• Title/Summary/Keyword: 장르 다양성

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A Study on the Types of Camera Working of Projection Mapping Contents (프로젝션 매핑 콘텐츠의 카메라 움직임 유형에 관한 연구)

  • Song, Min Ji;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.1-12
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    • 2014
  • The projection mapping technique is used in various ways in almost every genre of performance arts at the moment. Thus, artist from various areas are participated in contents productions using it. The diversification of projection mapping contents gave producers a clue to try fresher visual effects and it was connected to the change of point of time using the camera working which was never used in old projection mapping contents productions. It is analyzed that the use of camera workings in the projection mapping image maximizes the visual Tactility and helps audiences concentrate on the contents. This study performed the theoretical research on the 'camera working' which is a new visual expression of the projection mapping and analyzed cases of projection mapping works applying them. It is to reconstruct the camera working which has been applied only by images of movies and suggest a guideline to create the optimized visual effect.

'Trivial' Conflicts of Multicultural Families: Focused on the Program (다문화가정의 사소한 갈등: <다문화 고부 열전>을 중심으로)

  • Kang, Hyeonmin
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.179-185
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    • 2015
  • This study aims to analyze how the media represents marriage immigrant women in the reality of Korean multicultural society. In particular, by analyzing an EBS documentary titled, 'Multicultural Fierce Conflicts between Mother-in-law and Daughter-in-law', this study clarifies that this content adopted travel narrative to show conflicts between mother-in-law and daughter-in-law and solution of these conflicts. The documentary apparently shows mutual understanding and cultural diversity but still keeps representing these conflicts as individual's 'trivial' problems. Under this way of representation, social and structural problem or institutional problem in reality can be covered up by the medium of travel. It makes such a conflict look like an individual's 'trivial' problem can be solved by individuals.

Olafur Eliasson and the Reuturn of Medieval Aesthetics (올라퍼 엘리아슨과 중세미학의 귀환)

  • Chin, Jungkwon
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.220-233
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    • 2019
  • Hitherto there have been by and large three different approaches to the installation works of Olafur Eliasson; a soma-aethetic, politico-aesthetic and techno-aesthetic. But none of these provides us with the aesthetic descriptions of the light effect. This failure seems to arise from the lack of the conceptual tools suit for describing the atmospheric effect of 'light'. The symbolism of light, or the theological optics of Middle Age may help us to compensate for the lack of appropriate concepts needed for theorizing the effect of light used very frequently by contemporary installation artists. And this medieval aesthetics of light can also of service to elucidate some essential characteristics of the digtal visual culture in general.

A Study on the Cooperative Patterns of Literature and Drama -Focused on , (문학과 드라마의 통섭 양상 연구 -<쓸쓸하고 찬란하신(神) 도깨비>, <신사의 품격>을 중심으로)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.37-43
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    • 2019
  • Korean dramas since the 2000s are continuously experimenting with new narrative possibilities. Especially in the recent Korean drama, various modes of hybridization, mixing, and transformation are attempted. Therefore, this study aims to examine the consensus of literature and drama through popular drama in 2010. This study examines how literary texts are utilized in dramas through the use of Kim Eun-sook's lonely and glorious god-goblin and gentleman's dignity, and how these narrative and visual effects are gained. These two dramas are not only popular drama in Korea but also have important implications for interpreting literature and drama consciousness because they actively utilize literary texts in drama. This is the process of interpreting the main scene in which literature and the drama conspire, and grasping its significance. Through this study, we analyze the process of borrowing the part of the text of the text, drama, and taking the effect of storytelling by using 'book' as its materiality. This will confirm the way in which various genres are mixed and juxtaposed in one video text and its effects.

A Study on the Epic Expression of Multimedia and Contemporary Art (동시대 미술에서의 서사 표현 작품 분석 연구)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.553-563
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    • 2022
  • In the multimedia era and contemporary art, the expression of narrative is expanding in various ways based on formal theory. And the expression form is maximized according to the use of each medium. In terms of understanding artworks, an approach that combines various expressions and media using these narratives is also possible. Therefore, this study analyzed the works of the artists by selecting three artists, Sadic Guissi Alfrazi, Lindsay Sears, and Kara Walker, who fused the media using narrative structures. Through this, it was intended to present the artistic value and significance of the work and the possibility of expanding the narrative expression of contemporary art in the future. As a result of the analysis of previous artists' works, it was shown that the phase of convergence can be derived by using the medium of narrative concepts beyond the dichotomy of content and form, confirming that digital technology and media development are changing the form of art. In addition, it was confirmed that the use of narrative structure facilitates media conversion. It is expected that discussions on the new paradigm of contemporary art will progress in the future.

An Empirical Study of Temporal Navigation System for Time-based Contents: Focused on Digital TV Systems (시간 기반 컨텐츠를 위한 항해 시스템에 대한 실증적 연구 : 디지털 TV를 중심으로)

  • 김현호;김진우;박경욱;박준아
    • Journal of KIISE:Software and Applications
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    • v.30 no.10
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    • pp.944-954
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    • 2003
  • People are experiencing severe problems in temporal navigation as time-based contents and platforms become more popular Relatively limited research, however, has been conducted on temporal navigation compared to that on spatial navigation. This research aims to identify efficient temporal navigation aids for time-based contents. It proposes Time Navigator, a new temporal navigation system based on the episodic indexing theory, and evaluates its efficiency through two experiments with a computer-based simulator for digital TV The video contents of digital TV was focused on because it is one of the most representative time-based contents and platforms. Our results indicate that Time Navigator helps people navigate time -based contents more effectively. Its effects increase as the contents include more narratives.

A Study on The Curriculum for illustration Major (일러스트레이션 전공교육을 위한 교과과정 연구)

  • 곽영권
    • Archives of design research
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    • v.17 no.2
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    • pp.123-134
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    • 2004
  • Developing curriculum in the field of illustration is the main purpose of this study. During the past 30 years, illustration industry has achieved remarkable success in South Korea. Moreover the trends in styles are various today. Aspiring Korean illustrators were awarded prizes by authoritative international organization for their illustrated picture books lately. Regardless of achievement in the field of illustration, an adequate curriculum to educate illustrators was never developed. Facing the challenging circumstances of the 21th century, professors of illustration need to be specialized and they must study the ultimate curriculum of illustration. Since illustration is a visual language, the kernels of education for illustration are teaching the nature of visual communication, getting the objectivity of communicating and establishing a professional techniques for expression. Even though the basic formative arts training courses are fairly important to students who major in illustration, it is impossible to see the achievement with the current situation of curriculum. In order to make good products of illustration and competent illustrator, we must try to create education system which well-matched for an independent genre of illustration field. Besides 1 hope this study will be used as one of the teaching methods for the field of animation and cartoon as well as for the field of illustration.

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3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.

Improving the Electronic Program Guide Development Process using PODA Specification Method (FODA 명세 기법을 활용한 전자프로그램가이드 개발 프로세스의 효율성 향상 방안)

  • KO, Kwangil
    • Convergence Security Journal
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    • v.16 no.5
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    • pp.73-79
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    • 2016
  • EPG (Electronic Program Guide), which shows the title, broadcasting time, genre, parental rating of a program, is recognized as one of the most successful data service by viewers and broadcasting stations, who want an improved TV watching experience and a more fruitful profit model, respectively. In the circumstance, the request for the development or renewal of EPG frequently occurs and so the developers are looking for ways to improve the efficiency of the EPG development. This paper addresses the need of the developers by devising an EPG feature model based on FODA (Feature-Oriented Domain Analysis) and the testcases of each feature of the model. By utilizing the EPG feature model and the testcases, the tasks of requirement analysing and testcase designing, which are major tasks of the EPG development process, can be improved.

Analysis of the Audience's Subjectivity about Preference of Documentaries on TV (TV방송 다큐멘터리 선호도에 대한 수용자의 주관성 연구)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.128-136
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    • 2011
  • This is a study on the subjectivity of audiences about preference of documentaries on TV. Accordingly, Q-methodology was used for this study. As a result, audiences' various characteristics by preference types were able to be found. The individual characteristics were classified into three styles: an entertainment-oriented style pursuing enjoyment, public and society interest-oriented style pursuing public purpose, and culture-oriented style pursuing artistic value of documentaries in order. It could be inferred from the classification of preference styles that unlike the past, the choice of TV broadcasting of audiences was shifting from the passive and media-dependent form to positive form. Therefore, the research and development of content delivery and production in the multi-media and multi-channel digital broadcasting era should be focused on not only the content itself but also an audience-centered service development model reflecting audiences' desire and hope.