• Title/Summary/Keyword: 히어로

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Analysis of Oriental hero animation character that proved popularity : Chinese CG Animation (대중성을 증명한 동양인 히어로 애니메이션 캐릭터 분석 :중국 CG애니메이션 <백사>)

  • Li, Shu-Hang;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.373-374
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    • 2019
  • 애니메이션 영웅 캐릭터는 캐릭터의 한 카테고리로서 캐릭터 특유의 특징과 함께 전통적 이데올로기를 암묵적으로 전달하고 있다. 이들 애니메이션 영웅이 전달하는 전통적 메시지는 문화적 개성에 대한 심벌을 재해석하여 관객들에게 전통문화가 거부감없이 쉽게 받아들여지도록 하는 것이다. 애니메이션 <백사(White Snake, 2019)>는 중국에서 잘 알려진 백소정과 허선의 사랑이야기를 소재로 한것으로서 전통사상과 전통의상을 살리면서도 스토리텔링과 이미지 컨셉, 애니메이팅등의 시각적 요소들을 글로벌한 공감대를 얻을 수 있도록 노력한 흔적들을 보여주고 있다. 본문에서는 동양 애니메이션에서의 히어로 캐릭터와 디즈니 캐릭터 간의 차이점과 그 가치를 애니메이션<백사>를 통해 분석해보고 이를 통해 애니메이션 창작에 미치는 영향과 역할을 도출해보려 하였다.

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소형 어로 크레인의 동적 특성에 관한 연구

  • 이대재;이원섭;이경훈;강희영
    • Proceedings of the Korean Society of Fisheries Technology Conference
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    • 2001.05a
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    • pp.61-62
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    • 2001
  • 현재 연근해 어선에는 정격하중 1∼2톤의 크레인이 주로 보급, 설치되고 있는데, 이들 어선에서 사용하는 크레인은 안정성이나 동적 특성에 관한 조사, 분석이 거의 없어 크레인을 이용한 어로작업시에 많은 위험이 수반되고 있다. 따라서, 연근해에서 사용되고 있는 크레인의 진동저감 대책과 안정적이고 효율적인 사용을 위해서는 크레인의 동적응답 특성에 대한 규명이 필요하고, 또한, 향후 어로 크레인의 사용을 활성화시켜 어로작업의 효율화와 노동력 절감을 모색하기 위한 연구가 절실히 요구된다. (중략)

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Analysis of Content of YouTube Channel about Pet: Focus on Cream Heroes (애완동물 관련 YouTube 채널 콘텐츠 분석: 크림 히어로즈를 중심으로)

  • Han, Sukhee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.33-39
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    • 2019
  • This study analyzes the content of YouTube channel "Cream Heroes" dealing pet(cat) produced in South Korea currently. Due to the advance of science and technology in the 21 century, the commons are able to independently upload their own content after filming videos, and it is called One Person Media. Unlike existing One Person Media that contains provocative and violent factors, "Cream Heroes" is sound content that shows various features of cats. Specifically, this study explores how and why "Cream Heroes" is popular via content analysis. Throughout this, it studies not only the trait of popular YouTube channel, but also proposes the proper environment of One Person Media.

관제구역 내 교통안전특정해역 통항선박의 안전운항 방안

  • Kim, Jae-Jin;Kim, Jae-Su;Kim, Jae-Il
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2016.05a
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    • pp.322-324
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    • 2016
  • 교통안전특정해역 내 통항선박과 어로에 종사하는 선박간의 충돌 위험성이 높아, 해상교통관제사 및 항해사에게 많은 위험부담이 있으므로, 인명 및 충돌사고를 미연에 방지하기 위하여 해사안전법상 교통안전특정해역 안에서의 항로지정제도를 시행하는 구역에서 지방해양수산청과 지방해경서 간의 어로행위 단속 주체를 관련법령을 통해 명확히 하고자 한다.

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Characteristics of research The Transmedia Storytelling in the Disney Marvel (디즈니 마블의 트랜스미디어 스토리텔링 특성 연구)

  • Kim, hui;Park, Sung-ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.159-179
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    • 2018
  • As digital media evolves, image changes have evolved from 2D to 3D. At the end of the 1930s when the US overcame the economic crisis and met the Second World War, people needed a hero to escape reality. In DC (Detective Comics), superhero comics started to become popular by making superhero series mainly with Super Man and Bat Man. Timely Comics, founded by Martin Goodman in 1939, also published Marvel Comics, the first comic strip in epochal comics on October 1 of the same year. From this point on, Marble has developed mainly in the cartoon industry. However, in the development of the times and the change of media, Marble boldly grasps the influence of Hollywood movies from the comic centered development system, and moves from the cartoon market to the movie market. Especially, the trans-media storytelling strategy was well reflected in the movie "Avengers" series, which Marvel produced after the merger with Disney. In this paper, When Marble Comics compares with the time when the comic book industry developed before the merger and the time when the movie industry was focused after the merger with Disney What kind of change and development, and The purpose of this study is to investigate the causes of these changes.

Expression of Good and Evil in Animation Film from a Perspective of Dionysian : Focusing on , a 3D Animation Film (디오니소스적 관점에서 본 애니메이션 영화의 선악 표현 : 3D 애니메이션 <빅 히어로>를 중심으로)

  • An, Se-Ung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.31-55
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    • 2015
  • The purpose of this study is to pay attention to the expression of good and evil which has Been significantly developed out of the existing dichotomous good and evil in animation films and to identify for them. Even though 3D animation films provides us with a sense of realistic existence due to surprising technical powers, the stories contained in such films tend to remain in the limit of family films. However, recently, some films have been presented beyond such limit with a scenario that makes people introspect their inner side. Among them, this study considered the expression of good and evil of , which extended the meaning of didactic morality into the dimension of 'Philosophy of Dionysian yes', as significant for research purpose. More specifically, this study looked at and discussed this film in more details in the aspect of focusing on the value of good and evil for eliminating the boundary of the existing perspective and pursuing positive overcoming. The frame of the concept for discussion used the philosophical statements of Kant and Hegel as well as Nietzsche who explained the meaning of good and evil with Dionysian view. As to the method of research, this study attempted to understand the theoretically related concepts and discuss the meaning, along with the presentation of examples, by inputting such meaning into the expression of good and evil presented in the film. This study has the implication in identifying that an animation film, as a virtual world, plays a role of opening a new prospect for conversion of thought in our real world and expecting a future progress.

Application of Serious Games for Science Education in Elementary/Middle Schools: A case of Science Heroes Game Development (기초 과학 원리 이해를 위한 기능성 게임의 활용: 사이언스 히어로즈 게임 개발의 사례)

  • Baek, Seungho;Park, Ji-Young;Jee, Hyungkeun;Han, JungHyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.89-98
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    • 2014
  • In this paper, we have described a survey of applications and results of serious games for science education in elementary and middle school students. We constructed the educational contents and curriculum for learning natural science principles through game contents by analyzing science course of elementary and middle schools. Based on this curriculum, we developed science educational serious games 'Science Heroes' to help teaching-learning difficulty caused by abstract science concepts or spatial-temporal limitation. In our research, we carried out a serious game evaluation test for our game contents by current teachers about applicability to the real education field and supplementary points.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

Analysis and Design of the Reactive Mavel Movie Website (반응형 마블 영화 웹사이트 분석 및 설계)

  • Kim, Jun Hyeong;Kim, Don Gyun;Kim, JaeSaeng;Kim, In Bum
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.427-428
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    • 2019
  • 본 논문에서는 히어로 영화의 최고가 마블이 되면서 PC 웹뿐만 아니라 모바일, 태블릿 등 환경에서도 구애받지 않고 관람할 수 있는 반응형 웹사이트 시제품을 구축하였다. 이 반응형 웹사이트는 HTML5와 CSS를 기반으로 어느 플랫폼에서나 이용가능하여 시간, 장소에 구애되지 않고 자신이 원하는 마블 영화 정보를 볼 수 있다는 장점을 가진다.

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Seismic Structures of the Continental Margin around Smith Island, antarctic Peninsula (남극반도 스미스섬 부근 대륙주변부의 탄성파 구조)

  • Jin, Yong-Keun;Nam, Sang-Heon;Lee, Joo-Han;Hong, Jong-Kuk;Lee, Duk-Kee;Lee, Jong-Ik
    • Journal of the Korean Geophysical Society
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    • v.9 no.4
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    • pp.443-453
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    • 2006
  • Using seismic profiles obtained in the Antarctic Peninsula continental margin around Smith Island located at the southwestern end of the South Shetland Islands, we investigated sediments distribution, sedimentation, continental shelf formation, and tectonic evolution history. The study area is a very unique area that has two tectonic provinces with a tectonic boundary near Smith Island just the landward projection of the Hero Fracture Zone (HFZ). To the southwest of the Island, the margin became inactive margin after the collision of the ridge crest of the Antarctic-Phoenix ridge and trench, whereas to the northeast the margin is still apparently active margin with the spreading center and trench morphology in the sea. Generally the northeastern margin has the shelf sedimentary basins wth thick sedimentary layers, well-developed forearc basin, broad continental slope and distinct trench morphology, and the southwestern margin is characterized by steep and narrow continental slope and localized shelf basins. the mid-shelf basement high structures are distinct in the southwestern margin, which are thought to be formed by thermal effect caused by the subducted spreading centers. The high is observed in the area just northeast of the Island, implying that the tectonic boundary along the landward projection of the HFZ is not sharply defined.

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