• Title/Summary/Keyword: Character contents

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, the Formal Aesthetics of Film Music and the Horror (<샤이닝>, 영화음악의 형식적 미학과 공포)

  • Park, Byung-Kyu
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.76-88
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    • 2020
  • Since the pre-existing music itself used in has no direct relation to the film, it raises the question of whether it was properly utilized as film music. The purpose of this paper is to clarify that 's 20th century modern music effectively fulfills the role of film music through iconicity with images. This study approached the similarity between the character of fear and the form of music through Hanslick's formal aesthetics to discuss the use of 20th century modern music in the horror film. The formal characteristics of music are observed in the movement of notes, which are similar to the fearful state of mind mentioned by Heidegger. In the analysis, the stagnant movement and the continuity of notes, the special playing method of the musical instrument, the unspecified trembling of the clustered notes, the melody of the weak intensity in the high-pitched range, the smash of percussions, and the progression of the notes that deviate from the center confirms the aptitude of 20th century modern music in the horror film. The fact that this study did not simply rely on the emotions represented in the 20th century modern music, but thoroughly caught the movements of the notes, has great significance in the research of film .

American Presidential Candidates' Self-Reliance Spirit and Voters' Evaluations of Their Personal Traits (미국 대통령 후보자의 자립정신과 인격적 특성에 대한 유권자 평가)

  • Kim, Chang-Nam
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.274-285
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    • 2010
  • In the United States, a marked emphasis on personal achievement has been among enduring values characterizing American culture from the beginning of the republic. Particularly, Americans have attached great value to the spirit of self-reliance in striving for personal achievement. However, there have been few empirical studies focusing on the effects of Americans' self-reliant spirit on American electoral politics. Through a field experimentation focusing on the voters of Portage County in Ohio, this study examined the effects of Americans' self-reliant spirit on the evaluations of presidential candidates' personal traits, which constitute the candidates' character. The results of this study demonstrated that American voters evaluated those presidential candidates who were described as self-reliant significantly more favorably than the presidential candidates who were not so described, for 8 out of the 11 personal traits. The findings provide meaningful evidence for ascertaining the potential and legitimacy of the influences of the spirit of self-reliance, in the American society including electoral politics.

Design and Implementation of 3D Visualization System for Real-time Environmental Sensor Data (실시간 환경 센서 데이터의 3차원 시각화 시스템 설계 및 구현)

  • Kim, KyeongOg;Ban, KyeongJin;Ryu, NamHoon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.783-787
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    • 2007
  • Although data analysis in earlier days had been sufficiently done only by character user interface, users of these days are more used to the graphic user interface and the requirements for the user interface are gradually varying and increasing. In order to meet users' various wants and needs and to develop well-equipped interface, not only software developers but also professional designers who can complement the technique of the developers are needed. But in reality there are many restrictions and difficulties for developers and designers to work together cooperatively. Moreover, developing user interface in use of 3D type of graphics and animation techniques causes the rise of the developing cost. The thesis attempts to design and implement 3D visualization for real-time sensor data collected by the various environmental sensor and measuring devices, by using WPF (Window Presentation Foundation) which can make both developers and designers work together cooperatively and which makes it possible to implement various multimedia functions such as a 2D and 3D type of graphics, animation techniques, and an acoustic effect.

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A Study on Corporate Training Program applying Culture and Arts in Korea (문화, 예술을 활용한 한국 기업의 교육 프로그램에 관한 연구)

  • Choi, Gwang Ung;Yum, Kyoung Sik;Youn, Ho Chang
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.724-726
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    • 2007
  • Many enterprises make use of 'mecenat action' for positive image ensuring to company and harmony within organization members. Also, at the same time the research has continued estimating of efficiency about that area. but that estimations get accomplished inclusive and abstractive, and then estimation of significant effect isn't sufficient. In this study we consider that many enterprises practice culture and art education program, and related that analyze the estimation of effect in 'mecenat action'. Stand on this analysis we attempts to extract factor, having representation character with making standard for estimation of education effect. That is a implication that relation education programs are prepared many enterprises, In future study, we will need to make standard and select methods about effect estimation, add measurable index that reliability can increase.

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Interactive Storytelling Example Analysis of Promotion Site (웹 프로모션의 인터랙티브 스토리텔링 사례 분석)

  • Kim, Sun-Young;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.631-636
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    • 2007
  • Promotion websites of companies have several advantages: They can publicize the brand image in various ways by using the character of web environment; they enable consumers to learn the information of products in the round with interests; they can stretch out their marketing targets to the whole world. In order to make an effective delivery of their information in such promotion websites, interaction with their consumers is an important factor, for which understanding Interactive Storytelling is essential. The purpose of this thesis is to study Interactive Storytelling which enables us to have effective interaction with consumers in making promotion websites of companies. For this, this thesis analyzes examples of Interact Storytelling focused on it have story promotion websites on the basis of the five steps for internet marketing promotions: attraction of visitors, attraction of interests and participations, acquisition of the information of customers, grasp of the needs of customers, and an offer of values classified by customers.

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An Exploratory Study on Development of a Writing Education Model for Christian Universities Based on Media Education Models (미디어교육모형에 기초한 기독교대학 글쓰기교육모형 개발을 위한 탐색적 연구)

  • Lee, Ran
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.282-290
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    • 2018
  • This study tried to suggest the development of a writing education model for Christian Universities based on both Hobbs' media education model and Vanhoozer's media text analysis model. This model consists of 6 steps- Christian worldview establishment, access, analysis and evaluation, creation, reflection and social action. This was developed in order to be applied for the class "reading and writing" of liberal arts. Also, this is an appropriate model for media text writing education aiming at an alternative creation activity through a critical comprehension of the complex texts consisting of sounds, images, letters and so on. Furthermore, this is designed to train the capable persons having intelligence, character, and spirituality balanced, whom the education of Chrisitian universities aims at. Finally, this model pursues the student-friendly and amalgamative text writing appropriate for a new era and has an advantage to raise the power of various forms of letter writing which all the universities should stress as well.

Influence of TV Drama Main Character Job on Story (TV 드라마 주인공 직업의 변화가 스토리에 미치는 영향)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.226-235
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    • 2017
  • Reflecting times, Korean TV dramas have gone through massive changes. So have their main characters. This study is about their jobs, which have become more professional as well as diverse. It is observed that the male characters" jobs and job-related episodes take the center stage in the stories of dramas, rather than love stories of those characters. While main characters' jobs used to be part of the overall backdrop in the past, it has been the latest trend for a drama to begin building conflicts around and in the meticulously described work settings. This is opening up the possibility for new categories of genre dramas, as opposed to the typical Koran melodramas. For further success of this newly burgeoning trend, the sense of reality matters the most. Then, it requires elaborately built narratives, based upon a high level of expertise of playwrights in the relevant fields, and realistic proper image processing techniques.

Prints as Avant-garde Language of Mass Culture (대중문화의 전위 언어로서 프린트)

  • Yim, Young-Kil;Kim, Sook-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.181-192
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    • 2009
  • Prints in the contemporary art has the radical aspects at not only to maintain the characteristic of printmaking in a field of visual image but also to fulfill and communicate a desire of the public. We can see this from the change of the printmaking forms among the alternation of diverse expression methods and media such as from the line-cut at the Renaissance to colored print process, photography, the beginning of 20th century cartoons, advertisement, art, and graphic poster. From that, we can understand the printmaking as a fluid media, not fixed, has finely accomplished its functions as an act of visual language to smoothly communicate with the individual desire and character than word or language at the complex and various cultural surface. This study is focused on that prints as an avant-garde language in popular culture. Therefore, I have examined the following two aspects. First, with focussing at the specific characters of the graphic posters, I try to define the differences between language and visual language and the effect from it to our emotional perception and behavior with the politic and economic point of view. Second, how has the printmaking art as an fine arts finely accomplished an linguistic action. These are the purpose of this study.

Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.122-129
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    • 2009
  • MMORPG Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. This is a direct response to the user within the game system or how to use the player log information. The pluralistic understanding method of players will have values as a tool that can guarantee the objectivity and actual production of the data collected utilizing.

Symbol Mark Design of Domestic Universities -With Focus on Case of UI(University)in the 2000s- (국내 대학의 심볼 마크 디자인 -2000년대 UI(University Identity)의 사례를 중심으로-)

  • Kwon, Yun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.7 no.7
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    • pp.77-86
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    • 2007
  • These days, universities are establishing new image; UI(University Identity) for them because of rapid change of education environment in 21st century, The objective of UI is expressing university's image externally and unifying members internally. In the process of establishing university's image, Symbol mark plays a key role in differentiating other universities because of its visual effect as well as enhancing self-confidence. In this study, I suggest that symbol mark is an important brand asset in point of differentiation and identification and analyze 36 domestic universities' symbol mark designs. In the way of this analysis, I classified these symbol marks in the aspect of shapes and colors and studied current design along with character of each symbol marks by examining usage of emblem. Therefore this paper will be used as a basic reference to understand domestic universities' symbol mark trend and to establishing differentiating strategy in the future.