• Title/Summary/Keyword: Character set

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Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

A historical study on the flexibility square-format typeface and the prospects - Focused on the three-pairs fonts of hangeul - (탈네모글꼴에 관한 역사적 연구와 전망 - 세벌식 한글 글꼴을 중심으로 -)

  • Yu, Jeong-Mi
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.241-250
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    • 2006
  • Hangeul as the Korean unique characters were invented according to some character-making principles and based on scholars' exhaustive researches. While most of the characters in the world evolved naturally, Hangeul was invented based on a precise linguistic analysis of the time, and therefore, it is most scientific and reasonable among various characters throughout the world. Nevertheless, Hangeul typeface designs do not seem to inherit the ideology of scientific and reasonable Hangeul correctly. For the square forms have been used intact due to the influences from the Chinese characters which prevailed during the time. If a single set of square characters should be designed, as much as 11,172 fonts should be designed, which suggests that advantages of Mangeul may not well be used fully; Hangeul was invented to visualize every sound with the combinations of 28 vowels and consonants. Problems of such square fonts began to be identified since 1900's when typewriters were introduced first from the West. Since a typewriter is designed with 28 characters laid out on its keyboard by using such combinations, the letters may be easily combined on it. The so-called the flexibility square-format typeface was born as such. Specially, the three-pairs fonts of these can be combined up to 67 letters including vowels and consonants. The three-pairs fonts system can help to solve the problems arising form the conventional square fonts and inherit the original ideology of Hangeul invention. This study aims to review the history of the three-pairs fonts designs facilitated by mechanic encoding of Hangeul and thereupon, suggest some desirable directions for future Hangeul fonts. Since the flexibility square-format typeface is expected to evolve more and more owing to development of the digital technology, they would serve our age of information in terms of both functions and convenience. Just as Hunminjongum tried to be literally independent from the Chinese characters, so the flexibility square-format typeface designs would serve to recover identity of our Hangeul font designs.

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Effect of Starvation on Some Parameters in Rhynchocypris oxycephalus (Sauvage and Dabry): A Review (버들치, Rhynchocypris oxycephalus (Sauvage and Dabry) 기아시 일부형질에서의 효과: 개관)

  • Park In-Seok
    • Korean Journal of Environmental Biology
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    • v.22 no.3
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    • pp.351-368
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    • 2004
  • Following the previous experiments, a starvation experiment was conducted to determine the influence of feeding and starvation on the histological and biochemical changes, the morphormetric changes in the sectioned body and the morphometric changes in Rhynchocypris oxycephalus (Sauvage and Dabry). The influence of starvation on nutritional conditions of the histological changes of hepatocyte and intestinal epithelium as hepatosmatic index (HSI), protein, RNA and DNA concentrations of liver in R. oxycephalus was tested. Although the starved group showed higher concentrations of protein, DNA and RNA than the fed group, food deprivation resulted in a decrease in the HSI, hepatocyte nucleus size and nuclear height of the intestinal epithelium. The RNA - DNA ratio appears to be a useful index of nutritional status in R. oxycephalus and may be useful for determining if R. oxycephalus is in a period of rapid or slow growth at the time of sampling. Additionally, the data have been interpreted in detail and some biologically important relationships discussed. The effects of starvation on the morphometrical changes in sectioned body traits, condition factor, viscera index and dressing percentage were determined for evaluating nutritional conditions of R. oxycephalus. Starvation for nine weeks resulted in a decrease in most sectioned traits as well as in condition factor and viscera index (P<0.05). These findings suggest that nutritional parameters used in this study appear to be a useful index for nutritional status in this species. The data has been interpreted in detail and some important body sectioned values of interest to commercial growers discussed. A 75-day study was conducted to determine the effect of starvation on classical and truss parameters in R. oxycephalus. Truss dimensions of almost the entire head and trunk region as well as the abdomen were increased significantly through feeding or starvation (P<0.05). Truss dimensions of the caudal region generally decreased through feeding or starvation, particularly those dimensions at the hind part of the trunk. There were some significant decreases in classical dimensions of the head region during feeding, in relation to body depth characteristics in the trunk and caudal region during starvation, whereas there was only one decreasing classical dimension in the caudal region during feeding. The results of this study indicate that application of the truss network as a character set enforces classical coverage across the body form, discrimination among experimental groups thus being enhanced. Considering that the dimension of the lower part of the head and some truss and classical dimensions were least affected by feeding and starvation, these dimensions may then be useful as a taxonomical indicator to discriminate the species of Rhynchocypris sp. The value of trunk region dimensions with a large component of body depth in R. oxycephalus is most likely to be compromised by variability related to differences in feeding regimes of fish in different habitats.

A Study on the Spread of Taoist Gwonseonseo in the 19th Century and the Ideological Nature of Jeoseungjeon (19세기 유교의 통속화와 「저승전」의 이념성 - 조선후기 권선서(勸善書)의 유행과 관련하여 -)

  • Kim, Jeong Suk
    • (The)Study of the Eastern Classic
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    • no.69
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    • pp.297-324
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    • 2017
  • Recognizing that the ideological nature of Taoist Gwonseonseo whose publication was concentrated during the reign of King Gojong was connected to that of Jeoseungjeon, a Hangul manuscript novel in the 19th century, this study set out to examine the periodic significance of Taoist Gwonseonseo in the 19th century and check the ideological nature of Jeoseungjeon. Taoist Gwonseonseo puts an emphasis on Confucian ethics including loyalty and filial piety in a didactic aspect and shows that the practice of Confucian ethics brings good fortune, which was prominent in many private Taoist books that were huge hits in the latter part of Joseon, when Chinese Taoist Gwonseonseo was introduced in Joseon, translated and circulated in Korean, and spread widely among the public. Those works offer very specific cases of individuals doing good or evil deeds in this world and suffering the consequences in the next world. Jeoseungjeon presents the Buddhist experiences with the next world as the foundation with the next world depicted around the Great Jade Emperor, who emphasizes Confucian ethics, and the hierarchy of Taoist gods under the ultimate the Great Jade Emperor, thus clearly demonstrating the combination pattern of Confucianism, Buddhism, and Taoism in the latter half of Joseon. The work describes the scenes of judgment and punishment in the next world according to the witness of the main character and thus gives specific ideas of daily goods, which is a feature found in the latter half of Joseon different from the previous pattern of next world experiences. It is Taoist Gwonseonseo widely spread among the people those days that connects the link.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.