• Title/Summary/Keyword: Extended Spatiality

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Connect, BTS: An Example of Innovative Transmedia Branding To Rethink Spatiality and Meaning-making

  • Piccialli, Stefania
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.151-170
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    • 2021
  • This case study research analyzes the cross-artistic project Connect, BTS and its relationship to transmedia branding, meaning-making and spatiality. After an overview of the argument and a section on methodology, the reader will find the analysis of the case study. Thanks to the use of a qualitative approach, this examination of Connect, BTS unveils the ways in which this initiative becomes a location that allows a reconceptualization of space that fosters plurality, exchange, and subjectivity. Connect, BTS unites seemingly incompatible fields under one project, favoring the co-creation of meanings among different artists, BTS, ARMY (the group's fans), business partners and viewers. This process has been investigated through content analysis, exploring Connect, BTS's transmedia strategies from branding to storytelling, to evaluate their efficacy in regard to brand identity, brand experience, and brand trust. The paper will also explore the variety of layers and spatial dimensions contained in Connect, BTS, which flow from art to the music industry, material and digital space, various market sectors and media. In light of this, Connect, BTS embraces a galaxy of separate semantic units into an extended liminal continuum that does not discount difference.

The Hero's Journey of Animation from the Spatial Map Model (애니메이션 영웅서사의 공간지도 연구)

  • Shin, Yeonu
    • Journal of Korea Multimedia Society
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    • v.22 no.6
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    • pp.729-737
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    • 2019
  • This study defined the animation space as the concept of map based on the space of Joseph Campbell's heroic narrative. The space in which the animated character exists is an image symbolic language that reflects the inner and outer growth stages of the hero. I focused on the spatiality that plays the role of the power to lead the narrative and examined the meaning as the mediator that leads the heroic narrative. First, 6 spatial variables were derived by observing 'Hero's Journey 'which is used as a basis of US commercial animation scenario. Second, spatial variables are defined as 64 zones and proposed as 'Spatial Map Model of the Hero's Journey' (SMMH). Third, the character space of was applied to 'SMMH', and the change of space utilization rate and spatiality and the narrative meaning were analyzed. This study extended the narrative of animation space which was not actively studied to map concept. It is possible to provide a different viewpoint in animation production and research.

A Study on Temporal Map for Spatio-temporal Analysis (시.공간분석을 위한 GIS기법의 시간 지도 구현에 관한 연구 - 안양시틀 사례로 -)

  • 오충원
    • Journal of the Korean Geographical Society
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    • v.37 no.2
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    • pp.191-202
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    • 2002
  • Characteristics and patterns of geographic features and human activities can be interpreted in terms of spatiality and temporality. The necessity to record the historical changes and the ability to reason in the real world has lead to a new field of research so called Integrated Spatio-Temporal analysis. The objective of this study is to investigate temporal maps for Spatio-temporal analysis, which have the integration functionality for visualizing spatiality and temporality of the geographic appearances and human activities. Land information is composed of spatial, attribute and temporal data and requires spatio-temporal representations. It is possible to visualize spatio-temporal variations with spatio-temporal databases and temporal map produced by integrated data models. This study constructs spatio-temporal model for temporal maps of land price variation analysis. Taking advantage of the spatio-temporal model proposed here, it is possible to visualize spatio-temporal variations with spatio-temporal database and temporal map. On a practical level, this study would be extended and utilized to various geographic features.

A Qualitative Study on Marriage Migrant Women's Experiences in the World of Life (결혼이주여성의 생활세계 체험에 관한 질적 연구)

  • Lee, Hyoung-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.269-277
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    • 2013
  • The purpose of this study is to capture how marriage migrant women, who are burdened with the luggage of the social, cultural, and historical 'past,' reconstruct their own 'experiences in reality' as subjective agents after their immigration into a new space. By applying a phenomenological method, this study analyzes the world of life in which marriage migrant women come to have experiences in the dimensions of bodilihood, spatiality, temporality, and relatedness. As a result of the analysis, marriage migrant women never think of their bodiliness as the subject of discrimination though they have some differences in skin colors and cultural aspects, and make efforts to overcome prejudices in reality withtheir pride of body. As for the spatiality, marriage migrant women attempts at a spatial turn in which they reconstruct a novel sociocultural space. With respect to the temporality, marriage migrant women recognize themselves not as passive subjects who only resent reality but as being prepared for future actively. As for the relatedness, marriage migrant women show life in which they pioneer their own areas on the basis of extended personal relations.

Regionalization of the Lineage Group in Korea(II): Landscape Phase(16C~17C) (종족집단의 지역화과정에 관한 연구(II): 경관생산단계 - 16~17세기 계보의식의 탄생과 사회관계망의 공간적 확장 -)

  • 전종한
    • Journal of the Korean Geographical Society
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    • v.38 no.4
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    • pp.575-590
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    • 2003
  • It was the landscape phase that social relations were extended by production of landscapes during the 16C~17C. Core lineage groups in study area had extended socio-spatial nexus through making of the landscape of ‘authority-ostentation’(권력-과시형 경관) and of ‘kindness-civilization’(시혜ㆍ교화형 경관). Therefore they could gain a result that their power and authority took root in community perfectly. In the case of the Kims of Kwangsan(광산김씨), the first landscape of ‘kindness-civilization’ was Jungheodang(the learning room Jungheo), and next it was built Yangsungdang(the learning room Yangsung), and Imlijung(the pavilion Imli). Through this landscape production, the consciousness of scholastic genealogy was born, and this genealogy consciousness could be deepened and extended in regional scale. One more important feature in this phase is the point that the Kims of Kwangsan in Yeonsan area and the Songs of Unjin(은진송씨) in Hoiduk area could unite socially by the landscape production of ‘kindness-civilization type’ becoming intermediation. And these social union, that is to say, it do connote enlargement of the territoriality. It tells that community of ‘regional’ scale was formed by of core lineage groups of ‘local’ uniting each other.

A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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Importance of the Livability Factor of Pedestrian Space for Vitality of Commercial Street (상업가로 활성화를 위한 보행공간의 리버빌리티 제고)

  • Kang, Youn Won;Kim, Jong Gu
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.5
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    • pp.723-728
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    • 2022
  • The vitality of the city's commercial district, which in the base of city life and provides vitality and diversity of life, has a great impact on the vitality of the entire city and the revitalization of the local economy. The revitalization of the commercial street is related to the activation of walking, and walking is closely related to the quality of life because it involves a wide range of interactions with the surrounding environment beyond simple movement. This quality of life leads to 'Livability'. In order to revitalize pedestrians on the commercial street, the liberty factor was derived and the importance of what was the most important and effective for the activation of the commercial street was analyzed. As a result, it was found that the items representing the atmosphere and purpose, which are detailed indicators of placeness, had a high priority, and it was found that the detailed indicators belonging to accessibility came out with a lower priority. In order to increase the livability of the commercial street, the priority is to increase the spatiality of the space, and if pedestrians are activated as the number of visits and stay time of visitors increases, it can be extended to the vitality of the entire area.

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.