• Title/Summary/Keyword: New Realism

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A Study of the Relationship between Realistic Expression of Objects and Graphic Novel in Korean Comics - Focused on the work by Kwon, Ga-Ya - (한국만화에 있어 대상의 사실적 표현과 그래픽 노블의 연관관계에 대한 연구 - 권가야의 <남한산성>작품을 중심으로 -)

  • Park, Hee-Bok;Kim, Kwang-Su
    • Cartoon and Animation Studies
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    • s.37
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    • pp.361-392
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    • 2014
  • Regarding works that express objects realistically in painting, Gustave Courbet advocated realism in the mid-19th century, France, resisting the then academist style of painting, and works in realist style were produced in earnest by painters such as H. Daumier or Jean F. Millet, who went along with him. Later, realism has expanded into the realm of general literature, including fine art, which has had profound impacts on works of art and literary works. In comics, too, in the same historical context as a form of painting, realistic comics began to be produced by painters or cartoonists at the time. These realism comics are those dealing with stories based on facts, and in terms of contents, objective description and representation of the social realities of the times is one of the most important objectives, but it could not be concluded that in their visual aspect, that is, that of expressing the objects, they were realistic. In the meantime, a graphic novel was born, which was the intermediate form between comics and novels around the United States and Europe since the 1980s. Graphic novels appeared in forms and styles with strong literary and artistic values in the comics market in the U.S. which was full of the superhero genre (comics around heroes), and their major characteristics are very realistic expressions in terms of contents and visual aspect. They are complex and delicate and even have artistic, literary values as if readers read a fiction or literary work of which its narrative structures or pictures are produced with graphics. The characteristics of realistic expressions shown in graphic novels are very different from the previous works of comics. It is noteworthy that they began to be acknowledged as works of art like painting or illustration, thanks to their features of strongly individual auteurist painting style, a fairly high degree of completion of the works, and creative and experimental expression techniques or methods, instead of following the fashion of the times. In recent years, in South Korea, Hollywood blockbuster films have been released one after another and become box office hits, there are increasing interest and demand for the original graphic novels. Accordingly, many original graphic novels have been translated and started to be sold, and keeping pace with this global flow of fashion, some writers in Korea began to produce works of graphic novels. However, to look into the domestic works produced claiming to be graphic novels, there are various opinions on their format and authenticity. In this sense, this study focused on Ga-ya Kwon's Namhansanseong, one the representative works of Korean style graphic novels, and in particular, it attempted to analyze their characteristics and commonalities focusing on the visual aspect of realistic expressions of objects. It is expected that there would be an opportunity to seek for ways so that Korean style graphic novel can be further developed as a genre of comics, with competitiveness by looking back on the identity and present state of domestic graphic novels and developing and applying Korea's original subject matters differentiated from those of graphic novels in the U.S., Europe or Japan through this study. In addition, it is desired that they will be a new energizer for the stagnant domestic comics market.

Motion Adjustment for Dynamic Balance (동적 균형을 위한 동작 변환)

  • Tak, Se-Yun;Song, O-Yeong;Go, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.33-41
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    • 1999
  • This paper presents a new algorithm about motion adjustment for dynamic balance. It adjusts an unbalanced motion to an balanced motion while preserving the nuance of original motion. We solve dynamic balancing problem using the zero moment point (ZMP) which is often used for controlling the balance of biped robot. Our algorithm is consists of four steps. First, it fits joint angle data to spline curves for reducing noise. Second, the algorithm analyzes the ZMP trajectory so that it can detects the dynamically-unbalanced duration. Third, the algorithm project the ZMP trajectory into the supporting area if the trajectory deviates from the area. Finally, the algorithm produces the balanced motion that satisfies the new ZMP trajectory. In this step, the constrained optimization method is used so that the new motion keeps the original motion characteristics as much as possible. We make several experiments in order to prove that our algorithm is useful to add physical realism to a kinematically edited motion.

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Virtual Reality Driving Simulation for Evaluation of Road Safety Facilities (도로안전시설물 평가를 위한 가상현실 운전 시뮬레이션 구축)

  • Chae, Byeong Hoon;Chae, Ho Keun;Lee, Joo Yeoun
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.249-257
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    • 2018
  • The purpose of this study is to construct a virtual reality simulation environment for searching and evaluating evaluation criteria for road safety facilities with new technologies. Virtual reality simulation requires high realism and accurate behavior data extraction. To do this, we used the Unreal Engine to create the environment by dividing it into an external environment and a vehicle environment. After that, a sample simulation for the luminescent road markers and preliminary experiments were conducted. As a result, luminescent road markers showed better 5m interval than 10m interval. It can be confirmed that it can be used in the simulation for searching the evaluation criteria for the new road safety facilities that incorporate the new technology in the future. In the future, it will be possible to simulate various environments by adding modeling and sample components for other road facilities.

Social Significance of Recent Korean Courtroom Films : A Case Study of Silenced, Unbowed, The Attorney and New Trial (한국 법정영화의 사회적 의미연구)

  • Kim, Bo-Kyong
    • Journal of Internet of Things and Convergence
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    • v.7 no.3
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    • pp.55-61
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    • 2021
  • This study explores four Korean films: Silenced (2011), Unbowed (2012), The Attorney (2014), and New Trial (2017). Based on these films, this study explores the features of courtroom films and their social significance on society. The ability of Korean courtroom films to have such a profound impact on Korean society is something that is not usually witnessed in other countries. Also, the fact that they are low-budget works, not action/thrillers within the 'guaranteed star' system, and the fact that they present opportunities for netizens to call for change is a defining feature of Korean courtroom films. All four films have sparked controversy over the level of realism in Korean courtroom films, but what is more important is the way in which they portray contemporary social change. In summary, these four Korean courtroom films highlight the characteristics of social action and the means of mobilization required to effect it.

A Study On Antialiasing Based On Morphological Pixel Structure (형태학적 픽셀구조에 기반한 앤티에얼리아싱에 관한 연구)

  • Lee, Yong-Jae
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.86-93
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    • 2003
  • In this paper, we propose a new antialiasing method using filtering technique which is base on morphological pixel structure Aliasing occurs along the edge of lines and polygons. This undesirable effect happens because there are not enough pixels available on a typical monitor to properly display mathematically smooth lines and polygon edges. Aliasing can be very distracting. In a typical graphic scene, aliasing artifact will be visible along the edges of all objects that greatly diminish of realism. The proposed antialiasing method attempts to smooth extreme jagged contour lines and edges by properly handling pixel's structure, surface type and adjusting the pixel color according to the amount of pixel coverage. Next, we use filtering technique considering morphological pixel structure. Experimental results have shown that the propose algorithm achieves better performance in reducing noise for antialiasing. The method will be widely applied to basic antialiasing technique for computer graphic applications.

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A Study on Establishing Relationship between Fashion Design Process and Storytelling (패션 디자인 프로세스와 스토리텔링의 관계 정립에 관한 연구)

  • Sung, You-Jung;Kwon, Gi-Young
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.210-218
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    • 2009
  • The Purpose of this study is to demonstrate Storytelling as an effective device for Fashion Design by establishing relationship between Fashion Design Process and Storytelling. Through researching a social background and a concept of storytelling, found that story used interactively is a powerful tool for attention, understanding and change in both individuals and communities. Analysed the elements and the structure of storytelling and Fashion Design Process, by researching preceding researches. Therefore, we proposed a new four elements -text factor, visual factor, audio factor and virtual factor- and four steps (1)exploring stories, (2)planning a story, (3)building the story, (4)do storytelling- of storytelling and four steps-(1)gathering and analysing informations, (2)building a concept, (3)planning and developing a design, (4)do evaluation and make decision- of fashion design process. Through comparative analysis, we found a closeness between two structures, a use of common factors and also found characteristics to be considered in each stage. In the first stage, we found text, visual and audio factor as common factors. In the second stage, we suggested text and visual factor as common factors and also suggested clarity, realism and probability as characteristics. In the third stage, we found text, visual and virtual factor and also found dynamism, immersion and continuity. In the last stage, we suggested text, visual, virtual and audio factor and also suggested presence and interactivity as characteristics.

Character and Historical Consciousness in Thomas Hardy's The Mayor of Casterbridge

  • Kim, Chan-Young
    • English Language & Literature Teaching
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    • v.11 no.2
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    • pp.171-194
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    • 2005
  • The essay attempts at a critical reading of Thomas Hardy's The Mayor of Casterbridge (1886) in terms of character and socio-cultural change. Juxtaposing the story of Michael Henchard's career with the social and economic changes in the agricultural town, it attempts to elaborate on the complex ways in which Hardy relates the old modes of life and thinking to the material culture. Though the novel is centered on the story of Henchard, the Henchard-Farfrae clash represents the conflict of "old" and "new" modes of socio-economic organization and consciousness. The story of the rustic man of character struggling with his contradictory traits of strong will-power and emotional collapse suggests that Hardy's literary representation of the rural community and the rustic protagonist is deeply rooted in historical reality. However, while there is the interlocking of the changes in personal fate and social change, the representation is a "reinvented" literary construction with complex mediation. Despite the narrator's emphasis on Henchard's immutability, peculiarity, and resilience, his character is, in a complex, mediated way, shaped by the material conditions of English rural community in the late 19th century. The mediating role of Elizabeth-Jane as a narrative resolution embodies Hardy's ambivalent historical position concerning the period undergoing change and conflict.

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Usefulness and capability of three-dimensional, full high-definition movies for surgical education

  • Takano, M.;Kasahara, K.;Sugahara, K.;Watanabe, A.;Yoshida, S.;Shibahara, T.
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.39
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    • pp.10.1-10.5
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    • 2017
  • Background: Because of changing surgical procedures in the fields of oral and maxillofacial surgery, new methods for surgical education are needed and could include recent advances in digital technology. Many doctors have attempted to use digital technology as educational tools for surgical training, and movies have played an important role in these attempts. We have been using a 3D full high-definition (full-HD) camcorder to record movies of intraoral surgeries. Method: The subjects were medical students and doctors receiving surgical training who did not have actual surgical experience (n = 67). Participants watched an 8-min, 2D movie of orthognathic surgery and subsequently watched the 3D version. After watching the 3D movie, participants were asked to complete a questionnaire. Result: A lot of participants (84%) felt a 3D movie excellent or good and answered that the advantages of a 3D movie were their appearance of solidity or realism. Almost all participants (99%) answered that 3D movies were quite useful or useful for medical practice. Conclusions: Three-dimensional full-HD movies have the potential to improve the quality of medical education and clinical practice in oral and maxillofacial surgery.

The Improvement of the Road Facility Database Creation Using a Mobile GIS (모바일 GIS를 활용한 도로시설물 DB구축의 효율성 향상)

  • Lee, Hyun-Jik;Kim, Hyun-Tae
    • Journal of Korean Society for Geospatial Information Science
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    • v.11 no.4 s.27
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    • pp.53-60
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    • 2003
  • GIS was introduced to spatial information of complex and various facility systematically and scientifically. And, recently, new trend has been spread by Mobile GIS owing to its fast development of information and communication technology. However, these Mobile GIS techniques were introduced in maintenances of various facilities. Due to its mismanagement, the use became insufficient in facilities causing database creation to require realism and mobility. Therefore, in this research to road facility of various facilities, it deduced improving the work process by using a Mobile GIS to analyze work process of the road facility database creation. And, through an experiment, by comparing and analyzing road facilities database creation process by existing method and improving method, could improvement of road facility database creation using a Mobile GIS.

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A Study on the Problem and Improvement of VR Content Using Motion Platform and VR HMD (모션플랫폼과 VR HMD를 사용하는 VR콘텐츠의 제작환경에 따른 문제점과 개선 방안)

  • Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.15-24
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    • 2019
  • Many limitations arise when using washout algorithms to calibrate input values in VR content-making environments using VR HMD and motion platforms. Thus, in this study, we designed a new fabrication method using a control object that turns acceleration into a rotational motion. A total of 30 people were tested to see if the improved method was better than the existing one. The results showed significant differences that the improved method is better for realism, immersion and ride comfort.