• Title/Summary/Keyword: 시각문화콘텐츠

Search Result 266, Processing Time 0.025 seconds

A Study of marine myth's visual elements in Jiaodong peninsula of China (중국 교동반도(膠東半島) 해양신화의 시각원소에 관한 연구)

  • Li, Xin;Lee, dong hun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2016.05a
    • /
    • pp.419-420
    • /
    • 2016
  • 본문은 중국 교동반도(膠東半島)에서 대표적인 신화전설에 대해 정리를 진행하고, 그 역사와 문화적인 함의를 끄집어내어 전형적인 중국 해양신화 이미지 원소를 조사하였다. 동시에 그것이 현대 디자인에서 활용된 사례를 조사하여 분석하고자 하였다.

  • PDF

Visual Culture Art Education Utilizing Neon Color (네온컬러를 활용한 )

  • Lee, Na-Rye;Jeong, Kyung-Chul
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.2
    • /
    • pp.303-311
    • /
    • 2011
  • For us who live in the 21 century, a variety of media and videos such as TV, movies, magazines, internet, etc. have now become indispensable entities. Because of changing age, unlimited sharing of information, and development of machines, fashion and ideas are rapidly conveyed and theres is also a tendency to seek after more sense based and stimulating things. Around us, there are innumerable colors which do not seem to have any special presence like the air and go beyond human ability to identify them. Such colors exert direct influence upon the visual culture and most rapidly reflect that age's trend. It is precisely from this perspective that the importance of neon colors, which have recently received the spotlight, have emerged in a magnified way. Yet, although much research has been conducted on colors by earlier studies, there has been no research on neon colors and as such, I felt the need for a study of neon colors. The purpose of this study is to recognize the importance and psychology of colors within the visual culture, discover whether there is a correlation between the characteristics of neon colors and the visual culture, and seek ways to demonstrate it by applying it to art education.

A Semiotic Approach to Modern Visual Arts (시각예술의 기호학 연구)

  • 남택운
    • The Journal of the Korea Contents Association
    • /
    • v.3 no.2
    • /
    • pp.1-10
    • /
    • 2003
  • A semiotic approach to modem visual arts has emerged since French post-structuralism was introduced to Anglo -American academics by "deconstruction" or "postmodemi sm." It views a work of art as a sign, which is its math odical assumption and, at the same time, makes its appli cation more accessible. In the milieu of modem visual arts' effort to be intimate with general audience, modem art photography is now fared with the request to be a familar and universal domain, instead of being left only in photo books as artistic and academic achievements. More specifically, various photo images puter graphics to such megaexhibitions as "Gwangju Biennale,. "Media City Seo ul," and "Pusan International Art Festival," are main objects of study. A coherent and scientific analysis of visual semitotics is still on the way, however, it is an urgent task how to read and interpret a photo image with multiple meanings. This study argues that visual seniotics can be a powerful tool to enhance the understanding of art photography. After all, seniotics is a product of age; we live in the age of legibility, that is, of reading the work of art well as the social events and phenomena. art well as the social events and phenomena.

  • PDF

A study on the Camera Control Method to Increase the Immersion of Game (게임의 몰입도를 높이는 카메라 제어 방법에 대한 연구)

  • Jo, Seong-Hye;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.351-352
    • /
    • 2019
  • 수많은 사람들이 게임을 플레이할 때 마치 본인이 캐릭터가 된 듯한 이입을 하고 그를 통해 간접적으로 경험을 체험한다. 이때, 시각은 몰입하는데 빠질 수 없는 요소이며 게임에선 그 역할을 카메라가 대신하고 있다. 카메라를 통해 얻은 시각 정보로 현재 무슨 일이 일어나고 있는지, 지금 분위기가 어떤지를 판단하며 점점 게임에 몰입하게 되는 것이다. 캐릭터 간의 대화가 많은 추리 혹은 어드벤처 게임에서는 NPC와 대화하는 경우 실제로 대화하는 느낌이 들도록 카메라를 제어하는 것이 중요하다. 이 논문에서는 사람들이 쉽게 몰입할 수 있도록 카메라를 제어하는 방법을 연구하고, 엔진을 이용하여 추리 어드벤처 게임에 적용하였다.

  • PDF

Textuality and Vision : Visual Narrative of Ancient Chinese Literature Art Focused on Narratology's Viewpoint (중국 고대예술의 도상서사와 시각문화 연구 -회화의 이시동도법과 만화의 칸의 상호 해석-)

  • Jo, Jeong-rae;Huang, Kuo-Li
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.9
    • /
    • pp.779-790
    • /
    • 2016
  • This study is to exhibit the iconographic narrative and visual culture of ancient Chinese art. The focus of the study is the composite integration of literature and graphic forms, in particular the heterochronous expression of different scenarios of scenes occurring in different time periods in pictures of ancient art. The unity of their origins with picture narration and comic art creation is the fusion of our modern times. The ancient Chinese understanding of visual art includes the traditional style of images and their symbolic meanings. Among artistic narrative expression, imagery contemplation and visual presentation have significance. Artistic thinking is inseparable from visual articulation. It is a rational thought process through creative language interpretation in visual media of imagery narratives. The characteristics of ancient imagery thinking and the way of presenting sequential incidents in the form pictures is a creative space of time. This is the spatial thinking of modern comic art, which is demonstrated through acceptance in artistic styles. Image narration needs new forms and media styles, including integrating with cultural values as aesthetic communication is necessary.

The VR Digital Storytelling Design for Users (일반 사용자를 위한 VR 디지털 스토리텔링)

  • Kim, Da-Hee;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.530-535
    • /
    • 2006
  • 본 논문에서는 가상현실기반 스토리텔링 시스템을 제작할 때 고려될 일반 사용자를 위한 디자인 방법론을 제안하고자 한다. 최근 가상현실 기술을 이용하여 시각적으로 실감성 높은 콘텐츠를 제작하는 연구에 많은 시도와 진척이 이루어지고 있다. 그러나 시각적 콘텐츠 이상의 의미를 전달하는 방법이나 이를 위한 개인화된 인터페이스에 대한 연구는 아직 미흡한 실정이다. 본 논문에서는 콘텐츠의 개인화된 체험과 그를 위한 인터페이스를 중심으로 스토리를 구성하는 방법을 제안한다. 첫째, 문화재(콘텐츠)에 대한 사용자의 관심도를 고려해 인터랙션(혹은 이벤트) 스토리라인을 구성한다. 둘째, 가상현실기반 프로젝트에 대한 사용자의 경험도를 고려하여 개인화된 인터페이스를 구축한다. 그리하여 사용자가 가상현실기반 스토리텔링을 경험할 때 관심도와 경험도에 맞는 개인별 맞춤 스토리를 경험할 수 있게 하는 것이다. 제안된 스토리텔링 기법은 디지털 에듀테인먼트 시스템에 효과적으로 활용될 것으로 기대된다.

  • PDF

Effects of Contents Narrativity on the Related Contents Preference: Surveying on Korean College Students (문화콘텐츠의 서사성이 그와 연관된 콘텐츠 선호도에 미치는 영향: 한국의 대학생을 대상으로)

  • Lee, Yun-Jeong;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.1
    • /
    • pp.62-69
    • /
    • 2015
  • This study examined the effects of the level of narrativity of a culture content on the level of preference of a related culture content. The culture contents were categorized into novels, cartoons and TV programs according to the content type, and into dramas, comedies, and actions by the contents genre because previous studies found a high level of narrativity in novels and dramas. Based on the survey data on the movie preference, the following were found. First, when people prefer novels with high-level narrativity, rather than TV programs, which have low-level narrativity in a certain genre, they prefer watching movies in the same genre. Second, this relationship is even more reinforced when the genre of the original of the movie is drama, which has high-level narrativity, rather than comedies or actions, which have low-level narrativity. Narrativity plays an important role in the movie preference, especially when it comes to movie originals.

Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence (인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계)

  • Shin, Choonsung;Jeong, Hieyong
    • Journal of Broadcast Engineering
    • /
    • v.26 no.5
    • /
    • pp.489-499
    • /
    • 2021
  • This paper proposes an arts and culture content creation tool powered by artificial intelligence. With the recent advances in technologies including artificial intelligence, there are active research activities on creating art and culture contents. However, it is still difficult and cumbersome for those who are not familiar with programming and artificial intelligence. In order to deal with the content creation with new technologies, we analyze related creation tools, services and technologies that process with raw visual and audio data, generate new media contents and visualize intermediate results. We then extract key requirements for a future creation tool for creators who are not familiar with programming and artificial intelligence. We finally introduce an intuitive and integrated content creation tool for end-users. We hope that this tool will allow creators to intuitively and creatively generate new media arts and culture contents based on not only understanding given data but also adopting new technologies.

An Analysis of Cultural Policy-related Studies' Trend in Korea using Semantic Network Analysis(2008-2017) (언어네트워크분석을 통한 국내 문화정책 연구동향 분석(2008-2017))

  • Park, Yang Woo
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.11
    • /
    • pp.371-382
    • /
    • 2017
  • This study aims to analyze the research trend of cultural policy-related papers based on 832 key words among 186 whole articles in the Journal of Cultural Policy by the Korea Culture & Tourism Institute from October 2008 to January 2017. The analysis was performed using a big data analysis technique called the Semantic Network Analysis. The Semantic Network Analysis consists of frequency analysis, density analysis, centrality analysis including degree centrality, betweenness centrality, and eigenvector centrality. Lastly, the study shows a figure visualizing the results of the centrality analysis through Netdraw program. The most frequently exposed key words were 'culture', 'cultural policy/administration', 'cultural industry/cultural content', 'policy', 'creative industry', in the order. The key word 'culture' was ranked as the first in all the analysis of degree centrality, betweenness centrality and eigenvector centrality, followed by 'policy' and 'cultural policy/administraion'. The key word 'cultural industry/cultural content' with very high frequency recorded high points in degree centrality and eigenvector centrality, but showed relatively low points in betweenness centrality.

Application of Bushou in Contemporary Chinese Poster Design (부수를 활용한 중국 포스터디자인 연구)

  • Liu, Che;Chang, Juyoung
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.8
    • /
    • pp.110-120
    • /
    • 2017
  • For designers, Chinese characters are featured as its unique cultural connotation and the inheritance of information. In visual designs, the beauty of Bushou in form, especially its potential forms, plays an important role and has been applied in various modern designs. There are analyses focused on radicals' roles, as well as its performance and design principles in modern posters in order to figure out how radicals are inherited and developed in posters. Additionally, these researches are conducted to recognize the cultural values of the visual linguistics of Bushou. In this paper, collating of the history and structure of Chinese characters, along with the history, function, classification and meaning of Bushou has been conducted through the method of literature research. The function of Bushou and its potential visual performance means, as well as the objective laws are summarized by analyzing Bushou posters.