• Title/Summary/Keyword: Space Story

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A proposal for the relevant use of computer graphics in film (영화에서 적절한 컴퓨터 그래픽 기법의 활용을 위한 제안)

  • 김인철
    • Archives of design research
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    • v.11 no.2
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    • pp.5-14
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    • 1998
  • The hopes for making vivid images of mankind made 'film' that reflects easy communications. Film have made satisfactions to imagination of man by varied experimental expressions from the beginning. Many of directors and producers were eager to make film to be with relevant views. At last film has making to do with the digital tool, so called 'Computer Graphics' . Making images through computers have changed more better with the developing skills of softwares. NASA has developed Aero-Simulations first, it have called computer graphics for the first time in history. The computer graphics can make images with very varieties that had not exprerienced before and we won't expect the upcomming skills of it. Special Effects(SFX) through the films began the genre of Science Fiction in the era of ideology and space competetions and producer George Lucas made the firm named ILMOndustrial Light & Magic) to making picture of SFX. At last 'Abyss', 'Terminator II', 'Toy Story' and 'Forrest Gump' have made to us with many splendid arangements by the computers. Especially, we can concluded that the relevant expressions as in 'Forrest Gump' is the unexpected charming and human images with wonder. In Korean films are less varied, relevant and reasonable than that of American films, in this study I hope to develope more natural Korean computer graphic in near future.

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A Study on the Bibliotherapeutic Values of Korean Folk-tales: Focused on Establishing and Analyzing their Situation for Multi-cultural Families (한국전래동화의 독서치료적 가치 연구 - 다문화가정을 위한 상황설정 및 상황분석을 중심으로 -)

  • Kim, Soo-Kyoung
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.3
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    • pp.271-295
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    • 2012
  • This study aims to extract and analyze the bibliotherapeutic values/situations of Korean folk-tales for multi-cultural families in Korea. By analyzing 27 stories in the Korean folk-tale picture book written in two languages(Korean & English), we can find out 5 kinds of situational analysis as follows: (1) There are more men than women by the biological sex factor, whereas there are more adults than younger persons by the biological age discrimination. (2) For the space concept, there are a lot of socially related stories in their surroundings. (3) In the vertical relationship, there are more conflict elements than in the horizontal one. (4) There are more helpers from the outside than in the inside circle for the solution of their problems. (5) As a story theme, greed, wisdom, belief and family component elements are greatly involved in the stories. Among their beliefs, there are a lot of wisdom and greed themes, while piety and royalty to parents and conflict against stepmothers are among the family components. All of these would be an archetype of Korean culture, which can play an important role not only to understand Korean lifestyle for the multi-cultural families, but also to learn and practice bibliotherapeutic values.

Landscape Design Proposal for Gangbuk Large Park (강북 대형공원 기본계획)

  • Kim, Do-Kyong;Choi, Won-Man;Hong, Hyoung-Soon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.4
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    • pp.1-14
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    • 2008
  • Although the Dreamland site was the only flat amusement park in the northern part of Seoul, the site lost its function as a regional park due to aging and, therefore, was no longer in use. The site is surrounded by currently existing high dense low-story housing blocks and proposed new towns. A renovation plan for Dreamland was raised by the City of Seoul to enhance the quality of the urban environment in the northern part of Seoul. This study articulates the design concepts and strategies of the prizewinning work of the International Design Competition for Gangbuk Large Park. The three key points can be summarized as follows: First, this design proposal tried to find a new possibility for a large mountain park in an urban areas. These days, mountain parks are used limitedly as ordinary living spaces for activities such as a walking, hiking, and physical training. New strategies were sought to reconstruct the sentiment with which our ancestors enjoyed the mountains. Second, this proposal tried to make Dreamland a socially self-sufficient park. We designed a park which generates self-energy and which communicates with the city, not a park which only exists as a green island in a city. Lastly, rain fed paddy fields, a typical Korean vernacular landscape, was a tangible space which represented people's life-styles harmonizing with the nature. Rain fed paddy fields is a design motif which puts the three surrounding mountains together with the site. It is expected that the new design will works as a noted place.

Building Transparency on the Total System Performance Assessment of Radioactive Repository through the Development of the FEAS Program (FEAS 프로그램 개발을 통한 방사성폐기물 처분장 종합 성능 평가(TSPA) 투명성 증진에 관한 연구)

  • 서은진;황용수;강철형
    • Tunnel and Underground Space
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    • v.13 no.4
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    • pp.270-278
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    • 2003
  • Transparency on the Total System Performance Assessment (TSPA) is the key issue to enhance the public acceptance for a permanent high level radioactive repository. Traditionally, the study on features, events and processes (FEPs) and associated scenarios has been regarded as the starting point to open the communicative discussion on TSPA such as what to evaluate, how to evaluate and how to translate outcomes into more friendly language that many stakeholders can easily understand and react with. However, in most cases, it has been limited to one way communication, because it is difficult for stakeholders outside the performance assessment field to assess the details on the story of the safety assessment, scenario and technical background of it. Fortunately, the advent of the internet era opens up the possibility of two way communication from the beginning of the performance assessment so that every stakeholder can exchange their keen opinions on the safety issues. To achieve it, KAERI develops the systematic approach from the FEPs to Assessment methods flow chart. All information is integrated into the web based program named FEAS (FEp to Assessment through Scenario development) under development in KAERI. In parallel, two independent systems are also under development the web based QA(Quality Assurance) system and the PA(Performance Assessment) input database. It is ideal to integrate the input data base with the QA system so that every data in the system can checked whenever necessary. Throughout the next phase R&D starting from the year 2003, these three systems will be consolidated into one unified system.

Studies of Character's Symbolism in (<동물농장>에 나타난 캐릭터의 상징성 연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.38
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    • pp.115-132
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    • 2015
  • An animation is a tool to represent the consciousness of an author. It is a medium that converts his/her consciousness to time by the means of spaces. Image is the most inherent element among the elements of an animation. Character is the element that has the very core function among the elements of an image because a character is a shape that can deliver a story through various actions and facial expressions. In this context, is a representative satire animation that describes a ranked and unequal human society and selfishness and absurdity of human beings existed in the human society, based on the original work of George Orwell. Therefore, this study aims to study what the work tries to satirize through the meanings and symbols that the characters, animals, and spaces in the work. As a result of the study, it was found that the characters appeared in the work are metaphoric symbols that imply the meanings of each character, not just simple characters or spaces. In the work, the farm is a symbolic space that symbolizes a human world. John, a human being, is described as a dictator in an absolute Russian monarchy who suppresses people. Old Major, a pig, is described as an old pioneer that preaches the appropriation of a revolution while Snow Ball, a pig that follows the Major is described as a naive leader that dreams to establish a real socialist state where everybody lives equal, through successful revolution. Another pig, Napoleon is described as the more greedy dictator than human being. He killed Snow Ball for his private ambition and suppresses and exploits the same race, animals. That is, setting man and various animals in the relation of dominant class and subordinated class, the author generates conflicts among characters. Although the characters pursue an ideal society through revolution, it requires another revolution in the process, which expresses repetitive contradiction of human history in a symbolic and strong way.

Consideration of Metaphors Appeared on Shaun Tan's 3D Short Animation, (숀 탠 (Shaun Tan)의 3D 애니메이션 에 나타난 은유적 표현에 대한 고찰)

  • Jang, Eun-Young
    • Cartoon and Animation Studies
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    • s.23
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    • pp.1-17
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    • 2011
  • The paper analyzed the metaphoric expressions appeared in whose cinematic quality has been subjectively recognized on the global stage by winning the Oscar for Best Animated Short Film. Many contents and visual effects of the film were expressed with metaphor. Story and sequence were analyzed through the language system-based 'Conceptual Metaphor Analysis Framework'. In addition, characters have been analyzed through the 'Visual Metaphor Analysis Framework'. The framework is to analyze visual dimensions which are derived when concepts are structuredin animation. This paper has attempted to investigate and reveal patterns how animation self-organizes or how animation self-realizes through linguistic objectives. That is, it is to reveal how animation communicates with the audience from the metaphoric perspective among many conventional ones. In an animated film, metaphor is a fundamental means to connect fragmented images, produce a holistic view and therefore induce creative communication with the audience. The essential motive of metaphor which is expressed in various styles in is modern people's feeling of loss and sense of missing something. Train, bottle top, food, lost-and-found center, in-between space and lost items have significance across the movie. According to an analysis, metaphor offers simplicity and freshness as an aesthetic function. In addition, the metaphor expresses lengthy contents and various meanings implicitly, delivering an economic function. With a creative function, metaphor is a tool to generate new meanings. In other words, an animated film is a medium to inspire and move the general public as a means of communication and thinking, not just an entertainment for young generations. After all, metaphoric expressions have been used to deliver diverse and deep meanings in animated films.

The Study of Sceneries Shown in Animation Movies -Focusing on & (애니메이션에 나타난 풍경 연구 -<오세암>과 <원령공주>를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.50
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    • pp.1-22
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    • 2018
  • This study investigated realism sceneries shown in animation movies of auteurism. Although animation has properties of mechanical images arranged by short cuts, it essentially starts with the images dealing with space art based on the consciousness of an author. In this aspect, sceneries of animation movies can be the most proper subject for study from the viewpoint of image. Generally, sceneries of animation movies maintain the neutral position as a stage setting for story. However, as for auteurism animation, the sceneries have subjective meaning as major media to express the work or the vision and value of the author on the world. The representative animation movies that reflect the role and meaning of realism sceneries among auteurism animations are and . The former shows Korean sceneries and the latter presents local sceneries of Japan quite well. Reviewing the characteristics of sceneries shown in two movies, the sceneries of are the discovery of internal consciousness of the author that signifies pure innocence of childhood into the voice of nature through the style of the author. Meanwhile, sceneries of adopted nature landscape surrealistically based on the internal consciousness of the author and described the forest as the absolute utopia of the author. As such, the sceneries shown in two movies were utilized as the "framework of thought" of the authors that intensify the viewpoint of the movies on the world through empirical interpretation and detailed description of neutral landscape based on internal consciousness of the authors.

A Review on the Sexual Organs Appeared in 'Manhoengcheongnyu,' "Cheongguyeongeon" ("청구영언" '연장' 등장 만횡청류 재론)

  • Lee, Young-Tae
    • Sijohaknonchong
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    • v.26
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    • pp.223-242
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    • 2007
  • This thesis is to review 'Manhoengcheongnyu,' $\ulcorner$Cheongguyeongeon$\lrcorner$ in which sexual organs have appeared. The result of the review shows that a male narrator wants a large organ and a female narrator, a small one. Although there seems to be a difference between the male and the female with the framework of the size of the organs, they have the similar standpoint, Yeohapbujeol(如合符節), that they give and take the sexual feelings to satisfy their mates each other. As a consequence. $\ulcorner$eokgogeomgokuikeungurenarotgeugeotjochagilgoneopda$\sim$(#1993, *569)$\lrcorner$, refers to the other's satisfaction about the sizes of their own organs rather than the idea that the female sexual life is unilaterally oppressed by the male one. Sijo(時調) touches on organs which are 'bawdy and trifling,' and includes obscene comments. Eumdampaeseol(淫談悖說). Mentioning Eumdampaeseol(淫談悖說), the participants in a banquet of the singing space can be a part of its atmosphere, and by being protected by it, they can recite the sexual organs openly or they can grasp the inner meaning of the verse-joke in a refined and humorous fashion-which expresses organs indirectly. Thus, $\ulcorner$aheunahopgommeogeun老丈濁酒geolleo醉kemeokgo$\sim$(#1854, *534)$\lrcorner$, is not related with 'remorse about old age', but is merely a kind of Sijo(時調) about a sexual organ.

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Numerical Study on the Development of the Seismic Response Prediction Method for the Low-rise Building Structures using the Limited Information (제한된 정보를 이용한 저층 건물 구조물의 지진 응답 예측 기법 개발을 위한 해석적 연구)

  • Choi, Se-Woon
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.33 no.4
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    • pp.271-277
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    • 2020
  • There are increasing cases of monitoring the structural response of structures using multiple sensors. However, owing to cost and management problems, limited sensors are installed in the structure. Thus, few structural responses are collected, which hinders analyzing the behavior of the structure. Therefore, a technique to predict responses at a location where sensors are not installed to a reliable level using limited sensors is necessary. In this study, a numerical study is conducted to predict the seismic response of low-rise buildings using limited information. It is assumed that the available response information is only the acceleration responses of the first and top floors. Using both information, the first natural frequency of the structure can be obtained. The acceleration information on the first floor is used as the ground motion information. To minimize the error on the acceleration history response of the top floor and the first natural frequency error of the target structure, the method for predicting the mass and stiffness information of a structure using the genetic algorithm is presented. However, the constraints are not considered. To determine the range of design variables that mean the search space, the parameter prediction method based on artificial neural networks is proposed. To verify the proposed method, a five-story structure is used as an example.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.