• 제목/요약/키워드: play time

검색결과 2,474건 처리시간 0.028초

매체 변환을 통해 재해석된 『세일즈맨의 죽음』: 아쉬가르 파라디 감독의 영화 <세일즈맨>(2017) (『The Death of a Salesman』 reinterpreted by Media Transformation: Focusing on (2017) by Asghar Farhadi)

  • 최영희;이현경
    • 문화기술의 융합
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    • 제8권4호
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    • pp.193-198
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    • 2022
  • 아서 밀러의 희곡 『세일즈맨의 죽음』은 오랫동안 다양한 매체를 통해 재생산되었으며, 여러 차례 영화로 만들어졌다. 아쉬가르 파라디 감독은 21세기 이란을 배경으로, 원작 제목에서 '죽음'을 뺀 <세일즈맨>(2017)이라는 영화를 선보였다. <세일즈맨>은 『세일즈맨의 죽음』을 단순히 영화로 옮긴 작품이 아니다. <세일즈맨>에서 희곡 『세일즈맨의 죽음』은 연극을 공연하는 형식으로 소환되고 있다. 이런 형식의 영화는 많지만 <세일즈맨>은 연극 밖 현실과 연극 안의 내용이 서로 조응되도록 절묘하게 직조한 수작이다. 아메리칸 드림의 끝자락에서 몰락하는 가장의 비극을 그린 희곡 『세일즈맨의 죽음』을 21세기 이란에 거주하는 젊은 부부의 갈등으로 변환한 영화 <세일즈맨>은 원작의 공간, 인물을 재배치하고, 죽음의 의미를 재해석함으로써 연극과 영화라는 매체 변환의 효과를 십분 창출한 독립된 작품으로 완성되었다.

디지털 TV를 위한 개인형 비디오 녹화기 구현 (Implementation of Personal Video Recorder for Digital TV)

  • 양창모;김윤상;이석필
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 학술대회 논문집 정보 및 제어부문
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    • pp.210-212
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    • 2005
  • The personal video recorder is a consumer electronics device that records television shows to a hard disk in digital format. In this paper, we propose an implementation method of personal video recorder for digital TV. The proposed personal video recorder includes cpu and system control modules, graphics and display module, audio DSP module, digital I/O module, NIM module, graphic software library, and embedded software modules for providing a lot of PVR functions such as live or reserved recordings, browsing of recorded content list, trick play and time shifting. Especially, combining trick play with time shifting makes much more convenient functions such as pausing live TV, instant replay of interesting scenes, and skipping advertising.

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Polarization in the Gaming Industry: The dystopian model

  • 황진하;윤영두
    • 지능정보통신
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    • 제17권1호
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    • pp.57-63
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    • 2016
  • What will the gaming industry look like in the future? Where is it heading? Most producers, developers, and gamers have been pondering such questions since the very beginning of video games. This paper asserts that the current trend in video games to emphasize rationalization will, in time, bring about an extreme polarization within the game industry. Each year the barriers to entry are becoming lower and the size of the game market is growing, which will bring about an emphasis on who has the power to be recognized in the industry. This paper argues that such trends will, in turn, lead to a power play in which the winner will always be the player with the most monetary power. In time, this prolonged power play is expected to bring about what this discussion refers to as a dystopian model within the game industry.

한국 무대디자인의 상징적 표현 연구 - 안톤 체호프의 연극 벚꽃동산을 중심으로 - (A Study on the Symbolic Expression of Korean Scenic Design - Focused on 「Vishnvovvi sad」 of Anton Chekhov -)

  • 최현욱;윤재은
    • 한국실내디자인학회논문집
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    • 제21권6호
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    • pp.243-251
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    • 2012
  • Theatricals have been with human's history for a long time. And It is also receiving a lot of love in modern times. The stage is recognized another space of time by spectators during the play and the production actualize fictional world by using all destination things on the stage. Therefore, the design of the stage has symbolism and the production needs semiological. The Elements expressed through the stage is composed of stage equipment, costume, lighting, stage effects and the production needs light, sound and costume designers, a stage manager, grips an advertising director for the play. The study analysis on symbolic image on the view of semigical with focused on "Vishnvovvi sad" of Anton Chekhov. The details of the study are symbolism of stage effect and costume, lighting, stage equipment. Furthermore, The study analyze way to symbolic Express korean characteristics and This research is an excellent source for students who are studying the semilogical analysis of stage.

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Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • 한국정보기술학회 영문논문지
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    • 제9권2호
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    • pp.41-54
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    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

단독주택지의 어린이공원 리모델링을 위한 아동 요구에 관한 조사연구 (A Survey on Children's Needs for Children's Park Remodeling at Detached Residential Area)

  • 최병숙;박선희;안득수
    • 한국주거학회논문집
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    • 제20권1호
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    • pp.27-35
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    • 2009
  • This survey is to find out children' needs of D children's park to remodel into a new one and their common opinions about the child playground, and to contribute these results to drive alternative plans. This park is very old and located in detached residential area, Wooa-dong, Deokjin-gu, Jeon-city. The survey was performed by a questionnaire, and the questionnaire was based on the relative literature reviews and was redesigned by researchers. Data were collected from 198 children, who had attended elementary school in Wooa-dong. By analyzing those data, findings were as follows: 1) Play experiences of D children's park were very important for children, so they remembered it. Above all, they remembered the perceptions of D children's park through playing on the playground facilities and the communication with their friends at that time. 2) Children would like to play creatively with facilities, but they need the traditional play facilities like a slide and a swing. So, it would be important for D children's park to plan well with the good facilities, and even it was mentioned in the literature reviews. The planning of park should be checked as an adventure playground, which can allow children to play creatively and with variety, however it should be still considered with some traditional playground facilities.

손유희를 이용한 영어교수법이 유아의 영어 단어 재생에 미치는 효과 (The effect of finger play teaching method on the reproduction of children's english words)

  • 오은순
    • 영어어문교육
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    • 제10권2호
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    • pp.89-111
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    • 2004
  • The purpose of this article is to study the effect of finger play teaching method on the reproduction of children's English words. The hypotheses are as follows: 1) there will be the difference of the reproduction of children's English words between the experimental group(that is taught by finger play teaching method) and the controlled group (that is taught by only oral teaching method). 2) there will be the difference of children's retention capacity of reproducing English words between the experimental group and the controlled group, The researcher made the time series data The measure tool was the check list for reproduction test of children's English words that was made by Run-Soon Oh and J. Eden(2004). The researcher analyzed the data using the Repeated Measures ANOVA and the Analysis of Covariance. The findings of research are as follows: 1) the more the frequency of teaching increases, the more there are the difference of reproducing English words according to frequencies and groups. The reproduction capacity of the experimental group is better than that of the controlled group. A degree of statistical significance is p<.001. 2) The difference of retention capacity of reproducing English words between the experimental group and the controlled group is a statistical significant, p<.05. The experimental group is better than the controlled group.

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유치원 놀이 규칙에 대한 교사-유아 상호작용에서 교사 전략과 유아 전략에 영향을 미치는 변인 탐색 (Exploration of related variables to teacher strategy and child strategy of teacher-child interaction about play rules in kindergarten)

  • 위수경;박은혜
    • 한국생활과학회지
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    • 제16권6호
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    • pp.1169-1183
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    • 2007
  • The purpose of this research is to explore the strategy of teacher and the strategy of child in teacher-child interaction according to related variables. The participants of this research are 2 classroom teachers and their 54 5-year-old kindergarten children(27 boys and 27 girls). To collect the data, child's classroom activities were observed and videotaped using event sampling 90 times(30 times per beginning, middle, and end). Repeated test, two-way ANOVA, Scheffe test used for data analysis. The results of this research were as followed; First, over time there were differences between strategies of teacher and strategies of child during teacher-child interaction. Second, in child variables there were differences in strategies of teacher and strategies of child during teacher-child interaction according to child's gender. Third, in environment variables there were differences between strategies of teacher and strategies of child according to play rules and play areas.

비 컴퓨터플레이(NCBP)게임의 컴퓨터플레이(CBP)게임화에 따른 감성적 게임 체감(遞減)도 감소에 대한 연구 (인터페이스 디자인 및 게임도구디자인의 변화를 중심으로) (A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game)

  • 경병표
    • 한국게임학회 논문지
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    • 제3권1호
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    • pp.18-23
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    • 2003
  • Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.

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수학과 음악

  • 김성숙
    • 한국수학사학회지
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    • 제15권2호
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    • pp.93-100
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    • 2002
  • Mathematics and music play very different roles in our society. However, they are closely related to each other In the time of the ancient Greeks, they were strongly connected. This paper identifies such connection and concludes that music has mathematical characteristics.

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