• Title/Summary/Keyword: 허구화

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Movement 동인(動因)과 감성변이 연구를 위한 애니메이션 분석모형

  • Lee, Sang-Won
    • Cartoon and Animation Studies
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    • s.5
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    • pp.485-489
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    • 2001
  • 본 작품은 사실적 표현, 즉 실사에 근거한 분위기의 애니메이션에 관한 관점에서 시작한다. 물론 애니메이션에서는 생략과 과장이 자유로우며 풍자적이고 은유적인 분위기를 연출하는 것이 특징이다. 즉 사실성보다는 허구적이며 과장된 표현으로 왜곡을 가함으로써 관객들에게 극적 효과를 유발한다. 하지만 관객은 사실적이지 않은 허구인 것을 알면서도 자유로운 상상력의 오락적 분위기에 흥미를 갖는다. 아울러 본 작품은 애니메이션의 동인(動因)과 감성과의 관계를 전제로 한 애니메이션의 분석모형 작품이다. 이러한 모델 설계를 통해 대상물의 본질적인 면, 즉 사실성에 근거한 표현정도에 따라 인간의 감성이 달라질 수 있다는 가정 하에 애니메이션에 있어서 프레임 수와 대상물의 단순화 정도에 따라 감성이 어떻게 반응하고 변화하는가를 웹사이트 상에서 조사할 수 있도록 분석모형을 제작하였다. 연구작품을 위해 애니메이션의 동인이라고 할 수 있는 시간, 운동, 공간 중에서 움직임 지각에 영향을 줄 수 있는 타이밍, 즉 속도문제에 대해 프레임 수와 단순화 단계를 애니메이션의 Movement 동인에 대한 조작적 정의에 독립변수로 보았다. 분석모형의 설계는 객관적인 시각에서 대상물의 움직임을 파악할 수 있는 Duration이 짧은 유형의 대상물(말)과 중간정도의 대상물(사람), 그리고 긴 유형의 대상물(거북이)을 표본으로 선정하여 각 대상물마다 4단계의 프레임으로 나누어 좌표상의 Y축에 제작 배열하였다. 한편 단순화 단계는 대상물의 사실성에 선 드로잉에 이르기까지 4단계로 구분${\cdot}$제작하여 X축에 배열하여 각 클립별 감성언어 조사를 인터넷상에서 할 수 있도록 디자인하였다. 한편 각 클립에서 보여지는 표현향식에 대해 느끼는 감성조사는 디자인 관련 감성 형용사 중에서 본 연구에 적합한 감성언어들을 골라 조사 실시하고자 한다.

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A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.37-51
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    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

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Restructuring the Family Policy from the Gender-integrating Perspective: Reconciling Work and Family life (가족정책의 성 통합적 재구조화: 노동 주체의 관점에 근거한 일과 가족의 양립을 중심으로)

  • Yoon, Hong-Sik
    • Korean Journal of Social Welfare
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    • v.57 no.4
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    • pp.291-319
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    • 2005
  • The purpose of the paper is to discuss the restructuring of the family policy from a gender-integrating perspective. Several meaningful conclusions were reached. First, examining family policy from the laborer's perspective, the issue of work and family becomes not a gender-related issue but rather an issue for universal people. Second, in order to include the difference in interest among men and women in the labor market, and to view the issue from a gender-integrating perspective, the framework for family policy should consider the place of labor. Third, if family policy is divided into family and labor arena based on the above mentioned framework, the core content of the policy should gear toward loosening and/or eliminating barriers to fulfill the right to work for pay and the right to care for family. Lastly, family policy should aim at men and women sharing the responsibility of supporting and caring for the family. By doing so, we may be closer to maintaining work and family together, the ultimate goal of family policy.

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The Meaning of Namgyeong on Shimchungga of Shin, Jae-hyo (신재효 판소리 사설 <심청가>에 구현된 남경의 중의적 의미)

  • Lee, Moon Sung
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.169-184
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    • 2018
  • This paper reveals the double meaning of the temporal background and spatial background on Shimchungga. Its temporal background is the fictional and romantic time of the story, while the time of the weary lives of ordinary people is realistic and historical in the late Joseon Dynasty. The spatial background has a dual meaning that reminds us of the ancient capital of China and Seoul of the Joseon Dynasty. Namgyeong, a spatial background is fictional and romantic where the daughter of the public, Simcheong, becomes "The mother of all the people." In addition, Namgyeong reminds us of Seoul, the capital of Joseon Dynasty. Shimchungga is based on the customs and manners of the late Joseon Dynasty, and it is embodied by borrowing time and space from China. It is recalled Joseon's as backgrounds of China First of all, Namgyeong on Shimchungga is the ultimate attraction of the free imagination of the ordinary people as well as Shin, Jae-hyo in the late Joseon Dynasty.

Narrative and Music of Changgeuk Madame Ong (창극 <변강쇠 점 찍고 옹녀>의 서사와 음악)

  • Shin, Sa-Bin
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.639-654
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    • 2014
  • What is noticeable in Changgeuk Madame Ong is that for "narrativization," a main character is replaced with Madame Ong and her mother and a reinvented story as a result thereof is the female liberation from oppression. The director sought for the completeness of the narrative with a plot line created (i) by daringly deleting the latter half (episode relating to Gangsoe's death), which was a persistent problem unsolved both in the original and its derivative contents, (ii) by diluting Gangsoe's patriarchal authority and thereby creating the ending of endless love and the fruition of love, and (iii) by severing the link between Madame Ong's doomed fate of widowhood and Gangsoe's doomed fate of death by the violation of a taboo (the key factors of the original story) and at the same time, thereby inserting the doomed fate of death by Jowang (god of fire), declaring a war against jangseung (Korean traditional totem pole), the aesthetic structure representing "fictionization," and enabling a female character to gain love, fame and life through free will and spirit of resistance. The director achieved a remarkable success in terms of composition by (i) taping into a variety of genres of music, (ii) by maximizing the effect of Madame Ong's solo, (iii) by strengthening the "uniqueness of each part" through chorus, (iv) by creating a dramatic atmosphere for the change of scene, (v) by applying a dual variation of tension (resistance theme) and relaxation (freedom theme), etc.

국내 MMORPG 게임산업의 성장방안 연구 - 게임디자인의 미디어 간 재매개 잠재력을 중심으로 -

  • No, In-Sik
    • 한국게임학회지
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    • v.6 no.1
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    • pp.44-47
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    • 2009
  • 분명한 것은 한국형 온라인게임의 특징적 원리들이 탑재되고 있는 방식과 현상은 점차 강화되고 있음에도 불구하고 게임사 주도적으로 전개되고 있는 산업의 성장모형은 평가기능으로 작동해야 할 조정 메커니즘의 원활한 흐름을 저해하는 길항관계에 있는 것은 사실이다. 이러한 문제를 인식하고 연구자는 게임연구의 활성화지점과 게임개발 테크놀로지가 가진 길항관계를 보완할 수 있는 디자인에 주목하고자 하였다. 게임디자인은 게임의 미적, 실용적, 경제적 가치를 창출하는 직무이면서 유관 콘텐츠산업과의 연계와 매개 가능성을 함의하고 있다는 측면에서 게임연구의 활성화지점의 매개로서 충분하다는 것이 연구자의 견해이다. 이 같은 주장의 전개를 위하여 국내에서 탄생한 온라인게임에 초점을 맞추고 국내 온라인게임의 전형이 되고 있는 핵 앤 슬래쉬(Hack & Slash) 방식과 허구적 공간에서의 게임화된 사회경험을 추구하는 스토리텔링 방식의 분석을 통해 국내형 온라인게임이 성취한 디자인 좌표를 검증하고, 이를 통해 국내 게임산업에 대두되고 있는 위기 스펙트럼과의 연관성은 어떤 것이며, 디자인은 어떠한 방향으로 매개되어야 할 것인지에 대한 의제로 접근하였다.

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물가지수의 가중치 추정모형: 물가지수체계의 연관분석적 평가법(속)

  • 김준보
    • Journal of the Korean Statistical Society
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    • v.5 no.2
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    • pp.109-118
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    • 1976
  • 현행 일반적으로 쓰여지고 있는 물가지수 산식은 기준시점의 거래량(또는 거래금액)을 상품별 가중치(weight)로 삼는 가중총합방식(weighted aggregate formula, 또는 가중산술평균산식)으로서의 Laspeyres식이라 함은 주지하는 바와 같다. 그것이 상품별로 유통면의 중요성을 분명히 감안하여 있고, 비교시점의 가격변동만이 계산에 반영된다는 점에 있어서 물가지수로서의 실용성이 널리 인정되어 있는 산식이다. 그러나 Lasperyres식의 난점을 또한 많은 것이니 그 가운데 특히 가중치의 고정성과 관련하여 기준시점의 이동에 따른 전후 물가지수의 비연결성은 결정적 결함이라 할 수 있다. 여기에 이 식의 지수적 허구성이 흔히 논의되고, 이른바 Paasche check라 하여 수시로 조사한 거래량(또는 거래금액)에 의하여 물가지수의 가중치로 삼아서 전자를 검정하는 방법도 쓰여지는 형편이다. 필지는 일찌기(1973년) Laspeyres식의 상품별 가중치에 관한 객관적 평가법의 하나로서 산업(따라서 상품)의 연관분석적 수단에 의한 약간의 시안을 발표한 바 없지 않았다. 그것은 요약컨대 산업연관분석에 쓰이는 투입계수표를 중심삼아 한 상품가격이 다른 상품가격에 미치는 파급효과, 따라서 물가에 미치는 파급력을 계산하고, 나아가서 각 상품의 수요 및 공급함수를 도입하여 그들 계수를 추정함으로써 가중치의 객관화를 꾀해 본 것이 전고의 골자이다.

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A Study Based on Quantifying Theory for a Non-fiction Creation Tool : Focus on Comparative Analysis of and (정량화 이론을 활용한 논픽션 창작도구 모델 연구 : <소트 오피스> 및 <스토리헬퍼> 비교분석 중심으로)

  • Lyou, Chul-gyun;Park, Eun-kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.247-256
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    • 2016
  • This paper points out that the existing digital story creation tools are biased in the field of entertainment storytelling, so it proposes a specialized tool for non-fiction creation. This paper selects Quantifying Theory to design this tool. When creating nonfiction storyline, it is important to have the appropriate combination between the actual events and fictional elements. A Gossip System, based on Quantifying Theory, is suitable for that work. Before designing a Gossip System as a nonfiction creation tool, this analysis evaluated that the Gossip System in and . As a result, the linked structure in is useful in searching for material for non-fiction creation, and the separated structure in is ideal for arranging dramatic events. This paper proposed a method of switching the fact to fiction through a combination of this two Gossip System structure. I conclude that this is the best method for non-fiction creation tool.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

A Study on "Noble Savage" in Films: Focused on The Jungle Book and Tarzan (영화 속 '고귀한 야만인 Noble Savage'에 대한 연구: <정글북>과 <타잔>을 중심으로)

  • Lee, Youn H.
    • Cartoon and Animation Studies
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    • s.34
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    • pp.219-235
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    • 2014
  • The term 'noble savage' is a literary stock character that expresses the concept of an idealized person who has not been corrupted by civilization, and therefore symbolizes humanity's innate goodness. Fictional noble savage characters that are raised by wild animals such as Rudiard Kipling's Mowgli or Edgar Rice Burroughs' Tarzan were created over 100 years ago but are still repeatedly reproduced as movies and TV series. Since films that depict noble savages tend to criticize civilization, popularity of these film could be due to the hidden anxiety of masses towards civilization and technology. Characters in commercial films about noble savages tend to be leveled, sharpened, and assimilated as Allport and Postman argued in The Psychology of Rumor. It is probably because films, as mass medium, need to be understood easily to the public. Characters in animations with cartoon style images are more likely to be leveled, sharpened, and assimilated even further than live-actions. Films show social stereotype of the time through assimilation process. Comparing different versions of film based on the same novel about noble savage how those social stereotypes such as gender roles and idea of evil change.