• Title/Summary/Keyword: Creative Space

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The Narrative Structure and Musical Number's Dramatic Function in Musical "Ah! My Goddess" (뮤지컬 <여신님이 보고 계셔>의 서사 구조와 뮤지컬 넘버의 극적 기능)

  • Shin, Sa-Bin;Lee, Woo-Chang
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.113-124
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    • 2014
  • Ah! My Goddess has impressive narrative structure including a "narrative as a discourse," a "narrative as a story" and a "narrative by narrator": in a narrative as a discourse, North and South Korean soldiers make friendship; in a narrative by a narrator, main characters (including Sun-ho, Seok-gu, Ju-hwa, Chang-seop and Dong-hyeon) appear in the outer story and narrate the inner story of characters (including Dong-hyeon, Goddess and Seok-gu) within the frame of a play within a play; and in a narrative as a story, reality and fantasy intersect by the appearance of the "Goddess." This narrative structure contributes largely to 1) the character formation of space, 2) the strategic minimization of the stage, 3) the multiplicity of main characters, 4) the repetition of similar life story, and 5) the flexible change of a point of view. And the musical number serves as dramatic functions such as 1) pursuing the multiplicity of characters, 2) maximizing the effect of the expression of tragic feelings, 3) drawing audience's interest by irony and fantasy, 4) evoking the nostalgia for delicate feelings and pure wishes, and 5) ordinary female characters' playing the role of healing and salvation, thereby contributing to the reconstruction of reality and the style of fantasy.

Problem Analysis and Recommendations of Memory Contents in High School Informatics Textbooks (고등학교 정보 교과서에 제시된 기억 장치 영역 내용의 문제점 분석 및 개선 방안)

  • Lee, Sang-Wook;Suh, Tae-Weon
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.37-47
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    • 2012
  • One of the major goals in high school Informatics is for students to develop creative problem-solving abilities based on knowledge on computer science. Thus, the contents of the textbooks should be accurate and appropriate. However, we discovered that the current Informatics textbooks contain the untrue and/or inappropriate descriptions of main memory and virtual memory. The textbooks describe that main memory is composed of RAM and ROM. The virtual memory is described as a technique in which a part of the secondary storage is utilized as main memory to execute an application of which size is larger than that of main memory. In this study, we attempted to uncover the root causes of the fallacies, and suggest the accurate explanations by comparing with renowned books adopted in most schools worldwide including USA. Our study reveals that it is inappropriate to include ROM in main memory from the memory hierarchy perspective. Virtual memory is a technique that provides convenience to programmers, through which an operating system loads the necessary portion of a program from secondary storage to main memory. As for the advantages of virtual memory in the current computer systems, the focus should be on providing the effective multitasking capability, rather than on executing a larger program than the size of main memory. We suggest that it is appropriate to exclude virtual memory in textbooks considering its complexity.

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A Theoretical Study on Abduction as an Inquiry Method in Earth Science (지구과학의 한 탐구 방법으로서 귀추법에 대한 이론적 고찰)

  • Oh, Phil-Seok;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.25 no.5
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    • pp.610-623
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    • 2005
  • This was a theoretical study of which the goal was to provide a foundation for developing and implementing earth science inquiry activities based on abduction as a scientific inquiry method. Through a review of relevant literature, the study examined the nature of earth science in terms of the goals of earth science inquiry and the characteristics of what is investigated in earth science. It also explored the forms and meanings of abduction, thinking strategies used in the abductive inference, and the abductive inquiry model. Abduction is the process of inferring certain rules (e.g., scientific facts, principles, laws) and providing explanatory statements or hypotheses in order to explain some phenomena. This method was found to be well-suited to the earth science inquiry which studies the causes and processes of natural phenomena in the earth and space environment. Abduction has the nature of ampliative, selective, evaluative, and creative inference, and several thinking strategies, including reconstruction of data, heuristic generalization, analogy, existential, conceptual combination, and elimination strategies, are employed for inferring rules and suggesting hypotheses. This study found the abductive inquiry model to be adaptable to earth science classrooms, and it is therefore suggested that earth science instructions should be based on the abductive method and that research work concerning the abductive inquiry in the classroom should follow.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

A Study on the value and importance of Dancefilm: Focusing on the Wim Vandekeybus's Blush (댄스필름의 역사와 영상기법에 대한 연구 : 빔 반데키부스(Wim Vandekeybus)의 <블러쉬(Blush)>를 중심으로)

  • PARK, Youjung
    • Trans-
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    • v.1
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    • pp.45-66
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    • 2016
  • The study uses the image technique of the movie (analysis) since there are limited analyses and data of the dance film's (cinematic) grammar. The films are limited to the Wim Vandekeybus's Blush. From the analysis of the one film, films are directed using basic movie grammars. Although the films are of the same genre, it differs from the method of using image techniques as well as the director's personal art preference. The cinematic grammars enhance the effect of the movement and it emphasizes the objectives to deliver the audience true meaning of the films. Dance film is not a simple word combination of dance and film to record new type of art; dance is used for the movie's artistic and aesthetic enhancement. To find out dance is the language and important expressive tool of the dance film, at the same time cinematic grammar enhances effect of dance and objective of the film, the study uses image technique analysis. These are the results of dance film analysis by using image techniques. Firstly, Dance film can transcend time and space. Secondly, The creative director could emphasize some part that the audience should focus on to clearly deliver the intention of the choreographer. Lastly, To popularize the dance genre. If the dance film produces with more diversified stories than the resent, it will be a part of a cultural industry and could create profits. Dance film might lose the sense of realism, which is the main characteristic of the stage art; however it could feel the beauty of the film through the mise en scene.

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Scenario Planning based on Collective Intelligence Using Wiki (위키를 활용한 집단지성 기반의 시나리오 플래닝)

  • Han, Jongmin;Yim, Hyun;Lee, Jae-Shin
    • Journal of Technology Innovation
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    • v.20 no.2
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    • pp.29-48
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    • 2012
  • As the complexity and uncertainty of social and economic systems increase, the strategic foresight that actively and effectively responds to the environmental changes becomes important. A wide range of future forecasting methods are available for strategic foresight. Selecting one of the methods depends on several factors such as availability of time and financial resources and the objectives of the exercise. Although trend extrapolation analysis has been used for many years, scenario planning is being widely used by government and corporate as a tool for strategic decision making in recent years. Generally, scenario planning is carried out through workshop, in which experts with diverse backgrounds exchange information, views, and insights and integrate the diverse viewpoints. However, only a small number of experts can participate in a workshop and citizen opinion is not easily transformed into the policy for the scenario exercise due to the limitation of budget and short duration of a project. It is also much harder to develop creative ideas in the workshop because of the limited time and space. In this study, a new scenario process combining scenario workshop and wiki is proposed to overcome the limitation of scenario workshop. This combined approach can be more productive than using scenario workshop alone when developing new ideas. In this study, we applied the combined approach to develop scenarios for the strategic foresight of future media and present suggestions for improving the process.

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A Forecast to Changes in Consumer Market Trend of 21st Century And Strategies for Power Brand (21C 소비시장의 트렌드 변화 예측과 파워브랜드 전략)

  • 최영옥;신수길
    • Archives of design research
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    • v.15 no.1
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    • pp.213-224
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    • 2002
  • We've already living our lives in the 21s1 century. This century, even alone, means enormous changes and innovations. Namely, we have been encountering various forms of generation changes such as digital generation, globalization generation, consumer generation, and brand power generation. Among these, there have been extraordinary changes in consumers and the environment of consumer market, and it is noteworthy of paying attention to the transition of the leader of the consumer market from producers to consumers. Such changes will affect not only all fields related to market environment but also entire fields including future products and sales. Hereupon, it is intended to foresee and analyze the trend in the consumer market of the 21st century and investigate changes in the consumer market and the environment of consumers. Also, the world has brought a single space of economy along with globalization and the era of self-imposed competition, and multi-national enterprises have emerged and, at the same time, their brands can be seen around the world. Hence, they have been trying to maintain their own power brands for the century. In the past, brand meant the name of a product in general. But, in the present, it has another meaning such that the brand itself provides psychological satisfaction and trustworthiness. Hereupon, this study intends to foresee changes in the trend of the consumer market of the 21s1 century, to ,outlook the trend of the consumer market along with study of power brand strategies, and to pursue creative strategies for power brand.

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A Study on Preference Analysis on Eating/Drinking Table Decoration - Centering on Floral Art & Design on display space - (식음 테이블 데커레이션에 대한 선호 분석에 관한 연구 - 전시공간의 화예디자인을 중심으로 -)

  • Yang Jong-Youl;Hong Jang-Pyo;Kim Tai-Ho;Jang Young-Soon
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.291-301
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    • 2005
  • This study aims to understand causal relationship among preference factors - preferred design, design image, and design elements-to create interaction between artists and spectators, concerning eating and drinking table decoration which is produced with subjective representation chiefly by virtue of the authors' conceptualization and planning. As an experimental research , face-to-face personal interviews have been made in off-line setting through questionnaires. Acquired information from it has been analyzed, which results are as follows. As harmonious, warm, womanish design image, combination of pink-tone similar colors were preferred. As image adjectives highly related with design preference were 'harmonious and inharmonious' A design factor of 'harmonious' was combination of similar colors, while that of 'inharmonious' was association of mixed colors. It has been found that 'colors' have been an important factor among preference design factors. As above, a new concept for design can be established by using data-based information, along with suggesting a direction for preferred design in the field of eating and drinking table decoration. Furthermore, it will be possible to make a study of new preferred design through evaluation of quantitative spectators in this area. It is expected that such researches could give an opportunity to get satisfactory results from newly experimented designs using quantitative data even in a creative design area, as well as table decoration.

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A Case Study of Infographics for National Defense - Focusing on the Datajournalism of Afghanistan War in Guardian (국방분야에서 인포그래픽 적용사례 연구 - 영(英) 가디언지 아프가니스탄전 데이터저널리즘을 중심으로)

  • Kim, Dong Hwan
    • Spatial Information Research
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    • v.22 no.5
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    • pp.43-52
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    • 2014
  • Recently, Big Data is a buzzword in the creative economy generation. The organizations related to spatial information society focus on building the spatial big data systems. As spatial big data is a combination of spatial information and big data, the data visualization is essential in order to utilize them efficiently. One of the great methodologies for data visualization is infographics. Nationally, Chousn.com initiated the infographics news in 2010. Korean Administration Branches also recognized the importance of infographic and they adopted infographics for their briefings from 2013. Internationally, Visual.ly is leading company in the infographics market and they produced noticeable interactive infographics for Egypt Parliamentary Elections results. In the defense part, Guardian's datajournalism of Afghanistan war log was a good example of utilizing infographics. Throughout the research, five requirements are extracted. First source data should have precision and accuracy in terms of time and space manner. Second, infographics images have a compressibility. Third, the infographics is properly processed for military commanders. Fourth, sharing, openness and communication are essential for high quality infographic. Lastly, infographics should be an analytic tool for predicting future event based on the past data. Infographics is not a direct representation of data but an analytic tool for helping user's choice and decision in critical moments.

Fostering Entrepreneurship by Maker Education: A Case Study in an Higher Education (메이커 교육(Maker Education)을 통한 기업가정신 함양:대학교 사례연구)

  • Kang, In-Ae;Kim, Yang-Soo;Yoon, Hyea-Jin
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.253-264
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    • 2017
  • The advent of the $4^{th}$ industrial Revolution requires entrepreneurship to the student as one able to produce creative solutions of complex problems embedded in society with active engagement. Maker Education indicates a new educational approach in which students produce a tangible output as a concrete solution to their problems, experiencing spirits of productive failure, sharing and openness with others during the process due to its educational values and effects which are well-matched with entrepreneurship. This study, in this context, aimed to verify the effect of the maker education in the sense of cultivating entrepreneurship: For this purpose, this study conducted a case study of Maker Education to 56 university students during 7 weeks (14 hours) in K university. The results based upon data analysis collected from reflective journals and interviews showed attitude change of the students in terms of entrepreneurship characterized as self-directedness, risk-taking, and creativity. For more active practices of Maker Education in higher education, both instructors' role as the facilitator, and easily and freely accessible Maker Space should be considered.