• Title/Summary/Keyword: 시각 정체성

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디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • Archives of design research
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    • v.16 no.3
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    • pp.341-350
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    • 2003
  • The topic of 21st century's culture is the appearance of digital media. It made changes as big as the industrial revolution, and our society is now ruled by the digital media. The main objective of this study is to forecast the direction of current visual design education by researching and analyzing how the introduction of digital media is influencing the evolution of visual design's identity, which is an ever changing and developing science. Also, since the rain target of digital media is the young generation, the change in the method of expressing visual language is inevitable In fact, there have been a lot of changes in the methods of creating and distributing visual communication due to the introduction of digital media. In the past, most educational institutions of design had similar objectives, curriculums and teaching methods to provide education that prepares students for practical business. However, in this digital media era, the application and utilization of visual design are uncomparably diversified, and it is generally classified as interaction. The purpose of this study is to find a wat to train visual design professionals in this digital era. For this purpose, this study will identify a new educational system that fulfills the demands of this society by fusing the traditional education and the new digital education, and will suggest what an design education institute that is ahead of the demands of society should be like.

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Retrospect and Prospect : 30 Years of the Korean Association for Political Economy from the Perspective of So-called 86 Generation (한국사회경제학회 30년의 회고와 전망: 이른바 86세대의 시각)

  • Rieu, Dong-Min
    • 사회경제평론
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    • v.31 no.2
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    • pp.127-141
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    • 2018
  • This article looks back on the past 30 years of the Korean Association for Political Economy from the perspective of so-called 86 generation. It is argued that KAPE should promote effective communication between radical economists and liberal economists who are critical of mainstream economics.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).

Discourse Analysis of News Coverage about Chosun Art Exhibition in the Japanese Occupational Era (일제하 "조선미술전람회" 관련 신문보도에 나타난 일본의 오리엔탈리즘)

  • Yoo, Jin-Hwan;Lee, Chang-Hyun
    • Korean journal of communication and information
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    • v.54
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    • pp.5-31
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    • 2011
  • In this paper, the news coverage of Chosun Art Exhibition(鮮展) in the Japanese occupational era were analyzed by the discourse analysis technique. Japan was advocated the slogan of 'escape from the asia go to the west' and calls itself as western civilized nations during Japanese occupational era. Japan's colonial rule in Asia has created a Japanese orientalism that Japan is considered as developed, and the other Asian countries are considered underdeveloped countries. The media discourse of Chosun Art Exhibition make to believe that the 'backwardness' of Korean local color arts, unlike the 'colonial superiority' of Japanese arts. In the analysis of the newspapers, Maeil Shinbo and Donga Ilbo, Japan recognize Korean arts as the 'assimilation' of Japanese arts, but with the other hand recognize the 'exclusion' of Japanese arts had a dual-in. Especially, Donga Ilbo has a vision of orientalism on the one hand and has a nationalistic perspective on the other hand.

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Local government visual identity design and public facilities harmony research (지자체 비주얼 아이덴티티 디자인과 공공시설물의 조화성 연구)

  • Song, Su-Mi;Lee, Jae-Hwan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.222-225
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    • 2009
  • 오늘날은 국가 중심의 경쟁구도에서 벗어나 도시가 국가경쟁력의 중심으로 떠오르는 시대이다. 이러한 추세에 맞춰 각 지방자치단체들은 도시 브랜딩과 대외경쟁력 제고를 위해 꾸준한 노력을 기울이고 있다. 또한 공공디자인에 대한 관심과 맞물려 관련사업도 활발하게 진행되는 가운데, 도시의 정체성 확립과 시각적 통합을 위한 비주얼 아이덴티티 디자인도 적극적으로 도입되고 있다. 그러나 비주얼 아이덴티티의(C.I, 캐릭터, 슬로건) 제작에만 치중한 나머지, 비주얼 아이덴티티가 적용되는 공공시설물과의 조화는 고려되지 않은 채, 여러 요소가 혼재, 남발되어 제작의도와는 반대로 오히려 도시에 혼란을 초래하고 있다. 또한 시스템 부재와 전문성 결여로 인해 목적의 구분 없이 사용되고 있어 비용이나 노력에 비해 효과적이지 못하다는 문제점도 지적되어 왔다. 비주얼 아이덴티티는 결과물 자체도 중요하지만 체계적이고 효율적으로 적용될 때 비로소 도시의 정체성과 질서가 바로 세워진다. 본 연구는 비주얼 아이덴티티의 체계적이고 효율적인 적용을 위해 가장 우선시 되는 조화성을 중심으로 경기도 안산시의 비주얼 아이덴티티와 공공시설물을 대상으로 조사, 분석하였다. 이는 향후 도시 비주얼 아이덴티티 디자인의 효과적이고 체계적인 활용 가이드라인을 위한 기초 자료로 제공하는데 그 의의가 있다.

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A Critical Study of Library Outsourcing in Korea (도서관의 아웃소싱에 대한 비판적 연구)

  • 윤희윤
    • Journal of Korean Library and Information Science Society
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    • v.31 no.3
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    • pp.1-21
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    • 2000
  • Outsourcing has been around a long time in libraries. Card catalogs of LC, and approvalplans, subscription agents and binding of journal are all forms of outsourcing that librarieshave come to accept as normal procedures. Nevertheless. outsourcing is one of the mostcontroversial topics discussed in library management today. It carries meanings ranging fromtraditionally outsourced activities to more recent outsourcing of entire functions anddepartments. This study will provide background and context for the issue of outsourcing.suggest several useful guidelines for the entities of library outsourcing in Korea. One of thecommon rationales for outsourcing is that the activity being outsourced is a "noncore"functions to the mission of the libraries. The best approach to outsourcing is probably a'middle-ground' objective approache-ground' objective approach.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

A Study on the MIS curriculum directions and courses based on the MIS identity and IS core competency (MIS 정체성과 IS 핵심 역량 관점의 MIS 교육과정 방향 및 내용에 관한 연구)

  • Chang, Yun-Hee
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.253-270
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    • 2012
  • In a rapidly changing IT and business management environment the demand for competent IS personnels is increasing. However, it is ironic that the number of IT and IS majors has sharply decreased as well as the widespread skepticism of IS identity. This research suggests directions to differentiate MIS to other IT majors, diversify IS core competency and make general improvements in MIS curriculum. The research recommend the courses of IS Strategy and policy, ITA/EA, Global IT Management, Emerging Technologies, DW/DM, BI, IT Service Science, Project Management, IT Consulting and integrated capstone which are few in Kore universities. This research also stress the course of soft skills like business communication, team building, analytic/logical thinking, rational problem solving and so on as a important IS competency. The pedagogy of course is important, so the research recommend the internship, mentoring programme, lecturers in industry according to industrial - educational cooperation.

A Consideration on the Major Concepts of Rural Social Geography in Korea (한국 촌락사회지리학의 주요 개념 모색)

  • Jeon Jong-Han
    • Journal of the Korean Geographical Society
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    • v.40 no.3 s.108
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    • pp.353-368
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    • 2005
  • Social geography in Korea has been studied centering around urban social geography which has been developed mainly in English world, and then there have been a few concepts and theories that were tested in the rural social geography of Korean rural landscape. This article tried to grasp the conceptual basis of German social geography, and had views on the rural social geography in the relent English world. As a result, the author concluded that the rural landscape would be a representation of rurality, a component of local and national identity, and thought to be not only a physical reality but social, mental, cultural reality On the basis of this consideration, the author explored major concepts which would correspond with the universality and speciality of Korean rurality. They are as follows: 'lineage group' as a geographical socio-group, the 'regionalization' by social groups, and 'the territoriality of settlement' as a social space.

The originality in the basis and The Identity in Sijo (한국 시조문학의 존립기반과 그 본질에 관한 시고)

  • 류해춘
    • Sijohaknonchong
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    • v.19 no.1
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    • pp.63-84
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    • 2003
  • The purpose of the thesis is to clarify the basis and the substance in Sijo of the fixed form of verse. Sijo has the fixed form of verse in the national identity and the subjectivity of the culture up to now. To examine problems suggested above. at first in the point of the culture I researched the continuation of Sijo to the fixed form of verse in 21th centuries. And in the point of the education of Korean I classified into the subjectivity. Through the modem poetry I came to find out that the modern Sijo is displayed the originality between the modem poetry and the ancient Sijo today. To sum up I researched the substance and the originality in Sijo in 21th centuries. In order to study the originality in the basis and the identity in Sijo which have succeeded up to present without interruption, it is to gather more materials, widen an appreciative eye for our culture and deepen the till now study continuously.

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