• Title/Summary/Keyword: Change of character

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Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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Analysis of the Correlation between Human Sensibility and Physical Property of luminous Sources -Focused on Response according to Character of Color Temperature by luminous Sources- (건축조명광원의 광학적 특성에 따른 인간의 감성반응 분석 -조명광원별 색온도 특성에 따른 반응을 중심으로-)

  • Lee, Jin-Sook;Oh, Do-Suk
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.19 no.5
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    • pp.9-16
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    • 2005
  • The purpose of this research is to acquire emotional data on luminous source by measuring and evaluating human emotional response to the change of the optical feature of luminous environment Luminous sources used in actual architectural space were selected with the optical feature of luminous soured then to measure and analysis human emotional response on Luminous Source. As a result of that 1) In the result of performance measurement by the item of the clear vision of an optic function the fluorescent lamp of daylight indicated the most excellent Performance. 2) In the item of fatigue and stress, the metal halide lamp and mercury lamp showed the most 3) In $\ulcorner$ suitable in light$\lrcorner$, $\ulcorner$a similar with daylight$\lrcorner$ adjective of the amenity item the fluorescent lamp of daylight which color temperature was high turned up to be high also, in $\ulcorner$brilliant$\lrcorner$, adjective, the metal halide lamp and mercury lamp turned up to be low. 4) In the result of factor analysis, three factors $\ulcorner$activity$\lrcorner$, $\ulcorner$potency$\lrcorner$, $\ulcorner$evaluation$\lrcorner$ were abstracted and $\ulcorner$activity$\lrcorner$ factor has the most influential on evaluating the mood of interior space. 5) For the affection in the mood evaluation by each luminous sources, $\ulcorner$activity$\lrcorner$ factor was the most influential by metal halide lamp and fluorescent lamp of daylight, $\ulcorner$potency$\lrcorner$ factor was most influential by kind of incandescent lamp, $\ulcorner$evaluation$\lrcorner$ factor was most influential by fluorescent lamp of low color temperature.

A Cases of Crane Breeding(養鶴) in the Palace of the Joseon Dynasty Period (조선시대 궁궐에서의 양학(養鶴) 사례)

  • Hong, Hyoung-Soon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.3
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    • pp.1-10
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    • 2020
  • The purpose of this study is to identify whether the cranes had been bred in the palace of the Joseon Dynasty period and to consider the related cases. The temporal range of this study is in the Joseon Dynasty period, and the spatial range is throughout the entire palace, including the naejeon(內殿) and oijeon(外殿), and government offices inside(闕內各司) and government offices outside(闕外各司). The reference materials for this study were partly extracted and translated from the original documents to consider, and a Korean version of documents was used in the database of the Institute for the Translation of Korean Classics. The results of this study are summarized as follows. First, the cranes were bred from the early Joseon Dynasty Era in Uijeongbu, the highest government office in the Joseon Dynasty period. After the Japanese Invasion of Korea in 1592, crane breeding in Uijeongbu(議政府) seems to have been suspended due to the damage to the government building and the change in the status of the government office. Second, crane breeding in Hongmungwan(弘文館), which was responsible for the classics colloquium(經筵) and public opinions and assisted the king by the side, continued from the early Joseon Dynasty period(Jungjong's Era) to the late Joseon Dynasty period(Jeongjo's Era) after the Japanese Invasion of Korea in 1592. Third, in the Jeongjo's Era, the cranes were also bred in Gyujanggak(奎章閣), which was newly established as the central institution of learning to strengthen the royal authority. At that time, it seems that several cranes were bred in Gyujanggak. Fourth, it is judged that 'Crane breeding' in the core government offices of Joseon, such as Uijeongbu, Hongmungwan, and Gyujanggak, was meaningful as a symbol of identities, such as the status and character of the institution. Fifth, it seems that the cranes bred in the palace, including Hongmungwan, were conventionally brought by the Baecheon County of Hwanghae-do. This convention caused minor conflicts between the central and local government offices during the Yeongjo's Era, but it seems to have continued throughout the Jeongjo's Era. In this study, there is a limit that most of the studies were conducted based on local data. If further data discovery and translation outcomes are accumulated in the future, more abundant cases will be identified. The deepened follow-up studies are also needed, other than the cases of rearing cranes in the local government offices and temples.

A Study on the North Korean's Modern Adaptation of the Classic Folktale (설화 <해와 달이 된 오누이>에 대한 북한의 현대적 수용 방식 고찰)

  • Park, Jai-in;Han, Sang-hyo
    • Journal of Korean Classical Literature and Education
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    • no.32
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    • pp.193-224
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    • 2016
  • The North Korean animation is a puppet movie that is adapted The Brother and Sister Who Became the Sun and the Moon, a traditional Korean lore. The quality of this animation is acknowledged because of not only North Korea's considerably advanced animation technology but also the animation's retention of the folklore's traditional essence rather than intention to disseminate ideological propaganda. Nevertheless, the animation reveals the trasformation of its original purpose from general educative intentions for children to the educative concept of salvation by heaven is replaced by salvation by people and cultural education insteadof salvation by heaven. The appearance of the hero Jangsoe is the key adaptation of this animation, and it suggests the main principal of salvation lies in man rather than in heaven. Such adaptation complies with the requirements of children's literature suggested by the North Korea's literary history office. Furthemore the hero Jangsoe as the examplary figure of revolutionary self-reliance ideology and as a leader. Theory of self-reliance literature stipulates that children's literature is used for ideological education that develops people to be successors of revolutionary feats and become active workers for the construction of socialism and communism, therefore it is possible to understand the purpose of the adaptation to reflect the educational aims. This study investigates the change in meaning form the original folktale through such adaptation, and highlights problems related to limiting the meaning implied in "heaven's salvation" in the original story only to the vague meaning of religious hope. This vague implied meaning is considered as "an awareness activity to examine their own existence in the universe". With regard to this, the concept of heaven's salvation that is prevalent in the classic stories can be interpreted as a positive self-belief that enables the use of rationality in any helpless situation that cannot be understood with existing empirical knowledge. It considers that heaven expresses the power that exists in the human mind through self-viability and self-belief. This creates the power of reason in the character to fight against the evil disguised as the mother, in the absence of the real mother.

The Evolution of Cyber Singer Viewed from the Coevolution of Man and Machine (인간과 기계의 공진화적 관점에서 바라본 사이버가수의 진화과정)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.39
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    • pp.261-295
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    • 2015
  • Cyber singer appeared in the late 1990s has disappeared briefly appeared. although a few attempts in the 2000s, it did not show significant successes. cyber singer was born thanks to the technical development of the IT industry and the emergence of an idol training system in the music industry. It was developed by Vocaloid 'Seeyou' starting from 'Adam'. cyber singer that differenatiated typical digital characters in a cartoon or game may be subject to idolize to the music as a medium. They also feature forming a plurality of fandom. therefore, such attempts and repeated failures, this could be considered a fashion, but it flew content creation and ongoing attempts to take advantage of the new media, such as Vocaloid can see that there are expectations for a true Cyber-born singer. Early-Cyber singer is made only resemble human appearance, but 'Sciart' and 'Seeyou' has been evolving to becoming more like the human capabilities. in this paper, stylized cyber singer had disappeared in the past in the process of developing the technology to evolve into own artificial life does not end in failure cases, gradually led to a change in public perceptions of the image look looking machine was an attempt in that sense. With the direction of the evolution of the mechanical function to obtain a human, fun and human exchanges and mutual feelings. And it is equipped with an artificial life form that evolved with it only in appearance and function. in order to support this logic, I refer to the study of the coevolution of man and machine at every Bruce Mazlish. And, I have analyzed the evolution of cyber singer Bruce research from the perspective of the development process since the late 1990s, the planning of the eight singers who have appeared and design of the cyber character and important voices to be evaluated as a singer (vocal). The machine has been evolving coevolution with humans. cyber singer ambivalent development targets are recognized, but strive to become the new artificial creatures of horror idea of human desire and death continues. therefore, the new Cyber-organisms are likely to be the same style as 'Seeyou'. because, cartoon forms and whirring voice may not be in the form of a signifier is the real human desires, but this is because the contemporary public's desire to be desired and the technical development of this type can be created at the point where the cross-signifier.

A Study on e-Healthcare Business Model: Focusing on Business Ecosystem Approach (e헬스케어 비즈니스모델에 관한 연구: 비즈니스생태계 접근 중심으로)

  • Kim, Youngsoo;Jung, Jai-Jin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.1
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    • pp.167-185
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    • 2019
  • As most G-20 countries expect medical spending to grow rapidly over the next few decades, the burden of healthcare costs continues to grow globally due to an increase in the elderly population and chronic illnesses, and the ongoing quality improvement of health care services. However, under the rapidly changing technological environment of healthcare and IT convergence, the problem may become even bigger if not properly recognized and not properly prepared. In the context of the paradigm shift and the increasing problem of the medical field, complex responses in technical, institutional and business aspects are urgently needed. The key is to derive a business model that is appropriate for businesses that integrate IT in the medical field. With the arrival of the era of the 4th industrial revolution, new technologies such as Internet of Things have been applied to eHealthcare, and the need for new business models has emerged.In the e-healthcare of the Internet era, it became a traditional firm-based business model. However, due to the characteristics of dynamics and complexity of things Internet in the Internet of things, A business ecosystem-based approach is needed. In this paper, we present and analyze the major success factors of the ecosystem based on the 3 - layer structure of the e - healthcare business ecosystem as a result of research on e - healthcare business ecosystem based on emerging technology such as Internet of things. The three-layer business ecosystem was defined as (1) Infrastructure Layer, (2) Character Layer, and (3) Stakeholder Layer. As the key success factors for the eHealthCare business ecosystem, the following four factors are suggested: (1) introduction of the iHealthcare concept, (2) expansion of the business ecosystem, (3) business ecosystem change process innovation, and (4) business ecosystem leadership innovation.

An inquiry into philosophy-reason prose that deals with the nature of people and things (인(人)과 물(物)의 관계를 다룬 한국 철리 산문 고찰)

  • Lee, Hee-sook
    • (The)Study of the Eastern Classic
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    • no.35
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    • pp.35-73
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    • 2009
  • This thesis aims at making clear correlation between the controversy that the nature of people and things is equal or different each other and Sung Confucianism, which is closed and discriminative. For this aim, I am looking closely at philosophy-reason prose that deals with the nature of people and things, from the early days of Chosun when Sung Confucianism became a new trend of thought to the later days when the controversy that the nature of people and things is equal or different had begun in earnest. This philosophy-reason prose has had gradual and important change. There are four different view points toward the nature of people and things. According to the first view point, people are the nucleus of the world. For the second one, things are thought to be important enough to be valued, but people are still the only core of the world. The third view point is that people and things are equally important and they are all the core of the world. Finally, the fourth view point regards people inferior to things and it says that things need to instruct people by scolding their bad behavior. There is a correlation between the view point of the nature of people and things and the attitude of an author. If some scholars think that people are the most important nucleus of the world, they tend to consider Sung Confucianism as the only school. On the contrary, other scholars who think that people and things are equal tend to respect other schools with open mind. In conclusion, the heated debates of the 18th century was an acute pain to destroy the closed and discriminative character of Sung Confucianism. It has contributed to innovate the thought toward the nature of people and things and the reformism of practical science have also done important role in the process of modernism's being groped by itself.

A Study on Xu Bing's artworks Contributed to expansion of printmaking in Contemporary Chinese Art (중국 현대미술에서의 판화 매체 확장을 일으킨 쉬빙(徐冰) 작품 연구)

  • Song, Dae-Sup;Cho, Ye-In
    • Cartoon and Animation Studies
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    • s.45
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    • pp.321-343
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    • 2016
  • The purpose of this thesis is to look through the political and social background of China preparing for a new era after getting out of the Communist Party of Mao Zedong, rapid inflow of the Western modernism and the avant-garde art arising in China with the focus of art works of Xu Bing, which contributed to the expansion of printmaking of China. Particularly, 85 New Wave Movement arose by young artists since 1985 and the China/Avant-Garde Exhibition held in Beijing in 1989 are the two important issues which reflect a new change from the traditional Chinese art. The artists of 85 New Wave Movement, who pursued a historical revolution and novelty, worked very actively by leading private exhibitions. Since the Cultural Revolution, the government owned the National Museum of Fine Art Beijing had exhibitions on a large scale displaying various visual arts such as performing art, installation, painting, sculpture but the Chinese government interrupted exhibitions two time due to bold performing art and unconcealed installation. Some artists were even taken to the police when performing art. Under these circumstances, Xu Bing, who majored printmaking, produced one of his major works, Books from the sky(1988), while he was working on various experiments focusing on the production process of printmaking and its repetitiveness. Xu Bing devised letters, carved them in trees and finally created approximately 2000 characters. Going further he displayed it as installation work, which means the developed characters go beyond a printed form, for audiences. This made him earn favorable reviews since it was a form of western art coupled with Chinese contents 'Chinese character'. After he received unfavorable reviews, however, he went to America leaving his last work in China, Ghost Pounding the Wall, in 1990, which was not able to exhibited. In those days, China society was going through a chaotic era thanks to the extinction of the Cultural Revolution and Deng Xiaoping's(1904-1997) reformation after the debacle of Tiananmen Massacre. This study looks into Xu Bing's artworks from his initial print works until he went to the US in 1991 and examines how he performed experiments utilizing reproductivity and plurality of prints tinged with Chinese traditional elements, and ultimately became one of the avant-garde artists representing the period.

A Study of Design Education for the Public and its Development Direction (대중의 디자인교육문제와 발전방향에 관한 연구)

  • Cho, Kyu-Myung;Kim, Tae-Chul;Kim, Kyung-Sook
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.91-104
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    • 2005
  • In the past, the design education focused on the technique and skill to satisfy the production and consumption activities of a corporation based on beauty and practicality in the industrial age. Now, it's time to switchover to a life-quality enhancing education by harmonizing and meeting the public's physical and mental needs because design education is a character education which enhances the quality of life by uplifting people's aesthetic sense. This paper has emphasized on the importance of public education of design through the theoretical investigation on social environmental changes caused by the emergence of information society,,education problems, public education, and the necessity of design education. The reason why this study should be done has been suggested by investigating the necessity of this research and bringing up the issue. Furthermore, the current status and problems of public education on design have been analyzed. Then, based on the result, the development direction of design education has been suggested. This study can be concluded as follows: First, the design education should change from its vertical structure to a horizontal one. It should be widely spread to the public, getting off from its privatization for a certain group. Second, designers and the public should correct their way of thinking about design. The ordinary people as well as the designers should cultivate their capability to find and take care of design related issues in their everyday lives. Third, all people should be the subject of design education for the public. As a part of cultural education on the public's aesthetic sense, design education should be reborn as a field of study in which a sound public culture can be developed by the integration of human life and culture, exceeding the limit of school curriculum.

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A Study on the Traditional Aesthetic Characteristics Appearing in the Chinese Animation -Focusing on Three Elements of Zong Baihua's Artistic Conceptions- (중국 애니메이션<대어해당 (大魚海棠)>중에 나타난 전통 미학 특징 연구 -쭝바이화(宗白華)의 의경(意境) 3가지 구성 요소 중심으로)

  • Yang, Kun;Lee, Seel- ku
    • Cartoon and Animation Studies
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    • s.47
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    • pp.53-79
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    • 2017
  • This study explored Chinese traditional art aesthetics in the , focusing on three elements 'principle', 'dance', 'blank' which consist of the artistic conception of Zong Baihua. In addition, this paper is aimed to prove that Chinese traditional aesthetics is still available as a creative element that can provides future direction and implication for modern animation movies by analyzing how the components of these three elements were used in the and how the artistic beauty of the animation was presented. In the critiques of Chinese art, the scope of 'conception' is the 'qualified' standard about art. This 'qualified' standard includes not only external similarity in forms but also internal similarity in spirits. The authors of the early Chinese animations integrated the artistic conceptions with the animations and expressed the national cultural contents of the Chinese animations, so that the audience could deeply understand the characteristics of Chinese animation with cultural and spiritual contents. Based on the artistic conceptions that Zong Baihua proposed, this study analyzed the character setting, the ideas that connotes and the scene composition. succeeded to the innovative spirits about Chinese early animation conceptions. The animation presented the view of life that includes the absolute freedom from Zhuangzi's "A Happy Excursion" and the oblivion of external objects. The heroine Spring's change from human to dolphin was presented by dancing. Besides, in the animation, the sea of clouds, the sky full of stars, sea, the sea melting into the sky were also presented in quantity. The large area of colors fantastically presenting in 'blank' scenes fully expressed the stories and sentiments of this animation. According to the analysis in this study, by identifying the traditional atmosphere that included heavy Chinese characteristics and harmonious conceptions in through the wisdom of Chinese classics and artistic conceptions, it can be confirmed that nowadays the artistic tradition of the classics still works as an extending innovative element in the future animations.


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