• 제목/요약/키워드: creative character

검색결과 188건 처리시간 0.022초

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • 통권41호
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.

A Study on the Design of Theme park-style Museum Considering Characteristics of Local Culture (문화유산을 활용한 테마파크형박물관에 관한 연구)

  • Park, So La;Woo, Sung Ho
    • Korean Institute of Interior Design Journal
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    • 제22권6호
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    • pp.11-19
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    • 2013
  • The number of visitors to historic sites and museums in Korea has been on a rapid decrease and in order to search for creative ways to work on the problem, the study proposed a theme park-typed museum with cultural heritage applied and reviewed spatial strategies for such theme park-typed museums. Applied methods of research of this study are as follows. First, in order to understand definitions and current situations of cultural heritage use and theme park-typed museums, the study went thoroughly over all sorts of literature and reports as well as findings of advance researches on how to make a use of cultural heritage. Based on the results of the investigations, the study determined characteristics of the theme park-typed museums with cultural heritage applied which the study was proposing and the characteristics were categorized by type. Considering those characteristics and types gained in the study, the study looked for cultural heritage-based theme parks and museums in the world which were good enough to be used as research subjects in the study from the aspects of profitability and level of awareness. The study examined those theme parks and museums in the world and in the end, it found out ways to adopt the findings to the situations in Korea and discussed expecting effects as well. As to the characteristics of the theme park-typed museums with cultural heritage applied, the study divided those characteristics into mutual cooperation, location, communicability, authenticity, maintainability, education, durability, narrativity, undailiness, interactivity and leisure. The types were categorized into ride, environment direction, cartoon character and souvenir by attraction pattern. When cultural heritage is used actively, it would improve competitiveness of historic cultural sites and museums in return, making people realize the iterative structure of excavation, conservation, maintenance and use of cultural heritage. That would create many kinds of added values, re-discovering culture of the country. At the same time, it would also create a new value of culture as well. Now, it is important for us to do harder with researches on how to evolve museums and exhibition spaces. Considering that, the study is believed to make a contribution to revival of historic sites and museums in Korea but also establishment of scientific strategies.

The study of film analysis through Freudian interpretation -based on Christopher Nolan's film (프로이트적 해석을 적용한 영화콘텐츠 분석연구 - 크리스토퍼 놀란 감독의 영화 <인셉션>을 중심으로)

  • Lee, Tae-Hoon;Ren, Jie
    • Journal of Digital Convergence
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    • 제15권11호
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    • pp.407-412
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    • 2017
  • In the film Inception, we can see that the human dream world is depicted using Freud's psychoanalytical subconscious theory. Through the expression of the subconscious, And the ability to think and think deeply of human nature, such as presenting a new perspective to insight and expression. Based on Freud 's subconscious theory, this paper explores the expression of the dream world and the subconscious in the film and examines the meaning expression of the film through it. The main character is well described as living a chaotic life in obsession with obsessions and obsessions due to his subconscious uncontrollable through his dreams and dreams of being satisfied by the way the oppressed thoughts and desires are disguised I feel that I feel my foolishness and mood as a masturbation by dreaming and dreaming to turn back the moments of regret. In addition, conflicts and confrontations between consciousness and subconscious are expressed well in the form of confusion in reality and dreams. This application and application of humanities studies is a good example of the production of in-depth popular arts content, as we can see that it can add to the weight of depth setting, plot development, and above all creative time and space creation.

A Study on the Delusional Characters and Their Narratives of Love in Cartoon Works of Jungae Lee and Shijin Yoo (이정애, 유시진 만화에 나타난 망상형 인물과 연애서사 연구)

  • Kim, Hye-Bin;Ahn, Sang-Won
    • The Journal of the Korea Contents Association
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    • 제16권8호
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    • pp.640-650
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    • 2016
  • This study analyzed the narratives of love of "delusional" characters in the works of Jungae Lee and Shijin Yoo, whose cartoon creations were prominent in the 1990s and the early 2000s. Their delusional characters can be characterized by excessive obsession with their objects of love, rejection of realistic logic, madness, and extreme selfishness. They make a type of characters whose traces have disappeared not only in the South Korean society of the 21st century, where love and dating are included in the discourse of self-development and dramatic pathos is regarded as the waste of feelings, but also in creative works. It is still, however, needed to pay attention to the selfishness and collapse of those delusional characters that reject the order of the world and focus only on their love because they make the audience betray the sentimentality of melodramas stimulated by the popular culture and reconsider the concept of "love" itself. While Jungae Lee displays the progress of delusional characters and their narratives of love toward collectivized compulsion with the Messiah motif of Christianity, Shijin Yoo presents a narrative of delusional characters with lost memories reacting to hysterical fantasies and eventually choosing their collapse. Their two narratives are significant in that they propose the archetype of personal desire eliminated by the narratives of love in melodramas.

기운(氣韻)의 현대적(現代的) 해석(解析)에 관한 연구(硏究) -기운(氣韻)의 시각화(視覺化)를 중심(中心)으로-

  • Lee, Seong-Yeong
    • Journal of Science of Art and Design
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    • 제10권
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    • pp.111-159
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    • 2006
  • The study is to examine the concept, origin, developmental process, and characteristics of 'Kioonsangdong,' or 'lively energy' to look into whether 'Kioon' maybe interpreted by modern sense and sensitivity and be applied to contemporary creative activities, and to explore whether the ideality of 'Kioon' may be transferred into visualization in pictures. The article defines the scope of 'Ki' as 'Ki(energy)' of artistry and sees the Wei, Chin and the South & North dynasties as its derived point. In Chapter I, before the examination of 'Kioon,' 'the relationship of Ki and Oon,' and 'interrelationship of Kioon (energy) and Sangdong (liveliness) are investigated. It is impossible to define Kioon in a word due to its being abstract. Thus, although it does not seem to be unlimited, focusing on putting a variety of concepts of Kioonsangdong in order, it classifies the subject, from which such Kioon reveals itself, into 'its former self,' things of the object,' 'character,' and 'brush and Chinese ink.' Then, with selected representative works for each category, it examines how Kioonsangdong is reflected in the works. In addition, it comprehensively argues on Kioon through presenting the points of Kioon theories by many an art critic and artist from the Wei, Chin and the South & North dynasties to modem China. In Chapter II, the study analyzes the Kioon-reflected works that have been examined in Chapter 1 in the light of the Kioon theories of 'blanks,' 'styles of brushmanship,' and 'techniques of Chinese ink,' and by selecting and analyzing representative artists and works in each era, it investigates how Kioon had been transformed as times had changed. In Chapter III, which is the core of the study, is on contemporary interpretations of Kioon. I intend to interpret Kioon as scent. In other words, through replacing abstract Kioon with the olfactory sense, actually realizing and forming it, and then visualizing it onto my own work, I attempt to grope for contemporary interpretations of Kioon. That is to say, I explain how Kioon is transformed into scent on the grounds that the origins of Kioon may be detected in literature and aesthetics. Besides, the study looks into the process that 'the scent of the olfactory sense' turns into 'the scent of art,' which I assert by contemporary interpretations, and shows in details that it may be visualized in pictures presenting quotes. In Chapter IV, it analyzes Kioonsangdong expressed visually as the scent of art in my own work in terms of the three techniques of blanks, brushmanship, and Chinese ink.

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Analyzing Characters and Designing Actions to Feature - Sarafanov of Written by A. B. Vampilov (형상화를 위한 인물분석과 행동설계 - A. B. 밤필로프 작 <장남>의 사라파노프)

  • Cheon, Hyo-Bum
    • The Journal of the Korea Contents Association
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    • 제14권11호
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    • pp.79-88
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    • 2014
  • Vampilov, who is not well known as a playwright in domestic, is acknowledged comparable to Anton Chekhov in Russia. This paper was planed in order to promote a unsatisfied study until now in domestic for works by Vampilov and studied a part of composing play to put on the stage for , a drama written by Vampilov. This paper, originated from a viewpoint that actor have to complete the final text of the play for audiences to read depending on the drama and based on work features and characters of Vampilov, established an analysis scheme according to segments of unit actions for actions of Sarafanov, the character of the play, in order to achieve a purpose under suggested situation at the drama and focused on completing purposes per units individually. We have analyzed Sarafanov and his actions referring patterns and probabilities of the characters in the other works by Vampiov and regarded it as the important item together with logical basis of actions. Lyric and humanism emphasizing works by Vampilov, affected by Anton Chekhov and Nikolai Vasilevich Gogol, are acknowledged as realistic descriptions using contingency and a play within a play outstandingly and emphasized an importance of human relation. We have selected as a primary way to compose action text that audiences would read on the stage and used it as the method to design action of the characters in order to activate natural good of Sarafanov and general absurdities that human, does creative works, never give up purposes of ideal life.

국내 사외보 편집디자인에 관한 연구-5개 그룹 사외보 편집디자인을 중심으로-

  • 남혜인
    • Archives of design research
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    • 제11권3호
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    • pp.127-134
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    • 1998
  • Enterprise which is rapidly growing in Korea is hesitating because of economic depression lately. Large enterprise have been successfully growing with Korea economic growth for fifty years. But many of them have already gone bankrupt and face the crisis of management, many people look away from them. Large enterprise come to face the time which they strongly need the improvement of their image against the devalation of their one. It is more important to use external periodicals than excess PR advertisement for the improvement of the image. External periodicals is aimed at readers who is outside of company and company PR advertisement, the purpose of issuing external periodicals is to improve the image of enterprise by arranging organization, draw attention from people (PR) and produce profit by acceleration marketing. People is much interested in external periodicals(free) under the situation of IMF because they can easily get information from that. So the role of external periodicals become more important for enterprise PR. This paper shows the importance of the edit design in external periodicals. We analysed the edit design (five group) per composition factor, suggest the improvement plan. ·The distinction of cover. ·Clear, beautiful typographic arrangement. ·The specialty of Photo and illustration. · Characteristic & standard layout. Now external periodicals is getting important because it shows the idea and character of company to people (PR). So it need characteristic plan and creative layout with the impotance by the understanding of the executive in company and also more does creation & originality by edit designer day by day. External periodicals should be not only the improvement of the image but also leading information paper which sensitively cope which an age by news and editing which can match people's need.

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The Narrative Structure and Musical Number's Dramatic Function in Musical "Ah! My Goddess" (뮤지컬 <여신님이 보고 계셔>의 서사 구조와 뮤지컬 넘버의 극적 기능)

  • Shin, Sa-Bin;Lee, Woo-Chang
    • The Journal of the Korea Contents Association
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    • 제14권3호
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    • pp.113-124
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    • 2014
  • Ah! My Goddess has impressive narrative structure including a "narrative as a discourse," a "narrative as a story" and a "narrative by narrator": in a narrative as a discourse, North and South Korean soldiers make friendship; in a narrative by a narrator, main characters (including Sun-ho, Seok-gu, Ju-hwa, Chang-seop and Dong-hyeon) appear in the outer story and narrate the inner story of characters (including Dong-hyeon, Goddess and Seok-gu) within the frame of a play within a play; and in a narrative as a story, reality and fantasy intersect by the appearance of the "Goddess." This narrative structure contributes largely to 1) the character formation of space, 2) the strategic minimization of the stage, 3) the multiplicity of main characters, 4) the repetition of similar life story, and 5) the flexible change of a point of view. And the musical number serves as dramatic functions such as 1) pursuing the multiplicity of characters, 2) maximizing the effect of the expression of tragic feelings, 3) drawing audience's interest by irony and fantasy, 4) evoking the nostalgia for delicate feelings and pure wishes, and 5) ordinary female characters' playing the role of healing and salvation, thereby contributing to the reconstruction of reality and the style of fantasy.

Development of a Theoretical Model for STEAM Education (융합인재교육(STEAM)을 위한 이론적 모형의 제안)

  • Kim, Sung-Won;Chung, Young-Lan;Woo, Ae-Ja;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • 제32권2호
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    • pp.388-401
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    • 2012
  • This study attempted to propose a theoretical model for STEAM education, entitled to the Ewha-STEAM education model, which could provide more concrete guidelines for science educators and curriculum developers to execute STEAM ideas. We identified key knowledge and key competencies to nurture future creative/convergent human resources. Key knowledge included an understanding of core ideas cutting across traditional disciplinary boundaries as well as the nature of different disciplines. And additionally, key competencies implied such abilities as to explore the scientific world, to resolve problems, and to communicate and collaborate with others. We also added creativity and character as an essential part of key competencies. In order to provide more specific guidelines when developing, implementing, and evaluating STEAM curriculum, we suggested three elements of convergence to consider: 1) unit of convergence (i.e. concept/skills, problem/phenomenon, activity), 2) degree of convergence (i.e. multi-disciplinary, inter-disciplinary, extra-disciplinary), and 3) context of convergence (i.e. personal, societal, global). It is expected that the Ewha-STEAM education model would contribute towards diverse education communities understanding the direction of STEAM education and its educational potentials.

Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2013년도 춘계학술대회
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    • pp.209-212
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    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

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