• Title/Summary/Keyword: 신화 분석

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The Nature of Gamestorytelling as Action-Narrative (행위서사로서의 게임스토리텔링의 본질)

  • Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.31-42
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    • 2011
  • This article is designed to investigate the nature of gamestorytelling as action-narrative through analyzing player acting in game context. Gamestorytelling is a narrative product which makes up of acting by players with story elements by producers, in a different such as novels, movies that express of showing and telling. The tradition of action-narrative can be found in myth and play.

An effective prevention facilities for railway tunnel design by using Quantitative Risk Analysis (효율적 방재시설을 위한 정량적 위험도 분석)

  • Kwon, Soon-Sub;Shin, Hwa-Cheol;Jung, Ji-Seung;Min, Dae-Hing
    • Proceedings of the KSR Conference
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    • 2007.05a
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    • pp.1080-1084
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    • 2007
  • Recently, as demands of new railway and the relocation of existing line, a number of tunnel structures have been constructed. Tunnel structures contribute to minimize the cost and time of transport, but in case of railway fire accident bring serious damages of human life caused by narrowness of shelter, smoke and high temperature, difficulty in rescue. For that reason, at the beginning of plan of tunnel, the optimum design of safety facility in tunnel for minimizing the risks and satisfying the safety standard is needed. In this study, QRA(Quantitative Risk Analysis) technique is applied to design of railway tunnel for assuring the safety function and estimating the risk of safety. The case study is carried out to verify the QRA technique for railway tunnels in Iksan-Sili.

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A Study on analyzing brand character of myth material, relevant keyword and relevance with big data of portal site and SNS (포털사이트, SNS의 빅데이터를 이용한 신화소재의 브랜드 캐릭터와 연관어, 연관도 분석)

  • Oh, Sejong;Doo, Illchul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.157-169
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    • 2015
  • In digital marketing, means of public relations and marketing of enterprises are changing into marketing techniques of predictive analytics. A significant study can be carried out by an analysis of 'the patterns of customers' uses' using big data on major portal sites and SNSs and their correlation with related keywords. This study analyzes the origins of mythological characters in major brands such as Nike, Hermes, Versace, Canon and Starbucks. Also, it extracts related keywords and relevance using big data on portal sites and SNS and their correlation. Nike marketing that reminds people of 'the goddess of victory, Nike' formed a good combination of the brand with relevance. Most of them are based on Greek mythology and have rich materials for storytelling and artistic values in common. Hopefully, this case analysis of foreign brands would become a starting point of discovering the materials of the domestic mythological characters.

A Study of Lighting Techniques in Chinese Animated Movies: focus on (중국 극장 애니메이션 조명 기법에 대한 분석 : <리틀 도어 갓즈>중심으로)

  • Qu, Lin;Choi, Chul Young
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.319-320
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    • 2016
  • 중국 영상콘텐츠시장은 영화산업의 급성장과 더불어 애니메이션 산업 역시 성장세를 보이고 있다. 2015년에 상영한 <몽키킹: 영웅의 귀환>은 956억 위안화의 흥행 신화를 창조했고, 네티즌 관객들의 열렬한 사랑과 언론의 주목을 이끌어냈다. 그런데 2016년 1월에 상영한 극장용 애니메이션 <리틀 도어 갓즈>의 경우, 흥행수익이 7천만위안에 머무르고 있다. 이는 중국 애니메이션 영화 제작 기술이 많은 성장을 이루었지만, 미국의 경우와 비교하면 여전히 부족한 점들이 존재함을 보여준다. 본문에서는 중국 극장용 애니메이션 <리틀 도어 갓즈>의 조명 연출에 초점을 맞추어, 중국 극장용 애니메이션의 조명 특징을 연구하고 발전 방향을 모색하려한다.

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A study on the Chinese Animation Film-focusing on the Chinese Culture feature (<대성귀래>를 통해본 중국 전통 스타일 연구)

  • Ma, qing;Choi, chul-yong
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.143-144
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    • 2016
  • 깊은 전통 문화를 지닌 중국 전통 요소들은 줄곧 예술 창작의 발원지였고 사람들에게 잘 알려진 신화, 전설과 고전 명작들을 탄생해냈다.<대성귀래>의 성공은 단지 수많은 애니메이터들의 꿈일 뿐만 아니라 중국 전통 요소들의 재차 발광과 승화이다. <대성귀래>는 중국 고전 <서유기>를 배경으로 영화 전반의 제작에 중국 요소를 활용함과 동시에 사상에 대한 전통 문화의 속박을 깨뜨려 현실 생활과 절묘하게 결합해 대중들에게 전면적이고 새로운 영화 이념을 펼쳐냈다.<대성귀래>를 연구 대상으로 하는 것은 우리가 중국 애니메이션 콘셉트의 발전 추이를 알아가는데 새로운 시각을 제공할 것이다. 본문은 중국 전통 요소인 <대성귀래> 속 배역과 장면 및 배경 음악의 활용에 대한 분석을 통해 <대성귀래>속 중국 요소가 뛰어난 빛을 낸 활용에 대해 연구하였다.

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A Study Of On MMORPG Character Through Chinese Martial Art Character Feature (중국무협 캐릭터를 이용한 MMORPG캐릭터 연구)

  • Tang-jin, Tang-jin;chul-young, Choi
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.149-150
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    • 2016
  • 컴퓨터 게임은 이미 현대 문명에서 중요한 미디어산업으로 성장하였다. 그 중 신화를 다루는 무협 MMORPG는 전세계적으로 게임 산업에서 많은 비중을 차지하고 있다. 본 논문은 동양과 서양의 대표적인 MMORPG 속 캐릭터를 분석해 중국 무협 문화 요소의 응용에 대한 연구를 통해 게임 속 중국 무협 캐릭터 디자인의 장점과 국한성을 이해하고, 현재 중국 무협 MMORPG 시장의 밝은 전망을 토대로 MMOPRG 캐릭터 속 중국 무협 캐릭터 디자인의 특징을 도출해 내고자 한다. 이는 중국 MMORPG 시장이 세계속으로 파고들기 위한 중요한 기준점이 될것으로 사료된다.

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연중기획-집중조명 해외 DC시장3/ 미국 디지털영상시장

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.5 s.144
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    • pp.44-53
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    • 2005
  • 디지털콘텐츠 산업도 수출 황금시대가 열렸다. 지난해 최고 키워드가 됐던 ‘한류’는 디지털콘텐츠시장에도 남의 말이 아니었다. 디지털콘텐츠 업체들은 국내 선진 기술을 바탕으로 일본, 중국, 동남아시아를 넘어 유럽,북미지역에서까지 잇단 성공신화를 일구고 있다. 이에 정보통신부는 올해 목표를 ‘세계로, 메이저 진출 원년으로’라고 잡았다. 이에 월간 <디지털콘텐츠>는 ‘디지털콘텐츠 한류’를 꿈꾸며 해외시장 진출을 위해 노력하고 있는 국내 디지털콘텐츠 업계를 위해 해외 주요국가의 디지털콘텐츠 시장에 대한 분석자료를 연재한다. 연재 내용은 한국소프트웨어진흥원이 조사한‘2004년 디지털콘텐츠 산업 해외시장 조사 연구 보고서’를 재구성한 것으로, 이 글을 통해 해외로 진출하고자 하는 국내 디지털콘텐츠 업계 관계자들의 해외시장에 대한 보다 현실적이고 정확한 정보를 얻을 수 있기를 기대한다.

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Low Grade Coal-CO2 Catalytic Gasification Reaction for CO gas Synthesis (CO 합성을 위한 저급석탄-CO2 촉매 가스화 반응)

  • Lee, Ho Yong;Lee, Jong Dae
    • Journal of the Korean Applied Science and Technology
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    • v.33 no.3
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    • pp.466-473
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    • 2016
  • In this study, the experiments on optimal CO gas synthesis were conducted using low grade coal-$CO_2$ catalyst gasification reaction. The characteristics of generated CO gas were investigated using the chemical activation method of KOH, $K_2CO_3$, $Na_2CO_3$ catalysts with Kideco and Shewha coal. The preparation process has been optimized through the analysis of experimental variables such as ratio between activating chemical agents and coal, the flow rate of gas and reaction temperature during $CO_2$ conversion reaction. The produced CO gas was analysed by Gas Chromatography (GC). The 98.6% $CO_2$ conversion for Kideco coal mixed with 20 wt% $Na_2CO_3$ and 98.9% $CO_2$ conversion for Shenhua coal mixed with 20 wt% KOH were obtained at the conditions of $T=950^{\circ}C$ and $CO_2$ flow rate of 100 cc/min. Also, the low grade coal-$CO_2$ catalytic gasification reaction showed the CO selectivities(97.8 and 98.8 %) at the same feed ratio and reaction conditions.

Repeated Reading Experience of Senior High School Girl: Centered on Jeonju Girls' High School Freshmen (여고생들의 반복독서 경험에 관한 연구 - 전주여고 1학년 학생들을 중심으로 -)

  • Lee, Seung-Chae
    • Journal of Korean Library and Information Science Society
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    • v.39 no.2
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    • pp.313-332
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    • 2008
  • The goal of this study is to examine what sort of books girl's high school students read repeatedly, what are the different preferences between high school and university students. how much the repeatedly-read books are related to the most memorable books and how the repeatedly-read books are connected to reading habits. A questionnaire was provided to Jeonju Girls' High School Freshmen and their repeated reading experiences were searched. The results of the statistical analysis are summarized: 1) Most girls' high school students have experienced repeated reading more than twice. 2) The number of girls' high school students who have experienced repeated reading twice is the highest and next. those who have read repeatedly 3 times. Also, the number of times of repeated reading tends to be similar between woman high school and College students. 3) The books which many students read repeatedly more than twice are : a) Little Prince b) The Myth of Greece and Rome c) Chinese nine spine stickle back d) Meu Pe de Larania Lima e) Giving Tree f) Harry Potter. 4) About half of the students have read the most memorable books many times. 5) The importance of books was evaluated on the basis of the number of repeated readers and the number of readings. The order of the important books is Little Prince, The Myth of Greece and Rome, Harry Potter, Giving Tree, Meu Pe de Larania Lima, Chinese Nine Spine Stickle Back.

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Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.