• Title/Summary/Keyword: 텍스트 연구

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A Study on the Expression of Symbolism in the Production of Animation for the Original Work 'Grave of the Fireflies(火垂 墓)' ('반딧불의 묘' 원작에 대한 애니메이션 연출의 상징성 표현 연구)

  • Kim Il-Tae;No Su-Ah
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.111-121
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    • 2005
  • The appearance of digital culture swiftly has changed the culture in domestic and international arenas before and after the year 2004 and the image and animation have become two of the most important expression media in contemporary age. Among the Japanese animations that have demonstrated the rapid development of cartoon and animation in the world, the director Dakahata Isao's 'Graves of the Fireflies' that has influenced many works has been evaluated as one of the noticeable works that has a unique method and scenario dramatization in terms of producing the original novel into an animation. This study investigates the metaphor and symbolism shown in this work according to each sequence, divides the production ability in the work into three elements and applies them to the important elements such as camera, colors and mise-en-scene when the original work is depicted into image. It can be summarized in more detail as in the following: firstly, I study the rhythm of camera corresponding to the symbolism of the angle that the camera has and production; secondly, I analyze the artistic elements appeared in the process of expressing the original work into the image, especially the production for the colors and symbolism contained in them and the composition of screen. Thirdly, I analyze how effectively the atmosphere for the situations for the original work is expressed in animation with the aid of one of the image elements, mis-en-scene. It is expected that the analyzed findings will be effective as a way of overcoming the limitation of expressions that the original work in text and the study on these processes will become good examples to the relevant workers and will be the good references to the producers who are interested in the creation of animation in Korea.

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Acceptance of Classical Text in Interdisciplinarity - A case study of Nosongchwibyoung - (학제 간 연구에서 고전 텍스트의 수용 문제 - '노송취병(老松翠屛)'을 중심으로 -)

  • Jin, Gyoung-Hwan
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.33 no.4
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    • pp.77-86
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    • 2015
  • The Koreanology as well as a study of the classics should start from the correct understanding of certain words or concepts. Inaccurate or even misinterpreted explanation is bound to lead to failure. If you read a classic text, if the object does not come up to indicate clearly what the bar often. Bout, are seen refer to the translation or commentary, sometimes encounter cases of very serious misunderstanding. If a simple mistake or error, and if you recognize and fix it, but eopget a big problem, described by early to conclude identified by the fact that the amount of problem becomes serious. Besides, if the trend will spread to quote it, the situation is not out of control. One sample is "Nodongchwibyeong(老松翠屛)" in "Kyoungdojapji(京都雜誌)" "Poonsock(風俗)" "Jetaek(第宅). In some places, it is called "Booyeon(附椽), it has been described elsewhere as a kind of "chwibyeong(翠屛)". This short manuscript clarified by reviewing the old literature closely, it was "songcheom", "songboong(松棚), another expression of Bungga(棚架). More precisely, it was a nickname of Hanyang Yangban in the 18th and 19th century. However, the historical research is just not as having a meaning only one explanation for the particular word. Dare to be confident that these study are meaningful. In the extremely weak division in the understanding of the original text, the cases of applying blindly without a reflection occurs frequently. This short manuscript is to give warning to recent trends. Humanities and classical field researchers made very carefully, taking into account the impact of translation and annotations, and the other branch to accommodate the research of classical humanities disciplines should try to see this information must be verified meets the facts.

The Study on the Development of Analysis and Management System for Traffic Accident Spatial DB (교통사고 공간 DB관리 및 분석 시스템 개발에 관한 연구)

  • Yu Ji Yeon;Jeon Jae Yong;Jeon Hyeong Seob;Cho Gi Sung
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.23 no.4
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    • pp.345-352
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    • 2005
  • In up-to-date information anger time it is caused by with business of traffic accident control and analysis and two time it accomplishes a business. National Police Office which controls a traffic accident does not execute an up-to-date technique. And, it is working yet by the hand, There is to traffic accident analysis and the research regarding the analysis against the research which it follows in geography element and composition element and an accident cause is weak. Consequently, effectively establishment and it enforces a traffic safety policy and from the hazard which it evaluates traffic accident data the system and scientific analysis against a traffic accident occurrence cause and a feature in basic must become accomplished. The research which it sees constructs a traffic accident data in GIS base. It is like that, it uses the PDA where is not the collection of data of text form in existing and at real-time it converts store and an accident data rightly in standard traffic accident data form and it will be able to manage. It was related with a space data peculiarity and the research regarding the system development with the geography analysis data about an accident cause under manifesting it accomplished.

The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

A Study on AI Evolution Trend based on Topic Frame Modeling (인공지능발달 토픽 프레임 연구 -계열화(seriation)와 통합화(skeumorph)의 사회구성주의 중심으로-)

  • Kweon, Sang-Hee;Cha, Hyeon-Ju
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.66-85
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    • 2020
  • The purpose of this study is to explain and predict trends the AI development process based on AI technology patents (total) and AI reporting frames in major newspapers. To that end, a summary of South Korean and U.S. technology patents filed over the past nine years and the AI (Artificial Intelligence) news text of major domestic newspapers were analyzed. In this study, Topic Modeling and Time Series Return Analysis using Big Data were used, and additional network agenda correlation and regression analysis techniques were used. First, the results of this study were confirmed in the order of artificial intelligence and algorithm 5G (hot AI technology) in the AI technical patent summary, and in the news report, AI industrial application and data analysis market application were confirmed in the order, indicating the trend of reporting on AI's social culture. Second, as a result of the time series regression analysis, the social and cultural use of AI and the start of industrial application were derived from the rising trend topics. The downward trend was centered on system and hardware technology. Third, QAP analysis using correlation and regression relationship showed a high correlation between AI technology patents and news reporting frames. Through this, AI technology patents and news reporting frames have tended to be socially constructed by the determinants of media discourse in AI development.

Design and Development of Middleware for Clinical Trial System based on Brain MR Image (뇌 MR 영상기반 임상연구 시스템을 위한 미들웨어 설계 및 개발)

  • Jeon, Woong-Gi;Park, Kyoung-Jong;Lee, Young-Seung;Choi, Hyun-Ju;Jeong, Sang-Wook;Kim, Dong-Eog;Choi, Heung-Kook
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.805-813
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    • 2012
  • In this paper, we have designed and developed a middleware for an effectively approaching database to the existed brain disease clinical research system. The brain disease clinical research system was consisted of two parts i.e., a register and an analyzer. Since the register collects the registration data the analyzer yields a statistical data which based on the diverse variables. The middleware has designed to database management and a large data query processing of clients. By separating the function of each feature as a module, the module which was weakened connectivity between functionalities has been implemented the re-use module. And image data module used a new compression method from image to text for an effective management and storage in database. We tested the middleware system using 700 actual clinical medical data. As a result, the total data transmission time was improved maximum 115 times faster than the existing one. Through the improved module structures, it is possible to provide a robust and reliable system operation and enhanced security functionality. In the future, these middleware importances should be increased to the large medical database constructions.

Research on the Production and Acceptance of How Fandom Culture ; Focusing on Fan Fiction and Fan Illustration (팬덤 문화의 생산과 수용방식에 대한 연구 - 팬 픽션과 팬 일러스트레이션 중심으로)

  • LIm, Jae-Min;Kim, Dai-Hyun
    • Cartoon and Animation Studies
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    • s.42
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    • pp.315-335
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    • 2016
  • Culture is being created and consumed as several form by human development. Populace is forming through movement of mass of people to specific place which influenced by urbanization and industrialization. Since cultural products are created on base of economic principles cultural content makers are make culture products after lot of study and analyze. In early days popular culture was accepted only by the meaning of the text which has settled already via country or company which was holding the capital. But today we can apply culture products freely by the power of public opinion and media art's growth. Especially fandom is giving the opportunity to consume the image of cultural products actively and offering the good influence to make it by several ways of activities to the culture producers. In this study, consumption as a cultural group formed by the fandom in public will be transformed into participatory groups by the influence of cultural activities with fan art reproduction. These changes in the consumption of culture products will make it in positive way. Thereby culture creator who thinks fandom as a group of culture capital maker only use it now for the indicator for predicting success of culture products. Will find out in this study how culture consumption is accomplishing by fan fiction and fan illustration in the fandom culture and how reproduced fan art is affects to culture creators.

Textuality and Vision : Visual Narrative of Ancient Chinese Literature Art Focused on Narratology's Viewpoint (중국 고대예술의 도상서사와 시각문화 연구 -회화의 이시동도법과 만화의 칸의 상호 해석-)

  • Jo, Jeong-rae;Huang, Kuo-Li
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.779-790
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    • 2016
  • This study is to exhibit the iconographic narrative and visual culture of ancient Chinese art. The focus of the study is the composite integration of literature and graphic forms, in particular the heterochronous expression of different scenarios of scenes occurring in different time periods in pictures of ancient art. The unity of their origins with picture narration and comic art creation is the fusion of our modern times. The ancient Chinese understanding of visual art includes the traditional style of images and their symbolic meanings. Among artistic narrative expression, imagery contemplation and visual presentation have significance. Artistic thinking is inseparable from visual articulation. It is a rational thought process through creative language interpretation in visual media of imagery narratives. The characteristics of ancient imagery thinking and the way of presenting sequential incidents in the form pictures is a creative space of time. This is the spatial thinking of modern comic art, which is demonstrated through acceptance in artistic styles. Image narration needs new forms and media styles, including integrating with cultural values as aesthetic communication is necessary.

Analysis of Waterpark Status and Recognition Using Big Data Analysis (빅데이터 분석을 활용한 워터파크 현황 및 인식 분석)

  • Kim, Jae-Hwan;Lee, Jae-Moon
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.525-535
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    • 2017
  • The purpose of this study aims to examine consumer perception and current status of water park. The Naver and Daum were used for data collection channels and the keyword 'water park' was used for data retrieval. The data analysis period was limited to the study period from January 1, 2015 to December 31, 2016 for a total of two years. First, as a result of the frequency analysis, hidden cameras, Lotte water park, arrests, suspects, gimhae were in top 5 in 2015, Lotte water park, swimming, summer, opening, admission ticket were in top 5 in 2016. Second, as a result of the connection degree central analysis, hidden camera, arrest, suspect, female, shower room were in top 5 in 2015, swimming, Lotte water park, summer and One Mount, admission ticket were in top 5 in 2016. Third, as a result of the N-GRAM network graph, the water park/hidden camera, the hidden camera/hidden camera, the suspect/arrest, the Gimhae/Lotte water park, water park/suspect were in top 5 in 2015, and One Mount/water park, Gimhae/Lotte water park, water park/admission ticket, water park/water park, water park/opening were in top 5 in 2016. Fourth, as a result of the CONCOR analysis, three groups in 2015 and two groups in 2016 were formed.

The Modern subject and experience of pain described in medicine advertisements in the early modern times. (초기 근대 의약품 광고 담론분석: 근대적 아픔의 주체와 경험에 대한 소고)

  • Lee, Byeong-Joo;Mha, Joung-Mee
    • Korean journal of communication and information
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    • v.32
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    • pp.247-293
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    • 2006
  • It is an aim of this study to analyze a relation between modern medicine advertisements and body. Recently the academic world has discussed how comes it that the modernity had been formed. This trend is remarkable in the field of the history of everyday life. Because everyday life is connected with people's vivid experience. Especially in modern advertising it is in existence such as popular culture, consumer culture, sexuality, family, food, clothing and housing, disease. Since modern times the body has been reorganized into a new shape. Namely the premodern body that had been regulated by a status system is changed into modern body that have to form itself after the customs and values. We analyzed medicine advertisements in the early modern times and hoped to explain how modern people had understood their body. We applied Foucault's theory of discourse as a methodology. As a result of research, we came to the conclusion that there were several rules in the texts of medicine advertisements, which had formed a modern subject of pain. There was a disciplinary power such as a internalization of clinical eyes, self-watch in medicine advertisements. These advertisements contributed to the formation of subject of pain and related to the state power.

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