• Title/Summary/Keyword: Visual Culture Contents

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Research about China painting techniques which be used in post design (중국 수묵기법을 활용한 포스터디자인 사례분석에 관한 연구)

  • Huanf, Qin;Kim, Se-Hwa;Ahn, Byoung-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.712-716
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    • 2008
  • Traditional Chinese painting, which had formed a language of Chinese peculiar painting art, had begun from modern poster designs and tied up with the range of the various visual art, It is not only to convey information but also show the traditional Chinese culture thinking to audiences through pen, ink and depth of color, Traditional Chinese painting divided the method of painting into ink graphics performance, ink performance technique, Performance of ink brushwork, then according to the performance of classification and analysis of their characteristics.

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The New Definition of Creative Leadership in the Communication Design Industry - Focused on the 4th Industrial Revolution

  • Kim, Kyung-won
    • International Journal of Contents
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    • v.15 no.2
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    • pp.53-58
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    • 2019
  • The aim of this paper is to discuss how designers lead and direct 'technology-driven society' using their creative communication skill. To this end, it is required for communication designers to take conscious steps to recognize the future direction of their profession. Despite the advancement in technology, there is a human being at the center of all design activities. From a certain point of view, contemporary communication design takes an open-ended exploration of the subject matter, rather than a finished output. The notion of creative leadership may potentially expand more in terms of improving the methodology of today's visual culture. The paper will examine creative leadership that could be proposed by the challenge of discourse upon the upcoming industrial revolution. Today, communication designers are confronted by new leadership opportunities and challenges. Some leading designers seem to focus on brand new media technologies to prepare the 4th industrial revolutions. However, communication design cannot be discussed in the medium but can be understood as a process. Top-down and bottom-up process is always a concerned about the relationship since the focus of leadership has changed. In the top-down process, the leadership has existed between 'designer and client' because designers have played their role as a problem solver. On the other hand, there is a different model of leadership between 'design and technology' based on bottom-up process, which stem from the design authorship. In this regard, the new definition of creative leadership in the $4^{th}$ industrial revolution proposes a designer as a problem-finder based on the relationship between the 'designer and the public'.

Artistic Achievement of Abstract Animation and Contemporary Significance (추상 애니메이션의 예술적 성과와 현대적 의의)

  • Son, Kook-Hwan;Park, Sung-Dae
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.132-141
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    • 2012
  • This paper historically sheds the new lights on the artistic worth and achievement of abstract animation in the animation genre, and presents the contemporary significance and importance of abstract animation through the study on the avant-garde characteristic and the works of abstract animation artist, including Mirai Mizue. Though abstract animation which is artists' experimental work dealing with speed and movement of image has an essential role for the development of modern visual culture and animation, it is losing meaning and value because of the commercialism and capitalism of digital contents industry. Therefore, this paper first presents that the study of experimental animation like abstract animation contributes to the diversification and improvement of digital contents industry then it discusses the effect on the contemporary digital contents industries, next analyze the historical development and comtemporary evolution of abstract animation, which is diversified from modernism to contemporary art, and finally discuss the experimental feature and expression of abstract animation.

Analysis of Intertextuality Cases in Games and Animations through "Pix" (를 통한 게임과 애니메이션의 상호텍스트 사례분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.45-54
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    • 2014
  • With the spread of game platforms fueled by the development of smartphones, such classic games as and have been transplanted in smartphone and visual media. Which stirred an issue among gamers because classic games were the materials used. However, there is a lot of room for improvement because it developed from a different viewpoint from the experiences of gamers in many cases. Based on the judgment that the reasons why the experiences of gamers were not reproduced in visual media lay in intertextuality between games and visual media, this study analyzed "Pixels" as a case of good intertexts. The analysis results of intertextuality in the game show that it applied quotation, summary, mending, and satirical travesty to the elements only known to gamers in addition to a simple arrangement of representations and parody, thus succeeding in reproducing the experiences of gamers. It also took into account popular appeal with a fresh direction not familiar to non-gamers.

A Study on the Visualization of Paralinguistic Phonetic Information for Creative Motion Typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park Sun-Mi;Nam Yong-Hyun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.61-69
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    • 2006
  • Along with advance in visual culture, the importance of motion graphic has been increasingly emphasized day by day, which can maximize information delivery using image illustration and typography, graphic factors of images. In addition, we can easily see increasing cases where what a designer intends is visualized using creative typography in diverse mass media such as TV commercials, movies or web. Thanks to the effects of this trend, various ways of manufacturing works have been proposed in the field of motion typography by applying diverse factors including verbal ones, time, form, motion, colors, and sound for the purpose of expressing formless semantic notions through visual form of typography. However, physiological features such as sex, age, health status, pathological conditions, and body size can have a bigger effect on the process of real communication. Therefore, if property of quasi-verbal sound can be reflected appropriately in motion typography where communication is expressed only by visual form, it can enable people to understand what a designer intends faster and more exactly.

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The Language·Society·Culture in a Community of Practice: The Linguistic Features and Students' Perspectives on English Signboards (행위공동체 내의 언어·사회·문화: 영어간판 속 텍스트의 언어적 특성과 사회·문화적 양상에 관한 인식의 고찰)

  • Lee, Younghwa
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.364-373
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    • 2018
  • This study aims to investigate the linguistic features of English signboards (ES) and socio-cultural aspects in Korea through university students' perspectives on the ES. The data comprised pictures and questionnaire on the ES from the students. The findings showed that ES reached to 55.4% for mainly the business of drink beverage and clothes. The text written by 'only English' included 2-3 words (43%), and that of 'combination of English and Korean' had 4-5 words (25%), which reached to 68% of the all. The 70% of ES were used for the business of drink beverage, food, and clothes, but these were not in harmony with the neighborhood, showing 42% of agreement. Good ES required 'visual factors (27%)', 'expression of business (23%)', 'elegant and luxurious style (19%)', and 'design and creativity (15%)', and these ES were the most in Shinchon areas. Overall, the present ES culture was insufficient to make harmonious atmosphere in Korea, which requires the support of policies and systems.

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.73-77
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    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

A Study on the Components and Color Characteristics of the Streetscape of History·Culture Streets - Focused on the Bookstore Street in Kaifeng, China - (역사·문화 가로경관의 구성요소 및 색채특성 연구 - 중국 카이펑시 (中国 開封市) 서점거리를 중심으로 -)

  • Sun, Lu;Yoon, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.143-156
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    • 2021
  • In this study, the Bookstore Block of Historical and Cultural Street in Kaifeng City is taken as the object, which makes analysis on the landscape color features appearing in the elements of the bookstore block landscape. Through literature, it obtains the contrast list for the landscape composite elements of the historical and cultural street. After mastering the general characteristics of architectural colors and basic analysis methods of landscape colors in the Qing Dynasty, it conducts the site survey on the landscape composition elements and colors of the bookstore block. According to the conclusion, it is found that the landscape color of bookstore block is composed of R series, PB series, Y series and achromatic (N) series, in which the overall color shows relatively high integrity. However, it exists some deficiencies in the use of colors in signs, facilities and modeling objects. Therefore, it is necessity to increase the color plan of landscape elements such as signs, modeling objects and facilities, enhance the recognition possibilities of visual information.

A study on the relationship between gaze guidance and cybersickness using Eyetracking (시선 추적기법을 활용한 시선 유도와 사이버 멀미 관계 연구)

  • Lee, TaeGu;Ahn, ChanJe
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.167-173
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    • 2022
  • The size of the virtual reality market is growing every year, but cybersickness that occurs in virtual reality has not been resolved yet. In this paper, results were derived through experiments on the relationship between cybersickness and gaze guidance occurring in virtual reality contents. Using eye tracking technique, the relationship of gaze movement with cybersickness was identified. The experiment was divided into two groups to find out whether visual induction affects cyber sickness. In addition, the results were analyzed by dividing the two groups to check whether cyber sickness showed different results according to gender. We also analyzed using the SSQ questionnaire to measure cybersickness. We tried to understand the relationship between gaze guidance and cybersickness through two methods. As a result of the experiment, it was found that the induction of a clear gaze caused the concentration of the gaze, and it was effective in cybersickness through the rotation of the camera. In order to alleviate cyber sickness, it has been confirmed that concentrating one's eyes through gaze-guided production is effective for cyber sickness. It is hoped that this result will be used as a way to alleviate cyber sickness for producers who want to use virtual reality to produce content.

A case study of flipped learning applied to a college-level course on the culture of family living and its effect (플립러닝을 적용한 대학의 가정생활문화 수업 사례와 효과)

  • Baek, min-Kyung
    • Journal of Korean Home Economics Education Association
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    • v.31 no.1
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    • pp.77-88
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    • 2019
  • This study was to execute the flipped learning as a learner-centered teaching and learning method in the course on family living culture for home economics education students in a college of education, and to investigate its effect. Flipped learning was designed in three stages(Pre class/In class/After class), and a questionnaire survey was distributed to 40 students to measure the class satisfaction. In addition, class worksheets and reflection journals that students wrote after every class were analyzed. Students positively evaluated flipped learning because they could take non-competition class with questions and discussion, etc. escaping from a one-way lecture. This study found that the level of class satisfaction was high due to high learning effect as the dual learning was available in case of prerequisite learning or individual learning. In particular, the class using Visual Thinking was considered interesting and useful in understanding and summarizing the learning contents. This study has shown that the willingness to take other flipped learning class in their major was high. To conclude, this study has found positive learning effects in the learner-centered teaching and learning method or flipped learning for the course concerning family living culture. This researcher expects that flipped learning may be utilized in the secondary education in the future as an effective learner-centered teaching and learning method for the purpose of fostering talents for the future in the era of the fourth industrial revolution.