• Title/Summary/Keyword: 테크놀로지의 발달

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Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

A Study on Information Literacy Education through the University Library Webpages (원격 정보이용교육에 관한 연구 : 대학도서관 웹페이지에 수록된 내용을 중심으로)

  • Park On-Za
    • Journal of the Korean Society for Library and Information Science
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    • v.32 no.4
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    • pp.31-52
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    • 1998
  • User Education is one of the main activities among the traditional library services. Nowadays information technology has brought drastic changes into in the libraries, especially in the types of information sources, information users' behavior and the user education programs. The users need to know new information skills to retrieve the adequate information they need, and consequently libraries should develop new instruction programs to meet the user needs according to the radical changes of information technology and daily increasing electronic Information sources including internet resources. In this paper it was researched how to use the library websites for information instruction at the university libraries in Korea, USA and Canada through literature and by visiting the websites of the university libraries. It was found that Korean university libraries focus on providing the physical access to information, while American and Canadian university libraries focus on providing the intellectual access to information as well as the physical access to information. Most Korean university libraries have the entries about library history, library services and collection, outside networked information sources on the menu of their homepages, while there are guides how to use information sources such as subject bibliographies, reference tools, network resource tools, and guides how to write a paper, and information for user instruction on the websites of the western university libraries. It is very promising to make full use of the library webpages for library user education, which nowadays provide very powerful communication interface and make the library users find appealing and accessible.

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Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.

Technology, Labour, and Precarious Lives A Theoretical Reflection on the Relation Between Immaterial Labour and Precarity (테크놀로지, 노동, 그리고 삶의 취약성)

  • Chae, Suk Jin
    • Korean journal of communication and information
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    • v.79
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    • pp.226-259
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    • 2016
  • Drawing on the autonomist Marxist concepts of 'social factory', 'immaterial labour', and 'precarity', this paper discusses the changed nature of labour, life and social relations in contemporary informational capitalism. More specifically, it first traces back to the early autonomist (operasimo) theories of 'social factory' and 'class composition' and then discusses how these earlier theories were developed into the concept of 'immaterial labour' by a group of later autonomist theorists such as Paolo Virno, Maurizio Lazzarato, Micheal Hardt, and Antonio Negri. Then, it reviews how the concept of immaterial labour was taken up to understand the nature of labour in digital economy within the tradition of Cultural Studies, closely intersecting with the critiques of 'creative labour'. Finally, it discusses how the changed nature of labour is interrelated with the neoliberal labour forces transformations such as casualization of employment and increasing insecurity in employment and life, which the autonomist explores with the concept of 'precarity', the material condition of immaterial labour.

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Social Dimensions of Bio-technology: Focusing on HGP's Shaping Process (생물공학의 사회적 차원들: HGP의 형성과정을 중심으로)

  • Kim Dong-Kwang
    • Journal of Science and Technology Studies
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    • v.1 no.1 s.1
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    • pp.105-122
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    • 2001
  • The purpose of this study is to understand how a teacher's teaching can be changed while he or she teaches the same contents in different classes. The qualitative research method was used in this study. Data were collected from classroom observations, several in-depth interviews, and stimulated-recall interviews after each class. All the data were transcribed and analyzed interpretively, and then, the results of the analysis were checked by each participating teacher. The results are as follows: First, changes appeared in each class in terms of the teaching items, tools, sequence, and time, even though the same teacher taught the same contents. It showed that the teacher's teaching practice changed immediately and intuitively in class. Second, teachers tried to implement "exploratory teaching" or "move-testing teaching" to address the emerging problems during their teaching. They then reflected on and modified their own teaching. This type of change, which happened during the teaching practice, can be an example of "Reflection-in-practice." Thus, the results of this study can provide helpful insights into how teachers might adapt and reflect in their teaching. It suggests that teachers need to recognize their subconscious teaching changes and learn "Reflection-in-practice."

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The Imagination of Post-humanism Appeared in Korean Fictions -Focused on Cho Ha-hyung's Chimera's Morning and A Prefabricated Bodhi Tree (한국소설에 나타난 포스트휴머니즘의 상상력 -조하형의 『키메라의 아침』과 『조립식 보리수나무』를 중심으로)

  • Yi, Soh-Yon
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.191-221
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    • 2019
  • This study aims to analyze the post-humanistic imagination that has emerged as a major academic thesis in Korean literature, especially novels. In particular, this paper focuses on Cho Ha-hyung's two novels Chimera's Morning(2004) and A Prefabricated Bodhi Tree(2008), published in the early 2000s, for intensive analysis. Post-humanism can be seen as an extension of post-modernism that tried to overcome the limitations of modernity and seek to establish a new world view. In particular, this thought pays attention to the comprehensive understanding of how the rapid development of science and technology, which has developed since the 20th century, has changed the view of humanity and human-centered civilization itself. At the concrete level, it is developing in the direction of constructing a new subject idea by reflecting and dismantling Western-, reason-, and male-centered power mechanisms that are the core of modern civilization. Cho attempts to discover and re-illuminate the surrounding figures, non-humans, and objects that were not noticed in the classic works written in the past. This ideological flow reflects the fact that the concept of human beings, which had been dominated by the humanities in recent years, has been completely changed, and the natural science and technology perspective is applied to the discourse field in various ways. From the point of view of post-humanism, objects that have not been classified as humans and objects that were considered inferior to humans should be included in human or comparable levels. These questions generate interdisciplinary research tasks by involving the large categories of philosophy, such as ontology, epistemology and empirical fields, as well as calling for the participation of the entire literature, science and social sciences. Against the backdrop of a disaster-hit world, Chimera's Morning and A Prefabricated Bodhi Tree depict human beings as variants transformed by bio-technology, and creatures made out of the artificial intelligence built by computer simulations. Post-humanistic ideas in Cho's novels provide a reflective opportunity to comprehensively reconsider the world's shape and human identity reproduced in the text, and to re-explore boundary lines and hierarchy order that distinguish between human and non-human.