• 제목/요약/키워드: Life-Like Character

검색결과 97건 처리시간 0.021초

현대패션의 로맨틱 이미지에 관한 연구 (A Study on the Romantic Image in Modern Fashion)

  • 김영현;양취경
    • 복식
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    • 제55권1호
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    • pp.1-12
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    • 2005
  • The modern society which is going through the big turbulence of civilization experiences the lost of humanity and the phenomenon that the standard of our thoughts, like those for good and evil, truth and false is not clear anymore as the technology is being improved. This makes us miss the past when everything is simple and the standards are very clear and being attracted by the metaphorical culture symbolizing something from the past, like memories of youth, fantasies, fairy tales or myths and we are now having a great interest in the joy of life and the affluent life. Influenced by this kind of tendency in modern society, the minimalism, which had the great influence in the nineties, went out of fashion and at last the romantic susceptibility seems to be the trend forming the major mood of the late 20th century - the early 21st century. This study focus is: (1) the theoretical aspects of romantic images such as the concept, the historical tendency and the character are considered. (2) the variety and multiplicity of the romantic images is discussed after the romantic image is classified into four types of retro character, natural character, ethnic character, erotic character according to major trends in our modern. The purpose of this study is to understand the romantic images in modern fashion, by analyzing the fashion trends together with the various features of romantic images.

스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석 (Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey))

  • 이종호;이동열;이완복;유석호;경병표
    • 디지털융복합연구
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    • 제11권4호
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    • pp.391-396
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    • 2013
  • 캐릭터 산업은 여타의 문화콘텐츠 산업과 같이 미디어라는 기술적 환경을 토대로 한다. 캐릭터의 생명력을 연장시키고 브랜드로서의 가치를 높이기 위해서는 보다 효율적인 미디어의 선택과 활용이 필요하다. 게임 캐릭터가 타 미디어 콘텐츠 보다 상품으로서의 가치가 떨어지는 이유를 분석하고 그 보완방법을 제시하고자 한다. 본 연구에서는 개발게임을 사례를 들어 게임 캐릭터의 브랜드를 높일 수 있는 방안을 제시하고 차후 게임캐릭터 수익모델 연계 방식을 제시하였다.

고립된 장소의 서사적 기능에 대한 연구 -영화 <피에타>의 청계천 공구 상가를 중심으로- (A study on the Narrative Effect of Insulated Locale like a Island focusing on the Cheonggye Industrial Tools Center of <Pieta>)

  • 유수연
    • 한국콘텐츠학회논문지
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    • 제14권5호
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    • pp.74-84
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    • 2014
  • 영화의 장소가 단순한 배경이 아니라, 캐릭터를 묘사하거나 혹은 그 자체로 캐릭터가 되어 버리는 이미지텔링 영화를 만드는 대표적인 한국 감독으로 김기덕 감독을 들 수 있다. 김기덕 감독의 영화를 살펴보면 대부분이 고립된 섬과 같은 장소에 사는 외로운 사람들의 이야기라는 공통점을 발견할 수 있다. 서울 속 고립된 공간인 청계천 공구 상가에 사는 외로운 남녀의 이야기를 그린 영화 피에타는 그 김기덕 감독 영화 인생의 정점에 선 영화이다. 이번 연구논문에서는 영화 피에타에서 보여지는 청계천 공구상가의 모습이 영화의 내러티브를 어떻게 효과적으로 구축하고 있는지 장소가 가지는 영향력과 함께 설명하고자 한다.

ICT와 인성교육 융합 프로그램 개발 및 수업설계 (Program Develope and Class Design for Convergence ICT and Character Education)

  • 이명숙;장진영
    • 디지털융복합연구
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    • 제14권9호
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    • pp.9-18
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    • 2016
  • 정보통신기술의 경우 인성교육이 함께 이루어져야함에도 불구하고 이에 대한 연구 및 노력이 결여되어 있는 분야라고 할 수 있다. 이에 본 연구에서는 지식정보화 사회에 맞는 ICT 수업에 인성교육을 융합한 프로그램을 개발하여 운영하고 그 성과에 관하여 설문조사하였다. 그 결과, 프로그램 주제별 상관관계 분석에서는 개인의 인성이 타인에 대한 인성이나 글로벌 인성에는 많은 영향을 미치지 않았고, 타인에 대한 인성이 갖춰지면 글로벌 인성에 상당한 영향을 미치며 높은 상관관계가 있음을 알 수 있었다. 따라서 팀별과제와 같이 함께하는 프로그램은 글로벌 리더십 문제해결형 인재를 배출하는데 긍정적 효과를 미치고 있음을 알 수 있었다. 인성교육은 단기간에 큰 효과를 보기는 어렵지만 이러한 수업들을 통해 점진적으로 생활 속에서 자신을 존중하고 타인을 배려하며 글로벌 리더십을 키울 수 있는 토대를 마련하여 창의적 인재로 거듭나는데 기여하고자 한다. 이후 다른 교과목과 인성 교육 융합에 대한 연구를 향후 과제로 남겨둔다.

연잎 모사 구조로의 초소수성 표면 처리와 의료분야의 적용에 관한 연구 (Fabrication and Medical Applications of Lotus-leaf-like Structured Superhydrophobic Surfaces)

  • 임진익;김승일;정영미;김수현
    • 폴리머
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    • 제37권4호
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    • pp.411-419
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    • 2013
  • 다양한 생체재료들이 이식용 인공장기나 의료용 장비로 폭넓게 사용되고 있으나 혈액과 접촉하는 경우가 많아짐으로써 발생되는 혈전의 문제로 인해 이식재와 혈액간의 혈액 친화성의 향상이 연구자들에게 관심의 대상이 되고 있다. 연잎의 표면구조는 항 오염 특성이라는 측면에서 많은 연구가 진행되어 왔으며, 산업적인 용도로 적용하고자 하는 주된 시도들이 있어 왔다. 대부분 주형법이나 졸-젤 방법, 층 쌓기 방법 등을 포함한 다양한 기법으로 표면처리를 함으로써 인위적인 모사가 가능해 왔다. 최근에 들어 이러한 표면의 초소수성 성질이 의료용 재료의 표면처리 기법으로써 혈관 이식재에서부터 항 박테리아용 표면에까지 널리 적용하려는 시도가 진행되고 있다. 본 리뷰논문에서는 최근 많이 사용되는 연잎 구조로의 표면처리 기법들을 중심으로 요약하였으며, 이들을 이용한 의료분야로의 적용 시도들을 정리하고자 하였다.

경작지 내 소규모 수림의 경관생태적 특성 분석 (A Character Analysis of the Woodland in Cultivated Areas in point of Landscape Ecology)

  • 조현주;나정화
    • Current Research on Agriculture and Life Sciences
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    • 제26권
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    • pp.17-22
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    • 2008
  • This research put most emphasis on setting the guidelines for improvement through character analysis of landscape ecology to cope with ecological malfunction of the woodland surrounded in cultivated areas. The results are as follows. 1) As a result of character analysis of the woodland in cultivated area in point of landscape ecology in five case sites, the size of case site 3 is the largest as $3,000m^2$ and it is shown that a colony of pine trees which is valuable in terms of ecological, scientific, historic and cultural senses. 2) As a result of analysis on expansibility of woodland in cultivated area, case site 1 is 0.25, the lowest, flexibility is 4, the highest. In order to improve ecological function in woodland, it is regarded that maintaining curve form rather than straight one. 3) As a result of analysis of morphological diversity, case site 5 shows 1.3, the highest. However, the condition of vegetation and emergence frequency of species indicates low value degree. 4) Based on the result of analysis of landscape ecological character like above, the number of guidelines for the woodland in cultivated area is three and vegetation is four.

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영화 속 캐릭터 특징에 따른 스타일 요소 연구 - 영화배우 송강호, 설경구가 출연한 작품을 중심으로 - (Research about the Factors of Styles according to the Characteristics of Characters in the Movie - Focusing on the Movie that was with Actor Kang Ho Song and Keong Ku Seol -)

  • 강은미;오인영
    • 복식문화연구
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    • 제18권2호
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    • pp.290-303
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    • 2010
  • In this research, I compared and analyzed the 'factors of style' that expresses and visualizes the 'characteristics of characters' and the characters from three movies each that was filmed with Kang Ho Song and Keong Ku Seol who acted in many movies both. As the result, for the factors for actors' makeup design, since they have limited choices of textures, colors, and the range of changes, changing the tone of skin to light to dark implied the images of characteristics. Somewhat dark skin tone that was like tanned skin expressed the life style of the character who works for an active profession not for an intellectual position. For the factors of hair style, medium sized wavy hair that goes straight down forehead expressed the character's familiar and informal personality while short cut sized all back style hair expressed confidence, sociality, and logical personality of the character. The actors' costume was important to express the characteristics of characters such as changes of their mind, especially the costumes delivered symbolic meanings of the role of their social class, profession, and their financial state. In addition, there were common factors to create and design a character in terms of the changes of the actors' body shape; when the actor acted the character who has conflicts inside and sarcastic personality, they lost weight on purpose while they gained weight and made a barrel shaped body to act the character who is positive in every occasion and does not realize the real world or who is greed.

Drag Queen 복식(服飾)에 관(關)한 연구(硏究) (A Study on Drag Queen's Costume)

  • 간호섭
    • 패션비즈니스
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    • 제4권2호
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    • pp.69-83
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    • 2000
  • The purpose of this study is considering about drag queen's costume in the point of view of anthropology and psychoanalysis. The contents are the meaning of drag queen by theoretical research and the characteristics of drag queen's costume. The results of characteristics of drag queen's costume are summerized as following. 1. Sexual originality is related with homosexuality. Costume express character of gay not as a transsexual or cross-dresser. 2. Imitation is related with identification of drag queen and famous star like actress, pop singer and historical heroine. 3. Amusement is related with drag queen's life style. There are two kinds of character in amusement. One is humour. Another is an exaggeration. 4. Commercialism is related with mass-media culture. Drag queen's costume have an influence with movie, advertisement and modern fashion.

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Top-down Behavior Planning for Real-life Simulation

  • Wei, Song;Cho, Kyung-Eun;Um, Ky-Hyun
    • 한국멀티미디어학회논문지
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    • 제10권12호
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    • pp.1714-1725
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    • 2007
  • This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

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감성소비시대의 펀(Fun) 패션디자인 (FUN Fashion Design in the Emotional Consumption Era)

  • 임효빈;고현진
    • 복식
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    • 제61권5호
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    • pp.93-105
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    • 2011
  • This research is aimed at examining the characteristics of the fun fashion design in the emotional consumption era from a broad perspective, and it is meaningful in the sense that it presents the ideal direction for the development of fashion products that can satisfy the changing desires of the consumers today and tomorrow. For this, the documentary study and practical case study have been executed. This paper examined the two aspects of the fun definition when it comes to the characteristics of the fun fashion design that are manifested in the emotional consumption era. First, fun fashion design that is presented by designers from the consumers' position manifests in the form of deviation from the every day life rules, use of the child-like expression mediums and unexpected turning, fun fashion design when it pertains to the deviation from the every day life rules is expressed freely, adopts object and forms it, and mixes in the alien elements, fun fashion design when it pertains to the use of child-like expression element is manifested in the form of child-like expression, child-like expression of the form, child-like drawing, introduction of the child-like object, character and graffiti. Moreover, fun fashion design of the unexpected turn is expressed with illusion and storytelling. Next, fun fashion design from the participants' position is a design created by the active participation of the consumers. As the producers who participate actively in the product design process, design is modified by the design of participation and users so that the users can enjoy it. Likewise, it is manifested in the form of design of participation.