• Title/Summary/Keyword: 실존적 공간

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The Significance of Audience's Reception and the Imagination on Transcendental World in Yungyungdang Jinjak(演慶堂進爵) (연경당 진작(演慶堂進爵)의 관극 체험과 무대미학)

  • Sa, Jean Sill
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.379-412
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    • 2009
  • According to "Jinjak-yigwe(進爵儀軌)", a special banquet was held at Yungyungdang(演慶堂, a kind of royal theatre) to celebrate the 40th birthday of Queen Soonwon(純元王后) in 1828. This banquet is famous for the presentation of nineteen new Jungjae(呈才) repertoires that the Crown Prince Hyomyung(孝明) created. In order to explore the theoretical basis for the reproduction and presentation of Yungyungdang(演慶堂) Jinjak(進爵, a type of royal banquets), in this article, the imagination and experience of the presentation of Yungyungdang Jinjak are pursued, while focussing on audience's reception. In Yungyungdang Jinjak, King Soonjo(純祖), Queen Soonwon and the prince were the special audience; they participated in the procedure of Ye(禮, etiquette of ceremony) and also were considered as the characters of certain repertoire of Jungjae. Hyomyung arranged the spectacles from the myths of Taoist gods and immortal hermits, as well as historic episodes of the past emperors' elegant tastes of music. These mythic and historic images lead the audience toward the imagination and experience on the transcendental world. Hyomyung, managing the administration as the representative of King Soonjo, tried to show absolute royal authority through the splendid performances of Yungyungdang Jinjak, so as to overcome the politicaly difficult situation. He set up the sacred world for his father King Soonjo, distinct from the secular ordinary world, and emphasized his position as the bridge between the two sides. He expressed his filial duty through the devotion of performing arts to display absolute royal authority.

Two Types of Post-human in Recent Korean SF Films : Focusing on (2021), (2021) (최근 한국영화 속 포스트-휴먼의 두 가지 양상: <승리호>(2021), <서복>(2021)을 중심으로)

  • Yoo, Jae-eung;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.379-384
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    • 2022
  • The year 2021 is a monumental year for the history of Korean cinema that inferiority of the sci-fi genre, by the appearance of two sci-fi blockbuster films- produced by Netflix and produced by TVing-at the same time. Coincidentally, both of movies are sci-fi films which appear post-human such as robot and clone. As can be seen in 『Frankenstein』 story, the progenitor of science fictions, the mankind have imagined beings similar to humen or post-human who are another human being for a long time. deals with the unusual subject matter of a space scavenger and a space janitor, and the main character is a robot that very familiar with human. is the story of a man who lives for a limited life protects and accompanies a clone named Seobok who was created as a test subject. This film deals with the philosophical themes like death and eternal life through the existential concerns of two characters. use Korean Shinpa -Korean specific senimental code-sentiment on narrative, and has the character of a road movie set in Korea's geographical space.

Analysis of El Nino/ La Nina Impact on Korean Water Resources Using El Nino/ La Nina Influence Index (엘리뇨/라니냐 영향 지수 기법의 개발 및 한반도 수자원에의 영향분석)

  • Sin, Hyeon-Seok;Jeong, Sang-Man
    • Journal of Korea Water Resources Association
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    • v.33 no.S1
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    • pp.327-332
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    • 2000
  • 최근 세계 각지에서는 엘리뇨 및 라니냐에 의한 기상변동에 의하여 막대한 인적, 경제적인 직간접적인 피해를 경험하여 왔다. 우리 나라의 기상에도 엘리뇨/라니냐의 영향이 시공간적으로 유의함이 최근 밝혀지고 있으며, 그에 따르는 엘리뇨/라니냐에 의한 영향의 정량적인 고려가 전국적인 수자원 장기 정책 및 관리에 필요함이 인식되어 왔다. 기상 이변 형상은 이미 실존의 현실이며, 이 중 엘리뇨/라니냐의 영향 또한 그러하다고 할 수 있다. 특히, 21세기는 물부족 및 물에 의한 재해의 가능성이 점차 증가될 것이라는 막연한 추측속에서 우리는 살고 있으나 실제적인 대책 및 연구에의 투자는 인색한 형편이다. 막상 닥쳤을 때만의, 당장의 아우성보다는 기초적인 바탕에서부터의 성실하고 결실을 맺을 수 있는 지속적인 연구가 수행되어야 한다. 왜냐하면, 미래는 현재의 연속이기 때문이다. 또한, 이의 연구는 기상, 수문, 수자원, 농업, 경제를 비롯한 여러 분야에서 다각적이고 연계적으로 이루어져야지 일방의 짧은 지식만으로 이루어 질 수는 없다. 본 연구에서는 엘리뇨/라니냐 영향 지수 산정 기법을 개발하고, 이를 이용하여 우리 나라에의 수자원에의 영향을 시공간적으로 정의하는데, 그 목적이 있다. 엘리뇨/라니냐 영향을 정의하기 위한 기법은 물리적인 기법과 통계적인 기법으로 크게 나뉠 수 있으나, 본 연구에서는 간략한 통게적인 기법을 이용하여 지수를 개발하였다. 이 지수는 엘리뇨/라니냐의 발생 강도뿐만 아니라 빈도를 동시에 고려할 수 있도록 하였다. 개발된 엘리뇨/라니냐의 영향 지수를 우선 우리나라 전역의 강수 기상 관측망 자료에 적용하였으며, 산정된 지수들을 공간적으로 Kriging 기법을 사용하여 공간 분포도(영향 지수도)를 작성하여 지역적인 영향 정도를 가시적으로 정의하였다.

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Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.143-149
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    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.

A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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Reading the Landscape through the Perception of Residents of Banwol and Bakji Island - Based on the Change before and after the Purple Island - (반월·박지도 주민의 인식과 태도를 통해 경관 읽기 - 퍼플섬(Purple Islands) 사업 전후의 변화를 중심으로 -)

  • Hamm, Yeonsu;Seo, Hwahyun;Cui, Yuna;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.56-75
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    • 2023
  • As of 2019, for the 'Island I Want to Visit' project, Banwol and Bakji Islands, located in Shinan-gun, started color marketing to create a tourist attraction by painting roofs, buildings, and facilities purple. As this landscape change was evaluated as a 'dangerous but beautiful attempt,' it was recognized as the 'World's Best Tourism Village' in 2021, drawing attention from domestic and foreign tourists. However, the residents of the islands, who created and enjoy the benefits of the landscape, were alienated from the planning stage. This study investigated the meanings and symbols of residents' perceptions of the purple landscape. The cultural landscape frame of new cultural geography, which interprets the landscape's symbolic meaning and ideological signs, was utilized. In addition, a holistic approach was applied to understand the residents' perceptions of the multi-layered environment. Therefore, the perception of purple, the main color of the islands, the overall landscape and individual places, and the general perception of the Purple Island project were investigated. After the Purple Islands Project, the main senses for recognizing the villages focused on sight, and the residents were satisfied with the purple landscape as it improved the underdeveloped village environment. This satisfaction was based on lessening the negative memories experienced as an island rather than a value judgment on the purple color. In addition, the perception of the symbolic landscape, which has a social and universal system, has been subdivided and reorganized, including for tourism functions. It can be understood as an aspect of the spectacle landscape that appears in cosmopolitanism. However, in the process of transforming into a tourist attraction, it was discovered that the residents recognize the value of local resources and create a new cultural landscape. In addition, the perception of the relationship between Banwol and Bakji has also changed around tourism.

A Study of the Construction and Change of Chugyeongwon in Donggweol (동궐(東闕) 추경원(秋景苑)의 조영과 변천에 관한 고찰)

  • Oh, Jun-young
    • Korean Journal of Heritage: History & Science
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    • v.52 no.1
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    • pp.44-63
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    • 2019
  • This study empirically investigated the construction and aspects of change in Chugyeongwon, which is located in Donggweol (東闕). In detail, this study investigated the location of the construction and range of Chugyeongwon, the background and intention of the construction, and the affiliated system and aspects of spatial changes of it. The research results can be summarized as follows: First, Chugyeongwon has been assumed to be the space near Haminjeong (涵仁亭) or between Simindang (時敏堂) and Jinsudang (進修堂) in Changgyeonggung Palace. However, according to related historical materials, it is said that Chugyeongwon was located west of Dochongbu (都摠府) in Hyeopsangmun (協祥門) and near Sungmundang (崇文堂). Through Donggweoldohyeong (東闕圖形), evidence of the construction of Chugyeongwon can be found, which verifies such claims. According to The Plan of Changgyeonggung Palace (昌慶宮配置圖), in the form of modern measured drawing, Chugyeongwon today is the green space created in the south of Munjeongjeon (文政殿) and Sungmundang in Changgyeonggung Palace. Second, According to Donggweoldo (東闕圖), Chugyeongwon was a green space where trees grew on the ground within the walls. No artificial facilities were constructed inside. In addition, Chugyeongwon was located at a site with an altitude higher than the surroundings. Especially, the composition forms and location characteristics of Chugyeongwon are similar to those of the Palace Outer Garden located in Hanyang. Thus, based on this evidence about the form and other aspects of the operation of the Palace Outer Garden, it can be inferred that Chugyeongwon was constructed for the preservation and cultivation of the geographical features inside Donggweol. Third, in the late Joseon period, Chugyeongwon was assigned to Changdeokgung Palace or Changgyeonggung Palace in the same manner as was Donggung (東宮). Thus, it is very likely that Chugyeongwon served as a garden for the Royal Family in the Donggung area. The west boundary of Chugyeongwon, which originally consisted of walls and a side gate, was changed into the form in which the walls and colonnades were combined. Chugyeongwon has been modified due to various acts of development since the Japanese colonial era, and in the end, it has disappeared so that no trace can be found.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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