• Title/Summary/Keyword: 은유적 표현

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An analysis of the Spatial Narrative of the Film Parasite (영화 <기생충>의 공간서사 분석)

  • Fang, Xiao
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.41-49
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    • 2020
  • Narrative activities are closely related to the space where human beings live and their awareness of space. In the film Parasite (2019), Director Bong Joon-ho demonstrated his unique insights into the spatial layout of the city. He not only built opposing up and down spaces with clear differentiation of distinct classes, but also conducted complex and smooth narratives in space. Bong Joon-ho used realism to express differences and some unresolvable contradictions between the classes in capitalist society by showing the daily lives of people living in different spaces. This present research focuses on Bong Joon-ho's spatial narrative in the film Parasite, hoping to observe the relationship between characters and between social classes, further exploring Director Bong Joon-ho's spatial narrative awareness and his film creation style. The research reveals that space, an important element of film narrative, has been paid attention to in the film Parasite and space is the narrative's foundation in this film. The narrative of film space is not limited to physical space but also refers to the relationship between characters and the society in which they live, showing metaphorical significance. This film transcends a genre film, portraying the changes of social classes in the development of the society. The film as a whole is one combining ideology and artistry. Every viewer can feel resonated from this film and understand the thought-provoking social situation.

A Study on the code and design elements as a way of transition (애니메이션 화면 전환 수단으로서의 조형 요소 변화에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.14
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    • pp.83-99
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    • 2008
  • In general, the cut or dissolve or etc., collective changeover represents the change of scene in the film. Animation film makes scene's various parts to allow intended sensibility and narrative factors by special manufacturing skill generating frame image one by one and transfer it to the different symbolic dimensional expression. Nowadays sequential scene composition is not any more the unique special treatment for 2D animation according to image handling skill like morphing, metamorphosis, etc. becomes diverse and elaborate. But 2D manual animation makes spectator to be absorbed into different visual dimensions continuously and strongly beyond character and background, namely object and space. that is 2D manual animation's strong attractiveness. Finally these characteristics enable literary function which makes it possible to do delicate metaphorical through full scene composition basis and to communicate a implicative meaning system The analysis about scene broke boundary between symbolic perspective world and plane formative world and it became more diverse and complicated. Hereupon the analyzing the composition basis of formative element in the animation film scene and it's application effect make it helpful to analysis and application in the modern image scene having new absorbing methods

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A Study on the Type and Sense of Place of the Lighting Design of Urban Public Space (도시 공공공간 조명디자인 유형과 장소성에 관한 연구)

  • Ma, Dong Qing;Yoon, Ji Young
    • Korea Science and Art Forum
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    • v.27
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    • pp.101-114
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    • 2017
  • Based on the relationship between urban public space, urban lighting and the sense of place, this paper aims to analyze the lighting environment types with the sense of place and their characteristics. First, with the theory study as the research foundation, it extracts six spatial factors of public space lighting design and then analyzes 12 relevant cases on the basis. Finally, it divides the 12 cases into four types, Basic types, Storytelling, Interactive and Multi-Media and analyzes the core design factor and characteristics of various types. The results show that: first, functionality, sustainability and aesthetics are the basic factors to realize the urban public space lighting places. Second, the six cases of "Storytelling" show that the theme of specific areas, namely the exploration of "story" is conducive for lighting design to form clear and definite environment recognition. Third, for "Interactive" and "Multi-Media", the intervention of new media technology and new lighting way has made the wide expansion of urban lighting design connotation and extension. The research results show that strengthening the urban location performance by the lighting design could improve the city image, which provides the basis for the development of urban public space lighting design.

Culture and Somatization (문화와 신체화)

  • Kim, Kwang-Iel
    • Korean Journal of Psychosomatic Medicine
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    • v.11 no.1
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    • pp.3-14
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    • 2003
  • In this review article, the meanings of the somatization phenomena were reviewed and discussed in terms of cultural psychiatric view point. The somatization is an universal psychopathology. But frequency, pattern of symptoms and it's cultural factors in the conversion of emotional distress to the somatization are much different from culture to culture. Conventional impression and monotonous interpretation that somatization is prevalent in the non-Western or traditional society and it is due to poor differentiation of the psyche is seriously criticized. Cultural metaphors of expressing emotional pain, traditional disease concepts, conventional way of adopting a given culture and society, and medical delivery system and milieu could be regarded as important cultural factors of the somatization. Cultural meanings of somatization in Korea were summarized and discussed. Finally, clinical guide line for transcultural practice were summarized.

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The effect of the appropriateness of gustatory features in 'multi-sensory' product design on product evaluation : An fMRI study (공감각 제품디자인의 미각적 요소와 제품과의 적합성이 제품평가에 미치는 영향 : fMRI를 중심으로)

  • Sung, Young-Shin;Choi, Min-Jo
    • Science of Emotion and Sensibility
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    • v.14 no.2
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    • pp.235-244
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    • 2011
  • The purpose of this study is to investigate whether the appropriateness of gustatory features in product design affect product evaluation and accompanied response by using functional magnetic resonance imaging(fMRI). Through the pilot survey, we categorized the product designs into two groups based on the level of the appropriateness. The total of 40 product designs were selected as the experimental stimuli. 15 right-handed participants(mean age = 23.33, SD = 1.7) were scanned with 3T MRI machine(ISOL Tech, Oxford OR63). The experimental stimuli were passively presented inside the scanner. In post scanning session, participants were asked to measure their preference and buying intention to the product designs. The results show that both the preference and buying intention were significantly higher for the high appropriateness condition compared to those of low appropriateness designs. Caudate nucleus and putamen, areas related to the positive reward such as monetary acquisition showed greater activation in response to the designs of high appropriateness condition, compared to the low appropriateness designs.

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A Study on Growth Type of Comic strips Heroes through Journey of Life (삶의 여정을 통한 만화 히어로 성장유형 연구)

  • Kim, MiRim
    • Cartoon and Animation Studies
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    • s.29
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    • pp.173-207
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    • 2012
  • The four-phased plot which consists of introduction, development, turn and conclusion in the long-story structure tends to be patterned and schematized. The behavior of characters is in line with the beginning of human beings and the plot of comic strips basically has four phases. It is, however, not a simple arrangement but a complex one which was developed by organizing patterns of human power, behavior and emotions. With the results from a survey with college students studying comic strips, this study aims to categorize four characters from the archetypal system by Carol Pearson, four phases of the hero's journey by Joseph Campbell, and the four phases of the plot based on Aristotle's theory, which is the frame of the comic strip structure through supporting evidence extracted from comic strips in an integrated way. In this study, the categorization is performed by simplifying and systemizing a character's life cycle, which is a factor of a story structure in complex comic strips. This study is to identify what comic strip writers express by using the metaphor in the complicated long-story structure of comic strips This study reveals that the structure of introduction, development, turn and conclusion based on the plot theory by Aristotle is the metaphor of human life and fate and that the phases of development in the archetypal system by Carol Pearson, a Jung researcher influenced by Jung's theory are the metaphor of human life and fate. Also, the theories of Joseph Campbell, who also was influenced by Jung, are the metaphor of human life and fate as they projected complex emotions of joy, anger, sorrow, and pleasure onto the archetype of heroes and used the metaphor of the hero's journey. Lastly, the theories are introduced with the approach of 'guide to screenwriters' by Christopher Vogler. Meanwhile, this metaphor is the objective and goal of this study. The comic strips selected for this study seem to have long complex stories which have characters leaving their homes, going through adventures and difficulties, meeting the world in another way, experiencing tension, competition, wars, and hardship and returning home with compensation. They grow mentally and psychologically through their journeys and finally become heroes. They express the meaning of our introspection in a narrative through plots and images of comic strips. This appears complex but the basic structure of long comic strips has four phases of plot. The life style of an extraordinary character traveling for adventures and growing in long comic strips can be divided into four phases symbolizing childhood, adolescence, adulthood, and senescence and it is a psychological growth process. The archetypes of the character can be divided into four phases and the growth process can be explained. The hero's journey symbolized by the character can be also divided into four phases. Through theories, the complex arrangement of four-phased plots in comic strips corresponds with the growth process of introduction, development, turn and conclusion through the stages of life. At the same time, this study found that the characters becoming heroes are the metaphor of introspection and that the characters' growth and life correspond with the four phases in life through long comic strips. Long stories in long comic strips written by comic strip writers show that characters go on their journeys and change their lives through hardship and difficulty by logical construction of plot and their growth processes are presented in archetypal images and they reach introspection as heroes. The readers share time and space through images in comic strips and realize that they had the same experience as the characters emotionally by being moved by the stories.

An introduction of the concept of “Metonemy”to the Field of Design (디자인에 있어서 환유개념의 도입)

  • 김미정
    • Archives of design research
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    • v.14
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    • pp.283-294
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    • 1996
  • This study is one of the many tnals which would prove the need of linguistic approach to the process of making and evaluating design. Also, this study is a suggestion that a concept of metonymy should be applied to the field of desIgn. In ord"r to proceed above thesis, this study, begins with emploY1Og an linguistIc eye isual language, in the fIeld of design. Secondly, the method of exitence and the positive meaning of metonymy wIll be ecplained in the relation to the post-structural and post-modern thinking structure. ThIS IS because through the use of metonymy, people can express theIr concern about particularity and individuality whIch Modernist universality skept over. Finally, this sudy proves the validity of employing the concept of metomyny 10 the field of post-modern design by analizing actual examples.ples.

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Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.651-655
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    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

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A Study of Images on the Hard matte Skill (하드매트(Hard Matte) 영상 기법에 관한 연구)

  • 김인철
    • Archives of design research
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    • v.12 no.4
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    • pp.23-32
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    • 1999
  • The 'Hard Matte' was the method being wide-screen to the directors wanted more vivid and made real films to the audience at the beginning of cinematography. The hard matte have changed as unique device in films as opening and closing credit titles making impressions which being captured strongly to the people at the time the wide-screen has developed. In HDTV has invented in NHK the hard matte is called 'letter box style and on music video channel we can see the style as easily. That kind of hard matte images on music video have effected to commercial films are seen recently. But some of commercial films have problems like only expending horizontal way. The hard matte is one of important ways that could regulate the art contents with art form. Korean film image makers as directors and production designers must know the role and function of hard matter has arranged reasonable in foreign films.

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A Study on Commemorative Landscape in Holocaust Concentration Camp Memorials of Germany and Poland (홀로코스트 강제수용소 메모리얼에 나타난 기념적 경관)

  • Lee, Sang-Seok
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.98-114
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    • 2017
  • This study analyzed the commemorative landscapes of eight Holocaust concentration camp memorials(HCCM) of Germany and Poland from a landscape architecture point of view including historical landscape, places and remains, and monuments. A site survey was conducted at Dahau concentration camp memorial(CCM) and Bergen-Belsen CCM of Germany in September of 2015 and the Auschwitz-Birkenau extermination camp memorial(ECM), Majdanek ECM, Belzec ECM, Sobibor ECM, Treblinka ECM, Chelmno ECM of Poland in April of 2016. The results are as follows. First, the landscape of the concentration camp at Dahau CCM, Auschwitz ECM, and Majdanek ECM liberated by the Allied Forces was well conserved with the maintenance of camp facilities and the spatial structure of camps while monuments and memorials seized by sociopolitical argument were built with restriction. But Belzec ECM, Sobibor ECM, Treblinka ECM, and Chelmno ECM devastated and planted artificially to forest were overwhelmingly surrounded with natural landscape, and also, excavated relics and remains were preserved and the monuments were built at the place of memory. Second, gas chambers, crematoriums, guard posts, electric wire fences, railroads and ramps, barracks, and drainage ditches were considered to be typical facilities present in the camp structure and the gas chambers, crematoriums, human ashes, and mass graves demonstrated the horrible history of these camps and the railroad and ramp where Jewish prisoners arrived also had the strong sense of place. These remains were regarded as symbolic elements to create a memory of the tragedy and place. Third, commemoration of victims was applied as the basic concept and recalling the memory of the Holocaust was also considered very important content. Religious reconciliation and peace was represented at Dahau CCM and the Jewish identity was strongly expressed at Treblinka ECM and Belzec ECM representing the Jewish community and Judaism. Fourth, the monuments with semi-abstract styles and abstract sculptures represented the Holocaust symbolically and narratively and came into the conflict caused by the abstractness to the memorial landscape at Auschwitz-Birkenau ECM and Bergen-Belsen CCM. Fifth, remains for recalling the memory of tragedy and place and symbolic monuments to stand for public memory were juxtaposed at the same place and preserving on the authenticity of camp site had been conflicted with monumentalizing intentionally. Further study will required a concrete investigation of the monuments in the HCCM and an attempt to comparatively study the commemoration characteristics of memorials in Korea.