• Title/Summary/Keyword: 한국 영상 매체

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A Study on the Meaning of Korean Literature in Video Media -Focused on the drama "The Count of Myeong-dong"(2004) (영상매체의 한국문학 의미화 양상 연구 -드라마 <명동백작>(2004)을 중심으로)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.195-202
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    • 2021
  • We examines the aspect of dramas delivering Korean culture and literature to the public in the 1950s through the drama (2004). This drama focuses on Myeong-dong and views society and literature in the 1950s. This drama not only introduces ordinary people to viewers realistically, but also helps viewers understand by inserting interviews with researchers. In addition, through the gaze of poet Lee Bong-gu, they connect their literature with different literary people to obtain narrative completeness while helping viewers understand the inner side of the literary people. At the end of the drama, Lee Bong-gu's voice is a meaningful riverside for future evaluations, and it means the result of overcoming the pain of the 1950s with a romantic atmosphere and literary passion. Therefore, the drama "The Count of Myeongdong" is a meaningful text that delivered the literature and cultural landscape of the 1950s to viewers in a popular and sincere manner through the video.

A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

Development of Elementary School Web Based Art Appreciation System for Enhancing Analysis Appreciation (분석감상능력 신장을 위한 초등학교 웹 기반 미술감상 시스템 개발)

  • Kim, Jeong-Rang;Lim, Hyun-Jung
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.221-228
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    • 2005
  • The art appreciation education is emphasized to develope independent thought and upright value decision in the flood of various image medium. A experience of beauty and a express part related with the sentimental field is focused on directing in the seventh arts curriculum, too. Although the art appreciation education is emphasized, just expressive and functional art texture is still taught in the education spot up to now. Also a appreciative activity is limited simply to describe own feeling intuitionally ; time shortage, difficulty of analysis product, difficulty of guiding appreciation. In this paper I refer that analyze figurative factors of a art product, modify it by applying other program, compare with it and then I develope web base art appreciation system and apply it. As a result I get educational effect. When checking line, form, light and darkness, color, feeling, space and composition of external some factors in a product, formative sense and analytical appreciation is improved.

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Dynamic Textual Information Presenting Methods on Digital Displays (디지털 디스플레이에서의 동적 문자정보 제시 방법)

  • Lee, Kyong-Hee;Cheng, Hong-In
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.45-52
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    • 2005
  • Displays, playing an essential role in HCI, have been developed to deliver more vivid and live pictures. LCD and PDP have the most common usage among various displays to present the dynamic textual information in restricted and open places. Important and unsolicited information is being provided by hundreds of displays while we don't even perceive the information. Watching context, effective color combinations of the text and background, speeds of presentation, contexts, and types of display for leading method, moving words cross the display from right to left, were investigated with readability, comprehensibility, and overall satisfaction were compared. LCD peformed better than PDP on all comparisons u4th typical text (black, white) and background (white, black) color better than other color combinations. Normal and fast text presentation was believed more preferred when only textual information was given while slower presentation was evaluated more efficient if multimedia contents were presented with textual information.

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Digital Restoration of Pulguksa Temple and Sokkuram based on Virtual Reality -Focused on the CAVE of Virtual Reality System (가상현실기술을 이용한 불국사와 석굴암의 디지털 복원 -가상현실 시스템 CAVE를 중심으로)

  • 박소연
    • Archives of design research
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    • v.16 no.2
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    • pp.67-76
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    • 2003
  • Today, computer graphics have moved into spotlight within many related fields. The use of computer graphics in many fields as well as in design is now universalized. More than ever, those fields which utilize virtual reality are being vigorously researched and are rapidly progressing. Many advanced countries are obtaining positive results, allowing the world to learn about their culture and history by using virtual reality techniques for the restoration of cultural property. Above all, the West has utilized the diversity of the CAVE system which could best express the artificial system among virtual reality systems. However, in Korea this technology remains in its early stages of development. Moreover, the field, digital restoration of cultural property, which will be discussed in this study, hasn't yet been explored. Accordingly, this study presents the way of digitally restoring cultural property based on the CAVE through the empirical research and suggests the significance and possibility of digitally restoring cultural properly in the CAVE system. For them, this study processes the digitally restoring of Pulguksa Temple and Sokkuram and refers to the limitation and the future study following the investigation of CAVE and the introduction of applicable examples in abroad.

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Cuts and Frames as the Segmented Formation of Time and Space : From Prehistory Picture to Hypertext (시간과 공간의 분절(分節)형식으로서의 칸과 틀 : 선사화(先史畵)에서 하이퍼텍스트까지)

  • Lee, Soon-Gu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.1-17
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    • 2005
  • The image that reflects the lapse of time can only take the form of segmentation originally. All of the fixation status in an image is shown to us as the form of division(segmentation) whether it is the form of two dimensional paintings or three dimensional sculptures, but not the form of video monitors. This kind of method was extremely developed in the cartoon field. Therefore, the cartoon evolves the subjects of events and finds the worth and meaning through the arrangement of cuts. Also, Animation inquires into the principles of attaching the media continuously. The media is represented in the segmentation according to the lapse of time and I tend to analyze the origination of cartoon formation. Consequently, I tired to find the examples of the prehistoric cuts and forms, the divisions of fragmented cartoon stripes, and the cuts and forms which are composed of narrative and descriptive styles of arrangement, and finally can certify and validate them. In summary, the sections and divisions of the variable kinds of cuts and frames for the expression of the time were corroborated. The potentials of the space usage and the diversity of the cartoon formation were also founded and illustrated to suggest the broader stands of cartoon.

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A Discussion and Analysis of Animation in a Culture and Art Education (문화예술교육에서 애니메이션에 대한 논의 분석)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.31
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    • pp.29-55
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    • 2013
  • In the contemporary modern society, information and knowledge generate a set of new social values. These changes demand a transformation not only in socio-cultural and educational spheres, but also, specifically, in the field of culture and art education. Culture and Art education emphasizes the integration and cross-discipline of other related fields which have great impact on culture and arts. This study applies theoretical analysis of Animation education in the context of culture and art education. Animation education takes an interdisciplinary approach to integrate various subjects in the field of culture and art education. Animation, as a form of culture and art education, plays an educational role in the social classroom. Animation education should be developed and expanded to become a regular classroom course. The goal of Animation education is to pursue and develop a connection with other educational courses of study. In order to strengthen the role of Animation education, we should first re-structure the pedagogical role of Animation education. Secondly, Animation education needs to become a diversified and popularized education. Third, the cultivation of creative human resources is considered of vital importance to Animation education. Finally, the expansion of infrastructure and the establishment of a comprehensive support system for Animation education has to be established.

The Analysis of Internet Literacy Effect through Education of Producing and Using Multimedia UCC (동영상 UCC 제작 및 활용 교육을 통한 인터넷 리터러시 효과 분석)

  • Ju, Yong-Wan;Hwang, Yong-Suok;Kim, Yang-Eun;Cho, Yeong-Ki
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.27-39
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    • 2010
  • Internet is taking up as a new culture on the cyber-space beyond a simple hobby as its utilization ratio is rapidly being spread throughout the world. However most education for internet media has been focused on cyber ethics education and internet addiction. Therefore it arises to need to educate internet literacy for positive and desirable usage of internet media raises. Previous research on media eduction doesn't have been analyzed the outcome of media education. In this study, we show the result of internet media education which performed for fostering internet literacy. For the analysis of education result we observed emotional attitude about internet, internet media recognition, efficacy of using internet, and consciousness of internet ethics for middle school student. As a result, there are many changes for emotional attitude about internet, ability of using internet media, and consciousness of internet ethics.

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Operation strategy of terrestrial broadcasting system on channel image and N-screen service (지상파 방송사의 채널 이미지와 N-스크린 서비스 운영 전략)

  • Kim, Hyeong-Jun;Ha, Kyu Soo
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.43-55
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    • 2013
  • This study was to examine the operation strategy of terrestrial broadcasting system on channel image and N-screen service. Nowadays, terrestrial broadcasting system provides video streaming service based on internet. In other words, terrestrial broadcasting system provides N-screen service through TV-PC-Smart phone-Tablet PC. But it is different for terrestrial broadcasting system to analysis the choice criterion of program. Only, channel image of terrestrial broadcasting system expanded into N-screen. Finally, channel image of terrestrial broadcasting system is the competition strategy. It is necessary for terrestrial broadcasting system to prepare the strategy of program choice for users, original contents, new platform and service in connection with N-screen.

Global Media Environments and Glocalism Contents as Alternatives for Cultural Diversity (글로벌미디어 환경과 글로컬리즘 콘텐츠 : 방송의 문화적 다원성과 다양성 확보방안)

  • Kim, Eung-Sook
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.480-490
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    • 2007
  • Changes in political and economic environments require a new concept of 'culture' and a paradigm shift in cultural policies. Especially, broadcasting is needed to construct a productive infra-structure in order to play its role as culture industry in multi-channel environments caused by the progress of digital technology. In addition, Korea-USA FTA Agreement and a subsequently expected open policy of broadcasting market raise issues of a flow of foreign capital and a compatibility of cultural diversities and cultural identities. From this perspective, this study attempts to suggest alternatives for cultural diversity of program contents in new global media environments. More specifically, these alternatives examine the meaning and achievements of co-production of broadcasting programs as an active and direct method to preserve cultural identities and universalities of cultural contents at the same time. Details of this study are as follows: thorough review of internation co-production and program format industries and their possibilities to overcome cultural harriers and to provide local alternatives.