• Title/Summary/Keyword: 디지털 표현

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A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)- (영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.419-424
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    • 2018
  • Match cut is the montage technique that is widely used in the image media. This technique is versatile to generate the receivers a variety of meanings. In this article, the match cut shorts applied in the movie, Bram Stoker's Dracula, were analyzed based on the meanings occurred between the shorts. In addition, the analysis methods were based on the philosophical issues of Gilles Deleuze which had been analyzed focusing on the generation competency. Also, Francis Bacon's paintings, 'painting' (1946) and 'self-portrait' (1969) demonstrating similar meanings were compared to assist understanding. Upon the analyses of these two media, the meanings of 'becoming' that had the feature of nomadism between the shorts and occurred in the process of combined generation were analyzed. Therefore, match cut occurred in the image media was found to function to the receivers in a variety of ways and the degree of its utilization was not limited upon this analysis.

Artistic Emotional expression of Image distortion based on the magnetic force and user Immersion Through the Convergence of Art and Science Technology (예술과 과학 기술의 융합을 통한 자기력기반 이미지 왜곡의 예술적 감성표현과 사용자 몰입)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.457-463
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    • 2015
  • The image distortion field has been studied and applied variously in the fields of engineering and art. This research is to express artistic sense by using the engineering technology on image distortion. In order to do this, the paper first examines the aesthetic interpretations on artistic expressions of image distortion. Then, it explains that image distortion using magnetic force can be an artistic expression method and includes user immersion elements. In addition, it demonstrates that image distortion can be used as an artistic emotional expression based on interaction. This research will contribute to the production and development of creative emotional contents through the convergence of scientific technology and art.

A Study on the Relationship among Social Support, Self Expression, Tourism Experience and Tourism SNS Use Intention -Moderating Effect of Tourism SNS Usage Purpose- (관광 SNS의 사회적 지원, 자기표현, 관광경험, 관광 SNS 이용의도간의 관계연구 -관광 SNS 이용목적의 조절효과-)

  • Park, Hyun-Jee;Park, Bong-Gyu;Kim, Young-Ha
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.105-115
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    • 2015
  • For this study, we intended to analyze the relationship among social support of tourism SNS, self expression, tourism experience and tourism SNS usage intention with focusing on a moderating effect of tourism SNS usage purpose. As the results, we found the statistically positive significant relationships 1) between social support and social experience, 2) between self expression and social experience, and 3) between social experience and usage intention of tourism SNS. And also we observed that the moderating effects of tourism SNS usage purpose on the relationship between social support and tourism experience and another relationship between self expression and tourism experience all partially positive.

Relation of Anger and Anger Expressions in Adolescents: Focusing on the Mediating Effect of Problem Solving Ability (청소년 분노와 분노표현유형 관계분석 연구: 문제해결능력의 매개효과를 중심으로)

  • Lee, Young Lim;Lee, Jee-Sook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.363-376
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    • 2020
  • Recent studies have investigated anger or anger-related problems in adolescents from various perspectives. However, understanding of anger expression types or the role of mediating variables in relation to anger and anger expressions have been disregarded. The purpose of this research was to understand the relationships between adolescents' anger, problem solving ability, and three types of anger expressions (anger-in, anger-out, anger-control) and to focus on the mediator function of problem-solving ability. Participants comprised 596 adolescents (283 males and 313 females). Anger was significantly related to all three types of anger expressions. Adolescents who showed high anger levels tended to indicate high anger-in and anger-out expressions but low anger-control expression, while controlling for age and gender. The findings also provided evidence for the mediator role of problem-solving ability on the relationship between anger and anger-control expression. From the results of this study suggestions and limitations were also discussed.

An Analysis on the Message Strategies of Candidates in Publishing Bulletins for Election -Focusing on Publishing Bulletins for Local Elections in 2010 (선거공보물에서 후보자의 메시지 전략 분석 -2010년 6.2 지방 선거공보를 중심으로)

  • Kim, Man-Ki
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.69-75
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    • 2012
  • This study aims to suggest the amendment method of publishing bulletins for election in accordance with the changed consciousness of voters and the environment of times after examining the expression strategies of a candidate's message through the analysis of publishing bulletins of local election in 2010. Accordingly, it tries to indicate the strategies of publishing bulletins for election more easily and briefly. As to the description of expression strategies, there were a lot of rational descriptions and positive appeals with the perspective of a third person. It shows the awareness that aggressive and negative expression brings about adverse effects. The appeals of the cover slogan in campaign promises were in the sequence of the candidate's character, regional development, and social welfare, and most campaign promises were within the range of ten promises. The most used symbol of candidates was the party which candidates belong to. The main empathized contents include the name of candidates, the experience of candidates, management, political ability, and region. In addition, slogans had the intention to express folksy and intimacy by raising the rates of residents' emergence.

The Mediating Effects of Difficulties in Emotion Regulation between Anger Expression and Interpersonal Problems of College Students (분노표현과 대인관계문제에서 정서조절곤란의 매개효과)

  • Lee, Myung-In;Seo, Hye-Young;Hwang, Soon-Jung
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.295-305
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    • 2021
  • This study identifies the relationship between the anger expression and interpersonal problems of college students, and then confirms the influence on emotion regulation difficulties as a mediating effect. And, it was conducted to understand college students who complain of interpersonal problems and to provide basic data for developing programs that can solve their problems. As a result of the study, anger expression showed a positive correlation in interpersonal relations problem and emotion regulation difficulty, and interpersonal relations problem showed somewhat high positive correlation with emotion regulation difficulty. In addition, it was found that emotion control difficulties were partially mediated in the anger expression among college students and interpersonal relationships. In conclusion, we could see the need for future research to develop educational programs that reduce the difficulty of emotion control and lead to positive anger expression among college students, and intervention programs that can improve interpersonal relationships.

Analysis of RPG Characters' Personality Performance (RPG게임 캐릭터에서 개성 표현 요소에 관한 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.403-408
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    • 2021
  • From the perspective that RPG games give players a sense of reality, the characterization of game characters can be said to be at the heart of design behavior. The personality of a unique character enhances the player's concern and commitment, allowing players to experience a variety of experiences. Through theoretical research and case analysis, this paper analyzes the expression of individuality in RPG game character design. In the RPG game, the way to express the character's individuality is first based on the game's time-space background, plot, task, etc. to inform the character's general gender, race, occupation, and skills. In line with the application and use of the characters, the roles will be developed in a concrete and rich way, and the shapes, movements, colors, costumes and weapons will be more refined. The purpose of this study is to obtain the main factors that influence RPG character's personality design from the viewpoint of perceptual design theory. In addition, it is proposed that the RPG game character personality design method should be adopted.

A Study on the Spatial Expression Characteristics of Philippe Starck from the Perspective of Heterotopia (헤테로토피아 관점에서 본 필립스탁의 공간표현 특성 연구)

  • Seo, Su-Mi
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.375-381
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    • 2022
  • The purpose of this study is to find out the spatial expression characteristics of Philipstock from a heterotopic perspective in the background of the times of modern people struggling to live in the era of an infectious disease called COVID-19 along with the era of the 4th industrial revolution. As for the research method, a total of 11 places were selected, focusing on the completed works of interior space from 2015 to the present, when they are more active after retirement, to find out the characteristics of spatial expression through literature and case studies. As a result, the spatial expression characteristics of narrative that only space has were the most frequent, and it was found that the characteristics of imaginary space and fantasy, which are the form of overlapping time to express a place, were interrelated. Philip Stock's design method, which uses narrative, fantasy, and imaginary spatial characteristics, can be seen as sufficiently representing heterotopic characteristics and can be used as another design methodology when designing a new space.

A Study on Possibility of the Three-dimensional Cartoon as New Expression Style of Cartoon (카툰의 표현 양식에 있어 새로운 입체카툰의 제언(提言))

  • Hur, Young;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.285-289
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    • 2006
  • Currently, a cartoon is generally used for a term implying a short cut strip based on satire and humor in Korea. Today, the way of expressing a cartoon includes the active utilization of expressive ways through digital medium as well as traditional methods, and the introduction of oriental feelings or an engraving which is a technique used in fine art. Also, there is a three-dimensional cartoon utilizing objets such as cup and handbag. This study was conducted on assumption that the area of a cartoon may be extendable with a three-dimensional technique added with a tactual sense. Also, this thesis is aimed to identify the possibilities of the industrialization of cartoon contents and of becoming an edutainment (education + entertainment) through a new cartoon technique, and to prepare the basis for scientific research necessary for extending the domain of a cartoon.

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Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.