• Title/Summary/Keyword: character play

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The Effects of Cooperative Activity using Character-related Picture Books on Children's Caring Thinking (인성동화를 활용한 협동활동이 유아의 배려적 사고에 미치는 영향)

  • Park, Hyun Ji;Kim, Ji Eun
    • Korean Journal of Childcare and Education
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    • v.12 no.1
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    • pp.143-170
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    • 2016
  • This paper organized a cooperative activity using character-related picture books for guiding children to cooperate as a part of an effort to present solutions against the increasing tendency of individualism and the de-communization phenomenon among serious social issues affecting children in modern society. This paper aims to help the children to build the proper caring thinking for others and understanding the self by applying those cooperative activities. The subjects were 50 children of 4 years old in K and S day care centers in city C. The data were analyzed by caring thinking tool using t-test. It also recognized change to children's caring thinking of play situation by way of video and observation journal. The results of the research found that the experimental group's caring thinking score was significantly higher than that of the control group. In accordance with the general analysis of the program results, it was verified that the cooperative activity's use of character-related picture books included caring thinking, understanding the self, and respecting others' emotionsin them. The results of this study can be used as basic data to develop an educational activity program for character development and help with the application of character-related picture books.

A Study on Lip Sync and Facial Expression Development in Low Polygon Character Animation (로우폴리곤 캐릭터 애니메이션에서 립싱크 및 표정 개발 연구)

  • Ji-Won Seo;Hyun-Soo Lee;Min-Ha Kim;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.409-414
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    • 2023
  • We described how to implement character expressions and animations that play an important role in expressing emotions and personalities in low-polygon character animation. With the development of the video industry, character expressions and mouth-shaped lip-syncing in animation can realize natural movements at a level close to real life. However, for non-experts, it is difficult to use expert-level advanced technology. Therefore, We aimed to present a guide for low-budget low-polygon character animators or non-experts to create mouth-shaped lip-syncing more naturally using accessible and highly usable features. A total of 8 mouth shapes were developed for mouth shape lip-sync animation: 'ㅏ', 'ㅔ', 'ㅣ', 'ㅗ', 'ㅜ', 'ㅡ', 'ㅓ' and a mouth shape that expresses a labial consonant. In the case of facial expression animation, a total of nine animations were produced by adding highly utilized interest, boredom, and pain to the six basic human emotions classified by Paul Ekman: surprise, fear, disgust, anger, happiness, and sadness. This study is meaningful in that it makes it easy to produce natural animation using the features built into the modeling program without using complex technologies or programs.

"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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A Study on the Satirical Content Plot of an Absurd Play - Focused on Lee Keun-sam's Play - (부조리극의 풍자적 콘텐츠 플롯 연구 - 이근삼 희곡 <원고지>를 중심으로 -)

  • Son, Dae-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.73-82
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    • 2019
  • The satirical content of the absurd play, centered on Lee Keun-sam's play, represents the family image of a modern capitalist society where only duty is emphasized while the characters are lost in love with the family. They show humans becoming subordinate to economic logic as traditional relationships and family relationships change into material ones due to the rapid development of the economy. The narrator expresses the roles of the performer and the narrator together. It also presents the plot as a characteristic element of epic and absurd dramas, and directs actors as directors. It also foretells the events that will take place in the future, presents the inner consciousness of the characters in the play, and reduces and expands events and times. In terms of conflict, in order to fulfill the financial responsibility of their children, the professor translates them like a machine and the wife distributes the money they earn as they demand. The middle-aged professor and his wife are not willing to make a difference in the real world, so specific conflicts are not revealed. Therefore, no concrete conflict appears within this work. The plot of consisted of 22 epicentre compartments, consisting of a time frame from evening to the next morning. And no special events happen and show only one family's daily life. In addition, materials that show simple repetition of daily life such as newspapers, rice, birthdays, etc. are effectively showing the character of absurdity through repeated structure. The linguistic features of the absurd play focus on expressing anxiety, despair, fantasy and the sense of loss that the object's purpose has disappeared. The stage system avoids detailed portrayals of naturalist plays and creates a thoroughly simplified image that the theme of the play demands, which shows that the stage unit is also an important element that characterizes the absurdity of reflexes.

A Study on the Style of Expression in Performance-art Costuming - Focusing on Musical Costumes - (공연 예술 의상의 표현 방식에 관한 연구 -뮤지컬 의상을 중심으로-)

  • Kim, So-Young;Kim, Kyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.147-162
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    • 2011
  • The performance-art costume is a tool for expression that can dynamically display the intention of a production. The purpose of this study is to examine the whole costume for performance arts targeting musical works, to which were added such elements as music, dance, and drama, among performance arts in several genres. This study aims to consider how the symbol contained in the costume was intended to be expressed by inferring a change in performance costume and character as the stage costume. Accordingly, the following research problems were established in this study. First, Which role does the costume play in performance art? Second, into which types can the performance-art costume be classified depending on the kind of performance art? Third, what is the expressive method for the performance-art costume? To examine the types of performance-art costume, the acting costume, the singing costume, the dancing costume and the rhythmic performance costume were considered. As a result, the performance costume can be seen to have been designed through the effect of a change in color by lighting, through the differentiation of character caused by excessive decoration, through the differentiation in material for free movement, and through symbolic expression.

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Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.125-133
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    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

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A Study on the Space composition and character of the Elizabethan Theater (엘리자베스 왕조시대 극장의 공간구성 및 특성에 관한 연구)

  • 임종엽;이철재
    • Korean Institute of Interior Design Journal
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    • no.25
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    • pp.111-118
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    • 2000
  • This study examines the space composition and character of Elizabethan Theater base on the theory of drama and Shakespeares play in the english traditional theater. Contemporary multi purpose theater and public space is considered as a symbolic representation of the Elizabethan theaters organization and renaissance culture. In the historical theory, the Shakespeares theater was a common tool and best systeme in reflecting peoples lives. This role of theater as mass culture and new style of theater permanent design has get its value with the population increase and the urban centralization of the city and urban common sense. This study attempts to reevaluate the need of public space in modern society through a critical review of theater and its use as a open space design. Content analysis was used to discuss the topics of this study including the historical background of the theater, the relationship between Greek culture and modern design, and the role of scenery, auditorium and its impact on urban environment. The scope of the study is limited to the comparison of Elizabethan theater and space use program from the space critic and sociologist. Today the concept of theatrical space is altered with the advent of non-objects and multi media space. This study provides insights for the future implications of theatrical space in developing public space for its a new definition as cultural representation.

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A study on the Space composition and character of the Baroque Theater (바로크 극장의 공간구성 및 특성에 관한 기초적 연구)

  • 임종엽
    • Korean Institute of Interior Design Journal
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    • no.26
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    • pp.35-41
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    • 2001
  • This study examines the space composition and character of Baroque Theater base on the theory of drama and play in the european traditional theater. Contemporary multi purpose theater and public space is considered as a symbolic representation of the baroque theater's organization. In the historical theory, baroque theater was a common tool and best systeme in reflecting people's lives. The role of theater as mass culture and new style of theater permanent design had get its value with the population increase and the urban centralization of the city and urban common sense. This study attempts to reevaluate the need of public space in modern society through a critical review of theater and its use as a open space design. Content analysis was used to discuss the topics of this study including the historical background of the theater, the relationship between renaissance culture and modern theater design, and the role of scenery, auditorium and its impact on urban environment. The scope of the study is limited to the comparison of baroque theater and space use program from the space critic and sociologist. Today the concept of theatrical space is altered with the advent of non-objects and multi media space. This study provides insights for the future implications of theatrical space in developing public space for its a new definition as cultural representation.

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A study on the device management application production of the focal of user interface (사용자 인터페이스 중심의 디바이스 관리 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.170-171
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    • 2015
  • At the present time it continues to be the smart device released has also been commercialization device accessories accordingly. Such accessories are getting great response to consumers in the form of an external device to a character commercialization design. However, these products are not useful in the functional aspects of using the external form of the device is concentrated only. This study documents the management app to give the game character acts on the application category grouping the ability to efficiently manage the smart device. Research method is to study the existing product released to find out how it works come from the smart device management side, The device app management features added to the game play will be produced based on them.

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An Implementation of a Mobile Sudoku Game with a Step-by-Step Character Raising (단계별 캐릭터 육성을 결합한 모바일 스도쿠 게임 개발)

  • Yu, Ri-A;Yu, Su-Wan;Cho, In-Kyeong;Song, Hye-Ju;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.27-35
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. In the paper, we propose a mobile Stouku game which trains a brain. The proposed game is user-oriented play style that the game users can raise their characters theirselves. It gives users a sense of achievement and can also help improve intelligence by becoming familiar with a numeral. The game raises an awareness and immersion by adding various events and lowering the degree of difficulty more than previews games. In the paper, we demonstrate the proposed Sudoku game in the mobile device and present the result.

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