• Title/Summary/Keyword: 사실적 묘사

Search Result 127, Processing Time 0.029 seconds

Galician Nature and People as Seen through La hija del mar by Rosalía de Castro (로살리아 데 카스트로의 『바다의 딸』에 나타난 갈리시아의 자연과 인간)

  • Song, Sun-ki
    • Cross-Cultural Studies
    • /
    • v.41
    • /
    • pp.177-197
    • /
    • 2015
  • This study found that La hija del mar (1859) by Rosalía de Castro describes, as the background to the work, the lives of Galicians, along with the movement of the sea, scenes of the coast, storms, and lively plants in Muxía, a small city of Galicia and Cabo de Finisterre. It was shown that the nature of Galicia, as described in the work, is a beautiful site where fishermen and farmers live among the full aroma of plants and flowers, as well as being a subject of fear to the people there. Furthermore, it was also shown through the funeral process, along with a depiction of the natural environment, the unique place of Galicia is part of the traditional heritage that the Galician people have preserved, in which Roman Catholic rituals are mixed with superstitious rites. Moreover, the author shows through a description of the excessive drinking culture of Dionysian rites or Libation rites that Galicia is a land with longstanding and profound folk customs, as well as a special culture. It was proved that the work is a specific representation of the author's perspective. Thus, Rosalía depicts the lives of people and the natural environment, which have not been examined profoundly, although they always existed in Galicia. This provides space where the external reality of Galicia and part of the identity of Galicia can be elucidated.

Effect of Partially Restrained Connections on Seismic Risk Evaluation of Steel Frames (강 뼈대 구조물의 지진위험도 평가에 대한 부분구속 접합부의 영향)

  • 허정원;조효남
    • Journal of the Computational Structural Engineering Institute of Korea
    • /
    • v.14 no.4
    • /
    • pp.537-549
    • /
    • 2001
  • The effect of partially restrained(PR) connections and the uncertainties in them on the reliability of steel frames subjected to seismic loading is addressed. A stochastic finite element method(SFEM) is proposed combining the concepts of the response surface method(RSM), the finite element method(FEM), the first-order reliability method (FORM), and the iterative linear interpolation scheme. The behavior of PR connections is captured using moment-relative rotation curves, and is represented by the four-parameter Richard model. For seismic excitation, the loading, unloading, and reloading behavior at PR connections is modeled using moment-relative rotation curves and the Masing rule. The seismic loading is applied in the time domain for realistic representation. The reliability of steel frames in the presence of PR connections is calculated considering all major sources of nonlinearity. The algorithm is clarified with the help of an example.

  • PDF

과학화 전투훈련 신뢰성 제고를 위한 자료검증 방법

  • 문형곤;유승근
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 2002.05a
    • /
    • pp.123-123
    • /
    • 2002
  • 부대기동 및 실사격을 적용한 군사훈련이 가장 사실적이며 현실감이 있지만, 부대기동에 따른 교통체증 유발과 실사격 훈련에 대한 민원 증가로 인하여 실기동에 의한 군사훈련을 실시하기에는 많은 어려움이 있다. 그러므로 실사격 훈련의 제한 및 통제형 선형훈련으로 인하여 현장감이 저하되고 학습효과가 상대적으로 떨어지게 되는 단점을 극복하기 위하여, 미국, 영국, 독일, 프랑스 등 군사선진국들은 실전적 훈련묘사 및 정밀 훈련분석이 가능한 과학화 전투훈련장을 구축하여 군사훈련의 성과를 높이고 있다. 국내에서도 육군 과학화 전투훈련장(KCTC) 구축사업이 현재 진행중에 있다. 과학화 전투훈련은 일반적으로 마일즈 장비와 시뮬레이션을 사용하여, 지휘/통제/통신 및 기동, 전투근무 지원에 이르는 군사훈련 전과정을 모의하며, 직/곡사화기 교전, 화학 및 지뢰지대 운용, 항공지원 등 전투과정을 재현함으로써 훈련에 참여하는 지휘관과 병사로 하여금 현장감 있는 전투훈련을 유도한다. 이러한 과학화 전투훈련이 실제 훈련과 동일한 훈련효과를 창출하기 위해서는, 신뢰성 있는 교전 피해평가가 필요하다. 예를 들어, 곡사화기에 의한 살상범위, 피해정도 등이 실무부대 전투결과들과 큰 차이가 발생하면 소기의 훈련목적을 달성할 수 없다. 본 고는 과학화 전투훈련장의 전투피해평가 자료체계에 대한 객관적이고 신뢰성 있는 자료검증방법을 제시하여, 향후 과학화 전투훈련의 신뢰성 제고에 기여하고자 한다.

  • PDF

A study of dream sequence in Freud's Psychoanalysis (Focusing on the David lynch's film "Mulholland Drive (2001)) (꿈 시퀀스 이미지에 대한 프로이드의 정신분석학적 연구 (데이빗 린치의 영화 "멀홀랜드 드라이브(2001)" 를 중심으로))

  • Lee, Tae-hoon
    • Journal of Digital Convergence
    • /
    • v.14 no.12
    • /
    • pp.433-439
    • /
    • 2016
  • For the past hundred years, since many films have only been focusing on expressing suppressed desire and obsession, there have been few films in which unconsciousness desire is expressed and pursuing dream comes true as Freud says. Well known for a convoluted and dreamy structure and plot, David Lynch successfully represents a real dream sequence with his own way of image presentation form in his representative film "Mulholland Drive (2001)". In this study, I attempt to analyze how he expresses the realistic dream sequence with a strange film structure based on Freud's psychoanalysis. In general, dream world is known as completely visual matter, but the feeling of things is more important for making a realistic dream and it is the main reason that we can have more realistic experiences in a dream.

Traditional Performing Arts and Nomadic Entertaining Troupes Depicted in "Nectar of Immortality" (감로탱에 묘사된 전통연희와 유랑예인집단)

  • Jeon, Kyung-Wook
    • (The) Research of the performance art and culture
    • /
    • no.20
    • /
    • pp.163-204
    • /
    • 2010
  • "Nectar of Immortality", also known as Suryukwha, is a painting which is hung on the wall during Suryukjae, a rite to console the spirits residing on both land and water. The Suryukwha at Bonyung Temple in the Ming Dynasty consisted of 139 scrolls depicting separate scenes. In Korea, however, Nectar of Immortality combines all the scenes into one large painting. The lower part of Nectar of Immortality describes pain, disasters, and the frailty of human life in this world. This is intended to inspire people to embrace Buddhism and be delivered from their worldly existence. However, it reflects the social realities of that time as well. The scenes at the bottom of the painting of nomadic troupes of entertainers and their performances are part of this reflection. In this section, various scenes of traditional Korean performance are illustrated, such as double and single tightrope walking, Sotdaetagi (performing atop a pole), Ssangjulbaegi (one form of Sotdaetagi), tumbling, bell juggling, mask dramas, dish spinning, puppet shows, the dance of Sadang, and sword dancing. Among these performances, some, such as Sotdaetagi, Ssangjulbaegi, double tightrope walking, bell juggling and sword dancing (Punggakjaengipae), have since ceased to exist. The troupes of entertainers depicted in Nectar of Immortality are Sadangpae, Namsadangpae, Sotdaejaengipae, Choranipae, Punggakjaenipae, Gutjungpae, and circus troupes. When, after itinerant lives, these entertainers die, they become forlorn wandering spirits with no descendants to perform their memorial services. The entertainers in the performance scenes are the embodiment of souls who are the subjects of salvation through Suryukjae. Among these entertainers, Sotdaejaengipae, Sadangpae, Choranipae, Punggakjaenipae and Gutjungpae no longer exist. In sum, Nectar of Immortality provides insight into the vanished content of numerous historic forms of performance and the activities of nomadic troupes of entertainers.

A Study on the Modern Architecture Space Represented in Melodrama Films of the Late 1950s (1950년대 말 멜로드라마에 묘사된 근대건축공간에 대한 연구)

  • Moon, Guen-Jong
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.4
    • /
    • pp.115-121
    • /
    • 2019
  • The purpose of this study is to analyze the 'Modern Architecture Space' represented in Korean melodrama films of the late 1950s. It is assumed that popular films reflect the residential culture, architectural spaces and human activities of those days. For the analysis, a pool of 5 Korean melodramas of the late 1950s was constructed. In these melodramas, the modern architectural spaces were represented as the following: 1) The modern-style residential spaces were emphasized to reflect the interest and longing of the public for western lifestyle. 2) The western non-residential spaces such as work spaces and commercial spaces were emphasized, especially its interior design of western image.

Application of Photo-realistic Modeling and Visualization Using Digital Image Data in 3D GIS (디지털 영상자료를 이용한 3D GIS의 사실적 모델링 및 가시화)

  • Jung, Sung-Heuk;Lee, Jae-Kee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.26 no.1
    • /
    • pp.73-83
    • /
    • 2008
  • For spatial analysis and decision-making based on territorial and urban information, technologies on 3D GIS with digital image data and photo-realistic 3D image models to visualize 3D modeling are being rapidly developed. Currently, satellite images, aerial images and aerial LiDAR data are mostly used to build 3D models and textures from oblique aerial photographs or terrestrial photographs are used to create 3D image models. However, we are in need of quality 3D image models as current models cannot express topographic and features most elaborately and realistically. Thus, this study analyzed techniques to use aerial photographs, aerial LiDAR, terrestrial photographs and terrestrial LiDAR to create a 3D image model with artificial features and special topographic that emphasize spatial accuracy, delicate depiction and photo-realistic imaging. A 3D image model with spatial accuracy and photographic texture was built to be served via 3D image map services systems on the Internet. As it was necessary to consider intended use and display scale when building 3D image models, in this study, we applied the concept of LoD(Level of Detail) to define 3D image model of buildings in five levels and established the models by following the levels.

Development of a terrain model in 3D Game (3차원 게임에서의 손쉬운 지형 모델 구현 방법)

  • Park, Seok-hee;Lee, Hee-bum;Kim, Soo-Kyun;Im, Kwang-Hyuk;An, Sung-ohk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.533-534
    • /
    • 2013
  • In computer game, terrain model is applied a nice texture to render snowy mountains and valley. Terrain model in the game, it is important role that the character plays in space. Realistic depiction of the terrain model enhances the absorption of the game. Now many terrain models are made by using lots of terrain tools. In this paper, we does not use terrain modeling tool, we use only 3D max for making terrain model easily. 3D max provides a comprehensive 3D modeling, rendering, and compositing solution for games. In this paper we create terrain models by using 3D max, also we present how to use DirectX environment.

  • PDF

An Order Promising Procedure for Simulation-Based Scheduling Systems (시뮬레이션에 기초한 일정계획 시스템에서의 납기산정 절차)

  • 박문원;최성훈;이근철;김영대
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 2002.05a
    • /
    • pp.103-108
    • /
    • 2002
  • 본 연구는 주문형 반도체 생산공장이나 인쇄회로기판 제조공장과 같이 매우 다양한 제품들을 주문에 의해 생산하며 제조공정이 매우 길고 복잡한 생산 시스템에 대하여 다룬다. 이러한 생산 시스템은 그 특성상 APS (Advanced Planning and Scheduling)의 일정계획(scheduling) 모듈로서 시뮬레이션(simulation)이 유일한 대안이 되는 경우가 발생할 수 있다. 시뮬레이션 기법은 복잡한 상황도 대부분 묘사가 가능하기 때문에 사실적이고 실현 가능한 일정계획을 생성할 수 있다는 장점이 있는 반면 수행시간이 상당히 길다는 단점이 있다. 기업이 경쟁력을 가지기 위해서는 고객이 의뢰한 주문에 대하여 가능 납기(가능한 생산완료 시점)를 빠른 시간 내에 정확히 알려주어야만 한다. 따라서, APS 역시 "즉시 납기산정, 정시 납품:(commit now, deliver on time)을 캐치프레이즈(catch phrase)로 한다. 하지만 시뮬레이션은 :정시 납품:이 가능한 납기를 산정할 수 있을지는 모르지만 "즉시 납기산정"이 불가능하다. 따라서, 본 연구에서는 시뮬레이션에 근거한 일정계획 모듈을 가지고 있는 APS 시스템에서 납기산정을 빠르고 정확하게 할 수 있는 방법론을 제시한다. 이 방법론은 기존의 MRP Ⅱ 및 ERP 시스템에서 행하던 ATP (available to promise) 흑은 CTP (capable to promise) 기법과 차별화 되며, 의뢰한 주문의 생산착수 시점과 제조 리드타임을 합리적이고 신속하게 산출한다.

  • PDF

A Study of the Relationship between Realistic Expression of Objects and Graphic Novel in Korean Comics - Focused on the work by Kwon, Ga-Ya - (한국만화에 있어 대상의 사실적 표현과 그래픽 노블의 연관관계에 대한 연구 - 권가야의 <남한산성>작품을 중심으로 -)

  • Park, Hee-Bok;Kim, Kwang-Su
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.361-392
    • /
    • 2014
  • Regarding works that express objects realistically in painting, Gustave Courbet advocated realism in the mid-19th century, France, resisting the then academist style of painting, and works in realist style were produced in earnest by painters such as H. Daumier or Jean F. Millet, who went along with him. Later, realism has expanded into the realm of general literature, including fine art, which has had profound impacts on works of art and literary works. In comics, too, in the same historical context as a form of painting, realistic comics began to be produced by painters or cartoonists at the time. These realism comics are those dealing with stories based on facts, and in terms of contents, objective description and representation of the social realities of the times is one of the most important objectives, but it could not be concluded that in their visual aspect, that is, that of expressing the objects, they were realistic. In the meantime, a graphic novel was born, which was the intermediate form between comics and novels around the United States and Europe since the 1980s. Graphic novels appeared in forms and styles with strong literary and artistic values in the comics market in the U.S. which was full of the superhero genre (comics around heroes), and their major characteristics are very realistic expressions in terms of contents and visual aspect. They are complex and delicate and even have artistic, literary values as if readers read a fiction or literary work of which its narrative structures or pictures are produced with graphics. The characteristics of realistic expressions shown in graphic novels are very different from the previous works of comics. It is noteworthy that they began to be acknowledged as works of art like painting or illustration, thanks to their features of strongly individual auteurist painting style, a fairly high degree of completion of the works, and creative and experimental expression techniques or methods, instead of following the fashion of the times. In recent years, in South Korea, Hollywood blockbuster films have been released one after another and become box office hits, there are increasing interest and demand for the original graphic novels. Accordingly, many original graphic novels have been translated and started to be sold, and keeping pace with this global flow of fashion, some writers in Korea began to produce works of graphic novels. However, to look into the domestic works produced claiming to be graphic novels, there are various opinions on their format and authenticity. In this sense, this study focused on Ga-ya Kwon's Namhansanseong, one the representative works of Korean style graphic novels, and in particular, it attempted to analyze their characteristics and commonalities focusing on the visual aspect of realistic expressions of objects. It is expected that there would be an opportunity to seek for ways so that Korean style graphic novel can be further developed as a genre of comics, with competitiveness by looking back on the identity and present state of domestic graphic novels and developing and applying Korea's original subject matters differentiated from those of graphic novels in the U.S., Europe or Japan through this study. In addition, it is desired that they will be a new energizer for the stagnant domestic comics market.