• Title/Summary/Keyword: Creative action

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A Study on Acting Approaches based on Characteristics of Zoom Theater - Focused on the Production Process of Project, Hong-Do 2020 (줌(Zoom)연극의 특성에 따른 배우의 연기 접근 방법 연구 - 프로젝트, 홍도(2020)의 제작 과정을 중심으로)

  • Jung, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.842-854
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    • 2021
  • Performing industries in Korea and abroad have been attempting a wide range of artistic experiments utilizing online platforms ever since the Covid-19 pandemic. Accordingly, this study will shed light on the functional characteristics of Zoom, which was used as a creative tool for theater performances. At first, after examining theater performances presented in Korea and abroad using Zoom and their characteristics, the production stage of the Zoom play will be analyzed by dividing it into following stages; a research-based pre-production stage, a scene workshop stage that composes each scene based on the script, a recording stage filming each scene on Zoom, and Streaming stage for presenting the show. Furthermore, the actor's approaches to acting in this production process was presumed to be separation of gaze, re-recognition of space, utilization of expressive gestures, and reaction as an active action. As a result, it proposes the possibility of ongoing development of theatrical work using Zoom and the evolutionary aspect of actor's acting approaches in accordance with theatrical work via Zoom.

The Effect of Empathy in Responses to Persuasive Health Communication Campaign Contents (건강캠페인 콘텐츠에 대한 공감 반응 효과 연구)

  • Shin, Kyung-Ah;Cha, Kyung-Sim;Kim, Ji-Yun
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.128-137
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    • 2021
  • The purpose of this study is to examine the effect of sympathetic reactions to public service advertisement video messages produced for health campaigns. To this end, based on the empathy response scale proposed by Campbell & Babrow (2004), the empathy response to the images of nine health campaigns with themes of smoking cessation, tuberculosis, and suicide triggered fear of health risks and health behaviors (information seeking, preventive actions). As a result of the analysis, among the factors of empathy reaction, the reality of the message creative, the match of emotions, and the identification of the characters in the video each played a role in raising fear, and it is rather fear that logically understanding the situation that causes health problems through the health campaign video It was found that it played a role in reducing health information seeking behavior. On the other hand, it was found that the higher the degree of interest, such as sympathy for the characters in the video, among the factors of the sympathetic response to the health campaign, the higher the intention of preventive action to reduce the health risk.

A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.101-107
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    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.

Media archaeological research on arcade games since the 1990s: Focusing on the rhythm action game (1990년대 이후 아케이드 게임에 대한 미디어 고고학적 연구: 리듬액션게임을 중심으로)

  • Jeon, Eun Ki
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.77-86
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    • 2022
  • This article argues that electronic entertainment has continued to this day, contrary to the existing view that it has been absorbed by digital games since the 1990s. From a media archaeological point of view, it tracks in what cultural and technical context the electronic entertainment called "Pump It Up", which has been popular since the late 1990s, has been accepted and used by gamers. The big trend of 'Pump' took place through a "performative shift" of gamers' creative game performing, and the rise and fall of the 'Pump' took place through competitions and interactions between imaginaries and practices that each subject surrounded the game had. In conclusion, it suggests the necessity of media archaeological research on various genres of arcade games.

Creativity of the Unconscious and Religion : Focusing on Christianity (무의식의 창조성과 종교 : 그리스도교를 중심으로)

  • Jung-Taek Kim
    • Sim-seong Yeon-gu
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    • v.26 no.1
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    • pp.36-66
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    • 2011
  • The goal of this article is to examine the connection between creativity of unconscious and religion. Jung criticized how Freud's approach in studying the unconscious as a scientific inquiry focuses on the unconscious as reflecting only those which is repressed by the ego. Jung conceived of the unconscious as encompassing not only the repressed but also the variety of other psychic materials that have not reached the threshold of the consciousness in its range. Moreover, since human psyche is as individualistic as is a collective phenomenon, the collective psyche is thought to be pervasive at the bottom of the psychic functioning and the conscious and the personal unconscious comprising the upper level of the psychic functioning. Through clinical and personal experience, Jung had come to a realization that the unconscious has the self-regulatory function. The unconscious can make "demands" and also can retract its demands. Jung saw this as the autonomous function of the unconscious. And this autonomous unconscious creates, through dreams and fantasies, images that include an abundance of ideas and feelings. These creative images the unconscious produces assist and lead the "individuation process" which leads to the discovery of the Self. Because this unconscious process compensates the conscious ego, it has the necessary ingredients for self-regulation and can function in a creative and autonomous fashion. Jung saw religion as a special attitude of human psyche, which can be explained by careful and diligent observation about a dynamic being or action, which Rudolph Otto called the Numinosum. This kind of being or action does not get elicited by artificial or willful action. On the contrary, it takes a hold and dominates the human subject. Jung distinguished between religion and religious sector or denomination. He explained religious sector as reflecting the contents of sanctified and indoctrinated religious experiences. It is fixated in the complex organization of ritualized thoughts. And this ritualization gives rise to a system that is fixated. There is a clear goal in the religious sector to replace intellectual experiences with firmly established dogma and rituals. Religion as Jung experienced is the attitude of contemplation about Numinosum, which is formed by the images of the collective unconscious that is propelled by the creativity and autonomy of the unconscious. Religious sector is a religious community that is formed by these images that are ritualized. Jung saw religion as the relationship with the best or the uttermost value. And this relationship has a duality of being involuntary and reflecting free will. Therefore people can be influenced by one value, overcome with the unconscious being charged with psychic energy, or could accept it on a conscious level. Jung saw God as the dominating psychic element among humans or that psychic reality itself. Although Jung grew up in the atmosphere of the traditional Swiss reformed church, it does not seem that he considered himself to be a devoted Christian. To Jung, Christianity is a habitual, ritualized institution, which lacked vitality because it did not have the intellectual honesty or spiritual energy. However, Jung's encounter with the dramatic religious experience at age 12 through hallucination led him to perceive the existence of living god in his unconscious. This is why the theological questions and religious problems in everyday life became Jung's life-long interest. To this author, the reason why Jung delved into problems with religion has to do with his personal interest and love for the revival of the Christian church which had lost its spiritual vitality and depth and had become heavily ritualized.

The Role of Spinal Dopaminergic Transmission in the Analgesic Effect of Nefopam on Rat Inflammatory Pain

  • Kim, Do Yun;Chae, Joo Wung;Lim, Chang Hun;Heo, Bong Ha;Park, Keun Suk;Lee, Hyung Gon;Choi, Jeong Il;Yoon, Myung Ha;Kim, Woong Mo
    • The Korean Journal of Pain
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    • v.29 no.3
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    • pp.164-171
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    • 2016
  • Background: Nefopam has been known as an inhibitor of the reuptake of monoamines, and the noradrenergic and/or serotonergic system has been focused on as a mechanism of its analgesic action. Here we investigated the role of the spinal dopaminergic neurotransmission in the antinociceptive effect of nefopam administered intravenously or intrathecally. Methods: The effects of intravenously and intrathecally administered nefopam were examined using the rat formalin test. Then we performed a microdialysis study to confirm the change of extracellular dopamine concentration in the spinal dorsal horn by nefopam. To determine whether the changes of dopamine level are associated with the nefopam analgesia, its mechanism was investigated pharmacologically via pretreatment with sulpiride, a dopaminergic D2 receptor antagonist. Results: When nefopam was administered intravenously the flinching responses in phase I of the formalin test were decreased, but not those in phase II of the formalin test were decreased. Intrathecally injected nefopam reduced the flinching responses in both phases of the formalin test in a dose dependent manner. Microdialysis study revealed a significant increase of the level of dopamine in the spinal cord by intrathecally administered nefopam (about 3.8 fold the baseline value) but not by that administered intravenously. The analgesic effects of intrathecally injected nefopam were not affected by pretreatment with sulpiride, and neither were those of the intravenous nefopam. Conclusions: Both the intravenously and intrathecally administered nefopam effectively relieved inflammatory pain in rats. Nefopam may act as an inhibitor of dopamine reuptake when delivered into the spinal cord. However, the analgesic mechanism of nefopam may not involve the dopaminergic transmission at the spinal level.

A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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A Study on the User's Response to the Flight Action in 3D Game -Focused on 3D MMORPG Aion- (3D 게임에서 '비행' 행위에 대한 사용자의 반응 연구 -3D MMORPG Aion을 중심으로-)

  • Bae, Kyoung-Mi;Kim, Kyu-Jung;Kim, Inseop
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.33-46
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    • 2012
  • This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users' psychological behavior in order to enhance user's participation and the completion level of 3D game. This research also analyzed the difference between the user's response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user's desire to fly according to the virtual world' topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users' playing time and absorption in flight process, users' impulse following game level, and users' need to fly as a convenience of flying properly.

Platycarya strobilacea S. et Z. Extract Has a High Antioxidant Capacity and Exhibits Hair Growth-promoting Effects in Male C57BL/6 Mice

  • Kim, Eun Jin;Choi, Joo Yeon;Park, Byung Cheol;Lee, Bog-Hieu
    • Preventive Nutrition and Food Science
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    • v.19 no.3
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    • pp.136-144
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    • 2014
  • This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/3.0) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited. This study was conducted to evaluate the effects of Platycarya strobilacea S. et Z. (PSE) extract on mouse hair growth and to determine the mechanism of action of PSE. PSE was purchased and its antioxidant activities, such as electron donating ability, total polyphenol content, and flavonoid content were tested. Toxicity during topical treatment was determined by the CCK-8 assay, a cell viability test. Fifteen 4-week-old male C57BL/6 mice were assigned to receive one of three treatments: dimethyl sulfoxide (negative control), minoxidil (positive control) or PSE. Test materials were topically applied to the shaved dorsal skin of each mouse daily for 3 weeks. After 21 days, we observed skin tissue hair follicle morphology and length, mast cell number, and stem cell factor (SCF) expression using hematoxylin and eosin (H&E), toluidine blue, and immunohistochemical staining, respectively. Furthermore, the expression of cytokines involved in hair growth [i.e., insulin-like growth factor (IGF)-1, keratinocyte growth factor (KGF), and transforming growth factor (TGF)-${\beta}1$] was determined by PCR. PSE was found to have very high antioxidant activity. The cell viability rate of PSE-treated mice was markedly higher than that of mice in the control group. We also observed an increase in hair follicle length, strong SCF staining, and a decrease in mast cell number in the PSE group. In addition, PSE-treated mice had higher IGF-1 and KGF expression and lower TGF-${\beta}1$ expression than mice in the minoxidil-treated group. These results suggest that topical application of PSE promotes hair growth by intensifying SCF, suppressing mast cell production, and increasing hair growth-promoting cytokine expression.

The Post modern parodies in "The Congress" (<더 콩그레스 The Congress>에 나타난 포스트모던 패러디)

  • Moon, Jae-Cheol;Choi, Sook-Young
    • Cartoon and Animation Studies
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    • s.39
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    • pp.157-182
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    • 2015
  • Mr. Folman, an Israeli director, used a highly stylized form of animation in a decidedly adult way to make his documentary about the 1982 war in Lebanon, "Waltz With Bashir," in 2008. After 5 years, he has used another distinctive approach, fusing animation with live action in his latest film, a trippy and surreal undertaking called "The Congress." He dismantled the means through parodies, the core of post-modernism art and built a new meaning to create a unique world view and unique aesthetics. In this study, parodies of the modern concept of post-modernism being used as a major strategy in the creation of art have appeared the four characteristics of post-modern parody: 1) intertextuality, 2) dissolution and fusion of genres, and 3) strengthening of irony, and 4) pastiche. This study is characteristic of post-modern parody that discusses the relevance of contemporary parody and postmodernism being developed by analyzing how they appear on the practical work. Furthermore, through analysis of "The Congress", this study discusses the post-modernist world view and the creative way of creating an experimental art with parody.