• 제목/요약/키워드: Reading and Playing

검색결과 52건 처리시간 0.025초

A Study on Finding Potential Group of Patrons from Library's Loan Records

  • Minami, Toshiro;Baba, Kensuke
    • International journal of advanced smart convergence
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    • 제2권2호
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    • pp.23-26
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    • 2013
  • Social networking services that connect a person to other people are attracting people's attention and various types of services are provided on the Internet. Library has been playing a role of social media by providing us with materials such as books and magazines, and with a place for reading, studying, getting lectures, etc. In this paper, we present a method for finding candidates of groups of the library's patrons who share interest areas by utilizing the loan records, which are obtainable in every library. Such a homogeneous group can become a candidate for a study group, a community for exchange ideas, and other activity group. We apply the method to a collection of loan records of a university library, find some problems to be solved, and propose measures for more detailed solutions. Even though the potential group finding problem still remains a lot of issues to be solved, its potential importance is very high and thus to be studies even more for future applications.

영상문화로서 애니메이션의 상징과 은유에 대한 연구 (Study for Animation Symbol & Metaphor as Visual Culture)

  • 조정성
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2004년도 추계 종합학술대회 논문집
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    • pp.116-120
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    • 2004
  • 영상문화 애니메이션의 상징과 은유적 표현에 대해 첫 번째로 기호학적 텍스트를 중심으로 관객의 입장에서 탈중심화된 읽기란 무엇인가 고찰해 본다. 둘째, 실제 본인의 애니메이션 작품분석과 기획 및 제작 과정을 미학적 관점에서 시각예술로서 애니메이션 텍스트들의 메타포를 중심으로 분석해 보도록 한다. <전시작품 논문 요약> 제목: Playing Heart & Clover/ 3D Computer Animation/ 4 Min./ 작품 포맷: VHS

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기호학 적용을 통한 의 의미 분석 (Analysis of the Meaning of through the Application of Semiontics)

  • 곽이삭
    • 한국게임학회 논문지
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    • 제14권5호
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    • pp.15-24
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    • 2014
  • 기호학은 인간의 삶과 관련된 모든 기호의 구조와 기호의 체계를 연구하는 학문이므로 게임을 분석하기에 충분하다. '게임을 한다'는 것은 기호학적으로 보아 게임을 읽는 것, 즉 해석하는 행위로 볼 수 있다. 따라서 게임을 만든 제작자는 '발신자', 게임은 '텍스트', 게이머는 '수신자' 그리고 게이머가 게임을 플레이하는 것은 '컨텍스트'로 볼 수 있다. 그러나 게임 대부분은 다변수적 서사형태를 기본으로 하기 때문에 게이머가 제작자의 의도대로 게임을 해석하는 경우는 많지 않다. 이에 본고는 제작자의 의도와 게이머의 반응이 동일한 콘솔게임 (2001)를 분석대상으로 삼고 기호학적 해석을 시도하였다. 분석방법으로는 줄거리 분석, 시퀀스 분석을 통해 이야기 프로그램을 정의하였고, 의미론적 분석을 위해 행동자 모델, 기호 사각형 모델을 적용 하였다. 이 과정에서 대결, 도움, 협조, 지배의 코드를 찾을 수 있었으며 비주체적인 인물이었던 이코와 요르다가 주체적 인물로 변화됨을 확인할 수 있었다. 즉, 는 비주체적 삶을 살던 주인공들이 삶을 획득하는 이야기라고 해석할 수 있다.

한국적 미에 대한 오해 -류종열, 고유섭, 윤희순의 논고 비교분석- (Misunderstandings of Korean Beauty: Comparative Studies of the Theses of Ryoo Jong-yeol, Ko You-seup, and Yoon Hee-soon)

  • 오병욱
    • 미술이론과 현장
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    • 제1호
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    • pp.23-48
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    • 2003
  • Art theorists support art productions by, introducing them to the public, explaining their meanings, and playing a crucial part in the development of art. These tasks seem like their opus. Because the principles of art production and the artistic languages are quite different from the ordinaries, we need 'interpreters' who can mediate us and the artists. Art works need interpretation. And the interpretation includes not only the characteristics of the given art work, but the customs, history, and the unique qualities of the race that produced the art work. The former director of the Korean National Museum, Choi Soon-woo wrote on the characteristics of Korean art as those that stem from the poised, arbitrary, and non-elaborate state of mind. The statement of the former Director of the National Museum has its weight far greater than just a personal opinion. In fact, we encounter the same resonance of this statement over and over reproduced in the mass media. The problem lies on that it deals with not only a single art work, but the entire Korean art. And going further, this kind of remarks are already infused into every sector of our thought on art appreciation. In this paper, I argue for a re-reading of the characteristics of Korean beauty based on two reasons. First, the characteristic of art work is contemporary, thus we cannot define the characteristics of entire Korean art in a few words without the context of the period of its making. Second, Director Choi defined the characteristics that I pointed out above as 'natural' and 'nature-friendly.' Nature or being natural is not an usual word that defines the characteristics of art work, which stands for the opposite side of the nature in the binary opposition of nature/culture. To delve into these misunderstandings of Korean beauty in the popular notions of Korean art, I suggest the re-reading of three major articles on Korean art: Ryoo Jong-yeol's "Korean race and its art," Ko You-seup's reiteration of Ryoo's thesis called "Discourses in Korean Art History and Aesthetics," and Yoon Hee-soon's antithesis of Ryoo Jong-yeol titiled "Studies on Korean Art History."

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Failing the Game Quests in James Joyce's "Araby"

  • Jang, Sungjin
    • 영어영문학
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    • 제64권3호
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    • pp.403-414
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    • 2018
  • This paper suggests a different reading of James Joyce's "Araby" by offering the video game as a lens through which we can reimagine the story. Understanding the unnamed boy's journey to the Araby bazaar as a fetch quest, this paper focuses on the boy's failure to complete this quest. As soon as the boy promises Mangan's sister something from Araby, his fetch quest begins. In order to complete the quest, the boy must successfully perform three sub-quests: get money from his uncle as early as he can, get on the train for the Araby bazaar on time, and pass through the sixpenny entrance at the bazaar. However, because his uncle comes home late, the boy fails to get the money early, and that sets off the subsequent failures. The boy then takes the train late and arrives at the bazaar so late that he feels he must go through any entrance. So he walks through the adult entrance by mistake. As a result, he does not have enough money to buy a gift, failing the larger quest. But, regardless of this failure, the boy can try these quests as many as he wants until he finally succeeds in completing them. But no matter how the boy tries to accomplish these subquests, he is doomed to fail them because he cannot make his uncle come home early. The more he tries his quest, the more bitterly he realizes that he will ultimately fail. In this respect, the boy's "anguish and anger" should be understood as his epiphany: the re-playability of the game is possible, but all the replays lead to the same failure: losing the game. In this regard, reading Joyce's "Araby" is much like playing a video game.

라우센버그와 게임하기-<리버스> 다시읽기 (Playing with Rauschenberg: Re-reading Rebus)

  • 이지은
    • 미술이론과 현장
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    • 제2호
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    • pp.27-48
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    • 2004
  • Robert Rauschenberg's artistic career has often been regarded as having reached its culmination when the artist won the first prize at the 1964 Venice Biennale. With this victory, Rauschenberg triumphantly entered the pantheon of all-American artists and firmly secured his position in the history of American art. On the other hand, despite the artist's ongoing new experiments in his art, the seemingly precocious ripeness in his career has led the critical discourses on Rauschenberg's art to the artist's early works, most of which were done in the mid-1950s and the 1960s. The crux of Rauschenberg criticism lies not only in focusing on the artist's 50's and 60's works, but also in its large dismissal of the significance of the imagery that the artist employed in his works. As art historians Roger Cranshaw and Adrian Lewis point out, the critical discourse of Rauschenberg either focuses on the formalist concerns on the picture plane, or relies on the "culturalist" interpretation of Rauschenberg's imagery which emphasizes the artist's "Americanness." Recently, a group of art historians centered around October has applied Charles Sanders Peirce's semiotics as art historical methodology and illuminated the indexical aspects of Rauschenberg's work. The semantic inquiry into Rauschenberg's imagery has also been launched by some art historians who seek the clues in the artist's personal context. The first half of this essay will examine the previous criticism on Rauschenberg's art and the other half will discuss the artist's 1955 work Rebus, which I think intersects various critical concerns of Rauschenberg's work, and yet defies the closure of discourses in one direction. The categories of signs in the semiotics of Charles Sanders Peirce and the discourse of Jean-Francois Lyotard will be used in discussing the meanings of Rebus, not to search for the semantic readings of the work, hut to make an analogy in terms of the paradoxical structures of both the work and the theory. The definitions of rebus is as follows: Rebus 1. a representation or words or syllables by pictures of object or by symbols whose names resemble the intended words or syllables in sound; also: a riddle made up wholly or in part of such pictures or symbols. 2. a badge that suggests the name of the person to whom it belongs. Webster's Third New International Dictionary of the English Language Unabridged. Since its creation in 1955, Robert Rauschenberg's Rebus has been one of the most intriguing works in the artist's oeuvre. This monumental 'combine' painting($6feet{\times}10feet$ 10.5 inches) consists of three panels covered with fabric, paper, newspaper, and printed reproductions. On top of these, oil paints, pencil and crayon drawings connect each section into a whole. The layout of the images is overall horizontal. Starting from a torn election poster, which is partially read as "THAT REPRE," on the far left side of the painting. Rebus leads us to proceed from the left to the right, the typical direction of reading in a Western context. Along with its seemingly proper title. Rebus, the painting has triggered many art historians to seek some semantic readings of it. These art historians painstakingly reconstruct the iconography based on the artist's interviews, (auto)biography, and artistic context of his works. The interpretation of Rebus varies from a 'image-by-image' collation with a word to a more general commentary on Rauschenberg's work overall, such as a work that "bridges between art and life." Despite the title's allusion to the legitimate purpose of the painting as a decoding of the imagery into sound, Rebus, I argue, actually hinders a reading of it. By reading through Peirce to Rauschenberg, I will delve into the subtle anxiety between words and images in their works. And on this basis, I suggest Rauschenberg's strategy in playing Rebus is to hide the meaning of the imagery rather than to disclose it.

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William and Ellen Crafts' Eternal Running as Fugitive Performance: From Slavery to Freedom in Running a Thousand Miles for Freedom

  • Park, Jieun
    • 영어영문학
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    • 제64권1호
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    • pp.77-94
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    • 2018
  • This paper examines William and Ellen Craft's Running a Thousand Miles for Freedom (1860)-a narrative of the enslaved couple's escape from Macon to Philadelphia in the guise of a white male master and a colored slave. Expanding Judith Adler's notion of "travel as performed art," my reading of Running focuses on the Crafts' stratagems of transvestism-crossing boundaries not only of gender, but also of race, class, and disability. If travel can be understood as a form of performed art, then why not address a traveler as a performance artist? I present William and Ellen's role-playing in Running as performers of crossing borders and categories, or, as "fugitive performers," since the couple's story never reaches its final arrival but narrates an eternal run-away, far more than "a thousand miles to freedom." Using social stereotypes of race and gender to disguise, William and Ellen plot, write, choreograph, play, and recite on the moving stages and manipulate the others-especially white American audiences-who accompany the couple's run-away and those who were responsible for the cultural drama-a tragedy of American slavery. Becoming "fugitive performers," William and Ellen de-essentialize and debunk the nineteenth-century America's firm belief in distinct color line between black and white, and in the high yet unstable bars between male / female, abled / disabled, master / slave, and freedom / slavery. The Crafts alert their contemporaries and readers by presenting the complex and permeable boundaries of race, gender, class, social and cultural ability.

주부의 여가시간과 여가활동의 실태와 지향에 관한 연구 (Present and Future the Amounts of Leisure Time and Leisure Activities of Homemakers)

  • 민경애;윤복자
    • 가정과삶의질연구
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    • 제3권1호
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    • pp.15-22
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    • 1985
  • This study was designed to examine leisure time and leisure activities of homemakers and to predict future leisure time and future leisure time orientation. Present leisure time and future leisure time orientation were studied in relation to sociodemographic and physical environmental variables, time use variables and attitude variables. The major findings were the average daily housework time of homemakers was 6.5 hours on weekends. Housework time of employed homemakers was 3.5 hours and full-time homemakers was 8.0 hours. Daily leisure time of homemakers was 4.0 hours on weekdays and 4.8 hours o weekends. Most homemakers leisure activities on weekdays and weekends were reading, watching TV or listening to the radio and resting. In the future, they want to go hiking, hunting, traveling or fishing, attending concerts, drama or movies and playing sports games. The homemakers who felt their amount of present leisure time was sufficient were 35.4% and insufficient were 37.9%. Regarding the present leisure activities, 43.1% of homemakers expressed dissatisfaction, though 21.9% of them satisfied. Factors affecting the homemakers weekday leisure time were homemakers' occupation, family type, type of heating form house and cooking, weekday and weekend housework time of homemakers. Weekend leisure time interacted with family life cycle, number of children, income, education and occupation of homemakers, size of house, type of heating for house and cooking, weekday housework time of homemakers. housework time of employed housekeeper, husbands' weekend housework time, weekday leisure time of homemakers.

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멀티미디어 데이터 스트림을 위한 파일 시스템의 설계 및 구현 (A New File System for Multimedia Data Stream)

  • 이민석;송진석
    • 대한임베디드공학회논문지
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    • 제1권2호
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    • pp.90-103
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    • 2006
  • There are many file systems in various operating systems. Those are usually designed for server environments, where the common cases are usually 'multiple active users', 'great many small files' And they assume a big main memory to be used as buffer cache. So the existing file systems are not suitable for resource hungry embedded systems that process multimedia data streams. In this study, we designed and implemented a new file system which efficiently stores and retrieves multimedia data steams. The proposed file system has a very simple disk layout, which guarantees a quick disk initialization and file system recovery. And we introduced a new indexing-scheme, called the time-based indexing scheme, with the file system. With the indexing scheme, the file system maintains the relation between time and the location for all the multimedia streams. The scheme is useful in searching and playing the compressed multimedia streams by locating exact frame position with given time, resulting in reduction of CPU processing and power consumption. The proposed file system and its APIs utilizing the time-based indexing schemes were implemented firstly on a Linux environment, though it is operating system independent. In the performance evaluation on a real DVR system, which measured the execution time of multi-threaded reading and writing, we found the proposed file system is maximum 38.7% faster than EXT2 file system.

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The symbolic meaning shown in the portraits of King Henry VIII

  • Kim, Ju Ae
    • 복식문화연구
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    • 제23권1호
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    • pp.74-84
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    • 2015
  • The purpose of this study is to examine symbolic meanings of costumes shown by portraits of King Henry VIII and use them as basic data for research on costume design of historical dramas in the Renaissance or on King Henry VIII's costume. This study attempted analysis of symbolic meanings from the paintings-related various domestic and overseas literatures, preliminary study paper, and web sites etc. The symbolic meanings expressed by the portraits of King Henry VIII are characterized by authority, innovation performance, authority, masculinity, innovation performance, artistic taste, intellectual charm, intrepidity and benevolence. Especially, the portraits of King Henry VIII symbolized his masculine beauty by emphasizing sexual attractiveness that cannot be seen in portraits of other kings through broad shoulders and exaggerated codpiece which are the zenith of masculine beauty during the Renaissance age. Through the image of King Henry VIII which was painted with jester or barber surgeons, his characteristic and open mind thinking highly of the technique and human life was also expressed. In the portrait of King Henry VIII, various images set in knights' tournament, playing a musical instrument and reading a book as well as the image of wearing a parliament costume were shown, highlighting King Henry VIII as a person good at both literary and martial arts with open and innovative personality than any other kings in history.