• Title/Summary/Keyword: 창조성-예술

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A Study on the Oral Characteristics in Personal Narrative Storytelling (체험 이야기하기의 구술적 특성에 대하여)

  • Kim, Kyung-Seop
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.143-150
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    • 2022
  • The folk language that lives and breathes in modern works does not just come from old stories, but it is a personal narrative which is based on the experiences of the narrator. Like many genres in oral literature, most of these personal narratives occur from the impulse of communicating and reinventing rather than from the impulse of creating. Compared to traditional folktales, stories about an individual's experiences, such as personal narratives are often performed by adding the individual tendencies of the narrator. In so doing, the phenomenon of "processing the experience by estimating it and reinterpreting the memories roughly" occurs, and this is a significant factor in making the oral literature. However, the question that arises here is: How can we deal with these significant elements that are inevitably captured when performed orally? Text linguistics, the main methodology of this paper, implies the possibility of expressing the impromptu elements of oral literature. Also, textual linguistic analysis of personal narratives provides the possibility of discussing oral characteristics from various angles which have been difficult to analyze, such as on-site atmosphere, speaker mistakes, contradictions in stories, and audience reactions. Hence, it is possible to effectively discuss oral-poetics in oral literature which are based on the one-off of 'words', the 'roughness' of the on-site atmosphere, and the stackability of the 'wisdom of crowds'. Furthermore, it is expected to contribute to the study of personal narrative storytelling that plays an important part in Veabal art in community culture.

A Case Study of Environmental Design from a Viewpoint of Hybrid and Features of User Experience (하이브리드와 이용자체험 특성으로 본 환경설계의 사례연구)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.201-214
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    • 2006
  • Modern society is an age of vagueness and confusion. In addition, vagueness, complexity and variety are seen throughout art including modern philosophy, literature, and environmental design. A phenomenon like this shows that modern society has integrated different components as an organic relationship frequently crossing the boundary of fields. This feature can be regarded as hybrid related with accepting contradictory components and binding them into one under relationship between part and whole. As new design concept, presented are attitude to accept the two instead of attitude to select one of the alternatives, abundance instead of dearness, and ambiguity instead of simplicity. This principle has a crucial influence on creative design providing opposing contradiction and several alternative plans as non-deterministic form not completed one and, above all, useful information in mutual dependence and mutual relationship. When it comes to hybrid, therefore, a strategy is needed to consider layer of several fields getting out of standardizing space into a single space. As an event of this situation and concept, space experience means behaving freely based on experience of users' body. It can be known that this experience brings about users' more dynamic experience in comparison with the experience of seeing environmental design from a viewpoint of visual ism on the existing simplicity. Such a practical experience is subjective, synesthetic, and non-observational one. Therefore, hybrid has brought active users to the stage, which is distinguished from synesthesia felt through body's experience, not through observational attitude and visual space which achieve former balance and harmony with non-determination. That's because hybrid creatures are turning to a product resulted from creative imagination instead of from reappearance which makes text visualized. Such experience performed by user's active participation collapses the boundary between special elite-centered art and daily life and it is the present progressive form showing creation process of future events and new esthetic experience.

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Study on the lyrical expression of Mono no aware aesthetic -concentrated on (모노노아와레 미학의 서정적 특성에 관한 연구 -곤 사토시의 <천년여우>를 중심으로-)

  • Xia, Yi;Kim, Hong-Kyun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.169-202
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    • 2017
  • In this thesis, we investigate the animation (2001) based on the three phases of the lyrical expression derived from Ye Weiqu's Mono no aware Aesthetic-a Japanese classical aesthetics' perspective, on the aspects of the perceptions of human, world, and nature. By analyzing each component of three phases of Mono no aware Aesthetic, the thesis illustrated that how (2001) utilized and expressed Japanese classical aesthetic and how Japanese classical aesthetics were widely utilized into modern Japanese animations. Moreover, the thesis also stated that Mono no aware Aesthetic has become a creative element in order to answer a development direction with future Japanese animations. Through integrating Japanese unique classical aesthetics into the animation elements, Satoshi Kon, the director of the animation, well carried and expressed the cultural content of Japanese nation, thus promoting a deep understanding of characteristics for Japanese animation which have a wide appeal. In his masterpiece -, the characters building, plot describing, theme expressing, cultural meaning could be analyzed respectively by means of Ye Weiqu's 3 phases of Mono no aware aesthetic, reflecting how inherited the legacy of Japanese classical aesthetics. Furthermore, based on the analysis method, the animation contributed tremendously to Japanese classical aesthetics and Mono no aware aesthetics. Tradition for classical aesthetics could play a role as a creative tool for contemporary and future animation.

Sales Promotion 전략으로서의 백화점 Visual Merchandising에 관한 연구

  • 고용식;정흥숙
    • Proceedings of the Korea Society of Costume Conference
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    • 2001.04a
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    • pp.49-49
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    • 2001
  • SP(sales promotion)전략을 지향하는 백화점은 강 한 개성으로 다양하게 변화해 가는 소비자의 욕구충 족을 위해 대 고객차원의 편의성 및 쾌적한 쇼핑환 경을 마련하며 아이디어는 항상 특별하고 새로워야 한다. SP 전략으로서의 VMD (visual merchandi sing)는 상품의 시각화계획 등 통일된 시각(visual identity) 연 출을 통해 고객의 그룹이나 개인의 취향에 맞는 타켓 마케팅 (target marketing) 으로 백 화점 은 고객 의 중심에서 그들의 삶을 윤태하게 하며 아름답고 즐거 운 소비문화를 주도해갈 수 있는 환경을 제공해야 할 것이다. 1999년 말 IMF 이후 최근 막강한 자금력과 경쟁 력을 가진 대형 외국 할인 업체의 부상과 계속되는 장기적인 경제위축으로 백화점의 마케팅활동은 기존 고객과 관련된 단기적 욕구만을 충족시키는 점에서 벗어날 수 없었다. 이렇게 심각한 경기불안과 유통환 경의 급변으로 인해 소비자의 구매력이 약화되고 매 출이 감소하는 등 백화점의 한계성과 업태간의 경쟁 이 심화되어 갈수록 진정한 서비스개념의 합리적 목 적을 띤 VMD가 SP전략의 실질적인 형태로써 존재 되어야 한다. VMD는 이러한 불경기에 대응하는 백화점의 생존 고용식 전략으로서 좀더 강하고 적극적인 글로벌 마인드 ( (global mind)를 갖고 보다 넓은 시장에 대한 장기적 안목을 필요로 한다. 특히 대 고객 감성의 글로벌화 로 광범위한 상품의 장르와 감각적인 투자로써 신 고객창출을 도모하는 한편 고객에 대한 세심한 배려 와 구체화된 전략을 통해 불황을 극복하는 등 국내 유통문화의 선진화를 가속시켜 나갈 수 있는 것이다. "손쉬운 장사벌이"라는 무책임한 사고를 버리고 철저한 고객친화의 중심에 서서 그들에게 즐거웅을 주고 풍요로운 문화의 장(場)을 마련하는 등 지금의 무한경쟁 시대에 가장 감성적인 경쟁력으로서 고객에게는 쇼핑을 통한 즐거움과 여유로움, 풍성한 정보 와 화제성, 독특한 서비스와 볼거리 등이 지속적으로 제공되어야 하며 상품의 시각화 계획인 VMD는 세 련된 드라마처럼 감동적 연출로 그 이야기가 전개되 어야한다. 고객의 구매행동을 기초로 유통시장의 무한 자유 경쟁이란 현 시점에서 판매촉진의 전략에 대한 체계 적 접근과 합목적성을 가진 VMD의 전개 방향 및 향후 백화점업계의 차별화 방안과 전략은 단순한 행 위의 출발이 아닌 주변환경과의 밀접한 연관 속에서 지극히 창조적인 예술적 자극이 요구되며 그 과정에 따른 결과적인 "반응"을 기대한다.quot;반응"을 기대한다.기대한다.

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Creating Theatrical Contents Out of Stage Adaptation of Dongrae-yaru (동래야류의 무대적 수용에 의한 연극 콘텐츠 창출)

  • Lee, Ki-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.165-175
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    • 2011
  • The purpose of this research is to investigate the possibility of creating new theatrical contents by performance anthropological approach. Today's traditional performing arts are historically descended and developed in the forms of Ahk, Hee, and Geuk. Among those, Dongrae-yaru is a traditional mask dance, handed down in Dongrae, Pusan and appointed as the 18th intangible cultural asset. Its performance is carried out in the juxtaposition of Ahk, Hee, and Geuk. Korean theatre in the 21st century seems going back to realism after going through post-modern cultural phenomenons. However, the quest for alternative theatre is raised higher than ever. As a part of this strive, this paper asserts the traditional performing arts should be investigated as an alternative and new theatrical form. Among those traditional performing arts, Dongrae-yaru is selected for its well balanced combination of Ahk, Hee, and Geuk. The study examines in depth how each element of Ahk, Hee, and Geuk, they are expressed in forms of folk music, refined dance, jest, satire, wit. Its investigation on the stage adaptation provides the possibility for the new style and codification as the new theatre contents.

A Study on the Aesthetic Singularity in the Salpuri Dance by Types - Focused on Honam Region (류별 살풀이춤에 나타난 미적 특이성에 관한 고찰 -호남지역을 중심으로)

  • Choi, Ji-Won
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.170-181
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    • 2021
  • The purpose of this study is to produce the results of the cultural aspects of the Honam region and present the aesthetic specificity of the traditional dances inherited in the Yehyang Honam region. The research method examined the regional characteristics of Honam dance and the form of Lee Mae-bang, Choi Seon, Jang Geum-do, and Cho Gap-nyeo Salpuri dance, and analyzed the authenticity and dance tendencies of Honam dance through the analysis.The work of understanding the background of local culture and creating cultural values through these representative salpuri dances in Honam region is an attempt to reflect on the essential value of the region as an intangible heritage of the region.

A Comparative Analysis of Domestic and Foreign Cloud Service Agreements (국내외 클라우드 서비스 이용약관 비교 분석 연구)

  • Song, Jiwon;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.499-509
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    • 2016
  • The MSIP has implemented "Act on The Development of Cloud Computing and Protection of Its Users" from September 2015 and invigorated the cloud service industry. The act mainly includes the improvement cloud computing reliability and user protection for the development foundation and use activation. In order to expand the cloud market, it is important to increase the reliability of individual users. However, practical discussions and approach for cloud services adoption are still limited. In fact, there is no agreement standard for domestic cloud services. As a user agreement is not standardized, users feel difficulty compare to each agreement of cloud service provider and may be damaged because of unfair terms. Thus, it is necessary to examine the unfairness of cloud service agreement for user protection. This study analyzes domestic and foreign cloud service agreements including Practical Guide to Cloud Service Agreement of Cloud Standards Customer Council and suggests the direction of the standard agreement of cloud services.

An analysis on Disney's animation Through Transbranding theory (트랜스브랜딩 이론을 통한 디즈니 애니메이션 <겨울왕국> 분석)

  • Lee, Min Kyung;Kim, Jai Beom
    • Design Convergence Study
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    • v.14 no.3
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    • pp.61-72
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    • 2015
  • This research attempts to provide greater understandings about 'Transbranding' theory by an analysis of , a 3D animation produced by Disney Studio released in 2013 partly in comparison with . Furthermore, this research shows the branding strategy of "Disney", reputed for its well-devised marketing strategy, in the era of Transmedia. This research analyzes the animation with four components of 「Transmedia Mix strategy」 and the 「2F(Flexible Fit) strategy」. In the 「2F(Flexible Fit) strategy」 analysis, is compared with another Disney-made animation . not just maintains the core values of Disney animations but also implements diverse strategies for developing the evolving interactions, the collaborative creation, and the multi-experience. has achieved successful branding identity/image by securing the strategic flexibility by differentiating itself from the existing Disney animations. Disney also establishes itself as a new and modern brand through 2F strategies.

A Study on the Method for Efficient Development of Digital Humanities System (디지털 인문학 시스템의 효율적 개발을 위한 방법에 관한 연구)

  • Kang, Ji-Hoon;Lee, Dong-Yul;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.7
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    • pp.389-397
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    • 2016
  • Digital Humanities System is a method to effectively share and spread Humanities information and knowledge to users by using information technology. It Also comes into the spotlight as a new research methodology for researches of Humanities researchers. Digital Humanities System distinguishes itself from other existing information systems. Therefore, when the system is developed, it needs to supply with manpower related to development process which is specialized for Digital Humanities System, not for the several established construction methodology. Digital Humanities System studies recently is mostly constructed using the usual methodology of information system construction. Because of its falling efficiency and usability after constructing the system, however, examples of failure of operating system occur. In this paper, accordingly, effective and creative Digital Humanities System development methodology will be studied from the point of view of information technology through collaboration with various field of expertise. In detail, based on information system methodologies in software engineering perspective, we propose a methodology to build a specialized system in the digital humanities.

New Changes and Tasks of the Science Museum: Focusing on its relation to PUS (과학(박물)관의 새로운 변화와 우리의 과제: PUS와의 관련성을 중심으로)

  • Leem So-Yeon;Hong Sung-Ook
    • Journal of Science and Technology Studies
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    • v.5 no.2 s.10
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    • pp.97-127
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    • 2005
  • While science museums, whose functions consist traditionally in collecting, preserving, researching, and displaying science-related objects, present scientific knowledge, figures, or tools in the historical context, science centers give more emphases on science education by exposing interactive exhibits to their visitors. However, neither objects-oriented exhibits nor hands-on technologies can provide museum visitors with the full insight into modem science in terms of its complicated relationships to politics, economy, culture, art, risk, and environment. This paper argues that for the 21st century we need to establish a new kind of science museum through the critical examination of its previous kinds - science museums and science centers. In the first part of this paper, the history of the first and second generations of science museums, including their recent trends in science centers, in the West will be elaborated. Secondly, the development of national science museums in Korea will be discussed specifically for the understanding of Korean science museums. The next part of this paper will seek for the possibilities of the third generation of science museums through three examples, which show interdisciplinary, contextual, and institutional approaches to change science museums or science centers. Fourthly, the social function of science museums as 'forum' will be discussed in relation to promoting public 'participation' of science as well as public 'understanding' of science. As a conclusion, some practical suggestions and conceptual guidelines will be proposed for the future Korean national science museum.

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