• Title/Summary/Keyword: re-story

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A Study on Aesthetic Characteristics and social communication of Korean Independent Animation (한국 독립애니메이션의 미학적 특성과 사회적 소통방식 연구 - '인디애니페스트' 수상작 중심으로 -)

  • Seo, Soo-jung
    • Cartoon and Animation Studies
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    • s.47
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    • pp.125-148
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    • 2017
  • This paper analyzes Korean aesthetic characteristics of Korean independent animation, which is closely related to artistic and social characteristics, by searching Korean independent animation image for the winner of "Indie AniFest", the only independent animation film festival in Korea. And social communication methods. There are three ways in which Korean Independence Animation shows the way of speaking through award-winning works. The first is a method of expressing feelings, impulses, and desires in a formative way, and a direct and sensuous image as in sign language or sound. In the second method of speaking differently with images, in the third method, It makes the voice of the fringe through the real world of the story sound as a story of reality. Animation is a medium that 'originalizes and communicates meaning' as an image, and has implemented and constructed a new way of speaking, which is different from existing social voices. Nevertheless, it is not easy to find a research that approaches animation from the viewpoint of social and political speech through images. Therefore, this paper is necessary for the balanced development of animation. In addition, this study can contribute to re - examining Korean independent animation from an academic point of view and to discover and evaluate fair value from a wider perspective.

An Analysis of A Comparison of Digital Movie Remake with Original Animation (영화 <블러드> 분석 : 애니메이션과 디지털 영화 버전의 비교)

  • Lee, Youn-H.
    • Cartoon and Animation Studies
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    • s.22
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    • pp.17-30
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    • 2011
  • This paper analyzes Blood: the Last Vampire (2009) in comparison with the original Blood: the Last Vampire (2000). This digital movie, released in 2009, faithfully re-presents the visual of the original animation using more budget and more developed technology. Though these two movies share very similar visual style, they have slightly different modes of expression that can be easily detected in their opening scenes. The original Blood chooses to tell its story in more indirect way. Some shots are intentionally vague and forcefully separated by black credit screen, leaving audience guessing exactly what happened. The remake version of Blood provides faster, more diverse, and more sophisticated images. It also uses invisible and slick editing, leaving no room to guess. These differences comes mainly from the difference of media. However, since the differences between two movies lie mainly in their narratives, we can ascribe the box office slump of the digital movie version of Blood: the Last Vampire to its narrative flaws. The heroin's inner conflicts were not convincing enough, supporting roles were not probable enough, and the whole story was not unique enough. As a result, the new Blood: the Last Vampire became another bad example that shows the importance of narrative in films.

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GEOPHYSICAL EXPLORATION FOR THE SITE CHARACTERISTICS OF THE WESTERN THREE-STORY STONE PAGODA IN GAMEUM TEMPLE ( 감은사지 3층석탑(서탑)의 지반 특성을 위한 지구물리탐사)

  • Seo,Man-Cheol;Choe,Hui-Su;Lee,Chan-Hui;O,Jin-Yong
    • Journal of the Korean Geophysical Society
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    • v.6 no.1
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    • pp.39-46
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    • 2003
  • Twin stone pagodas of the ruins of Kamunsa temple at Kyongju city, Kyungsangbukdo were believed to be built in 682 during the Unified Shilla Kingdom. The 13.4-m-high granodiolite pagodas with the base of 6.78 m x 4.4 m are the largest three-story stone pagoda in Korea. The western pagoda which was re-organized in 1959 is observed to be on the process of severe weathering. Also, some stone contacts are represented by the shape of sharp chevron, which is probably caused by the uneven loading due to the structural unbalance. For the structure-safety diagnosis of the western pagoda, it is necessary to understand its site characteristics and surrounding subsurface environment. Combined geophysical survey such as seismic and resistivity methods was carried out around the western pagoda. The range of 55∼350 Ωm is shown around the pagoda from the electrical resistivity mapping by the Wenner method. The higher resistivities occur the southwestern area, while the lower (<100 Ωm) values indicating the weaker subsurface appear to be on the northeastern area. This result coincides with the measurement of a leaning angle of the pagoda. Along 6 seismic lines, about 3-m-thick uppermost section around the pagoda shows the P-wave velocity of 200∼700 m/s from the refraction survey. Based on the integrated geophysical survey, the foundation of the pagoda is estimated to be in the form of 11-m-side square down to the depth of 3 m.

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Toward Successful Adaptation from Games to Films (게임 원작의 성공적인 각색)

  • Park, Soo-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.3-14
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    • 2011
  • Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.

The Study on Creative Tutoring Service Design to Improve Self-presentation and Learning Abilities for Kids Focusing on Visual Association and Storytelling

  • Lee, Dong-Min;Park, Hye-Jung;Cho, Sung-Bae
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.117-124
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    • 2012
  • Objective: The goal of this study is to design a creative tutoring service, which helps children gain confidence and creativity through learning activities. Background: Nowadays most kids are growing up in a very competitive environment under their parents' zeal for education. A stressful environment can deter a child from the confident undertaking of challenges, leading to depression, anxiety, and feelings of inadequacy. Art therapy helps children work through these issues, however the process led by instructors or parents, and kids still feel anxious studying adults' face to read their thought. Method: To help children address challenges, a creative tutoring service application can provide images with certain tasks instead of asking them to fill in blank areas. The tasks asked by the service system are 1) to visualize children's own experience utilizing visually associated images from given images and 2) to create an illustrated story modifying and re-composing given images. Another task is to learn basic math and words with numbers and alphabets in customized colors. By completing each task children collect awards, which allow them graduate to higher levels of challenges. The outcomes from the tasks are sent to the main server system and reviewed by analysts. Those results are sent to children's parents as a text message on smart phone. Results: Visual implication using images inspires children to make creative stories based on their own experience. Also, children can find their own patterns of reaching answers by using synaesthetic imagery through repetitive practices of creative thinking tasks. Conclusion: Understanding how they feel about doing tasks in certain environments and assessing them in varied situations should be carefully considered when designers approach service design for kids. By focusing on how to tutor children in creative ways, as opposed to focusing on the expected outcome, creative service applications can be designed to reduce children's stress and encourage self expression. Children are predicted to gain confidence through using the service without the concern of comparison by others. Application: The creative tutoring service needs to be developed and tested by varying types of children.

The Reinvention of Traditional Cuisine as Counterculture (대항문화로서의 전통음식의 재탄생)

  • Kim, Jee Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.944-954
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    • 2014
  • This paper discusses how the traditional cuisine of Korea capitalizes on "nostalgia" for the past. While examining the (re)invention of Buddhist cuisine and Andong food, this paper contends that traditional Korean cuisine is commodified through a process of de-contexualization. This paper first discusses the possibility that the idea of traditional cuisine is an invention in the first place. The history of temple food, for instance, suggests that it was created as a vehicle for circulating and implementing the ruling ideology in the ancient societies of China. This paper then turns to the issue of the growing influence of traditional cuisine in contemporary Korean culture, which is related to the public's demand for healthy food and also tied with the South Korean society's need for promoting a national cuisine in the age of globalization. The rise of traditional cuisine is a sign that people are seeking to reform their eating habits and form a counterculture. Yet, another side of the story is that consumers end up taking part in the self-expanding capitalist market with more consumer choices rather than forming a genuine counterculture. In this respect, the reinvention of temple food is closely related to what Jean and John L. Comaroff call the "emergence of consumption as a privileged site for the fabrication of self and society, of culture and identity".

An Experimental Study for Efficient Design Parameters of a Wind Power Tower (풍력타워의 효율적인 설계변수에 대한 실험적 연구)

  • Cho, Soo-Yong;Choi, Sang-Kyu;Kim, Jin-Gyun;Cho, Chong-Hyun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.46 no.2
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    • pp.114-123
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    • 2018
  • Wind power tower (WPT) has been used to augment the performance of vertical axis wind turbine (VAWT). However, the performance of the WPT depends on several design parameters, such as inner and outer radius, or number of guide walls. Therefore, an experimental study was conducted to investigate efficient design parameters on the WPT. A wind tunnel was utilized and its test section dimension was 2m height and 2.2m width. One story model of the WPT was manufactured with seven guide walls and a VAWT was installed within the WPT. Three different sizes of guide walls were applied to test with various design parameters. The power coefficients were measured along the azimuthal direction in a state of equal inlet velocity in order to compare its performance relatively. The experimental results showed that the gap between the inner radius of the WPT and the rotating radius of the VAWT was a major parameter to improve the performance of VAWT within the WPT.

An Analysis of Changes in Korean Online-game Market : Focusing on Azuma Hiroki's Postmodern Consumption Theory (국내 온라인게임시장 변화에 대한 분석 : 아즈마 히로키 포스트모던 소비이론을 중심으로)

  • Kim, Ye-Sol;Jin, Hyun-Joung
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.665-680
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    • 2020
  • This study analyzed changes in Korean online-game market from RPG to MOBA and FPS/TPS genre, based on Azuma Hiroki's database consumption theory. After selecting the representative game for each genre: World of Warcraft, League of Legends, and Overwatch, we analyzed the games' story, characters, progress, and simulacre produced by game users. The results of this study confirmed that changes in popular genre in the domestic online-game market proceed from consumers' verging toward database consumption. We also found that Korean game users prefer smaller stories and characters based on database, and that consumers have produced more rigorous simulacre than those in other cultural areas and re-databased it for next consumption. This study is the first to analyze changes in the domestic online-game market and adds a contribution to the literature in terms of incorporating Azuma Hiroki's consumption theory into the domestic game market.

Factor Analysis for Fun of Animation Using Delphi Technique (델파이 기법을 이용한 애니메이션의 재미요소 도출)

  • Sung, Re-A
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.96-105
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    • 2013
  • The value that is emerging in the 21st century is fun. To be involved in the fun of the show and animation, especially plays an important role in the development of the animation industry. However, the discussion of research in the fun of the animation is very low. Therefore, in this study, what is the fun of animation, animation of any element how to experience the fun for the audience will see. First, I looked for fun animation to help you understand the theory of fun. It prepared a draft of a fun factor associated with the unique characteristics of the animation. Conducted a factor analysis and reliability analysis of the final draft through the Delphi survey across a total of three times, and then derive an element of fun to it scientifically proven derive the animation of an element of fun. Through this process, the fun factor of the animation was drawn to the fun factor of 5(story, image, sound, movement, psychology) and the details of 18.

The Story between Truth and Fiction: Epistemological Approach to Possibility & Limitation of the Re-presentation cinematographic (진실과 거짓 사이에서 이야기하기: 영화적 재현의 한계에 대한 인식론적 고찰)

  • Lee, Sung Wook
    • Cartoon and Animation Studies
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    • s.32
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    • pp.221-244
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    • 2013
  • The purpose of this study was to concentrate on macroscopic discussion about how the recurrence of actual case in move is accepted ideologically. When considering the characteristic that non-visual factors are embodied when movie image reflects a certain target, the issue of recurrence has always caused discussion. Regardless of its independence or dependence, one individual's experience can be similar to sensual recognition but it can't be identical. Therefore, 'the truth recurred by movie' can't be real 'truth'. When director expresses the target, the aesthetic intention gives an effect to audience's emotion and recognition, Therefore, the study tries to review whether the movie truth drawn by movie can reach the possibility of epistemology agreement.