that it allows one to resistively think about problematic aspects of hegemonic cultural production of neoliberal cultural policy that pursues political consensus and social harmony. This research about Freee's public art would be significant in that it can serve as an opportunity for critical reflection on the contemplative form and public role of contemporary public art.

A Study on the Space Innovation of Public Libraries Belonging to Chungcheongnam-do Office of Education (충남교육청 소속 공공도서관의 공간혁신에 관한 연구)

  • Lim, Jeong-Hoon;Oh, Hyoung-Seok;Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.52 no.4
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    • pp.103-126
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    • 2021
  • This study aims to propose a plan to restructure libraries as a complex space for education and culture for 19 public libraries belonging to the Chungcheongnam-do Office of Education. For the purpose of this, case surveys and user surveys of complex facilities of domestic and foreign public institutions were conducted. Based on the findings, a space restructuring strategy was suggested by dividing the library space into the following ways: a space to learn (a comprehensive data room, a theme data inquiry room, a future classroom, a blended learning center, a STEAM training room, and an online lecture learning room), a space to express (a foyer, a maker room, a digital media creation room and an online lecture production room), a space to share (a club room, a group study room, a well-being complex culture space, a convenient living space, rest area, and a browsing area), and a space to enjoy (a performance-thought playground, infant and child archives, a digital virtual experience room, a specialized alcove room, and an outdoor reading room). In addition, a restructuring model of public libraries belonging to the Office of Education was proposed, such as a leading model, a basic model, a joint model, and a minimum model, in consideration of the size of the building, the size of the library, and the level of service and space.

The Appropriation of East Asian Mythology and Literature in Jeungsan Theology (동아시아 신화와 문학의 증산 신학적 전개 - 상상력의 법술(法術)과 전유(專有)의 신학-)

  • Jung, Jae-seo
    • Journal of the Daesoon Academy of Sciences
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    • v.35
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    • pp.1-37
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    • 2020
  • In this paper, we investigated the principle of appropriation by which mythology and literature were accepted in the unique religious context of The Canonical Scripture (Jeongyeong 典經). First, we knew that almost all of the gods that appeared in the discourse of Kang Jeungsan (姜甑山) were related to Eastern Yi (東夷) mythology and deeply rooted in folklore. This is because the cultural tendency and historic consciousness of Kang Jeungsan was influenced by Danhakpa (the Danhak School 丹學派). Secondly, when we investigated the acceptance of literature into The Canonical Scripture, we discovered that Tang Poetry (唐詩), Romance of the Three Kingdoms (Sanguoyanyi 三國演義), and Journey to the West (Xiyouji 西遊記) were widely accepted in Kang Jeungsan's discourse. These works were used in diverse ways such as predictions, healing, and meditation. We knew that popular classical work like these were religiously appropriated in the context of The Canonical Scripture. Lastly, we investigated the mechanisms by which mythical and literary imagination was transformed into the Jeungsanist religious movements. Those mechanisms included the magical power of letter and images, sense-cognition of poetry, and the representational ability of mimesis. In conclusion, mythical and literary imagination helped Jeungsanist religious movements gain popularity and spread Kang Jeungsan's soteriology. This is especially true of how it transformed into unique religious techniques which functioned as key elements of the Reordering Works (公事).

Types of Landscape Design Concepts through Analysis of Award-Winners for Urban Park Design Competitions (도시공원 설계공모 수상작을 통해 본 조경설계개념의 유형)

  • Kim, A-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.2
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    • pp.102-115
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    • 2022
  • The purpose of this study is to present types of design concept based on the specificity of landscape design, and to derive a theoretical framework for the landscape design concepts by analyzing the design concepts appearing in urban park design competitions. Through literature review, five types of landscape design concepts were categorized into value and vision, analysis and interpretation, form and structure, program and element, and process and operation. Using this framework, the design concepts shown in 96 works submitted to 18 domestic and overseas urban park design competitions were analyzed. The results of the analysis are summarized as follows. First, due to the complexity of contemporary urban parks, design concepts are presented as mixtures of main concepts and secondary concepts in multiple layers. Second, it was identified that design concepts of 'form and structure' were used the most in urban park designs, followed by the 'program and element' concepts. The 'value and vision' and 'analysis and interpretive' concepts are introduced as third and fourth. Third, the reason that the 'form and structure' concept is widely used as main and secondary concepts is judged to be because the form of a space, which is the key result of the design, has an important influence on the identity of the design. Fourth, the reason that the 'program and element' concept type is widely introduced is that urban park design has a stronger planning aspect to produce programs during the design process, compared with other design fields where programs are usually given in advance. Lastly, it is difficult to see that the properties of the site solely affect the type of design concept, because a design concept is the result of a complex and creative process in which a designer subjectively interprets the objective characteristics of the site and project, and given design guidelines can affect the type of design concept.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.