• Title/Summary/Keyword: Space Storytelling

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Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

A Qualitative Evaluation Research on the Relationship Between Creative Thinking and an Infinite Creative Space Program (공공도서관 무한창조공간 프로그램과 창의성간의 관계에 대한 평가 연구)

  • Noh, Younghee;Kang, Jung-A;Jung, Eun-Ji
    • Journal of Korean Library and Information Science Society
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    • v.46 no.2
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    • pp.71-111
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    • 2015
  • This study developed a program suitable for operating an infinite creative space within the public library, and analyzed the effect of promoting participants' creativity through a trial run of the program. To do this, we operated a "picture book making activities" program in the infinite creative space of J library located in Chungbuk. This program was performed for 18 elementary students in grades 3-6. Torrance TTCT (The Torrance Tests of Creative Thinking) tools were used in this study to measure the overall creativity. As a result, first, awareness of the importance and interest in environmental science was improved through the whole program process. Second, participants' problem-solving abilities improved during the program by having to derive a solution for a given problem through brainstorming. Third, storytelling ability improved after the story-creating elements of the program. Fourth, each participants' creativity was improved through creative activities. Fifth, by publishing the results of creative activities of participants as books, the self-esteem of participating children improved as well.

Landscape Design for Masan Robot Land (마산로봇랜드 조경설계)

  • Yoon, Sung-Yung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.3
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    • pp.115-125
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    • 2010
  • A theme park is not just a recreational space for leisure activities, but also a place of storytelling as collected around abstract boundaries called themes. These stories are 'a space that tells the meaning' that the visitor is looking for and the Robot Land space offers robots, humans, and nature. This study is a description of the design strategy and content of the work which was elected as a subject of the subsequent rank negotiation of the Masan Robot Land design contest for the selection of a private contractor. The focus of the plan is, first, the organizational power of each space and the delivery power of a theme for the history of revisits, which might be considered depending on whether or not the theme park has been successful in the visitor's mind. Second, it is to actively use the potential of Masan, which is not only the key hub of the mechanical industry but also has beautiful coastal resources. First, they created a space that can flexibly react depending on the user's desire and the change of form, minimizing environmental damage by using a linear metabolism that can provide an amalgam of the elemental characteristics of robots, humans, and nature as motifs. They introduced a planting plan for the admissions square, an existing forest, slope, vacation spot, the inside of a complex, and Eco Island, etc. by utilizing symbolic meaning and adjusting to the spatial characteristics of each space. In addition, they sought a detailed space by setting up zones tailored to the use and character of the subject area, having exhibitions and education about robots, vacation facilities for lodgers, various recreational and commercial facilities, and space for utopian gardens as themes. They planned Masan Robot Land to be a true cultural space that creates mental richness on the basis of not only the economical effects but also local emotion.

The Expressive Characteristics of Morphing in Fashion Design (패션디자인에 나타난 몰핑의 표현특성)

  • Choi, Jung Hwa;Choi, Yoo Jin
    • Journal of the Korean Home Economics Association
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    • v.50 no.7
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    • pp.67-79
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    • 2012
  • This study analyzed the characteristics of morphing in fashion design through the documentaries on morphing and fashion. The characteristics of morphing in fine art, media, and design area were categorized as reversible metamorphosis, sequential dissolve and blurring of interpolation boundaries. The results were as follow in fashion design. Reversible metamorphosis showed an automatic silhouette transformation by remote control, the metamorphosis of folding method by wearer's own movements and the automatic silhouette transformation by the air pressurizing method. It represented the thoughts of omnipotence as in the feeling of the magical world, the human desire for control in life, the rationalization of magical thinking and imaginative power, the creation of a new dress space and the extension of dress function. Sequential dissolve showed juxtaposition in the same area by the time order, juxtaposition in virtual space through the computer graphics, the series of fashion photography by steel cut of the dress making process and the blending of digital film and fashion design. It represented the approach for the storytelling of fashion show, implication of creative fashion design process and the creation of organic forms and the feeling of fantasy through artificial technology. The blurring of interpolation boundary showed an overlay of different fabrics with transparent boundaries, an overlay of different patterns with transparent boundaries and the blending of fabrics through the visual mixing of color. It represented the obfuscation of the object, the connotation of the space order, the connotation of the extensive and various meanings and the integrative property of objects.

Convention of Contemporary Urban Fantasy Contents (현대형 도시 판타지 콘텐츠의 컨벤션)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.87-98
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    • 2013
  • A convention is a customary channel that not only distinguishes the contemporary urban fantasy contents from other genres but also feels familiar with users for its currency. To begin with, the study defines the fantasy investigating the types of the fantasies, the time and the space which are regarded as the world of the fantasy, the fantasy storytelling and the convention, the custom of the fantasy. Next, the meaning and the convention of the contemporary urban fantasy contents are discussed. Ultimately, through the contemporary urban fantasy contents analysis, the study traces changes in the fantasy genres understanding how the convention destruction of the fantasy genre generates the convention in contemporary urban fantasy contents. Finally, the study proposes the directions of the convention in contemporary urban fantasy contents production which would provide us with a new experience and a dimension of fun.

An Implementation of Mobile Messenger Application for Kindergartens and Nurseries (영유아교육기관용 모바일 메신저 어플리케이션 구현)

  • Han, Dong-Gyoon
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.401-412
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    • 2012
  • Communication through smartphones is creating a new paradigm of mobile communication beyond the restrictions of mobility and space. The mobile instant messengers of the smartphone, which began on the desktop environment, are providing various communication features, including multimedia contents, texts, and voice. Kindergartens and nurseries are using Websites, phones, SMS, printed materials, handwritten notifications, etc. to communicate with the parents. IsPlus was developed to facilitate the communication between the parents and the teachers, including exchanges of pictures and videos, chatting, and attendance management using smartphones. This is meaningful in that it is an early smartphone mobile messenger for educational institutions for infants and preschoolers. This study presented a new approach to the development of a mobile messenger for a specific group of users by analyzing the user environment, communication types, application planning process and interface design development using storytelling.

A Study on the Characteristics of the Design Expression in the Exhibition Spaces of the Jewish Museums (유대인 뮤지엄 전시공간의 조형적 표현 특성에 관한 연구)

  • Suh, Swoo Kyung
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.233-240
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    • 2013
  • Today, museums are designed with specific purposes with themes to raise issues based on themes, history, culture or other special focuses. Among many of these thematic museums, Jewish museums are built around the world in order to let the future generations know the history and dark past memory of the Jewish people. Accordingly, the aim and significance of this study are to analyze the characteristics of design expressions of the museum architecture of Jewish museums done by various architects to help visitors empathize the dark period of the Jews during the holocaust. This particular study will be focused on analyzing 7 museums under the theme of holocaust and Jewish people's life affected because of the tragic event. Spatial organization, exhibition space composition, exhibition techniques such as the exhibition storytelling or scenario and natural light distribution will be analyzed to find expressional characters of Jewish museum's design and how the design form strengthen the museum's purpose. To achieve the aim of the study, targets for the theoretical discussion and case analysis regarding the design approach are discussed in chapter 2, characteristics of the cases are analyzed and synthesized in chapter 3, and finally the conclusion in chapter 4. The study found, that distinctive characters of spatial expression have direct impact on visitor's understanding of the museum purpose and it helps viewers to empathize and to be educated about the situation. Well designed architectural form, spatial organization, choice of materials and colors as well as story telling techniques of the museum will solidify the meaning of the exhibitions inside. Results found in the study will be the guidance for future study on thematic museum planning.

A Study on Creating and Managing "Makerspaces" in Libraries (도서관 무한창조공간 구축 및 운영모형 제안에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.53-76
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    • 2014
  • Combining makerspaces and library services is an innovative idea that could positively and radically change the library user experience. The Library Makerspace is able to offer users a different view of the world, and give them the opportunity to explore and imagine new possibilities which they can then create. Therefore, this study focused on analyzing real-world makerspace examples to create suggests for utilizing this trend. The roles and concepts of library makerspaces derived through this research are as follows: space for infinite creativity as social communication space, study areas, job searches, self-publishing, idea incubation, collaboration, equipment and utilization, storytelling, expert mentoring and consulting, and so on. The possibilities are endless, and allow for the development and expansion of the library.

Aesthetic of Anxiety and Horror in Roman Polanski's Films -focusing on < Rosemary' baby >, < Chinatown >, < Ghost Writer > (로만 폴란스키의 영화에 나타난 불안과 공포의 미학 - <악마의 씨>, <차이나타운>, <유령작가>를 중심으로)

  • Kim, Hyung-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.133-142
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    • 2012
  • The Purpose of the study is to identify the aesthetic of anxiety and horror in Roman Polanski's films, focusing on , , and . Polanski's films, of which main concern lies in veritable human under the circumstance of the closed space which is stained violence and horror, present a tendency of instability and brute force in the same age and individual's enervation and solitude isolated from the value of society. Eventually, it steadily deals with the origin horror of being. In this study, I analyzed Polanski's special feature of directing centering on three facters, such as visual storytelling, space design of isolation and enervation, and accompanying sight as a visual point of suspense. The style of Polanski's films, based on the classical priciple for suspense construction and variegated image making, shows that the incapable individual's awkward suffered in the closed circumstance, the strength of horror from the unknowable outside, and human's belief broken by brutal violence. These commonly connect to the theme of Roman Polanski's films.

An Analysis Of The Visual Characteristic Of Directing For Three Dimensional Films -Focusing On - (3D 입체영상의 시각적 연출 특성 연구 -영화 <잃어버린 세계를 찾아서>를 중심으로-)

  • Kim, Sae-Hoon;Kim, Min-Jung;Kang, Jee-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.229-237
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    • 2011
  • All over the world, the interest in technology and industrial value has been increasing rapidly due to the continuing commercial successes of three dimensional films. However, after the commercial success of , without exception, lots of three dimensional films had been produced thoughtlessly. Hereby, these films incurred a censure owing to bad degree of completion related to insufficient storytelling and directing. For three dimensional films, characteristic of producing should be considered perfectly in the planning stage unlike previous films. This study concentrates upon proper directing for three dimensional films, and analyzes the method of it, roughly divided into three parts ; the lapse of time, directing the screen which can highlight space sense, and the point of sight. Henceforth, The demand of three dimensional contents will increase all around the world, at such time, we also should take note of the change, and then produce excellent contents which can lead to have a chance to gain the supper hand in the market of three dimensional contents.