• Title/Summary/Keyword: Fantastic

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Modelling a Virtuous Cycled U-City for the Sustainable U-City (지속가능한 U-City 운영을 위한 선순환 U-City모델의 개발방향 연구)

  • Kim, Bok-Hwan;Koo, Jee-Hee;Kwak, In-Young
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.145-156
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    • 2009
  • Ubiquitous City(U-City) in Korea is not a fantastic wonderland but an on-going real phenomenon. Many researchers so far have mainly dealt with a rosy future where U-City would potentially promise the high Quality of Life and positive economic effects. However, a suspicion of unexpected disadvantages can be able to take place in the bright future of U-City : the running cost of U-City. Without full consideration of it, descendants living in the U-City in near future will suffer from the heavy burden in operating the U-City. Given this circumstantial background, the aim of this study is to indicate potential solutions to address a sustainable U-City controlled by the virtuous cycled mechanism toward a self-sufficient city, which will illuminate a new paradigm of the city history. Solutions were sought from the several viewpoints, which were behavioral and institutional aspects, developing profitable business models and core technologies applicable to U-City, and building self-owned networks. Based on this preliminary study, further efforts and devotion to seeking virtuous-cycled U-City model will contribute to bringing a prominent future of U-City whose belongings will be able to manage to enjoy better quality of life.

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A Study on Convention of the Fantasy Cartoon (판타지 만화의 컨벤션 연구)

  • Kim, Seong-Jae;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.38
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    • pp.195-216
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    • 2015
  • 'Convention' refers to custom and practice as the dictionary definition; it means genre custom. Readers feel intimate with the pattern and grammar that a genre has, and they participate in the work, predicting and expecting the next in the 'truism.' So, all popular arts targeting the public have genre custom-that is, convention. A cartoon (comics) is one of the popular arts whose convention is developed most to the extent that its law comes across our mind just with the genre's name such as 'sports comics', 'detective comics' and 'romance comics.' However, although the fantasy cartoon is a genre that has been loved for a long time, it is one of the cartoon genres that has rarely been studied on its convention. There are several reasons for the lack of studies on convention of the fantasy cartoon. The most fundamental reason may be that its basic concept has not been properly prescribed. There are some precedent studies prescribing the fantasy cartoon as an extension of the fantastic literature, but it is hard to analyze convention that only fantasy cartoon has, because its range is too wide. So, this study considered J.R.R. Tolkein's 'Lord of the Ring' had made the genre custom of fantasy novel and fantasy comics, and classified concept and type of the fantasy cartoon. And through analysis of various cases, it investigated convention of the fantasy cartoon into 6 types. Genre is not the complete format. It is subdivided and differentiated, and it becomes one with other genres and makes a new one. For that reason, there exist limitations always when we study a genre convention of a certain genre. This study confesses in advance that it also has limitations as it just suggests convention of the general fantasy cartoon.

Analysis of Developing Contents of 2005 Renault Samsung Motors Corporate Brochure (2005 르노삼성자동차 Corporate Brochure Contents 개발 분석)

  • Suh, Kyong-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.241-249
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    • 2007
  • This article addresses considerations, processes of drawing concepts and design approaches in compiling a corporate brochure set in the practice of editorial design. A well-made brochure does not simply refer to listings of the current state of a company and a fantastic visualization of their visions. It necessarily involves the utilization of strategic core keywords appropriate to the industry, proper and classy metaphors that fit the target, a certain harmony between direct and indirect narratives, and bringing all of these aspects under the hat of creative and purposeful design in a single brochure. Thus, it also calls for variety and changes to captivate the eye when leafing through brochures. 1. Does the brochure reflect accurate diagnoses on the position of the market environment, the industry and their needs? 2. Does it offer solutions to given tasks, does it claim to be able to solve problems a company may have, does it satisfy their expectations, and does it cover the topics in an in-depth manner? 3. Referring to questions 1 & 2, does it address existing cases of competitors, leading players and global trends? 4. Does it have an appropriate design language that can communicate intrinsic issues and global trends as well as appropriate rhetorical visual aids that stand out?

Analysis on the Use Behavioral Patterns and Use Fluctuation over the Tong-Ch′on Amusement Park (동촌유원지의 이용실태 및 변동분석)

  • 김용수;임원현
    • Journal of the Korean Institute of Landscape Architecture
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    • v.15 no.1
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    • pp.17-37
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    • 1987
  • The purpose of this study is to establish more rational and practical planning theory for amusement park. It analyze and consider the fluctuation of people who come and use the Tong-Ch'on amusement park. The results drawn from this reserch work are as follows; 1. The main visitors of the Tong-Ch'on amusement park are students in their twenties and thirties, and people whose incomes are below 300,000 Won a month. The purpose of visit is for a rest rather than for amusement and user prefer summer, while the user is so rare in wintertime. Those phenomena observed are somewhat different from the real purpose of a amusement park which is on purpose to make profits by offering entertainments to the users. So planner should pay attention to the three points. They are varieties, seasonable diversification and fantastic character of facilties, in the amusement park. 2. The access time of the Tong-Ch'on amusement park was 41 minutes, the use frequency was 4 times a year and resident time was 164 minutes. The relationship of the three factors are as follows; log Y(F) =1.7832-0.0277(A.T) R$^2$=0.75 Y(R. F)=31.8885+3.3217(A.T) R$^2$=0.53 Y(R. T)=224.8959-87.8309 1og(F) R$^2$=0.38 F;Use frequency(time/year) A.T;Access Time(minute) R.T;Resident Time(minute) 3. In the choice of space, there were much differences according to tole user's age, job, degree of education, companion type and purpose of use. 4. There are considerable correlation between use fluctuation and some factors. The factors are season(summer, winter) as a time, temperature, cloud amount, duration of sunshine, weather(rainy-day) as a climate and a day of the week(weekday, holiday) as a social system. The important variables are temperature, cloud amount, duration of sunshine and a day of the week(weekday, holiday) to estimate the user of amusementpark. 5. 1 can reduce the following two types of regression models. 1) log$\sub$e/ Y1 = 6.9114 + 0.l135 TEM + 0.00002 SUN -0.4068W1 + 0.4316 W3 (R$^2$= 0.94) 2) log$\sub$e/ Y2 = 7.2069 + 0.l177 TEM - 0.0990 CLO + 0.4880 W3 (R$^2$=0.95) Y; Number of User TEM; Temperature CLO; Amount of cloud SUN; Duration of Sunshine W1; Weekday W3; Holiday Those model is in order to estimate the user for management of Tong-Ch'on amusement park and use on the computation of facility sloe for reconstruction. Besides the amusement park, city park and outdoor recreation area could estimate of user through this method. But, I am not sure about the regression models because I did not apply the regression models to the other amusement park, city Park or outdoor recreation area. Therefore, I think that this problem needs to be studied on in the future.

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The health lifestyle of adults related to smoking, drinking and exercise (흡연, 음주, 운동과 건강생활양식)

  • So Hee Young;Lee Mi Ra;Cheong Mee Sook
    • Journal of Korean Public Health Nursing
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    • v.12 no.2
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    • pp.221-235
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    • 1998
  • This study is a descriptive survey to explore the health lifestyle of adults. The study subjects are teachers of elementary. middle and high school. and staffs of research institutes located in Chungchung Province and Daejon city. The data was collected from Jan. to march 1997 through self reporte for structured questionnaire. Fantastic check list of Wilson and Ciliska for Health Lifestyle Assessment and DSM-III-R for somatic symptom were used as tools. Data was analysed by frequency, $X^2_test$, t-test and Anova using SAS program. The results are as follows: 1. There were statistically significant differences In drinking(t=7.75, P=.000), exercise(t=-2.99, P=.003)and interpersonal relationship(t=2.22, P=.027) among 10 health lifestyle between smoking group and non-smoking group, in drinking(t=17.98, P=.000), exercise(-4.71. P=.000), and job satisfaction(t=2.22, P=.027) between drinking group and non-drinking group, and in eating habit(t=-2.00, P=.045), drinking (t=4.47, P=000), exercise (t= -16.49, P=000), keeping traffic law(t= -2.68, P=.007), personality (t= -2.05, P=.040) and anxiety/depression(t=-3.47, P=.000) between exercise group and non-exercise group. 2. There was statistically significant difference in cardiovascular symptom(F=4.22, P=.0l) among somatic symptoms of subjects according to exercise level. 3. There was statistically significance difference in lifestyle according to smoking level(F=, 3.33, P=.011), drinking level(F=9.17, P=.0001) and exercise level(F=11.93, P=.000l), and in somatic symptom according to sex(t=-3.93, P=.0001), weight(F=3.83, P=.022), exercise level (F=3.29, P=.03) among general characteristics. 4. There was statistically significant difference between sex in general (t= -3.64, P=.0001), gastrointestinal(t=-2.21, P=.02), musculoskeletal(t=-3.92, P=.001), and total symptom (t= -3.92, P=.0001). 5. There was statistically very highly signigicant difference In weight according to smoking($x^2=25.18,\; P=.001)$ and exercise$(x^2=16.46,\; P=001)$. 6. There was statistically significant difference in frequency between smoking group, drinking group and exercise group$(x^2=24.52,\;P=.001)$. Among a number of habit, smoking, drinking and exercise are important factors of human health to prevent related disease morbidity and death. It is essential for industrial health nurse to committ in this subject considering the influence of those factors and lifestyle on health. There is also a relationship of weight with smoking and exercise, the frequency of overweight/obesiy in smoking/ no-exercise group were high. It is quite necessary for the people having cardiovascular symptom to exercise to lower morbidity and mortality. The industrial health nurse has to keep In mind on this point and consider of time and facilities of fitness of employee. It needs to explore the cause by further research on somatic symptom of women. This research shows that concerning the relationship between smoking, drinking, and exercise, health care provider must take not only management of disease, but health behaviors and lifestyle into consideration.

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A Study on 'the Depth of the Film Image' and its aesthetic implications in the Wes Anderson's films: Focusing on the film and (웨스 앤더슨 감독의 영화에서 '화면 깊이감'의 활용과 미학적 함의 - <그랜드 부다페스트 호텔>과 <문라이즈 킹덤>을 중심으로)

  • Choi, Hyun-Ju
    • Cartoon and Animation Studies
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    • s.43
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    • pp.343-362
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    • 2016
  • The purpose of this study is to analyze the 'depth of the film image' and to discuss its aesthetic implications in the Wes Anderson's films. In this study, I have analysed his two recent representative films, (2014) and (2012). As a result, it is found that Wes Anderson created a symmetrical composition with the depth by placing symmetrically things on the Z axis or using one-point perspective. In general, symmetrical composition is a two-dimensional form. The symmetrical composition in these two films, however, has the depth perception. It gives a sense of the fantastic world, not the real world. Thus, it is the unique way of Wes Anderson's expressing the world of the fairy tale on his films. It is also found that he used the camera work, emphasizing the depth of the image. Through these devices, Wes Anderson has created his own sensational mise-en-scene for a storyline like a fairy tale.

A Study on 'Evolution' of Animation Images : Centered around Characters of Monster Animation and (애니메이션 이미지의 '진화'에 관한 연구 : 몬스터 애니메이션 <포켓몬스터>와 <디지몬>의 캐릭터를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.18
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    • pp.37-56
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    • 2010
  • This paper focalizes on the 'evolution' of monster animation and . Actually, Many characters' 'Evolution' is a very powerful convention of Japanese genre animation. Lots of young people feel a huge pleasure about character's evolution. It is a fantastic spectacle to boys and girls. The first characteristic point of characters' evolution is growing-up body to an adult. For example, magical girls genre shows a woman's sexy body. This scene gives a sexual fantasy to young girl spectators, a voyeuristic visual pleasure to young boy spectators. The second point is that a transforming-body gains some super power or magical power. The third point is that a great many characters is in one text. In , characters' numbers go on increasing through 6 ways-hybrid type, mutant-reiteration type, metamorphosis type, simple-grownup type, narrative type, multiple evolution type. The evolution of has to pay attention to only one transforming way. Most Digimon characters are becoming to a human-weapons cyborg. In my opinion, this is very dangerous phenomenon with a political ideology.

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Learning the Civilization of Modern Science and Technology through Animation Film: Focusing on Michel Ocelot's (애니메이션 감상을 통한 근대 과학기술 문명 탐구 - 미셸 오슬로의 <세 명의 발명가>를 중심으로)

  • Youn, Kyung Hee;Choi, Jeongyoon;Park, Yooshin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.267-297
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    • 2017
  • This paper attempts a close-reading of Michel Ocelot's short animation film, (1979), and proposes it as an available text in art appreciation class for young students. stimulates the students' attention and intellectual curiosity thanks to the exotic and fantastic atmosphere, beautiful mise en scene, and intriguing plot. Ocelot's technique of decoupage used in this film rejuvenates both the traditional folk art and Lotte Reiniger's early experiments in the history of animation film. Ocelot subverts the ideal of modern male adult subject as unique possessor of scientific knowledge and technology, by adopting a female figure and a young child, who is also female, as main characters. The imaginative and subversive power of animation contributes to creating posthuman beings beyond the homocentric figure of Vitruvian Man. The posthuman condition supposes that human beings have the equal relationship of continuum with not only other humans but also non-human beings like all living things and inanimate matters. In order to teach and learn the posthuman condition, it is necessary to conceive an interdisciplinary and integrated curriculum including art, science, philosophy, history, and social sciences. Animation film serves excellently as educational text for the integrated curriculum of the posthuman.

Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

Healing Effects of Squalene on the Epidermis in Burned Mouse (생쥐의 화상에 미치는 Squalene의 치료 효능)

  • Kim, Jong-Se;Kim, Jeong-Sang;Yoon, Jung-Sik;Choi, Young-Bok;Cho, Kwang-Phil;Kim, Jae-Sung;Chung, Su-Man
    • Applied Microscopy
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    • v.29 no.2
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    • pp.163-175
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    • 1999
  • The purpose of this experiment was to know the healing effects of saualene on the burned mouses. The experimental groups were divided into seven groups: the control group, the burned groups, and 50 treated groups after burned. All groups except the control group burned with second degree on a dorsoanterior part. All groups that treated with 50 adapted three drops of pure squalene at 10 seconds interval; one time a day. The histological and ultrastructural changes during 10 days after burned were observed by light and electron microscope. Under the light microscope, all parts of epidermal layer of the burned groups were wounded deeper than the 50 treated groups. At 6 and 10 days groups with 50 treated, especially 10 days, the basal layer was greatly differentiated, and the prickle cells in the spinous layer were greatly increased in number. Under the electron microscope, the cell divisions of basal layer in all groups that treated with 50 were more activated and rapidly regenerated than the all burned groups. Especially, some fantastic results obtained from the 10 days group with SQ treated; much thicker spinous layer than the control group, many prickle cells, fine intercellular bridges, and healthy basal layer contained melanocytes. These results suggest that squalene may active the epidermis growth factor (EGF), acts as scavenger, and provide sources of energy in the membrane system. The results of this experiment consider that squalene has specific effects for burn healing and regeneration.

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