• Title/Summary/Keyword: 퍼포먼스 연구

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A Critical Reconsideration on the Function and Meaning of Follies in Gwangju - Focused on the First Gwangju Follies - (광주 폴리의 기능과 의미에 대한 비판적 재고 - 제 1차 광주폴리를 중심으로 -)

  • Han, Sung-Mi
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.6
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    • pp.41-51
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    • 2015
  • The purpose of the Follies that were constructed for the Gwangju-Biennale were for urban regeneration, to activate the empty old-town areas, and to strengthen the tradition and sense of place of the city. However, the ten Follies constructed around the wall of the old castle reveal many problems including that of leaving Follies alone instead of actively using them, damage to shop-keepers nearby, and pedestrian inconvenience, which is different from the original purposes. This study is meant to help understand the source of the negative phenomena, and to offer plans that will be conductive to the role of urban regeneration through activating the Follies and the spaces around them. As results of the investigation, there was no context giving uniformity among the various Follies. Also, the study showed that the insufficience of designers' understanding of the circumference near the Follies and lack of a consensus between the citizens and designers in the process of making the Follies. The crucial solution for solving these problems, and bringing to life the original purpose of creating the Follies was derived as applying "human activity" to the Follies. This study suggested 'street performance' as an effective device for application to human activity. While a Folly has no fixed function, the development of space program categories based on the applied characteristics of each Folly, and the simulation thereof showed effective potential for attracting people and activating those stagnated spaces. Recently, Gwangju city depicted the second Follies in applications such as reading roon, toilet, and movable food cart, which have clear purpose and different characteristics from the first ones. However, the first Follies will not be moved or demolished. As they are located around the National Asia Culture Center, some of them are supposed to be used to view the center. Consequently, a counterplan for the continuous and efficient use of those Follies is needed. Gwangju has a plan for the installation of 100 Follies throughout the city and it is expected that this study will be a meaningful guide line for improved Follies in the future.

A Critical Examination of Shapin's Social Constructivism (세이핀의 사회구성주의에 대한 비판적 고찰)

  • Rhee Young-Eui
    • Journal of Science and Technology Studies
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    • v.2 no.2 s.4
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    • pp.123-143
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    • 2002
  • The purpose of the paper is to examine the validity of social constructivism embodied in Shapin's case study of Boyle's air pump as a typical case study of the sociology of scientific knowledge. I shall argue that scientific activity has not only epistemic dimension but also non-epistemic dimension, and that social constructivism has put too much emphasis on non-epistemic social dimension such that it cannot provide any balanced understanding of scientific knowledge. I shall first examine the epistemic dimension of the debate between Boyle and Hobbes about air pump, then examine Shapin's view emphasizing epistemic one. Finally I consider some limits of social constructivism shown in Shapin's view.

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Analysis on Pataphysics of Virtual Idol based on Game Character -Focus on K/DA (게임 캐릭터 기반 버추얼 아이돌의 파타피직스 연구 -K/DA를 중심으로)

  • Kim, Cho-Young;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.69-78
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    • 2020
  • K/DA is a K-pop virtual idol based on the game character. This study analyzed the creation process, characteristics and existential meaning of virtual idols from the perspective of Pataphysics. K/DA is a character with both characteristics of game character and K-pop girl group. Also, virtual character and real idol share the body through motion capture and augmented reality(AR). As a result, K/DA crosses virtual and reality, and at the same time becomes a pataphysical subject that does not belong to either virtual or reality. K/DA is suggested a third zone where digital subjects will be located in the future.

A study on Web mortification distance education system design that not authentication in multimedia based (멀티미디어 기반에서의 Web을 통한 인증 없는 원격교육시스템 설계에 관한 연구)

  • Lee, Young-Joo;Lee, Sung-Chang
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.42 no.1
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    • pp.69-76
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    • 2005
  • The most important issue in a asynchronous distance education system for multimedia surrounding is depend on the design of user interface that decide the interaction and easily using. The remarkable properties of this asynchronous distance education system that differed from traditional system are three folds: 1)it maded by using realistic metaphoe multimediately. 2)it designed interactively that students can get feed-back effect immediately. 3)it designed considered in its Performaces aspects and it based principal design of interfaces of education technology.

A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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Metaverse and Media Richness: The Effect of UI Design on User Experience (메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향)

  • Song, Stephen W.;Hwang, Dongwook;Chung, Donghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.83-98
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    • 2022
  • The current study investigated the effect of user interface design on metaverse user's objective task performance, perceived usefulness, presence, and enjoyment. Using a 2 × 2 within-subject repeated measure experimental design, we found that users perceived the interface to be significantly more useful when additional visual cues existed and performed better for the given task. Additionally, a repeated-measure mediation analysis revealed that the effect of richer information in the interface on users' enjoyment as a function of need satisfaction was mediated by perceived usefulness. Theoretical and practical implication are derived from the result of the current study.

On the study of 'Theater State' in Daehan Empire of the Emperor Gochung -analyzing the cultural performance with the visual spectacles- (대한제국기 극장국가(theater state) 연구(2) -스펙터클의 문화사회사적 분석을 통한 문화적 퍼포먼스 고찰의 한 방법-)

  • Kim, Kiran
    • Journal of Korean Theatre Studies Association
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    • no.40
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    • pp.125-162
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    • 2010
  • This is the study on the 'Theater State' in the Daehan Empire of the Emperor Gochung in the late 1900 with the theatrical concepts of cultural performance theory which has been useful for investigating historical, social, and cultural collective memories and their transformation mechanism in the society. The performance theory is based in the notion, '$Performativit{\ddot{a}}t$', by which the performance can contain vary performance forms. $Performativit{\ddot{a}}t$ is the notion which points up the certain process that can cause the perceptional emotion communication to the performers and audiences in the performance. The spectacle of a society is also understood and presupposed by the $Performativit{\ddot{a}}t$. Generally speaking, the spectacle has been used of explaining the visual cultural experiences in society. Fundamentally, spectacle had resulted from the latin 'spectaculum', which was used to designate theatrical representation in France. In the case of movie, spectacle was the grand show with showy technological attractions. The spectacle have been to show the political and socio-historical relationships in a society. But in my study, I want to start the premise that the cultural performance planed by the Emperor Gochung in the Daehan Empire has the attribute of 'theater state', which can awaken the certain collective emotion to connect the Emperor and his people in the Daehan Empire period of the Emperor Gochung of the late 1900. In addition to it, I search for the historical collective memories of the Daehan Empire. The government of the Daehan Empire was continuing with its efforts to enforce and recollect the imperial images and authority of the Emperor and his Empire to get the approval of the people and international society. The effect of spectacle consisting of theater state was the concrete effort to establish the collective memories of the Daehan Empire by remodelling and rebuilding the Seoul, the capital of the Empire and performing the national ceremony such as the korean pagent(Gae-Dung거둥) and parade to set the portrait of the Emperor(A-Jin어진), the geo-body of the Empire.

Director Yim Jin-Taek's Grounded Aesthetics of Community-based Theatre (임진택의 공동체 지향 연출론: 공동체적 세계관과 미학의 발현 -1970년대와 80년대 대학 공동체 마당굿 퍼포먼스 연출 시기에 초점을 맞추어-)

  • Lee, Gangim
    • Journal of Korean Theatre Studies Association
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    • no.48
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    • pp.289-332
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    • 2012
  • In this paper, based on the theory of performance studies and community-based theatre, I venture to explicate the socio-political significance of director Yim Jin-Taek's community-based performance called 'madanggut', which is heavily based on elements of indigenous culture. Yim's madanggut utilizes elements of indigenous cultures and searches for 'the Korean ethnic (arche)type' as 'the ideal Korean type' or 'genuine Korean-ness' for the reconstruction of 'the Korean ethnic community.' This paper interrogates the major task of Yim Jin-Taek's madanggut, which ideologically promulgates the idea of ethnocentric patriarchy supported by the traditional (mainly Confucianist) notion of 'community' - inquiring if this type of theatre can provide useful and practical prospects for imagining a more democratic and plural civilian society in Korea today, when the interaction of globalization, nationalism, regionalism, and localism simultaneously impact our everyday life and cultural identification. Regarding the recent global phenomenon of the resurgence of nationalism, I looked at madanggut's use of symbolic resources from the past for imaginative communal bonding as a nation. But, the claimed homogeneity of the national past by means of 'nation conflation' of different social groups is an illusionary conceptualization, and the national historiography silences memories of the marginalized groups and denies their histories. It is certain that in Korea nationalism has historically performed an important function during the colonization and democratization period. Nevertheless, as Yim's Nokdukkot realized, it cannot be overlooked that as a representative of 'the Korean ethnic community,' 'the protecting man/the sacrificial woman' is contradictory to the plural and lateral thinking of participatory democracy in community-building. It is time to think about a new political language that relates individuals to the community and nation. 'The ethnic type' cannot represent the whole nation and the members of the nation should be the examples of the community they belong to for a more democratic society. I have selected Yim's several community-based works mainly from the 1970s to the 1980s since the works provide grounding images, symbols, metaphors, and allegories pertinent to discussing how 'the Korean ethnic community' has been narrativized through the performances of madanggut during the turbulent epoch of globalization. I hope that this paper presents Yim's grounded aesthetics of community-based theatre with fully contoured critical views and ideas.

Performance of one batch type and multi functional pre-treatment agent for CPB process (CPB용 다기능성 일욕형 전처리 조제의 성능)

  • Park, Beob;Cho, Yeon-Jeong;Koo, Kang
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2012.03a
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    • pp.61-61
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    • 2012
  • 현재 기능성 의류 섬유시장에서도, 요구하는 주요 기능들의 퍼포먼스 수준을 보여주는 과학적 수치들과 함께 기능성 섬유제작 과정에서 얼마나 친환경적인 제조과정을 거쳤는가에 대한 정보들도 요구하고 있는 중이다. 섬유에 인간과 환경에 유해한 성분이 최대한 배제됐으며 생산 과정에서의 자연자원의 낭비가 이뤄지지 않았음을 증명해야한다. CPB 전처리 공정은 혼방직물과 같이 서로 다른 물성을 가지는 직물에 대한 저온 처리로 섬유 손상을 최소화하고, $CO_2$ 발생량 및 에너지 소비량을 감소시킬 수 있는 이점이 있다. CPB 전처리는 호발, 정련, 표백을 포함하는 공정으로 일욕으로 처리 시 패딩, 수세, 와인딩 공정을 단축시키기 때문에 약품 소비량 감소와 에너지 사용 절감 효과가 있어 전 세계적으로 확산되고 있는 Green Technology이다. 본 연구에서는 CPB용 전처리 조제(4~5종)을 일욕화 하여 가공업체 생산성 향상 및 원가절감, 환경유해성 감소를 목표로 하여 CPB 전처리의 최적 가공조건을 확립하는 것이 목표이다. 첨가 용제의 종류 및 첨가량을 변화시켜 각 조성비에 따른 sample을 제조하여 정련성, 호발성, 알칼리 안정성, Whiteness를 측정하여 전처리 성능을 분석하고, 과수안정성, 금속이온 봉쇄력을 비교하여 최적 조성비 및 중합조건을 확립하였다.

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Characteristics of contemporary fashion shows affected by intermedia (인터미디어 특성이 나타난 현대 패션쇼 연출 특성)

  • Lee, Seulah;Lee, Yoon Mee;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.27 no.6
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    • pp.582-598
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    • 2019
  • Intermedia is a term that refers to the convergence of different media. It has not only enabled the delivery of brand message but also developed interactive communication in a contemporary fashion show context. This study investigates the presentation methods of contemporary fashion shows affected by intermedia. We examined the research and theory related to intermedia and fashion shows by accessing articles since the 2000s concerning 252 shows by 30 designers that tended to demonstrate the use of intermedia. Our analysis highlighted four particular characteristics: "medium scalability" (the unity of art and fashion and the unity of life and fashion); "synesthetic flow" (the audience's emotional immersion, represented by the actual performance and performances of the models); "participatory accessibility" (performance participation through action and instrumental support); and "immaterial symbolization" (an intuitive symbol that emphasizes both the direct outward appearance and the metaphorical symbolism so that the object is expressed in a figurative sense). From these results, we identified considerable synergy between the characteristics of intermedia and contemporary fashion shows. Therefore, it might be useful to conduct an experimental study on this area of research.