• Title/Summary/Keyword: 콘텐츠디자인

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A study on the narrative use of transitional object-characters in the family feature animation (가족용 장편애니메이션<인사이드 아웃>에 나타난 이행대상(transitional object) 캐릭터의 서사적 활용 연구)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
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    • s.49
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    • pp.325-357
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    • 2017
  • It can be assumed that the reasons why the animation characters, 'Olaf (in Frozen Kingdom)' and 'Minions (in Super Bad)', etc., which were very successful in the merchandising market while having won the popularity better than the main characters are very popular even though such characters appeared only by playing a funny role while assisting the adventures of the main characters are not only because of their cute appearances but also because such characters have their own core features in their inner world as the transitional object-characters. Simply expressing, a 'Transitional Object' as a concept suggested by a child psychologist, 'Donald Winnicott', means a lovey doll or an imaginary friend which temporarily replaces an infant's mother during the procedure when the infant is mentally separated from its mother. However, in case that the theory of transitional objects was applied directly to many narrative content characters for doing a study, there must have been done some studies in advance for establishing some new criteria and indexes related to the transitional object-characters of such narrative contents. Accordingly, while thinking that the 'emotional relationship' between a growth-subject and a growth mediator must be dealt with as the most important content in order to define a transitional object-character in a narration clearly, this researcher established some emotional index for judging the propensities of a transitional object-character on the basis of such way of thinking. The index is composed of 4 kinds of emotional roles (quasi-family member, growth mediator, lovey doll, an imaginary friend), 6 kinds of emotional supports (hugging, protecting, accepting, giving the initiative, improving the relationship and mutual supervising) and 4 kinds of emotional impressions (impression by contacting, impression to protect and impression accepting an attack). In case that some main characters of a family feature animation, 'Inside Out', are analyzed while the index mentioned above is applied, it was found that 'Bing Bong' and 'Sadness' have a high propensity as a transitional object-character. Especially, it could be inversely inferred in which ways some good transitional object-characters can help the narrations on growth of a family feature animation by taking a look at the character, 'Sadness' that has the highest propensity as a transitional object-character. The transitional object-character, 'Sadness' assists the narration on growth internally and externally by helping the internal maturity of a growth-subject in a way of projecting the tasks for the internal maturity of a growth-subject while helping the growth-subject to be successfully externally in a way of providing the growth-subject with some kinds of facilitating emotion. As the results from this Study, since such kinds of emotional experiences provided by such transitional object-characters are displaced to not only the relevant growth-subjects but also the audience who are emphasized with such growth-subjects as they are, such transitional object-characters play a role of hidden benefactors who induce some immersion into the narrations and provide child and adult audience with various layers of emotional satisfaction.

Analysis of Behavioral Characteristics by Park Types Displayed in 3rd Generation SNS (제3세대 SNS에 표출된 공원 유형별 이용 특성 분석)

  • Kim, Ji-Eun;Park, Chan;Kim, Ah-Yeon;Kim, Ho Gul
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.49-58
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    • 2019
  • There have been studies on the satisfaction, preference, and post occupancy evaluation of urban parks in order to reflect users' preferences and activities, suggesting directions for future park planning and management. Despite using questionnaires that are proven to be affective to get users' opinions directly, there haven been limitations in understanding the latest changes in park use through questionnaires. This study seeks to address the possibility of utilizing the thirdgeneration SNS data, Instagram and Google, to compare behavior patterns and trends in park activities. Instagram keywords and photos representing user's feelings with a specific park name were collected. We also examined reviews, peak time, and popular time zones regarding selected parks through Google. This study tries to analyze users' behaviors, emerging activities, and satisfaction using SNS data. The findings are as follows. People using park near residential areas tend to enjoy programs being operated in indoor facilities and to like to use picnic places. In an adjacent park of commercial areas, eating in the park and extended areas beyond the park boundaries is found to be one of the popular park activities. Programs using open spaces and indoor facilities were active as well. Han River Park as a detached park type offers a popular venue for excercises and scenery appreciation. We also identified companionship characteristics of different park types from texts and photos, and extracted keywords of feelings and reviews about parks posted in $3^{rd}$ generation SNS. SNS data can provide basis to grasp behavioral patterns and satisfaction factors, and changes of park activities in real time. SNS data also can be used to set future directions in park planning and management in accordance with new technologies and policies.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

A Study on the Concept and User Perception of Smart Park - Focused on the IoT See Park Users in Daegu City - (스마트공원 개념 정립 및 공원 이용자 인식에 관한 연구 - 대구 IoT See 시범사업 공원 이용자를 대상으로 -)

  • Lee, Hyung-Sook;Min, Byoung-Wook;Yang, Tae-Jin;Eum, Jeong-Hee;Kim, Kwon;Lee, Ju-Yong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.5
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    • pp.41-48
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    • 2019
  • Our daily lives are changing at a rapid pace and the concept of smart city is spreading, as the information communication technologies apply to various fields. However, efforts to prepare for changes in society due to technological evolution are insufficient in the field of landscape architecture. The purposes of this study are to explore the concept of smart parks, to investigate how smart technology has been applied to parks, and to identify the users' perception and satisfaction on smart park services. To this end, we conducted literature review, focus group interviews with experts, and a questionnaire survey with 180 users of the IoT See pilot smart park in Daegu. Smart parks can, as a result, be defined as sustainable parks that improve users' experience in parks and solve social and environmental problems faced by utilizing various high technology. Smart technologies introduced at the park so far have been mostly focused on safety and environmental areas, including AI CCTV, smart street lamp, and fine dust warning devices. The results of survey showed that not many users were aware of the smart services the park provided due to the lack of public communication as well as the nature of maintenance-oriented smart services. The survey also found that AR services for the education of historic parks were the least utilized, while solar power benches and WiFi service were most preferred by the park users. In conclusion, smart technologies need to be integrated with diverse park contents more centered user needs, providing services to enhance safety and environmental management in order to develop user-oriented smart parks.

Thought of ChunChu and a practical solution of Song Joon Kil (동춘당 송준길의 춘추정신과 현실 대응)

  • Kim, Moon Joon
    • The Journal of Korean Philosophical History
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    • no.50
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    • pp.37-74
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    • 2016
  • Song Joon Kil(宋浚吉, 1606-1672) intended to establish the subjectivity of people as a "Great Justice". He declared that at that time "Great Justice" was meant to respect 'Ming(明)' and reject 'Ching'(淸). He understood 'Ching' as a country which destroyed the human community and reasoned that if we put Ching's uncivilized behavior out of our mind in favor of the pursuit of present existence and merits, a temporary peace may be got but eternal peace and stability would not be achieved. 'Ming' doesn't refer only to the name of a country, but a country with the capacity to perform 'humanity and justice' with a human culture. On the other hand, he considered 'Ching' to signify the uncivilised country that destroyed or repressed the humanity and peaceful order of the world. He thought the international order can only be maintained under the organization respectful and protective of humanity. He believed a country should act to unify the whole world guaranteeing life and stability. He possessed this cultivated spirit which acted to protect the civilised world from the perils of an uncivilised world. But because of the great famine for a lot of years and the international state(Ming was regressing, and Ching was continuing to make rapid strides) was timely unsuitable to revenge and to wash the shame off. So Song propeled to stabilize the government and to strengthen the national ethics. Song focused on administering the domestic affairs. To him a high priority was a internal affairs, and a low priority was a external affairs[military aggression]. Song considered 'providing for the welfare of the people'(安民) before 'pushing ahead with military aggression'(外攘). And a high priority was 'restoring the people'(養民), a low priority was 'the military affairs'(治兵). Song regarded 'domestic affairs'(內治) as a fundamental affairs. He putted 'to nurse people'(養民) and 'to straighten King's mind'(格君心) first, than 'to buildup military'. His foreign policy was 'respecting Ming' and 'rejecting Ching'. Song was bothered about defining Chosun dynasty's moral obligations to the southern Ming government(1644~46) at Nanjing at that time.

A Study on Promoting Performing Art with Robot Actor : Focusing on EveR (로봇 배우를 활용한 공연예술 활성화 방안 연구 : '에버' 중심으로)

  • Lee, Yoo Sun;Kim, Dong Eon
    • (The) Research of the performance art and culture
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    • no.22
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    • pp.371-411
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    • 2011
  • In the twenty first century of rapid cultural change performing art requires new mode of expression based on imaginative power and creativity as well as establishing its own identity. The modern technological environment support this with advanced technology and bring about the expansion of reason from new experience. The introduction of digital media on artistic expression in particular, expands the physical ability of human body which is the main subject of performing art. A virtual body from digital technology is freed from physical boundaries and goes over space and time. It also suggests the possibility of new mode of communication with audience. This study aims at examining the subject of performing art and its digitalized movement focusing on EveR, the world's first professional robot actor. The robot actor which came on stage according to the new expression medium, a digital body, stands in need not only of technological value but also of cultural and artistic application for expression in art. In this endeavor to meet the demand, this study examines the development process and function of 'EveR' the robot actor. Also it searches into the performance of Ever which replaced human being as well as the historical significance of the title:the world's first. To be more specific, there is a example research on two performances:a pansori play "EveR is simply stunning(2009)" and children's play "The Robot Princess and Seven Dwarfs(2009)." Through this example research, it is enabled to anticipate the influence of robot actors on performing arts and to search for the better way of them to evolve. Furthermore, it aims at finding ways to create high value through promoting robot actors to be familiar to the public as well as supporting them to become active cultural contents. The performance with robotic technology is one of the artistic experiment that may cause the change of the future of performing art by actualizing technological imagination together with human body and machinery. As a consequence, it is expected that the meeting of performing art and robotic technology gives positive influence on activating performing art as one of the integrated cultural phenomenon which satisfies the taste of modern era. Moreover, this study may also be the beginning of the expansion of performing art to stretch to diverse field.

Development of Plant BIM Library according to Object Geometry and Attribute Information Guidelines (객체 형상 및 속성정보 지침에 따른 수목 BIM 라이브러리 개발)

  • Kim, Bok-Young
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.2
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    • pp.51-63
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    • 2024
  • While the government policy to fully adopt BIM in the construction sector is being implemented, the construction and utilization of landscape BIM models are facing challenges due to problems such as limitations in BIM authoring tools, difficulties in modeling natural materials, and a shortage in BIM content including libraries. In particular, plants, fundamental design elements in the field of landscape architecture, must be included in BIM models, yet they are often omitted during the modeling process, or necessary information is not included, which further compromises the quality of the BIM data. This study aimed to contribute to the construction and utilization of landscape BIM models by developing a plant library that complies with BIM standards and is applicable to the landscape industry. The plant library of trees and shrubs was developed in Revit by modeling 3D shapes and collecting attribute items. The geometric information is simplified to express the unique characteristics of each plant species at LOD200, LOD300, and LOD350 levels. The attribute information includes properties on plant species identification, such as species name, specifications, and quantity estimation, as well as ecological attributes and environmental performance information, totaling 24 items. The names of the files were given so that the hierarchy of an object in the landscape field could be revealed and the object name could classify the plant itself. Its usability was examined by building a landscape BIM model of an apartment complex. The result showed that the plant library facilitated the construction process of the landscape BIM model. It was also confirmed that the library was properly operated in the basic utilization of the BIM model, such as 2D documentation, quantity takeoff, and design review. However, the library lacked ground cover, and had limitations in those variables such as the environmental performance of plants because various databases for some materials have not yet been established. Further efforts are needed to develop BIM modeling tools, techniques, and various databases for natural materials. Moreover, entities and systems responsible for creating, managing, distributing, and disseminating BIM libraries must be established.