• Title/Summary/Keyword: Figurative

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The Pluralistic Development of Postmodern Landscape Design (포스트모던 조경설계의 다원적 전개 양상)

  • Kim, Han-Bai
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.6 s.107
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    • pp.68-81
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    • 2005
  • The styles of contemporary landscape design have diversified since the emergence of Postmodernism in landscape architecture. The diversification was mostly influenced by contemporary fine arts and architecture. This study examines the pluralistic development of Postmodern landscape design through the investigation of the influences from those sister arts. In this point of view, the main approaches of Postmodern landscape design are thought to be classified into three categories;'the formal abstract approach', 'the figurative approach' and 'the new picturesque approach'. The first category of the formal abstract approach was formulated with the concepts and vocabulary of Minimal Art and Installation Art. Its representative icons such as 'point grids' and 'stripes', and the main concepts such as the sense of 'flahess', 'expansion' and 'materiality' are mostly thought to be originated from these art forms. The second category of the figurative approach is characterised by the concepts and vocabulary of Pop Art and New Image Paintings. Its representative icons such as 'map' or 'figurative forms' and main concepts like the sense of 'reality', 'context' and 'symbolism' are mostly thought to be originated from these art forms. The third category of the new picturesque approach was formulated with the concepts and vocabulary of Land Art and Late Deconstructive Architecture. Its representative icons such as 'hybrid', 'layer' and 'fold', and the main concepts such as the sense of 'complexity', 'continuity' and 'reversibility' are thought to be originated from these art forms. The research shows that the main stream of contemporary landscape design seems to be gradually moving toward the second and third approach above, in step with the cultural orientation and the dynamism of contemporary urban life. Therefore, the study focused especially on the new picturesque approach which would be in greater need for coping with the hybrid culture today.

A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.271-276
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    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

A Study of Tradition Formation and Characteristic of Korean Ottchil Painting (한국 칠화(漆畵)의 전통 형성과 특징 연구)

  • Lim, Seung Taek
    • Journal of the Korea Furniture Society
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    • v.26 no.1
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    • pp.31-50
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    • 2015
  • This study analyzes traditional form and figurative characteristics of Ottchil Painting based on objective relics about long lasted Ottchil Painting and related literature as our country's national culture. Study range is among Lolang (Nangnang), Three Kingdom Dynastys (Koguryo, Baekje and Shilla), Unified Shilla Dynasty, Koryo Dynasty, Joseon Dynasty, Modern times and Contemporary. The method of study is after theoretical consideration of Ottchil Painting through related literature, adduced figurative characteristics of related Ottchil Painting by time period with case-study methods such as excavated relics and historical basis. Ottchil Painting consists of color, which is derived from Ottchil mixed with a mineral pigment of powder and various patterns and drawings using different techniques. The methods of Ottchil Painting are Myohoi, Yanggam, Gakhoik, Younma, Balsoa and Toiso. The techniques of Ottchil Painting of our country is established by splendid and unique for about 1,600 years revolved around Myochilchaehoi technique and Myoyuchaehoi technique started at Unified Shill a Daynasty and through Koryo, Joseon Dynasty, Modern times and Contemporary. Also, such this Ottchil Painting form of red in the inside and black in the outside, which is wood based, the rest is bamboo sheath and framework from Geonchil based and the figurative characteristics presented the traditional Patterns of Lotus, Phoenix, arabesque, bird, animal, cloud, marble and letter with red Ottchil, yellow Ottchil, or five colors Ottchil.

The Chronology of Petroglyphs of Cheonjeon-ri, Ulju and Their Nature (울주 천전리 암각화의 편년과 성격)

  • KIM, Gwongu
    • Korean Journal of Heritage: History & Science
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    • v.54 no.2
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    • pp.98-119
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    • 2021
  • This thesis aims to examine when the petroglyphs of Cheonjeon-ri, Ulju were carved and their nature. To achieve this, the relations between rituals and rock carving motifs are examined besides the nature of the archaeological monuments with carved petroglyphs. The investigation revealed that the figurative motifs on the petroglyphs of Cheonjeon-ri, Ulju, may have been carved during the Korean Bronze Age considering other examples of figurative petroglyphs from that period. It is reasonable to assume that the figurative animal motifs on the petroglyphs of Cheonjeon-ri, Ulju were used for rituals of fertility and rebirth as a subsistence ritual during the Korean Bronze Age. The Geomdan-ri Archaeological Culture Type is a strong candidate, having used both petroglyphs of Cheonjeon-ri and those of Bangudae, Ulju, since the Geomdan-ri Archaeological Culture Type has a higher proportion of hunting and fishing and lower proportion of rice cultivation in its subsistence than in the subsistence of the Songguk-ri Archaeological Culture Type. In contrast to the figurative motifs, the abstractive motifs, including the geometric designs on the petroglyphs of Cheonjeon-ri, Ulju, are generally accepted to have been carved during the Bronze Age. Although there have been some disputes over the symbolic meanings of concentric motifs, lozenge motifs, and other geometric motifs, they may be related to rituals for sun worship, ancestor worship, and fertility cults. Their meanings have been continuously reinterpreted.

Proverb Comprehension and Use in Late Childhood : The Role of Familiarity and Concreteness of Proverbs (후기아동의 속담이해능력과 사용정도에 관한 연구 : 속담의 친숙도와 구체성을 중심으로)

  • Cho, Bokhee;Lee, Joo-Yeon
    • Korean Journal of Child Studies
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    • v.28 no.5
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    • pp.19-36
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    • 2007
  • This study explored proverb comprehension and use in elementary school children by familarity and concreteness of proverbs and children's age, sex, experience of living with grandparents. The 529 fourth and sixth grade participants completed a questionnaire probing knowledge of 16 proverbs; 4 each in four categories(familiar-concrete, familiar-abstract, unfamiliar-concrete, and unfamiliar-abstract). Results showed highest comprehension scores for familiar-concrete proverbs. Sixth graders obtained higher comprehension score than fourth graders in all four proverb categories. There was no difference between grades in frequency of proverb usage. An interaction effect between grade and sex showed that female sixth graders had the highest comprehension score. These results suggest a possibility of relationship between figurative language and cognitive development related to abstract thinking in late school-age children.

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A Study of The Correlation between Sensibility factor and Figurative element in the Design of Web Site (웹 디자인에서 감성요인과 조형요소 간의 상관관계에 대한 연구)

  • Sin, Eun-Joo;Kim, Eun-Mi;Lim, Soon-Bum
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.619-626
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    • 2006
  • 본 연구는 웹이라는 환경에서의 감성에 대해 연구하고자 하였으며, 크게 2단계로 진행되었다. 첫 번째 단계로, 웹에서의 감성요인과 감성구조모형을 개발 하였다. 두 번째 단계에서는 위 연구를 바탕으로 웹 디자인에서의 감성요인과 조형요소 간의 상관관계를 알아보고자 하였다. 감성구조모형 내에서 4 가지 대표적인 감성을 분석하고, 그 표본 사이트를 선정하여, 감성이 다른 이 4 가지 사이트가 조형요소의 변형을 통해 어떻게 감성이 달라지는지를 조사 분석하였다. 감성요소와 조형요소 간의 상관관계를 밝힘으로서, 디자이너가 감성적 디자인을 함에 있어서 제작과 평가에 보다 이성적인 가이드 라인을 제시, 성공적인 감성디자인 구현에 도움이 될 것으로 기대된다.

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An Opinion Mining System for A Figurative Representation of Disabilities (장애인의 비유적 표현을 위한 오피니언 마이닝 시스템)

  • Kim, Chgan Gi;Seo, Jeong Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.95-96
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    • 2015
  • 사회복지 영역의 확대로 복지서비스 수혜자들의 사례관리가 매우 중요한 영역으로 자리매김하고 있다. 이는 사례관리를 이용하여 새로운 서비스를 발굴하고, 실행결과를 평가하여 중요한 패턴을 추출 후 다른 유사 대상자들에게 적용하는 것이 실패를 줄이는 방법이기 때문이다. 그러나 현재 대부분의 사례관리시스템은 서비스를 입력하여 저장/관리하는 측면만을 제공하여 체계적인 분석이 안되고 있다. 이에 본 논문에서는 사례자들의 상담 및 서비스 결과에 관한 오피니언을 분석하여 마음속에 내포하고 있는 사례(비유적 표현)에 관한 실제적인 평가와 오피니언을 추출하는 시스템을 제안한다. 제안하는 시스템을 실험하기 위해 자기의 오피니언을 외부로 노출하기 꺼려하는 장애인을 대상으로 한 상담 사례를 이용하여 실험하였다.

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Correlation between Pragmatic Language and Executive Function in Patients with Acquired Brain Injury (후천성 뇌손상 환자의 화용언어와 집행기능 간 상관성)

  • Lee, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.58-67
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    • 2016
  • Pragmatic language impairment is closely related to the executive function difficulties in patients with acquired brain injury(ABI). This study was designed to explore the correlation between two domains following ABI. Thirty-five participants with ABI were grouped into 21 aphasics due to stroke and 14 TBIs. All subjects were over 55 years old. Measures of two domains were administered to all participants. As a result, figurative language comprehension and functional/symbolic language were significantly correlated with the activating task in aphasic group. All tasks were significantly correlated in TBI group. Aphasic patients' figurative language comprehension significantly predicted the activating task. In TBI group, figurative language expression and functional/symbolic language were the predictable tasks of planning and activating, respectively. Current study demonstrates the evidence of a significant association between pragmatic language and executive function, and provides appropriate tasks used for cognitive-linguistic intervention of individuals with ABI.

Cliche Analysis for English-Korean Interpretation and Translation Training : Mainly on Shakespeare's Works Texts (영·한 통번역 교육을 위한 클리셰(cliche) 분석 : 셰익스피어 극 텍스트를 중심으로)

  • You, Seon-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.626-634
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    • 2015
  • The purpose of this study was to analyze the cliche for English-Korean interpretation and translation training with special reference to the cliche based on Shakespeare's works texts. The term of 'idioms' are generally used as figurative expressions instead of the term of 'cliche'. Thus, cliches must be reinterpreted in the lexicon that are used in useful expressions. Cliches are often idioms. Idioms are figurative phrases with an implied meaning; the phrase is not to be taken literally. This causes difficulty when translating to another language because the meaning may not be understood by people within that culture. Cliches are figurative or literal expressions and are overused expressions. Consequently, the cliches are distinguished from the idioms by the transparent meanings. This study was examined based on the cliches shown in Shakespeare's works texts. After all, anyone who wants to become an efficient English learners, interpretor and translator should be familiar with cliches. They had better use the cliche in English learning site. I hope this study will be helpful even a bit to his attempt.

Characteristics of the Mobility with Figurative Approach in Location based Games (위치기반게임의 이동성 반영 구조에 관한 문채적 접근: <패러랠 킹덤(Parallel Kingdom)>을 중심으로)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.33-42
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    • 2015
  • This study analyzes location based game focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings, structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.