• Title/Summary/Keyword: 콘셉트

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A Study on the Process of Sequential Collaborative Projection Mapping - Focused on case of 'Media Conglomerate' - (순차협업형 프로젝션 맵핑 제작 과정에 관한 연구 - 'Media Conglomerate'의 사례를 중심으로 -)

  • Lee, Eun Ju;Lim, Yang Kyu;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.26
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    • pp.289-299
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    • 2016
  • The range of art has been gradually expanded with the passage of time. Science and technology have also contributed to the arts in the name of media art, and artists and technicians have become collaborative. In this paper, we investigate the meaning of collaboration in art and analyze the case focusing on Projection Mapping which is a field of Media Art. In particular, this study propose the concept and production process of Sequential Collaborative Projection Mapping works, and see the work of making and exhibition as one experiment. Based on this, sequential collaborative procedures are defined in the case of work production, and the underlying technologies and procedures for collaboration are presented. The presented techniques and procedures can be applied to projection mapping exhibitions and festivals as a platform. In this process, we have reviewed the collaborative relationship between artists and technicians, and the issues with regard to giving and receiving the credit of works.

A study on Revizor as the founding performance of Geugyesuryeonguhoe (극예술연구회의 창단 공연작 『검찰관』에 관한 연구 - 실험무대 출범 정황과 창립 공연 무대 사진을 중심으로 -)

  • Kim, Nam-Seok
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.167-196
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    • 2019
  • Geugyesuryeonguhoe founded the Silheommudae and chose Nikolai Vasilevich Gogol's Revizor as the founding performance. This Revizor theater performance was a performance equivalent to the founding performance of the Geugyesuryeonguhoe, so it had to be based on the discussion and consensus of the members. Nevertheless, the reasons for selecting this work, the actual performance situation, and whether or not it was successful were not properly addressed in the research data so far. As a result, Revizor performance of Silheommudae did not escape the powerful influence of Revizor theater performance performed at Tsukiji(築地) theater in Japan. In addition, the original design of stage, acting and acting concept of Silheommudae was not confirmed. After this performance, the change of the performance method of Geugyesuryeonguhoe was inevitable. And Geugyesuryeonguhoe was forced to carry out its own reflection on the problems in the stage process.

Suggesting Online Whiteboard Tool Concepts for the Convergence Process of Online Collaboration (온라인 협업의 수렴과정 개선을 위한 온라인 화이트보드 툴 콘셉트 제안)

  • Wu Seok Lim;Sang Hoon Jeong
    • Smart Media Journal
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    • v.12 no.11
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    • pp.198-210
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    • 2023
  • After COVID-19, team's collaborations are conducted online using whiteboard tools as remote working increases. In order to understand the problems of the convergence process using online whiteboard tools, an observation study comparing online and offline collaboration and a focus group interview were conducted. In addition, a questionnaire was conducted to confirm the found problem, and a solution idea was proposed. through in-depth interviews, we validate the proposed ideas. The convergence process of collaboration using online whiteboard tools had problems ; "excessive amount of information", "shift of view", "role of facilitator". To solve the problems, we proposed the idea of classifying each stage of the collaboration process, providing a navigator, and facilitator request system window. This paper proposed an idea that can effectively help the convergence process directly related to decision-making during the online collaboration process through analysis of advantages and problems of online and offline collaboration.

Analysis of Global Success Factors of K-pop Music (K-pop 음악의 글로벌 성공 요인 분석)

  • Lee, Kate Seung-Yeon;Chang, Min-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.1-15
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    • 2019
  • Psy's Gangnam style in 2012 showed K-pop's potential for global growth and BTS proved it by reaching three consecutive Billboard No.1. The success in the global music market brings tremendous economical and cultural power. This study is conducted for the continuous growth of K-pop music in the global music market by analyzing the musical factor of K-pop's global success. The top 20 most-viewed K-pop MV on Youtube is chosen as a research subject because Youtube is a worldwide platform that reflects global popularity. For the process of K-pop music creation, the role of the composer is expanded and many overseas producers participate in music creation. All 20 songs are created by the collective creation system and there is a consecutive collaboration between the main producers and certain artists. The top 20 most viewed K-pop songs have the musical characteristics of transnational genre convergence, hook songs, sophisticated sounds, frequent use of English lyrics, a reflection of the latest global trends, rhythm optimized for dance and clear concept. It makes the K-pop song easily remembered and familiar to overseas listeners. K-pop's healthy and fresh theme brings emotional empathy and reflects Korean sentiments. K-pop's global success is not a coincidence, but a result of continuous efforts to advance overseas. Some critics criticize K-pop's musical style is similar and it shows K-pop's limitation but K-pop progressed its musical evolution. By keeping the merits of K-pop's success factors and complementing its weak points, K-pop will continue its popularity and increase influence in the global music market.

Convergence Research for CIGS Solar Cell Aesthetics Product Design Development for Utilizing Urban Living Structures (도시 생활구조물 활용을 위한 CIGS 태양전지 심미성 향상 제품디자인 개발융합연구)

  • Jo, Jae-Yoon;Jang, Hui-su;Jeong, Je-yoon;Nam, Won-Suk;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.157-163
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    • 2020
  • This paper is a product design convergence study to improve the aesthetic quality of CIGS solar cells for utilizing urban living structures, identifying problems of existing solar cell panels and drawing expert aesthetic elements for improving CIGS solar cells through survey and [Group discussion of experts] based on aesthetic elements of product design. Out of the aesthetic elements derived, the top three models of the product design process were 'environmental harmonization', 'pattern balance', and 'period universality' to derive the design and assembly design of the CIGS solar cell module for improving aesthetic quality, and applied to apartments, veranda, windows, and streetcar through product simulation. This study is suitable for applying aesthetic and CIGS solar cell function later to actual urban living structure, and future research direction needs to be studied on various patterns and structural design development of design.

Analysis of Success Factors For Creating A Korean Theme Park - With a Focus on Culture Contents-Based Theme Park Strategy - (한국형 테마파크 조성을 위한 성공 요인 분석 - 문화콘텐츠 기반형 테마파크 전략을 중심으로-)

  • Lee, Kee-ho;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.321-359
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    • 2018
  • A theme park, in general, can be defined as a space that has both 'theme factor' and 'hands-on factor'. But theme parks in Korea are not recognized as having unity even though they provide diverse services, because they lack in a theme factor, which is the essence of a theme park. On the other side of the issue, themes and concepts that a theme park claims to stand for are not consistent, and they fail to provide representative themes as well. For this reason, although a business plan to invite overseas theme parks is pushed ahead, it causes a vicious circle to weaken the competitive edge of domestic theme park industry as well as capital outflow. Consequently, from a theoretical viewpoint, a theme park with no specific theme is in critical situation to be out of the limelight by failing to provide visitors with purposefulness and attract their attention. To overcome the limitations in domestic theme park industry, and to gain profitability and expanded customers lie in heightening their receptiveness through creating unique image of each theme park. With the awareness of the issue, this study aims to propose a theme-centered park which has culture contents in it and to suggest a viable alternative that helps to create hands-on theme parks that reflect customers' receptiveness.

Kinetic Typography in Korean Film, 2012 (Study on the movie opening title sequence expression studies using kinetic typography) (키네틱 타이포그래피를 활용한 영화 오프닝타이틀 시퀀스 표현연구(2012 흥행작 중심으로))

  • Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.31
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    • pp.227-248
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    • 2013
  • With the advancement of computers, opening title sequences in movies are continuously improving. Initially, titles and opening credits were created using what is called the optical method, whereby text was photographed on separate film and then copied onto the movies film negative. In contemporary movie making, however, the title sequence may be seamlessly integrated into the beginning of the movie by an insertion method that not only allows for more diverse technical expression, including the use of both 2D and 3D graphics, but also for its emergence as an independent art form. As such a title sequence, in as little as 50 seconds or up to 10 minutes, is able to convey the films concept while also suggesting more implicit intricacies of plot and thereby eliciting greater interest in the movie. Moreover, according to the directors intent and for a variety of purposes, the title sequence, while maintaining its autonomy, is inseparable from the movie as an organic whole; therefore, it is possible to create works that are highly original in nature. The purpose of this study is to analyze the kinetic typography that appears in title sequences of ten films produced by the Korean entertainment industry in 2012. Production techniques are analyzed in a variety of ways in order to predict the future direction of opening title sequences, as well as present aesthetic and technical models for their creation.

Analysis and Classification of In-Vehicle Activity Based on Literature Study for Interior Design of Fully Autonomous Vehicle (완전 자율주행 자동차의 실내공간 설계를 위한 문헌연구 기반의 실내행위 분석 및 유형화)

  • Kwon, Ju Yeong;Ju, Da Young
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.5-20
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    • 2018
  • The fully autonomous vehicle, which has been actively studied in a worldwide before commercialization, is expected to become a living space by securing time and space compared to existing automobile. For this reason, interior design of fully autonomous vehicle has become very important. To enhance passenger's experience and satisfaction in fully autonomous vehicle, it is necessary to design an optimized space that can support in-vehicle activities. For this purpose, efforts to analyze the passenger's in-vehicle activities should be preceded. However, there were limited studies that define space and in-Vehicle activities of fully autonomous vehicle in Korea. The purpose of this study is to suggest the guideline of the interior design of fully autonomous vehicle by analyzing and classifying the scope of activities that the passenger can perform within the vehicle. As a method of the study, literature studies on future concept cars, human lifetime behavior and consumer needs had been conducted. As a result in-vehicle activities could be applied in a fully autonomous vehicle. Four in-vehicle activities 'work', 'home life and personal care', 'relaxation' and 'conversation and hobby' had been derived through the analysis of in-vehicle activities. Based on the results, the interior design of fully autonomous vehicle guideline has been suggested. The study is significant because the result of the study can act as a basic study which considers the activities in the fully autonomous vehicle environment.

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To Explore the Direction of Development of China's Online Game Industry - Take China Joy as an Example (중국 온라인 게임 산업 발전 방향 모색 - 중국게임쇼 'China joy'사례를 중심으로)

  • Shao, Lei;Sun, Feng;Lee, Jang-Won;Yoon, Joon-Sung;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.69-78
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    • 2011
  • 2010, the China's online game industry has developed more than ten years. With the fast development of the China's online game industry, the china joy came into true in 2004. After 7 years of development China Joy has become Asia's largest exhibition game. The paper which from the china joy perspective compare and analyze the development process of china joy with the other two related exhibition E3 and TGS. The paper also select 6 important indicators to evaluate the china joy 1) the absolute number of the audiences from the show2) the number of the international visitors 3) the number of participating companies and corporate types4) the number of exhibitors and online game product quality5) the contents of the show 6) the international influence. From this perspective, the paper tries to figure out the status of the China's online game industry in the world online game industry. And after analysis 6 indicators we can make a conclusion of the international status of China joy and international influence. It also tries to find out the main problems in China's online game industry.

A Study on the Recognition of Mid- to Long-term Comprehensive Development Plan for the Library in Gimpo City (김포시 도서관 중장기 종합발전계획 수립을 위한 인식조사 연구)

  • Noh, Younghee;Chang, Inho;Kang, Ji-Hei;Shin, Youngji;Kwak, Woojung
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.227-253
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    • 2020
  • The purpose of this study is to establish a mid-to-long-term comprehensive development plan for the Gimpo library, and to lay out the overall system of the library scattered by region in Gimpo, and to present Gimpo library's unique vision and strategy to differentiate it from other regions. As a research, surveys and interviews were conducted for the residents of Gimpo-si (library users and beneficiaries) and library personnel. As a result, first, all libraries in Gimpo-si have a user-centered multicultural space service with differentiated concepts and themes of each library based on the functions and roles of data collection, information services, and various programs as public libraries. Seems to be oriented. Second, with regard to Gimpo library collections, it is necessary to first collect books with high usage rate by library and expand them to the needs of consumers. Third, in order to provide the services of the Gimpo library, it is necessary to develop a service that can raise satisfaction by using the citizens' participation and utilizing them in order to derive the service by analyzing other local library programs or services.