• Title/Summary/Keyword: 시각전달

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A Study on 'Mirror' and 'Cage' Motifs Repeatedly Displayed in Korean Female Movies (한국 여성영화에 반복적으로 나타난 '거울'과 '새장' 모티프 연구)

  • Kim, Nam-Seok
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.37-69
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    • 2020
  • This study was designed to investigate the characteristics, aesthetics, similarities and differences through the flow of Korean female movies. In order to carry out this study, four movies with representations of each age had to be selected. These four films are respectively Sweet Dream produced during the Japanese colonial period, Madame Freedom which prompted the debate on feminism in the 1950s, The Silver Stallion Will Never Come which combines the devastated lives of women in the 1990s with anti-malevolent views, and A Good Lawyer's Wife which presents a futuristic selection of Korean feminist films. Especially, these works are noteworthy in that they guarantee the typicality and representative of Korean films in each period. Based on this, two common motifs appearing in these works have been intensively studied. One is a 'cage' motif that symbolizes women's detention and the other is a 'mirror' motif that women need to be aware of their situation and check the current situation. Korean women's films have not only shared some of the motifs of 'Cage' and 'Mirror', but also have focused on conveying the author's message that ultimately aimed at linking these motifs.

Reimagining "A Picturesque Landscape" - The Borrowed Scenery of the Byungsan Neo-Confucian Academy, Korea, and its Heuristic Instrumentality - ("그림 같은 풍경"의 재해석 - 병산서원 차경 설계의 수양론(修養論)적 해석 -)

  • Lee, Kyung-Kuhn
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.6
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    • pp.15-29
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    • 2022
  • The Byungsan Neo-Confucian Academy, a 17th-century World Heritage Site in Korea, is being praised as a manifestation of naturalness or non-artificiality of the traditional Korean borrowed scenery technique (借景, chagyeong). This study, however, aims to reinterpret the chagyeong of the Byungsan Academy (hereafter the Academy) as a device of illusion evoking an idealized vision of nature. In the process of interpretation, 'picture and frame'-a widely accepted expression that represents the chagyeong of the Academy-will be foregrounded as the pivotal concept mediating the change of perspectives from naturalistic to ideological. This study consists of the following three parts. First, it shows that 'picture and frame' represent a modern way of seeing the Academy as an architectural heritage in harmony with nature; it denotes pristine nature and the empty architectural frame that safely circumscribes the innate beauty of the natural landscape. Second, departing from the naturalistic perspective, this study argues that the architectural framework of the Academy composes scenography enticing the viewer to imagine the idealized, Confucian image of nature that compares to the landscape imagery found in the landscape poetry and paintings that were produced and appreciated by the 17th-century Confucian literati. Lastly, based on the above interpretation, this study stresses that the 'picture' one encountered at the Academy in the 17th century was not the framed scene of a natural landscape but the illusion it caused; the architectural 'frame' worked not as a symbol of naturalness but as an institutional apparatus of vision manipulating the way one sees-and therefore imagines-the landscape.

A Study on the user attributes for acquisition of information by analyzing the durability of real-time issues (실시간 이슈의 지속성 분석을 통한 사용자 정보 습득에 대한 특성과 패턴에 대한 연구)

  • Oh, Junyep;Lee, Seungkyu;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.299-314
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    • 2017
  • Technological advances in media have expanded users' consciousness. At the same time, users have changed from passive into active voice by interacting media. The emergence of mobile made different structures and contents compared to the past. Especially, Korean culture of mobile converted original media channels to contents in a category. Plus, the usage structure of internet of this time converges in massive portal sites. It is because that the structure has aspect of emitting through remediation in the sites. Also, Korean massive portal sites have provided specific service named 'real-time issues'. This is not only the unique way of offering information that exists in Korea but also high usability of getting issues. We therefore considered the meaning of durability of real-time issues in the view of journalism, compared original media channels. Then, this paper identified the user attributes for acquisition of information following ways using informal and formal data from Korean massive portal sites named 'Daum' and 'Naver'.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

A Study on the Expansion of Stage Costumes in the Contemporary Ballet Play <'That' Girl> (창작 발레극 <'그' 소녀> 에 나타난 무대의상의 확장성 연구)

  • Jinyoung Ryu;Sojung Chang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.779-785
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    • 2023
  • In the creation of non-verbal dance performance, stage costumes are an important element of visual expression and serve an expanded role in addition to its fundamental decorativeness, representation of status reflective of the historical setting of the act and functionality for the dance movement. We intends that the purpose of this research is to analyze the expanded role of the costumes in the creative ballet <'That' Girl>, and through this exercise, provide foundational data on and suggest new future directions for stage costume design. <'That' Girl> is composed of two acts, offering condolences and eliciting empathy by conveying the fear experienced by the victims of the time. The second dance act representing freedom and "Haan" requires this expanded application of costume design. The costume design was inspired by the "Statue of Peace" representing comfort women, and completed through three draft designs and material experiments testing the ease of operation of the strings and fabrics installed in the costumes as well as the functionality of the associated ballet movements. In conclusion, expansion of time & space, expansion of form and expansion of symbolic expression were shown in the dance of liberation using strings wrapped around the arms and through the cloth embodying 'Haan' hidden in front of the costume.

A Study of the Characteristics of Contemporary Ceramic Art Exhibition Space design: Taking the Jingdezhen Ceramic University Art Museum as an Example (현대 도예 예술 전시 공간 디자인의 특성 연구: 경덕진 도자기 대학교 미술관을 중심으로)

  • Dong Cheng;Geon-Seok Yang
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.41-54
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    • 2024
  • Contemporary ceramic art as a new art form, how to convey the visual information of contemporary ceramic art works to the audience through the design and display of exhibition space is the primary problem of exhibition space design. Based on the current lack of research on contemporary ceramic art exhibition space design, this study focuses on the characteristics of contemporary ceramic art exhibition space design, in order to achieve the best exhibitions effect of contemporary ceramic art. Firstly, summarize the previous research and examine the "Spirit of Porcelain" -2021 Jingdezhen International Ceramic Art Biennial Exhibition held by the Art Museum of Jingdezhen Ceramic University. From the perspective of human factors engineering, combined with comparative analysis of the overall spatial layout and display space form, the scientific unity of the overall layout of the display space and the flexibility and sustainability of the exhibition space form design are obtained. The theoretical knowledge obtained in this study provides theoretical guidance and important practical significance for the design of contemporary ceramic art exhibition spaces; Simultaneously contributing to the development of contemporary ceramic art exhibition space design in China and even globally.

Directorial Characteristics Depicting Nietzschean Nihilism in Animation: A Focus on 'Attack on Titan' (니체의 허무주의가 재현된 애니메이션의 연출적 특성 -<진격의 거인>을 중심으로)

  • Kim Jiwoong;Lee Hyunseok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.413-420
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    • 2024
  • After Friedrich Nietzsche's advocacy of nihilism, many literary works, dramas, and films have depicted aspects of human psychology associated with nihilism. Animation, too, has been used to convey nihilism, with narratives infused with nihilistic themes produced as both TV series and theatrical animations. Particularly, animation, as a visual medium capable of realizing any imaginative image unlike other media, possesses distinctive characteristics from live-action cinematography and differs from comics in its temporal properties. Hence, this study aims to analyze how Nietzsche's defined three stages of nihilism are represented within animation characters and how they construct various scenarios, using the anime "Attack on Titan" as a case study. The research unfolds by first examining Nietzsche's types of nihilism and the three stages through a review of literature, while also investigating the portrayal of nihilism in mass media and considering the unique attributes of animation. Secondly, building upon the literature review, the analysis interprets the narrative and constructed world of the chosen case study from a nihilistic perspective, examining four major characters through the stages of passive nihilism, active nihilism, and eternal recurrence. The findings demonstrate that the anime conveys two messages regarding negation and affirmation of one's life and existence, thereby offering viewers an opportunity to deeply contemplate human existence. This study is considered significant as it examines how Nietzschean nihilism is portrayed within the popular entertainment medium of animation.

The Effect of the Verbal Emotional Context on the Serial Position Effect (음성으로 제시되는 감정 맥락이 서열 위치 효과에 미치는 영향)

  • Jinsun Suhr;Eunmi Oh;Kwanghee Han
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.3-14
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    • 2024
  • An understanding of the influence of emotional context on memory retrieval is crucial to our comprehensive understanding of human cognition. While previous research focused primarily on visual stimuli to address this relationship, this study ventures into the realm of speech-based emotional contexts. Building on previous findings, we examine the effects of arousal and the valence of verbal contexts on memory, with particular focus on mitigating the serial position effect. In Study 1, we investigated how the arousal level of verbal context in the middle of a word list affects memory retention. Our results demonstrated detriment to the memory of later parts of the word list when exposed to low-arousal contexts. In Study 2, we controlled for arousal levels and examined the impact of valence on memory. We found that negative verbal contexts impair the memory of the word when presented together. Our findings suggest that speech-based emotional contexts do not facilitate verbal memory processing. In particular, negative emotional contexts were found to reinforce the serial position effect. Negative emotional contexts tend to disrupt task performance and fail to elicit memory-enhancing effects, especially when both the context and memory stimulus are verbal. These insights offer a valuable contribution to our understanding of the nuances of auditorily delivered emotional context in verbal memory processes.

Historical Evolution of Stage Costumes in Europe since the Second World War (제2차 세계대전 이후 나타난 유럽 무대의상의 사적 분석)

  • Na, In-Wha;Lee, Kyu-Hye
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.12
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    • pp.1761-1771
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    • 2007
  • The artificial exaggeration of stage costumes is thought to be one of the major techniques of enhancing dramatic expression on stage, whichever for visual impact or symbolic effect of dramatization. In the history of stage dressing, a variety of styles has been tried using different materials and production techniques. This may be reviewed as an effort to express dramatic effects more effectively. As this trend became obvious in Europe after the Second World War, this study analyzes the stage costume to deepen our understandings of the role of costumes in expressing dramatic effects. To accomplish this, we first summarized the history of stage costume materials and technical advance and chose five major cases representing the history of stage costume since the Second World War in Europe based on aesthetic and creative aspects: 1) Simplified stage of Jacques Copeau, 2) Stylized stage of Bertolt Brecht, 3) Essential stage of Grotowski, 4) Measured stage of Robert Wilson the Master, and 5) Post-dramatic stage of Philippe $Decoufl\'{e}$. In each of particular case, the historical, material and dramatic contexts were examined as well as different material-effects. The results are as followings: 1) Costume for Copeau's simplified stage: its simplicity plays a supporting role to the gesture of actors(intensifying effect). 2) Costume for Brecht's stylized stage: the artificial stylization integrates into the play with the importance approximately equal to the actors's acting. 3) Costumes for Grotowski's essential stage: costumes disappeared to emphasize only actor's presence on stage. 4) Costumes for Robert Wilson's measured stage: costumes made concrete impression to the extent of obtaining the same importance of actor's body among other stage art elements(lighting, sound, props, actor, text, etc). 5) Costumes for Decoufle's post-dramatic stage: costumes in the era of multi technology possess multi functional aspects that surrogate actors' body. This study suggests that stage costumes take an important part in dramaturgy to the extent that the intent of dramaturgy can be induced enough from stage costume. Thus, costume makers are expected to incorporate the appropriate dramatic factor more than before.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.