• Title/Summary/Keyword: 콘텐츠 구성

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Characteristic of Film Music by Director Baz Luhrmann : Focusing on the Movies , and (바즈루어만 감독의 영화음악 특징 : 영화 <댄싱히어로>, <로미오와 줄리엣>, <물랑루즈>를 중심으로)

  • Kim, Youn-Sik;Kim, Young-Sam
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.223-230
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    • 2019
  • This paper aims to derive the specificity of film music of Baz Luhrmann, a Hollywood film director, focusing on his representative works such as Dancing Heroes, Romeo and Juliet, and Moulin Rouge. Frist, Dancing Heroes captures various dance music genres through dynamic shooting techniques and shows trendy sensibility by using the main theme song 'Time after Time,' sung by the main character, Tina. Second, Romeo and Juliet, the original work of Shakespeare, keeps thier lines and stories while decorating gorgeous fashion and rock music in jukebox style. Also, it is harmonized with the most modern and trendy MTV-style video. Third, Moulin Rouge presents film music through the 'mix and match' method, which consists of jukebox-type trendy songs containing classical back stage musical and Bollywood musical images. In conclusion, the style of Baz Luhrmann has been reborn as a unique way of directing Buz Luhrmann's film music that it is expressed by connecting various juke box style music with amazing visual effect. Through director's style, it is possible to suggest the direction of various film music to the industries.

A Study on the Expansion of Stage Costumes in the Contemporary Ballet Play <'That' Girl> (창작 발레극 <'그' 소녀> 에 나타난 무대의상의 확장성 연구)

  • Jinyoung Ryu;Sojung Chang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.779-785
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    • 2023
  • In the creation of non-verbal dance performance, stage costumes are an important element of visual expression and serve an expanded role in addition to its fundamental decorativeness, representation of status reflective of the historical setting of the act and functionality for the dance movement. We intends that the purpose of this research is to analyze the expanded role of the costumes in the creative ballet <'That' Girl>, and through this exercise, provide foundational data on and suggest new future directions for stage costume design. <'That' Girl> is composed of two acts, offering condolences and eliciting empathy by conveying the fear experienced by the victims of the time. The second dance act representing freedom and "Haan" requires this expanded application of costume design. The costume design was inspired by the "Statue of Peace" representing comfort women, and completed through three draft designs and material experiments testing the ease of operation of the strings and fabrics installed in the costumes as well as the functionality of the associated ballet movements. In conclusion, expansion of time & space, expansion of form and expansion of symbolic expression were shown in the dance of liberation using strings wrapped around the arms and through the cloth embodying 'Haan' hidden in front of the costume.

A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.1
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    • pp.1-16
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    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

An Exploratory Study on Organizational Smart Learning Success from an HRD Perspective (HRD 관점에서 기업의 스마트 러닝 성공을 위한 탐색적 연구)

  • Yeseul Oh;Jaeyoung An;Haejung Yun
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.219-235
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    • 2023
  • The advancement of digital technology and the impact of COVID-19 have brought about changes in corporate innovation and organizational culture, thereby highlighting the significance of Smart Learning in the field of HRD (Human Resource Development). This trend has led to an increased interest in personalized Smart Learning among employees due to the growth of hybrid work and the widespread adoption of smart work practices. This study aimed to illuminate the relative importance of the factors that constitute Smart Learning from the perspective of HRD practitioners. Through a review of prior literature, Smart Learning hierarchy and factors most fitting to the current context were identified, and their relative importance was determined using the AHP method. Consequently, in the first-tier factors, importance was confirmed in the order of 'Learning Activities', 'Teaching Activities', 'Learning Content', 'Assessment and Evaluations', and 'Learning Time and Space'. At the second-tier encompassing all factors, 'Pedagogical Strategy', 'Learning Results', 'Learning Tasks', 'Learning Goal', and 'Learning Support' emerged within the top five factors. These findings are significant in that they redefine the concept of smart learning and propose an academic framework for future research. Additionally, from a practical perspective, it is anticipated that this study will contribute valuable insights for HRD practitioners, aiding them in focusing on which factors to prioritize for enhancing and advancing Smart Learning initiatives.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.

A Study on User Perception Survey for Establishing Effective Operational Strategies of the Gwacheon City Library (과천시 도서관의 효과적인 운영 방안 수립을 위한 이용자 인식조사 연구)

  • Younghee Noh;Inho Chang;Woojung Kwak
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.1
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    • pp.73-96
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    • 2024
  • This study aimed to establish a systematic and comprehensive operational plan for the library to be constructed in the Gwacheon Knowledge Information Town. To achieve this, a survey on the demand for library operations was conducted among actual users of the Gwacheon City Public Library, and plans for the library collection development, user services, and methods to revitalize use were formulated based on the survey results. The findings are as follows. First, the library's construction/space analysis results suggest the need for a multifunctional cultural space accessible to everyone, serving as both a relaxation area and venue for a free information exchange and communication, allowing for a certain level of noise to facilitate an open atmosphere for users. Second, the analysis of the preferred types and forms of library materials revealed that printed materials ranked first, followed by web resources in the second place, and e-books/e-journals in the third. Additionally, there was a high preference for subjects such as literature and history. Third, a high preference was observed for cultural and arts programs, indicating the need for the future Gwacheon Knowledge Information Town Library to strengthen and implement programs focusing on cultural and artistic themes.

A Study on Colour Properties for Colour Recognition in Digital Media Environments (디지털 미디어 환경에서 색상을 인지하는 색채 속성 연구)

  • Ji-Young Hong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.9-14
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    • 2024
  • Hue, value, and chroma are the fundamental colour components used in colour property research to identify colour in the digital media environment. In the Munsell colour system, which is based on the characteristics of visual perception, the basic properties are classified into hue, value, and chroma. The methods for recording these three properties can be divided into the colour appearance system and the colour mixing system: in the former, they are documented based on a colour chart that focuses on visual perception, and in the latter, accurate numerical records are kept without concern for discolouration. Colour terminology is crucial for conveying and expressing colours, and colours can be classified and defined according to the combination of hue, value, and chroma. With the development of various media, it has become possible to represent a range of colours previously unachievable, necessitating basic research into the characteristics of colour perception by further subdividing digital-oriented colour studies. In this study, we conducted psychophysical experiments to identify and analyse the categories of value and chroma needed to recognise each colour among the ten representative colours of the Munsell colour system, based on visual perception on a display. This study analyses the results of these experiments, defines their significance as foundational research data on colour perception characteristics, and suggests directions for future research.

A Study on Narrative Archival Description (보존기록의 서사적 기술에 관한 연구)

  • Ahn, Jung-Hee;Rieh, Hae-young
    • The Korean Journal of Archival Studies
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    • no.81
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    • pp.89-131
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    • 2024
  • The aim of this study is to propose the introduction of narrative description as an improvement to describing archives, thereby enhancing the user experience of archives. To achieve this, the study identifies the specific forms and positions of narrative elements in archives and analyzes the interaction between archival description and narrative elements. It also examines cases where narrative description has been applied in digital archives to analyze their purposes and identify the various types and characteristics of narrative description for the improvement of description and considering factors that should be taken into account when implementing narrative descriptions. Theoretical research explores the concept and role of narrative and analyzes how it is manifested in describing archives. Case studies investigate the types of narrative description in digital archives and explore their roles. Narrative description emphasizes that it can facilitate implementation by establishing the narrative identity of archivists as context constructors, conducting extensive and deep research on records, and planning collaborations with experts. However, due to the lack of concrete implementation plans for narrative description in the practical archives, further research is needed to develop models of narrative description and prepare various examples of narrative applications.

Extracting Beginning Boundaries for Efficient Management of Movie Storytelling Contents (스토리텔링 콘텐츠의 효과적인 관리를 위한 영화 스토리 발단부의 자동 경계 추출)

  • Park, Seung-Bo;You, Eun-Soon;Jung, Jason J.
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.279-292
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    • 2011
  • Movie is a representative media that can transmit stories to audiences. Basically, a story is described by characters in the movie. Different from other simple videos, movies deploy narrative structures for explaining various conflicts or collaborations between characters. These narrative structures consist of 3 main acts, which are beginning, middle, and ending. The beginning act includes 1) introduction to main characters and backgrounds, and 2) conflicts implication and clues for incidents. The middle act describes the events developed by both inside and outside factors and the story dramatic tension heighten. Finally, in the end act, the events are developed are resolved, and the topic of story and message of writer are transmitted. When story information is extracted from movie, it is needed to consider that it has different weights by narrative structure. Namely, when some information is extracted, it has a different influence to story deployment depending on where it locates at the beginning, middle and end acts. The beginning act is the part that exposes to audiences for story set-up various information such as setting of characters and depiction of backgrounds. And thus, it is necessary to extract much kind information from the beginning act in order to abstract a movie or retrieve character information. Thereby, this paper proposes a novel method for extracting the beginning boundaries. It is the method that detects a boundary scene between the beginning act and middle using the accumulation graph of characters. The beginning act consists of the scenes that introduce important characters, imply the conflict relationship between them, and suggest clues to resolve troubles. First, a scene that the new important characters don't appear any more should be detected in order to extract a scene completed the introduction of them. The important characters mean the major and minor characters, which can be dealt as important characters since they lead story progression. Extra should be excluded in order to extract a scene completed the introduction of important characters in the accumulation graph of characters. Extra means the characters that appear only several scenes. Second, the inflection point is detected in the accumulation graph of characters. It is the point that the increasing line changes to horizontal line. Namely, when the slope of line keeps zero during long scenes, starting point of this line with zero slope becomes the inflection point. Inflection point will be detected in the accumulation graph of characters without extra. Third, several scenes are considered as additional story progression such as conflicts implication and clues suggestion. Actually, movie story can arrive at a scene located between beginning act and middle when additional several scenes are elapsed after the introduction of important characters. We will decide the ratio of additional scenes for total scenes by experiment in order to detect this scene. The ratio of additional scenes is gained as 7.67% by experiment. It is the story inflection point to change from beginning to middle act when this ratio is added to the inflection point of graph. Our proposed method consists of these three steps. We selected 10 movies for experiment and evaluation. These movies consisted of various genres. By measuring the accuracy of boundary detection experiment, we have shown that the proposed method is more efficient.

Usability index evaluation system for mobile WAP service (무선인터넷 서비스 사용성 지수 평가 체계)

  • Park, Hwan-Su
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.152-157
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    • 2008
  • The customer satisfaction of WAP service greatly relies on the usability of the service due to the limited display size of a mobile phone and limitation in realizing UI (User Interface) for function keys, browser, and OS (operating system) Currently, a number of contents providers develop and deliver varying services, and thus, it is critical to control quality level of UI in consistent standards and manner. This study suggests usability index evaluation system to achieve consistent UI quality control of various WAP services. The system adopts both top-down and bottom-up approaches. The former concerns deriving UI design components and evaluation checklists for the WAP, based on the usability attributes and UI principles. The latter concerns deriving usability-related evaluation checklists from the established UI design features, and then grouping them from the viewpoint of usability principles and attributes. This bidirectional approach has two outstanding advantages: it allows thorough examination of potential elements that can cause usability problems from the standpoint of usability attributes, and also derives specific evaluation elements from the perspective of UI design components that are relevant to the real service environment. The evaluation system constitutes a hierarchical structure by networking usability attributes, UI guideline which indicates usability principles for each attribute, and usability evaluation checklist for each UI component that enables specific evaluation. Especially, each evaluation checklist contains concrete contents and format so that it can be readily marked in O/X. The score is based on the ratio of number of items that received positive answer to the number of total items. This enables a quantitative evaluation of the usability of mobile WAP service. The validity of the proposed evaluation system has been proved through comparative analysis with the real usability problems based on the user test. A software was developed that provides guideline for evaluation objects, criteria and examples for each checklist, and automatically calculates a score. The software was applied to evaluating and improving the real mobile WAP service.

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