• 제목/요약/키워드: world view

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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유영국(劉永國)의 초기 구성주의: <랩소디>(1937)에 나타난 유토피아니즘 (Yoo Young-kuk's Early Constructivism: Utopianism in (1937))

  • 유영아
    • 미술이론과 현장
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    • 제9호
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    • pp.93-121
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    • 2010
  • This study is about Yoo Young-kuk's early works which show constructivism, especially focus on his debut painting, for the 7th Dokuritsu Bijutsu Kyokai(獨立美術協會, the Independent Fine Arts Association) in Tokyo in 1937. The work was painted 2 years after he had started his study in Japan in 1935. It was the first painting that applied Constructivism. played an important role for Constructivism to be a leading art in his abstraction. After this picture, Yoo was soon devoted to the principles of Constructivism-- Faktura(material), Tektonika (tectonics), Tekhnika(technique), space, construction-- in his painterly reliefs. This article examined why Yoo concentrated on Constructivism for , what the characteristics were, and what influences were on other works from 1935 to 1949. In addition, I investigated in which period was painted and how Constructivism was spread in 1930s and early 1940s in chapter 2. I scrutinized Rhapsody in chapter 3. When Yoo created Japan was under the Fifteen Years War(1931-1945), and a major discourse was the Japanese Spirit at that time. It was connected with construction of an ideal nation which the Japanese ultra-national fascism pursued. This ideological pursuit was intended to unite the Japanese people for total war system and to restore a national dignity which had been fallen down due to Manchurian Incident(1931). Thus, on the hand, Kokusai Bunka Shinkokai(國際文化振興, The Society for International Cultural Relations) and the Nippon Kosaku Bunka Renmei(日本工作文化連盟, Japanese Werkbund) were supported financially by the Japanese government. On the other hand, the government enacted regulations to opposing parties which would distract Japanese people's unification. As for the Japanese art world, the merge of art groups was carried out through remodeling of Teikoku Bijutsuin(帝國美術院, The Imperial Fine Arts Academy) in 1935. This brought out continuous dispute and disorder. Young artists who felt difficulty of entering an entry of Imperial Fine Arts Exhibition repeatedly grouped and disbanded for small art groups to build their standing, which they pursued Surrealism and Abstract art. Among them Constructivism was considered as the latest trend and was popular in craft, design, architecture as well as fine arts. In the year before he painted , Avant-garde theatres including Constructivism theatre were introduced in a feature article of September, 1936 in Atelier, which was dealing with mainly avant-garde arts. Books related with Constructivism were translated into Japanese, and Gestaltung Education had become active since the publication of A Compendium of Gestaltung Education("構成敎育大系"(1934)), Salvador Dali(1904-1989) was also introduced, so Surrealism was drawn more attention by young artists. reflected popular trends. Yoo analyzed the Japanese avant-gardists' archaic taste in the Independent Art Association that he submitted his painting to. And then he entitled 'Rhapsody' which derives from Ancient Greek's epic poetry and deliberately set up images in a scene. In chapter 3, I examined a theme which was planned carefully by sorting favorite images from the Japanese Surrealism. was a result that Yoo Young-kuk observed objectively the phenomenon that young artists dreamt of Utopia or longed for Nostalgia passively and lethargically under wars. And then he otherized himself from that circumstance. First of all, for he used the typical icons of Japanese Surrealism such as the horizon, flowing clouds, and vast plain that were considered stereotypes of Arcadia. He, however distinguished himself form those Japanese Surrealists. He made his own vision about Utopia by referring Lyubov Popova(1889-1924)'s stage design. His objective point of view was expressed by positive and dynamic images of structure and human's actions. Constructivism which was attempted in had an effect on other early constructive works, and the principles of Constructivism were sought hard in reliefs, paintings, and photos.

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고려.조선시대의 수학과 사회 (MATHEMATICS AND SOCIETY IN KORYO AND CHOSUN)

  • 정지호
    • 한국수학사학회지
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    • 제2권1호
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    • pp.91-105
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    • 1985
  • Though the tradition of Korean mathematics since the ancient time up to the "Enlightenment Period" in the late 19th century had been under the influence of the Chinese mathematics, it strove to develop its own independent of Chinese. However, the fact that it couldn't succeed to form the independent Korean mathematics in spite of many chances under the reign of Kings Sejong, Youngjo, and Joungjo was mainly due to the use of Chinese characters by Koreans. Han-gul (Korean characters) invented by King Sejong had not been used widely as it was called and despised Un-mun and Koreans still used Chinese characters as the only "true letters" (Jin-suh). The correlation between characters and culture was such that , if Koreans used Han-gul as their official letters, we may have different picture of Korean mathematics. It is quite interesting to note that the mathematics in the "Enlightenment Period" changed rather smoothly into the Western mathematics at the time when Han-gul was used officially with Chinese characters. In Koryo, the mathematics existed only as a part of the Confucian refinement, not as the object of sincere study. The mathematics in Koryo inherited that of the Unified Shilla without any remarkable development of its own, and the mathematicians were the Inner Officials isolated from the outside world who maintained their positions as specialists amid the turbulence of political changes. They formed a kind of Guild, their posts becoming patrimony. The mathematics in Koryo is significant in that they paved the way for that of Chosun through a few books of mathematics such as "Sanhak-Kyemong, "Yanghwi - Sanpup" and "Sangmyung-Sanpup." King Sejong was quite phenomenal in his policy of promotion of mathematics. King himself was deeply interested in the study, createing an atmosphere in which all the high ranking officials and scholars highly valued mathematics. The sudden development of mathematic culture was mainly due to the personality and capacity of King who took any one with the mathematic talent onto government service regardless of his birth and against the strong opposition of the conservative officials. However, King's view of mathematics never resulted in the true development of mathematics per se and he used it only as an official technique in the tradition way. Korean mathematics in King Sejong's reign was based upon both the natural philosophy in China and the unique geo-political reality of Korean peninsula. The reason why the mathematic culture failed to develop continually against those social background was that the mathematicians were not allowed to play the vital role in that culture, they being only the instrument for the personality or politics of the King. While the learned scholar class sometimes played the important role for the development of the mathematic culture, they often as not became an adamant barrier to it. As the society in Chosun needed the function of mathematics acutely, the mathematicians formed the settled class called Jung-in (Middle-Man). Jung-in was a unique class in Chosun and we can't find its equivalent in China of Japan. These Jung-in mathematician officials lacked tendency to publish their study, since their society was strictly exclusive and their knowledge was very limited. Though they were relatively low class, these mathematicians played very important role in Chosun society. In "Sil-Hak (the Practical Learning) period" which began in the late 16th century, especially in the reigns of King Youngjo and Jungjo, which was called the Renaissance of Chosun, the ambitious policy for the development of science and technology called for the rapid increase of the number of such technocrats as mathematicians inevitably became quite ambitious and proud. They tried to explore deeply into mathematics per se beyond the narrow limit of knowledge required for their office. Thus, in this period the mathematics developed rapidly, undergoing very important changes. The characteristic features of the mathematics in this period were: Jung-in mathematicians' active study an publication, the mathematic studies by the renowned scholars of Sil-Hak, joint works by these two classes, their approach to the Western mathematics and their effort to develop Korean mathematics. Toward the "Enlightenment Period" in the late 19th century, the Western mathematics experienced great difficulty to take its roots in the Peninsula which had been under the strong influence of Confucian ideology and traditional Korean mathematic system. However, with King Kojong's ordinance in 1895, the traditonal Korean mathematics influenced by Chinese disappeared from the history of Korean mathematics, as the school system was changed into the Western style and the Western matehmatics was adopted as the only mathematics to be taught at the schools of various levels. Thus the "Enlightenment Period" is the period in which Korean mathematics sifted from Chinese into European.od" is the period in which Korean mathematics sifted from Chinese into European.pean.

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겨울왕국의 엘사 캐릭터에 나타난 젠더 정체성의 변화 -퀴어이론을 중심으로- (A Study on the Changes of Gender Identity Found in the Character of Elsa on Frozen -Focus on Queer Theory-)

  • 이준수
    • 만화애니메이션 연구
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    • 통권38호
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    • pp.1-28
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    • 2015
  • 디즈니 애니메이션에서 여성 캐릭터가 등장하는 작품은 1937년 '백설공주와 일곱 난쟁이'로부터 시작된다. 그 후 2010년 '라푼젤'에 이르기까지 11명의 여성 캐릭터가 등장하였다. 여성 캐릭터들은 순종적, 가정적이고 왕자와의 결혼으로 인한 자신의 정체성을 들어내는 것에서 부터 시작하여 독립적, 개척적이고 때로는 나라를 구하고 남성을 이끄는 여전사의 캐릭터로 발전하기에 이르렀다. 하지만 여전히 디즈니 애니메이션의 결말은 제도적, 전통적 담론에서 벗어나지 못하고 있다. 남성 주인공을 만난 여성캐릭터는 키스와 결혼으로 결말 되거나 남성을 위한 희생의 미덕을 보여주는 것 이었다. 하지만 '겨울왕국'의 엘사는 지금까지의 디즈니에서 보여준 남성주의적, 가부장중심의 이성애적 이분법 담론의 캐릭터와는 구분되는 주체적 정체성을 가진 캐릭터이다. 본 고에서는 섹스와 젠더의 구분을 해체하고 젠더 개념을 수행적이며 유형화된 행동에 의해 구성된 것이고 남/녀, 이성애/동성애의 이분법적 자체를 해체한다는 개념인 퀴어이론을 통하여 엘사 케릭터의 젠더 정체성의 변화를 설명하고자 한다. 퀴어의 수행성은 레즈비언-게이 섹슈얼리티와 이성애 사이의 경계를 모호하게 만드는 것이며 이러한 패러디적 전략을 통해 지배담론에 대해 저항하는 정치성을 갖게 된다고 말할 수 있다. 엘사가 보여주는 수행성은 자매애와 이성애의 경계에 있음이다. 이성애적 관점에서 분석을 한다면 엘사의 정체성은 누이와의 친밀감이 단순히 자매의 사랑으로만 이해해야 한다. 반면, 여성들 간의 관계에 초점을 맞춘다면 엘사와 안나의 관계는 동성애의 관점으로 인식된다. 레즈비언 연속체의 개념으로 본다면 정체성의 제약을 가진 디즈니 여성 캐릭터의 동성애적 사랑은 여성들 간의 유대처럼 보이기 때문에 이성간의 사랑보다는 쉽게 성적 욕망이 은폐될 수 있다. 엘사는 퀴어적 정체성의 억제와 발현을 통하여 수행적 정체성으로 발전해나가고 있다. 그녀가 가지고 있는 마법은 초기의 금기시되고 두려움의 존재에서 레즈비언적 팔루스의 존재가 되고 이성애적 가부장 제도에서의 특권에 대항하는 의미화된 팔루스로 비추어지면서 아렌델의 세계관에서 인정받게 됨을 볼 수 있다. 엘사는 디즈니가 선보이는 새로운 여성 캐릭터이며 이 캐릭터를 퀴어이론으로 분석함으로써 다양한 캐릭터 분석 방법의 영역을 확장하고자 하였다.

복합쇼핑몰 활성화 방안에 관한 사례연구 (A Study on the Characteristics and Vitalization Strategy for the Multi-Complex Shopping Mall)

  • 차성수;박철
    • 한국유통학회지:유통연구
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    • 제17권5호
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    • pp.129-146
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    • 2012
  • 미래 소매 유통의 핵심인 복합쇼핑몰 전성시대가 도래하였다. 본 연구는 복합쇼핑몰의 시대적 등장배경과 개념 및 유형 그리고 우리나라에 비해 이미 오래전에 쇼핑몰이 보편화된 미국과 일본, 유럽 쇼핑몰의 발전 역사를 살펴보고 국내 쇼핑몰의 발전단계와 특징 그리고 기존 복합쇼핑몰 관련 문헌조사를 실시하였다. 문헌조사 결과 복합쇼핑몰에 대한 연구는 그동안 많이 이루어지지 않았으며 더욱이 활성화 방안에 대한 연구는 거의 없었던 것으로 확인 되었다. 따라서 본 연구에서는 국내 복합쇼핑몰의 사례를 조사하여 활성화방안을 찾고자 하였다. 사례는 소매유통 전문가들에게 추천을 받은 복합쇼핑몰들을 심층적으로 조사 하였다. 이를 통하여 성공요인과 실패요인을 도출하고 시사점을 발췌, 정부 차원에서의 활성화 방안을 제시하였다.

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"화회십육경(河回十六景)"과 "하외낙강상하일대도(河隈洛江上下一帶圖)"를 통해 본 하회16경의 경관상 (A Study on the Landscape Characteristics of 16 Sceneries of Hahoe Village, Represented in "Hahoe 16 Sceneries" and "Picture Describing Hahwae Village")

  • 노재현;이현우
    • 한국전통조경학회지
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    • 제31권1호
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    • pp.48-58
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    • 2013
  • '하회십육경(河回十六景)'과 '하외낙강상하일대도'의 해석과 분석을 통해 하회16경(시)의 형식과 구조 변화 상징성을 밝힌 본 연구의 결과는 아래와 같다. 하회16경은 소상팔경 유사형의 집경(集景)으로, 표제어 결속의 일관성은 발견되지 않지만, 내적으로는 산과 강의 수직 수평적 대비효과 및 자연과 인간의 삶이라는 대비적 풍경 이미지가 강하며, 강, 다리, 계류, 그리고 눈과 비는 모두 '물(水)'이라는 원초적 생명요소를 통한 의미결속이 이루어지고 있다. 하회16경에는 다채로운 변동요인과 감각 의존성을 바탕으로, 강변 고유의 풍토성을 담은 경물과 현상이 겸암 옥연정사를 조망처로 반경 200m에서 3km의 조망권역에 펼쳐져 있다. 겸암 옥연정사의 조망각은 대칭적으로 마주하여 상호 관입하고 있는 반면, 원지 옥연정사에서는 부용대의 영향으로 시야각이 상호 교차하지 못한 채 독립적인 조망권을 형성하고 있음을 볼 때, 하회16경은 겸암 옥연 2개 정사(精舍)뿐만 아니라 원지 빈연정사의 조망점 보완을 통해 완결된 경관임이 확인되었다. 한편, "하외낙강상하일대도" 에서는 하회16경의 조망처인 겸암 옥연 빈연 원지정사가 뚜렷이 명시되고 있을 뿐 아니라, 화산(花山) 입암(立巖) 마암(馬巖) 송림(松林) 수봉(秀峯) 잔도(棧道) 홍교(虹橋) 반기(盤磯) 적벽(赤壁) 횡주(橫舟) 수림(水林) 평사(平沙) 등 하회16경 중 12개 경이 한정된 조망구도 및 화폭 크기에도 불구하고 상세히 묘사되고 있음을 볼 때 하외도는 '하회16경'을 의식해 표현된 실경산수화적 와유물(臥遊物)일 가능성이 높다. 또한 마을을 에워싸듯 열식된 띠숲은 방사림으로 추정되며, 수목의 표현법을 비교할 때 남쪽 띠숲은 현 만송정 송림과는 다른 활엽수림으로 추론된다. 하회16경에는 자연과 인간의 삶을 연결시키고, 나아가 인간의 삶이 자연에 우선한다는 성리철학적 경향이 읽혀지는데, 이는 하회16경시의 저작자 류원지의 아호 '졸재(拙齋)'에서 보듯이 소박한 일상을 바탕으로 올곧은 선비가 추구하고자 한 도학적 세계에 대한 졸박미(拙撲美)를 기본 정서로 하고 있다. 하회16경시에 드러난 경관상은 이 지역 유자(儒者)들이 부용대와 하회마을 정사(精舍)를 중심으로 한 관념적 사고를 경물과 현상에 의탁해 표현한 도학적 세계관이 반영된 하회마을의 대표적 풍경이다.

안동 하회마을 부용대(芙蓉臺) 일원의 식물상 및 관리방안 (A Study on the Vegetation Landscape and Management Methods of Buyongdae on Hahoe Village, Andong)

  • 오현경;노재현;최영현
    • 한국전통조경학회지
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    • 제31권1호
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    • pp.13-27
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    • 2013
  • 본 연구는 안동 하회마을의 최적의 조망점이자 요처인 옥연정사와 겸암정사를 포함한 부용대 일원의 식물상을 파악하고, 이를 근거로 민속마을이자 유네스코 세계문화유산에 포함된 부용대 일원의 식생 관리방안을 제시할 목적으로 시도되었다. 본 연구의 주요 결과는 다음과 같다. 안동 부용대 일원의 전체식물상은 89과 217속 251종 1아종 38변종 11품종으로 총 301분류군이 확인되었다. 부용대 일원의 대표적 식생은 소나무림이며, 겸암정사 주변은 굴참나무림, 부용대 하식애는 모감주나무림으로 각각 구분되었다. 전체식물상 중 희귀식물은 원지, 모감주나무 등 14분류군이, 특산식물은 병꽃나무 등 7분류군이 확인되었다. 식물구계학적 특정식물은 IV등급에 원지 등 4분류군, III등급에 금털고사리, 애기석위 등 10분류군, I등급에 시무나무, 묏대추 등 13분류군으로 총 32분류군이 확인되었다. 또한 석회암지대 지표식물은 금털고사리, 왕팽나무, 절국대, 더위지기 등 총 11분류군으로 확인되었다. 귀화식물은 야생팬지, 붉은서나물 등 25분류군으로 구분되었으며, 이중 생태계교란식물인 가시박의 침입이 확인되었다. 이에 따라 귀화율(NR)은 8.3%이며, 도시화지수(UI)는 7.8%에 해당된다. 부용대의 고유한 전통 식생으로서의 회복을 위해서는 소나무림 상층의 리기다소나무와 중층의 물오리나무 점진적인 간벌이 필요하며, 겸암정사 주변에서 발견된 가시박을 비롯한 귀화식물에 대한 점진적인 제거방법의 마련과 장기적인 모니터링을 통한 지속적인 관리방안이 요구된다. 특히 화천서원 주변에 의도적으로 도입된 관상 및 경작외래식물인 뚱딴지는 자생식물로 대체되어야 할 것이다. 한편, 이 지역 희귀 및 특산식물인 원지는 현자생지 보전, 추가 자생지 확인 및 종자확보 등 유전자원의 현지 내외 보전이 반드시 필요한 식물이며, 부용대 하식애지형 특성을 잘 보여주는 모감주나무를 비롯하여 금털고사리, 절국대, 묏대추, 애기석위, 왕팽나무의 적극적 보존이 요망된다. 또한 갈모바위 부근에서 층길에 이르는 구간에 군락형태로 유지되는 등나무도 당분간 보호 및 관찰이 필요하며, 더불어 하식애 옥연정사에서 겸암정사에 이르는 층길의 안전성 확보를 전제로 교육적 활용을 위한 안내 해설판이 요구된다.

애국심이 제품평가에 미치는 영향: 소비자 자민족중심주의의 매개효과를 중심으로 (Effects of Patriotism on Product Evaluation: Focused on the Mediating Effects of Consumer Ethnocentrism)

  • 홍성태;강동균
    • 한국유통학회지:유통연구
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    • 제15권2호
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    • pp.71-99
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    • 2010
  • 본 연구에서는 애국심이 자국 및 외국 제품 평가에 미치는 영향을 실증적으로 분석하였다. 또한 애국심과 제품평가 간의 관계에 있어 소비자 자민족중심주의의 매개변수적 영향력을 분석하였다. 실증분석을 위해 서울 소재 대학에 재학 중인 학부생과 대학원생을 대상으로 설문조사를 실시하였다. 조사결과 애국심은 외국제품 평가에는 영향을 미치지 않는 것으로 나타났으나, 자국제품 평가에는 긍정적 영향을 미치는 것으로 나타났다. 또한 소비자 자민족중심주의는 애국심과 자국제품 평가 간의 관계를 매개하는 것으로 나타났다. 실증분석 결과를 토대로 연구의 의의를 논하였으며, 유통관리 측면에서의 시사점을 제시하였다. 끝으로 연구의 한계점과 향후 연구방향을 제안하였다.

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기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로 (A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon )

  • 백은지;손기환
    • 만화애니메이션 연구
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    • 통권50호
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    • pp.101-130
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    • 2018
  • 스마트 기기의 등장 후 웹툰을 스마트폰으로 보는 독자가 증가하게 되면서, 스마트툰, 효과툰, 컷툰, 더빙툰, 무빙툰, AR툰, VR툰, 인터랙션 툰 등 다양한 첨단기술이 결합된 기술 융합형 웹툰들이 선보이고 있다. 그러나 이에 대한 연구는 멀티미디어 기술 융합 유형과 사례 제시, 연출 효과와 그에 따른 문제점 제시 정도로, 만화와 기술과의 융합이 독자의 만화 읽기와 몰입에 어떤 영향을 끼치는지에 대한 논의는 없었다. 그래서 본 연구에서는 몰입의 관점에서 만화만의 독특한 몰입방식을 알아보고, 기술 융합형 웹툰들이 시도한 몰입 양상과 문제점을 유형별로 분석해보았다. 또한 이를 바탕으로 최근 화제가 되고 있는 인터랙션 툰 <마주쳤다>의 인터랙션 요소와 몰입 양상을 분석해 봄으로써 첨단 기술을 통해 새롭게 시도 되고 있는 인터랙션 요소들이 웹툰의 몰입에 미치는 긍정적 효과와 한계점에 대해 논하였다. 몰입의 관점에서 기술 융합형 웹툰을 유형별로 분석해보면, 효과툰은 멀티미디어 효과가 과하게 사용될 경우 정보의 과부하를 일으켜 몰입을 방해하였다. 스마트 모바일 기기의 가로 읽기 방식에 맞춰 칸에 움직임을 부여한 스마트툰은 그 시도는 좋았으나, 독자의 능동적인 만화 읽기를 방해하여 몰입감을 떨어트렸다. VR 기기를 이용해 독자가 직접 웹툰 세계를 탐색하도록 한 VR툰 역시 웹툰의 세로 연출을 극복하려는 시도는 좋았으나, 주의 집중을 분산시킴으로써 만화의 몰입을 저해하였다. 만화 읽기 방식의 편이성만을 중시한 무빙툰은 독자의 만화 읽기의 자율성을 침해함으로써 몰입을 방해하는 요소로 작용하고 있다. 반면 하일권의 인터랙션 툰 <마주쳤다>는 얼굴인식 기술, 증강현실 기술, 360도 파노라마 기술, 햅틱기술 등 웹툰에 다양한 첨단 기술을 접목하여, 독자가 웹툰 캐릭터와의 관계에서 친밀감을 형성하고, 독자 스스로가 주인공과 동일시되어 캐릭터와 상호작용함으로써 몰입을 유도하는데 성공하고 있다. 다만, 작품 후반부에 나타나는 기술의 남용과 이를 위한 무리한 상황 연출, 지루한 스토리 전개 등이 한계점으로 남는다.

암 환아 발생이 가족에게 미치는 영향에 관한 연구 (The Impact of Childhood Cancer on The Korean Family)

  • 김수지;양순옥
    • 대한간호학회지
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    • 제22권4호
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    • pp.636-652
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    • 1992
  • This study identified the impact of childhood cancer on the Korean family. The purpose was to contribute knowledge for family nursing and pediatric hospice care practice with sick children and their families. This descriptive study was conducted during a 6 month period with children who were being treated for cancer at six university hospitals in Seoul. The data were gathered from members of 68 families ; 24(Group A), with a child newly diagnosed with cancer : 27(Group B), with a child under treatment and without complications, and 17 (Group C), with a child in relapse. Medical records, structured questionnaires and interviews were used for data collection. The questionnaires and interview schedules had been used previously in Martinson's research in the USA and China. The findings, conclusions, and suggestions are as follows. 1. The impact of childhood cancer on the family. Members of the family experienced fear, helplessness, guilty feelings, and anger at the time of the initial diagnosis and at relapse. Mothers complained of headache, anorexia and poor appetite, weight loss, sleep disturbance, and bad dreams. Many of the fathers either lost or changed jobs, and all working mothers stopped working. Half the parents reported changes in their marital relationships such as frequent quarrels but also stronger unity. Family members perceived cancer as the most frightening disease. Change in their world view was expressed as living on faith understanding suffering, determining to live a better life, wanting to live an upright life and valuing health as the most important. Religious activities are found most helpful through this difficult experience. Financial debt due to the treatment and care of the sick child, burdened 22 families. The above mentioned impact was most evidant in Group B(those presently undergoing treatment) and Group C(those in relapse). Findings indicate that nursing care should embrace the family of a child who is being treated for cancer. 2. Characteristics of the child with cancer The majority of the children in this sample had a diagnosis of leukemia. Their mean age was 6.8 and the ratio of boys to girls was 1.12 ; 1. The mean hospitalization frequency was 13.5 times and the mean duration of illness was 16.8 months. Most of 1.he children perceived cancer as the most frightening disease ; 32.7% of the children described their sickness as serious. Children in Group C were hospitalized more frequently, stayed in hospital for longer periods, and expressed their sickness as quite serious more often than the other two groups. These findings indicate how much comprehensive pediatric hospice nursing care services are needed along with relevant research and nursing education. 3. Characteristics of the families. The mean age of the father was 39.5 and the mother, 36,6 ; they are in their most productive life period. Mothers especially expressed feelings of financial uneasiness and powerlessness about giving up their jobs, and guilty feelings for not providing enough care and concern to other children due to taking care of the sick one. The burden of caring for the sick child can bring negative changes in family dynamics which they think provoke potential health problems in members of the family These findings suggest a need for nursing support and counselling resources. Findings also suggest the need for ethical inquiry about such questions as who should give information to the child in regard to diagnosis and prognosis, when, and how. Other suggestions included : 1) Quality health care for childhood cancer such as home care and pediatric hospice programs should be established. 2) Special and practical consideration for long-term patients should be made in the present insurance coverage. The reimbursement period for long-term patients should be lengthened. 3) Further in-depth qualitative studies are needed. 4) Education programs including guided practice experience for pediatric hospice care practitioners are needed.

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