• Title/Summary/Keyword: Visual Culture Contents

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A Flat Staging Studies in the Animation "Song of the Sea(2014)" (애니메이션 "바다의 노래(2014)"에 나타난 평면적 스테이징 연구)

  • Kim, Soong-Hyun;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.373-380
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    • 2019
  • In this study, I examined the visual elements for narrative structure and the symbols, scene components and visual styles in the images through analyze the flat staging in Tomm Moore's animated feature film, . As a research method, I figure out the general theories about staging and analyze extracted scenes which revealed flat staging in the , then summarize and clarify the flat staging production elements and features of Tomm Moore. As a result, in , the composition of the screen using the basic shapes, the screen composition containing the spiral which is symbol of the Celtic traditional pattern, the stable and flat frame expression through the balanced screen composition, expression of spatial sensation using perspective, appearance of the period by using the inverted perspective, and composition that can emphasize the flat formability are appeared as a characteristic. Through this, the two-dimensional planarity was maximized to convey the feeling of appreciating the illustrations of fairy tales. Tomm Moore, who produced animation based on folk tales in order to inherit the traditional culture of Ireland, has been attracting worldwide attention because of its flat staging to help narrative, enhancing the original expression and performance of animation. I hope that this study will be used as basic data for industry workers and researchers who make unique and excellent animated feature film.

A study on the Policies for the Promotion of Korean Literature seen through Manhae Festival (만해축전을 통해서 본 한국문학진흥정책에 관한 연구)

  • Lee, Won-Oh;Rhyu, Ji-Sung;Kim, Ji-Won
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.234-246
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    • 2015
  • When the Information age led by media comes, The literature yielded its prominence to visual media, and the Korean literature also faced a crisis, prompted by decreased demand for it. In this reality, literature festivals which have increased rapidly since 1995 and currently number at least 110, when the local government system was launched, played an important role in promoting literature to the society. This thesis has selected Manhae Festival, one of the most vibrant and successful, as the case study to analyze its present status and accomplishments to derive ways for improvement which can be used to promote policies on literature. Manhae Festival which celebrates Manhae Han Yongun, a poet and an independence activist, also became one of the top literature festivals through Manhae Grand Awards and various cultural, art and academic events, despite being held in Inje County, Gangwon Province, a remote location. Based on this study, in the near future, Manhae Village, as a complex cultural venue, as a If we can make the place into complex cultural space and with additional policy support by gaining political supports like designation as Slowcity and special zone of culture and tourism, and pursuing glocalization by making Manhae into a star brand, Manhae Festival will cement its current position as a successful literary festival. It has very meaningful since most of literature festivals operate in small scale. Now, we need to develop literature festivals into local ones by attracting larger popularity. Meanwhile, a more comprehensive study, in the future, is needed with special emphasis on successful literary policies and their precedents in other countries.

A Study on the Placeness of Vacant Houses in the Street of Historical Culture - Focused on HangZhou Zhongshan Road - (역사문화거리 빈집의 장소성에 관한 연구 -중국 항저우 중산로를 중심으로-)

  • Wang, Hui-Hui;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.617-629
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    • 2020
  • In the historical and cultural blocks with the most concentrated urban cultural heritage, the development of both side streets is impacted by the development of the main street, which shows a gradual decline. The loss of placeness on both side streets has resulted in more empty houses. Therefore, it is urgent to pay attention and take countermeasures to the empty houses in historical and cultural blocks. In this study, the vacant houses on Zhongshan Road in Hangzhou, China were taken as the object of study to understand the location theory and the six dimensions of Matthew Carmona's urban design. Meanwhile, it further analyzed the evaluative features of the placeness of the vacant houses in the historical and cultural street, to provide direction and basis for the flexible using of other empty houses in Zhongshan Road. Then by applying the Analytic Hierarchy Process (AHP), it obtained the importance scale of each evaluative feature and compared the evaluation results of experts with the analysis results of cases, getting the results as follows: In the flexible application of vacant houses in historical and cultural street, the evaluation result of placeness indicates that this kind of usage should be in order of societal level, perceptional level, functional level, morphological level, visual hierarchy and temporal level; among the evaluative features, security, identity, usability, individuality, aesthetics, connection, diversity, openness, continuity, accessibility, order and history should be considered in turn.

A Study on the Expansion of Stage Costumes in the Contemporary Ballet Play <'That' Girl> (창작 발레극 <'그' 소녀> 에 나타난 무대의상의 확장성 연구)

  • Jinyoung Ryu;Sojung Chang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.779-785
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    • 2023
  • In the creation of non-verbal dance performance, stage costumes are an important element of visual expression and serve an expanded role in addition to its fundamental decorativeness, representation of status reflective of the historical setting of the act and functionality for the dance movement. We intends that the purpose of this research is to analyze the expanded role of the costumes in the creative ballet <'That' Girl>, and through this exercise, provide foundational data on and suggest new future directions for stage costume design. <'That' Girl> is composed of two acts, offering condolences and eliciting empathy by conveying the fear experienced by the victims of the time. The second dance act representing freedom and "Haan" requires this expanded application of costume design. The costume design was inspired by the "Statue of Peace" representing comfort women, and completed through three draft designs and material experiments testing the ease of operation of the strings and fabrics installed in the costumes as well as the functionality of the associated ballet movements. In conclusion, expansion of time & space, expansion of form and expansion of symbolic expression were shown in the dance of liberation using strings wrapped around the arms and through the cloth embodying 'Haan' hidden in front of the costume.

A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

Inscriptions on Bones and Tortoise Carapaces and Digital Age - The View of Digitalization of Ancient Scripts (Hieroglyphic Character) - (갑골(상형)문자의 디지털화 조망)

  • Lee, Joo-Eun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.17-23
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    • 2016
  • I think it is valuable to make Chinese ancient character 'Inscriptions on Bones and Tortoise Carapaces' hieroglyphics popular by combining with the digital. Because Chinese characters are ideograms, it has a huge visual effect. When it is thought over meanings with imaged data by using digital technology, it can be easier to conflate Chinese academia and humanities academia, moreover other academia that uses Chinese characters such as jurisprudence or business administration. I believe not only union of humanities and natural science in the global era can be the best example of the word 'consilience', which I mentioned before, but also people enjoy usability from educations, invention of learning contents or open learning to a cultural field by coming into wide use. Futhermore, it should contribute to changing the image of Chinese characteristics from existing difficult stereotype to positive image.

Characteristics of Graphics Expressed on Fashion Items (패션아이템에 표현된 그래픽의 특성)

  • Rha, Soo-Im
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.3
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    • pp.111-124
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    • 2009
  • Since the graphics of fashion items as a means to deliver messages suggest practical sections of the society while showing individual ideas and identity, they have values of promotion to attract attention by manifesting an effective function during the process of delivering intentions and the signification. Accordingly, this study aims to investigate the characteristics expressed with graphics shown on T-shirts of casual wear out of all the fashion items and analyze the social messages reflected on them. Using the Barthes' system of denotation and connotation, distinguished symbolic functions and meaning among graphics were analyzed through the analysis of expression methods of the graphics as the denotation of initial meaning and connotation of secondary meaning. Each casual brand has led the sale of casual markets by appealing consumers with graphic items with characters printed such as various kinds of animals and symbols or lettering printed such as hieroglyph and logos, as various expressive methods and social significance as well as a effective communicative means of graphics. As examined above, graphics expressed on fashion items have an informative characteristic and a persuasive characteristic in the aspect of contents, which has a single value as a communicative characteristic. Those characteristics have developed into the fashion graphic actively reflecting a designer's conviction, values, feelings and identity by acting on social issues and publicness. That is, in the age of information, effective messages delivered through the fashion graphic to the public have contributed to the establishment of an appropriate atmosphere of visual culture while maximizing the role and function as a social significance.

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Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.

A study on 'Uncanny anthropology' -Focused on The Bad Batch- (언캐니 인간학 연구 -<버려진 자들의 땅>을 중심으로-)

  • Kim, Seok-Weon;Kim, Seong-Ho
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.443-450
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    • 2021
  • This study focused on Ana Lilly Amirpour's movie 'The Bad Batch, 2016'. The core topic of the paper, 'Uncanny anthropology', was specially used in the sense of aiming for ideal anthropology, starting with the meaning of looking at Sigmund Freud's 'Uncanny' theory from 'human relationship (subject and other). The anthropology of F. W. Nietzsche, Martin Heidegger, and Emmanuel Levinas is the theoretical background of 'Uncanny anthropology', starting with Kirkegor for the discussion of a new theory of 'Uncanny anthropology'. However, this paper focused on Emmanuel Levinas' relational anthropology due to limited paper relations. The most important thing in this film is that it sublimated the malicious relationship with humans into love. He chose topics that were not routine, expressed themes and contents by disconnecting causality in the narrative, and Emmanuel Levinas' 'Uncanny anthropology' is evaluated as a film that expresses only.

A Study on the Player Type through Game Quest's Editability (게임 퀘스트의 편집가능성에 따른 플레이어의 유형 연구)

  • Gim, Hee-Jun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.43-52
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    • 2019
  • Advances in technology are enhancing the player's visual satisfaction in games. Reflexively, narrative satisfaction has not been highlighted. This led to a player's critical view of the absence of original games. Especially in gameplay, quests require repeat and similar content and imperative tasks. It is overlooked that a quest can cause players to produce various meanings and effects. The concept of editing ability to reorganize the designed rules of the player beyond the performance and behavioral rules is conceptualized, and the four types of players that operate the characteristics can see that the player can intensify game play and immerse himself in play saw.