• Title/Summary/Keyword: story making

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A Study on the Characteristics of Material in the Foreign Up-cycling Fashion Brands (Part II) -Fashion Bag Making Using Up-cycling Fashion Brand Material- (업사이클링 패션브랜드에 나타난 소재특성 연구 (제2보) -업사이클링 소재를 이용한 패션가방 제작-)

  • Lee, Dahye;Jung, Kyunghee;Bae, Soojeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.1
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    • pp.95-111
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    • 2019
  • This study is the 2nd report following "A Study on the Characteristics of Material in the Korean Up-cycling Fashion Brands (Part I)" that handled the development of upcycling props using the characteristics of upcycling material. The 2nd report analyzed product types and materials focusing on 21 foreign upcycling fashion brands. It analyzed the characteristics of upcycling fashion materials using the case analysis of coffee bean bag and waste denim based on external characteristics and internal characteristics. We then classified the external characteristics into environment/economic feasibility and availability/mixture and the internal characteristics into historicality/story and originality/scarcity. Five bags were designed and produced for the actual commercialization of fashion products based on such characteristics of materials, with the use of coffee bean bags and waste denim as upcycling materials. This study is differentiated from existing research by its suggestions for the utilization of fashion product upcycling coffee bean bags and waste denim. Also, upcycling fashion products could be competitive products in eco-friendliness and originality that can be a driving force for the sustainable development of fashion industry through the differentiation of existing fashion products.

Severe acute alcoholic hepatitis and liver transplant: A never-ending mournful story

  • Obed, Aiman;Bashir, Abdalla;Stern, Steffen;Jarrad, Anwar
    • Clinical and Molecular Hepatology
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    • v.24 no.4
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    • pp.358-366
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    • 2018
  • Severe acute alcoholic liver disease (SAAH) unresponsive to medical therapy shows one-year-mortality rates of up to 90%. Most transplant centers request six months of alcohol abstinence prior to transplantation, the so-called "6-month rule." This regulation is not based on strong evidence, repeatedly making it a topic of controversial debates. The majority of patients with SAAH will die before fulfilling the 6-month rule. Therefore, liver transplantation (LT) protocols are becoming more flexible towards the rigid abstinence regulation, especially concerning SAAH patients. We conducted a literature review regarding LT in SAAH and its outcomes, including post-transplant mortality and recidivism. We studied available data on PubMed from 2011 and onwards whilst including articles dealing with genetic components, medical therapy and historic snapshots of alcoholism. Emerging studies recommend LT in SAAH not responding to medical therapies even without realizing the required abstinence period, since the majority of these patients would die within 6 months. SAAH without response to medical therapy has one-year-mortality rates of up to 90%. The 6-month rule is not based on strong evidence and is repeatedly a topic of controversial debates. There is genetic linkage to alcoholism and medical therapy is not as effective as estimated, yet. The 6-months-regulation has not shown to evidently decrease the risk of recidivism post-LT, which is a lifesaving treatment in SAAH patients. Insisting on rigid sobriety rules results in excluding patients with a low risk of recidivism from being transplanted. Moreover, the genetic linkage of alcoholism must be recognized.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A Study on the Effect of YouTube's Comments on Making a Comeback on the Chart: Focusing on the Case of VIDITOR's 'BraveGirls_Rollin_Comment_Collection' Video (유튜브 댓글이 차트 역주행 인기에 미치는 영향에 관한 연구: 비디터(VIDITOR)의 '브레이브걸스_롤린_댓글모음'을 중심으로)

  • Park, Sung-Bae
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.10-22
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    • 2022
  • This study analyzed the effects of YouTube comments on belated hit in music chart by focusing on VIDITOR's YouTube channel video called 'BraveGirs_Rollin_comment_Collection'. For this, first of all, it investigated how the comments used by the channel master could achieve storytelling. Moreover, the reason for its popularity hit was researched by analyzing the comments made by users on this video through the 'Tipping point' rules. As a result, it was seen that this video created storytelling by connecting Brave Girls to the story of the Korean army. At the 'Tipping point,' besides, it was revealed that 'the law of the few' is the military, and 'the stickiness factor' is the good image left through Korea's island, 'Baengnyeongdo,' performance. Finally, the rule of 'the power of context' was indicated that it is a difficult reality situation because of COVID-19 and the good situation due to direct communication through the comments of Brave Girls' members and the company.

Analysis on Color Shaping the Space of Animated Film Coco (애니메이션영화 <코코> 색상이 공간의 모델링 분석)

  • Yue, Xiao Ling
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.343-350
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    • 2019
  • As an important visual element, color in animated films can not only depicts the reality, but also conveys emotion and meanings, which play an important role in shaping the space of animated films. As one of the most outstanding animated films, Coco uses bold and unique color language to shape the film space. It uses the national color to blend the Mexican culture into the story space making it full of Mexican regional and cultural connotation, uses color contrast to shape the physical space, highlighting the three-dimensional and deep sense of the physical space. And also uses color association to create the psychological space, leading audience into the spiritual world of the film. Based on the analysis of the Coco, we an see that when shape the film space of animation, the film maker should give full play to the characteristics and function of color, and apply different color language to shape different space according to the role of the film space, so as to expand and deepen the connotation and expressiveness of film space.

'Andongpo Village' Spatial Storytelling for Strengthening of Its Placeness (장소성 강화를 위한 '안동포마을' 공간스토리텔링)

  • Bae, Jin-Hee;Kwon, Gichang
    • 지역과문화
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    • v.6 no.4
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    • pp.73-97
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    • 2019
  • This study aims to rediscover the meaning and the value of Andongpo Village to strengthen its placeness through spatial storytelling. It draws the placeness of the traditional village which retains the traditional way of life and the culture of hand-weaving through theoretical consideration, analysis of strengthening of placeness cases in the past and analysis of the village environment and cultural resources to understand the general context of the village. To this end, the theme of spatial storytelling was set as 'the breath of a thousand years', and sub-themes for more specific details were set as 'dedication', 'sharing','memory', 'meeting', 'health', and 'harmony'. It allowed Andongpo-po Village to become a place where traditional culture, creativity and assets of placeness co-exist thus enabling it to produce new contents, which was achieved by assigning appropriate space to each of the sub-themes, making reproduction and creation of a story based on the connection possible. In addition, the study developed a detailed program to enable visitors to become main agents who experience and complete the placeness of the village. As result, the study is expected to contribute to the increase in the brand value of Andongpo Village, the living standard of its residents and the number of tourists.

How to Create Small-sized Cities as Local Contents: Focusing on the Case of 'Town-stay' in Korea and Japan (로컬콘텐츠로서의 소도시 만들기: 한국과 일본의 마을스테이 사례를 중심으로)

  • Suhee Chung;Dongsuk Huh
    • Journal of the Economic Geographical Society of Korea
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    • v.26 no.1
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    • pp.23-39
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    • 2023
  • Due to the recent population decrease and urban decline, it has become increasingly important to induce qualitative changes in the city itself and create a differentiated development model. Local culture, based on its uniqueness and diversity, generates the expansion and ripple effect of various contents through creative utilization. In this study, we examine a new local content approach called "town-stay (village hotel)" that develops cultural content and creates a place-making in terms of creating a sustainable ecosystem with cultural vitality. While the uniqueness and creativity of individual content can make a region's attractiveness stand out, we have seen in the case of small-sized cities in Korea and Japan that content elements (place, story, people) can be materialized into area-level content called town-stay(village hotel). The local contents are densely presented in a specific area to increase visibility and expand into a variety of content that reveals regional connections. Local creators, who are the core actors, understand locality, induce active activities, and pursue sustainable development that promotes not only economic value but also community solidarity.

COMPARISON OF THE TIME-SIGNAL SYSTEM OF AUTOMATIC WATER CLOCKS DURING THE YUAN DYNASTY AND THE KING SEJONG ERA OF THE JOSEON DYNASTY (원대(元代)와 세종대(世宗代) 자동 물시계 시보시스템 비교)

  • YONG-HYUN YUN;SANG HYUK KIM;BYEONG-HEE MIHN;BYONG GUEN LEEM
    • Publications of The Korean Astronomical Society
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    • v.39 no.1
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    • pp.1-12
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    • 2024
  • In this study, we investigated the time signal devices of Deungnu (circa 1270) and Gungnu (1354), the water clocks produced during the Yuan Dynasty (1271-1368). These clocks influenced Heumgyeonggaknu (1438) of the Joseon Dynasty (1392-1910), exemplifying the automatic water clocks of the Yuan Dynasty. Deungnu, Gungnu, and Heumgyeonggaknu can be considered as automatic mechanical clocks capable of performances. The Jega-Yeoksang-Jip (Collection of Calendrical and Astronomical Theories of Various Chinese Masters) contains records of Deungnu extracted from the History of the Yuan Dynasty. We interpreted these records and analyzed reproduction models and technical data previously produced in China. The time signal device of Deungnu featured a four-story structure, with the top floor displaying the four divine constellations, the third floor showcasing models of these divinities, the second floor holding 12-h jacks and a 100-Mark ring, and the first floor with four musicians and a 100-Mark Time-Signal Puppet providing a variety of visual attractions. We developed a 3D model of Deungnu, proposing two possible mechanical devices to ensure that the Time-Signal Puppet simultaneously pointed to the 100-Mark graduations in the east, west, south, and north windows: one model reduced the rotation ratio of the 100-Mark ring to 1/4, whereas the other model maintained the rotation ratio using four separate 100-Mark rings. The power system of Deungnu was influenced by Suunuisangdae (the water-driven astronomical clock tower) of the Northern Song Dynasty (960-1127); this method was also applied to Heumgyeonggaknu in the Joseon Dynasty. In conclusion, these automatic water clocks of East Asia from the 13th to 15th centuries symbolized creativity and excellence, representing scientific devices that were the epitome of clock-making technology in their times.

Study on Digitalization of Cultural Archetype Based on the Tale of Cheoyong (처용설화의 문화원형 디지털콘텐츠화에 관한 연구)

  • Jung, Jai-Jin
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.591-600
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    • 2008
  • Korean traditional culture has a long history and it is rooted in the deep down our national culture. It is like bread and pride for Korean people. The tale of Cheyong is a precious cultural heritage, which has existed in the public awareness of the Korean people since the period of unified Silla. Based on its mysterious and beautiful story, the value of traditional culture can be revealed through development of digital contents. With such precious cultural resource we can digitalize the fun contents which the general public can enjoy. Ways of digitalize of cultural archetype has been suggested by analyzing the content elements of the tale of Cheyong. Also, by making scientific approach to the development process of digitalization, the possibility of digitalization has been found through 3D animation restoration process for Cheyong Dance and the process of making the tale of Cheyong into animation. Through analyzing the contents development process of cultural archetype of the tale of Chetyong, a cultural archetype sourcehas been developed which has a great value as a contents product that can be developed and used as various cultural content art works. With studies on the theory of development method for digitalization of traditional culture, scientific studies and investigation have to be continuously carried out so the digitalization of Korean cultural heritage, which will shine in the world, can be continued as well.

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A Study on The Comic Presentation Through Three-Dimensional Shot (입체적인 쇼트를 통한 코믹연출연구)

  • Hwang, Kil-Nam;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.91-99
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    • 2008
  • When making a comic film, the comic presentation that uses stress and exaggeration is the important subject among other things. In this study we tried to investigate the comic effect using the movement of three-dimensional shot. To conduct this study, we extracted the shot manufactured through the Flow Motion of a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. The shot manufactured applying this manufacturing skill and using three-dimensional production method for the video contents efficiently made was classified into several scenes. The focus of this study is to search for the factor that makes the atmosphere of a story comic through three-dimensional production shot. According to the shot analysis, three-dimensional production method plays a role in developing more stories on space and time by visualizing stories in three dimensions, which makes the most use of the movement of camera, lens and the utilization of focus. In addition, in the presentation where many comic and exaggerated factors are provided, we used the technology that stresses a scene using the size of a shot and the lasting time and presented the method that exaggerates space using a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. By reviewing the qualitative improvement and the efficient method on making comic films through the possibility that the atmosphere of this three-dimensional shot can apply to the effect for comic presentation, we tried to approach the comic presentation.