• 제목/요약/키워드: Scene design

검색결과 334건 처리시간 0.024초

연극 무대 공간디자인에 대한 수사학적 연구 - 세익스피어 작 "리어왕"의 무대 공간디자인 사례연구를 중심으로 - (A Study on the Rhetorical Expression of Scene Design in Theatre - Focused on the Case Study of the Scene Design of King Lear -)

  • 안주영
    • 한국실내디자인학회논문집
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    • 제16권3호
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    • pp.21-29
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    • 2007
  • The communication in a play has a dual structure, which is composed of the communications within a play and in a theatre space. This research focuses on the scene design that creates the background or the theme of a play and communicates theme of a play to the audience. A scene design of a theatre has meta-linguistic aspects, which is the image or mood as the theme of a play. The scene design is composed of various design elements of space and objects as the properties of a play. Design elements and the objects are the design languages in various form; plane, three-dimensional, multi-dimensional form. These design languages have the significant meanings as signs like human language. The play works chooses the rhetorical expression to arouse the audience's sympathy. The scene design is completed with rhetorical expression for communication in theatre too. This research defines the category of meanings that design elements of scene design can create and the rhetorical expression of the scene design language. King Lear directed by Robert G. Anderson was analyzed with the category of design elements as a sign and the pattern of the rhetorical expression. The scene design for a play is completed effectively by the rhetorical expression of design elements as the design language for the communication with the audience in theatre.

A Study on Principles of Scene Design in Chinese Cartoon Games

  • 몽위동;김치용
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2010년도 춘계학술대회
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    • pp.324-327
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    • 2010
  • This article has briefed some important roles Scene Design plays in cartoon games (CG). Then it analyzes some fundamental principles of Scene Design in CG. It also discusses how to produce a suitable scene by centering on the theme and images in CG, and how to create appropriate ambience by making good use of Scene Design. Finally it introduces some frequently-used software for digital scene design.

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연극 무대 공간 디자인의 수사학적 연구 - 세익스피어 작 "리어왕"의 무대 공간 디자인 사례분석을 중심으로 - (A Study on the Rhetorical Expression of Scene Design in Theatre - Focused on the Analysis of Scene Design of "King Lear" -)

  • 안주영
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.176-180
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    • 2007
  • The stage space in theatre for the performance of a play requires two aspects of the physical space for a play and the image as the background or the theme of a play. This research focuses on the scene design that creates the background or the theme of a play and communicates it to the audience. The scene design is composed of various design elements of space and objects as the properties of a play. Design elements and the objects are the design languages in various form; plane, three-dimensional, multi-dimensional form. These design language have the significant meaning as a sign like human language. The scene design is completed with rhetorical expression for communication in theatre. This research defines the category of meaning that design elements of scene design can create and the rhetorical expression of the scene design language. King Lear directed by Robert G. Anderson was analyzed with the category of design elements as a sign and the pattern of the rhetorical expression. The scene design for a play is completed effectively by the rhetorical expression of design elements as the design language for communication with the audience in theatre.

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2D 애니메션 장면에서 칼라디자인 분석 - 작품 "Uproar in Heaven" 중심으로 (Analysis of 2D Animation Scene Color Design - focused on "Uproar in Heaven")

  • 장평;김해윤
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2014년도 추계 종합학술대회 논문집
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    • pp.325-326
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    • 2014
  • With a history of over 100 years, animation is an art of film and television, and a diversified special form of art as well. Animation scene design is not just about scenic painting but also a time-space formative art that serves for film and television animation, presents story plots, unveils dramatic conflicts and depicts character personalities. Scene design requires both high creativity and artistry. Scene design shall cover the living places, social environment, natural environment and historical environment where the characters live. The use of color is an important part in animation creation. In terms of scene design, it plays a significant role in building up the scene atmosphere, promote the plot and enriching screen contents. Focused on Uproar in Heaven-a classic Chinese animation, this paper analyzes the traditional characteristics of Chinese animation scene color and discusses the application and development of color.

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Relation between Game Motivation and Preference to Cutscenes

  • 완소음;조동민
    • 만화애니메이션 연구
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    • 통권36호
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

전시공간에서의 장면에 의한 공간지각 표현방법에 관한 연구 (A Study on the Expression Methods of Space Perception by the Scene in the Exhibition Space)

  • 김한나;서지은
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.293-301
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    • 2013
  • The purpose of this study was to find the space perception by the scene and to analyze the characteristics in the exhibition space. The data for the analysis was collected through a questionnaire survey method. The questionnaire is composed of a scene selection on the panoramic photographs of the exhibition space. 'The 4 Rivers Cultural Center - The ARK' was selected as the subject of this survey. The results of the study are presented as follows : First, the space perception perceived imaged scenes rather than the specific elements of space. Second, the space perception was revealed through the 'Form', 'Materials', 'Light', 'Lighting', 'Furniture' and 'Media' of notable elements. Also that was perceived by forming 'Line', 'Surface' and 'Volume'. Particularly, the perception of 'Surface' was higher than 'Line' and 'Volume'. 'Surface' was perceived mostly through the 'Color'. The perception of 'Line' was positive to 'Boundary' or 'Continuous placement of the light'. In addition, the perception of 'Volume' was positive to 'The curve of the form', 'Transparent material', 'Three-dimensional elements'. Finally, The type of space perception was chosen as 'Extension', 'Center', 'Deep', 'Boundary' and 'Formative'. In this way, the results of this study will set a foundation for developing design methods to induce the space perception by the scene in the exhibition space.

감성마케팅을 적용한 홍보전시관 디자인에 관한 연구 -수도권 G지역 종합 홍보전시관과 D지역 뉴타운 홍보전시관을 중심으로- (A Study on Public Exhibition applied Emotional Marketing - Focused on Public Exhibition Proposals of the G Environment Improvement Project and D New Town -)

  • 양혜진;김남효
    • 한국가구학회지
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    • 제21권1호
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    • pp.40-53
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    • 2010
  • The purpose of this study was verified the effect of analyzed emotional factors and compare with competed design proposals of G and D public exhibition to plan the public exhibition applied emotional marketing which strengthen the effect with touching the emotion. The results are first, public consumer preferred to experience 5 senses and gives a positive effect, second, preference according to factor of scene gives differences by ages, but various ages preferred to experience the factor of scene, third the result of analyze the relation between preference of scene and 3 groups of 5 senses, which is high, middle, and low preferred had significant relation, and fourth, public consumer preferred to several levels of exhibition than only one level, the space preferred was 'experiencing' space.

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Virtual Reality and Internet GIS for Highway Simulation Based on the ASE

  • Choi Hyun
    • 대한원격탐사학회지
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    • 제21권5호
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    • pp.433-443
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    • 2005
  • This paper show that, without installation of expensive VR (Virtual Reality) program, the sharing information is possible through posting three-dimensional road structures on the web, and avoiding the conventional top-down decision making method, fast bottom-up communication is possible base on the Virtual GIS (Geographic Information System). In this paper, using Viewpoint Scene Builder, internet-based software, the transformation was conducted to give pertinent type for web posting. In order to use the completed route at the scene builder, the output with ASCII Export is required, and ASE (ASCII Scene Export) contains the property information including the coordinate and frame of mesh vertex. Through in advance recognition of the problems regarding route design and petition due to environmental rights infringement, the time and cost due to design alteration can be reduced. It's difficult to provide VR based on the internet because file that embodied with internet GIS was complicated and its capacity comes to scores of mega-bites. But, this study provides VR with internet according to a basis by simplification of files.

Research on Scene Features of Mixed Reality Game Based on Spatial Perception-Focused on "The Fragment" Case Study

  • Li, Wei;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제24권4호
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    • pp.601-609
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    • 2021
  • This article combines literature and empirical research based on space perception theory and the case study of mixed reality game "The Fragment." It is concluded that the mixed reality scene under space perception has a three-level visual definition. This definition carries out a corresponding level analysis of the scenes of the "The Fragment" game and draws up the constituent factors of the mixed reality game scene characteristics. Finally, through questionnaire data investigation and analysis, it is verified that the three factors of virtual reality coexistence, human-computer interaction, and local serviceability can better explain the characteristics of mixed reality game scenes. At the end of the study, it is concluded that the definition of three levels of visual hierarchy and the constituent factors of mixed reality game scenes can provide reference and help for other mixed-reality game designs and a brief description of future research plans.

Functional Analysis of Music Used in Film