• Title/Summary/Keyword: Sound Art

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Design for Gwangjang-dong Neighbourhood Park in Gwangjin-gu, Seoul (서울 광진구 광장동 기능 복합적 근린공원 설계)

  • Lee, Gwan-Gyu;Han, Seon-A
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.4 s.117
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    • pp.61-68
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    • 2006
  • A park will soon be developed in an area of Gwangjang-dong, Gwangjin-gu. The place has been a patch of green space for years, isolated by driveways and apartment complexes and abandoned. This article describes plans to infuse the abandoned green space with history, ecology, culture, and sports. The facilities that are to be constructed in and around the green space are positioned to take into account the path of the sun and the location of the curvilinear green space axis. The cultural space is planned as a centerpiece of the park, linked with the sports facilities. The overall framework is arranged in harmony with nearby elementary schools, parks, public facilities, athletic facilities, parking lots, and apartment complexes. The themed circulation route was constructed according to the environmental conditions and the spatial plan. In addition, the historical space is planned to work in close conjunction with the cultural space, and the streets and pedestrian pathways have characters of their own. The established contour lines will be carefully preserved, and an ecological pond will. The facilities, such as the outdoor performance stage, the outdoor art gallery, the Monument of Wind represented by a sail, and the pedestrian bridge in memory of Acha-sansung, are positioned for spatial balance and to provide a nexus. The bamboo forest, designed to foster the experience of sound effects, the architectural thematic plants, and the ecological pond are positioned to connect to each other around the greenspace axis. The main facilities are the outdoor theater, the bamboo forest, the Acha-sansung bridge, the Monument of Wind, the ecological pond, the four-season flower garden, parking lots, playgrounds, circulatory athletic pathways, and the tennis court.

The Characteristics of Landscape Details for Memorialization (기념성을 구현하기 위한 조경디테일의 특성)

  • 이상석
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.5
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    • pp.71-83
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    • 2001
  • The purpose of this study is to find out the characteristics of landscape details in representing symbolic images in memorials on the themes of war, tragedy, and the democratization movement. In considering the characteristics of memorial landscapes, the researcher divided the characteristics of landscape details into 3 analysis categories. They are the symbolic application of landscape elements, the embodiment of landscape details, and the organization of landscape details to represent symbolic images, for example, memory, mourning, reflection, healing, glory, and identity. Among details in 24 memorials designed in or after 1970. 133 symbolic details were selected including 64 items in Korea. The analysis revealed that among 30 elements used by designers for memorialization, walls, ponds, sculptures were used more often than other elements in representing the meaning of mourning, reflection, and healing that are the basic function of memorial. In regard to detail form, the designers used basic shapes like circles, squares and rectangles, horizontal and vertical lines to heighten the symbolic effect of shapes in confined form. Stone and water utilized from nature were also used as main materials because of their materiality meaning of death, eternity, life, and healing. The techniques of using lighting, fire, and sound were introduced to make details more effective. Details were organized in harmony and repetition to represent the flew of time and space in symbolic images. The study identified the following characteristics of memorial landscapes in Korea that were different from other country first, in designing memorials, most designers in Korea have been more focused on the organization of space than the details in memorials, and so, they have been neglecting to deliver symbolic image through detail design, while depending mainly on the introduction of art works. Lastly, because they introduced traditional elements which have little relation with the symbolic image needed, there have been many details which inaccurately represent symbolic meanings.

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Weight Control and its Related Factors among Children: A Gender-based Approach (아동의 성별에 따른 체중 조절 실태 및 관련 요인에 관한 연구)

  • Kim, Yu-Jeong
    • Journal of the Korean Home Economics Association
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    • v.45 no.4
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    • pp.113-122
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    • 2007
  • The purpose of this study was to investigate weight control and the relative influence of individual variables affecting children's attempts to control weight. The study subjects were 319 elementary school children. First, the average body height and weight of the children who participated in this study was somewhat larger in boys and similar in girls, as compared with the normal body shape of Korean children. More boys were classified as overweight than girls, based on BMI. Both boys and girls were dissatisfied with their body shape, and especially the girls showed higher dissatisfaction rate than the boys did. Almost half of the children were concerned about weight control and girls had higher concern than boys. Of the children, 38.8% had controlled their weight; however there was no difference between their sexes. There were significant differences between children who had and had not experienced weight control in the following variables: stress caused by obesity, body satisfaction, BMI, subjective body shape perception and concern about weight control. Therefore, discriminant function analysis was performed to determine the discrimination of these variables between the two groups. From the analysis results, the most critical factor was BMI in the boys and concern about weight control in the girls. This finding should be reflected in the design of weight control programs for children i.e., boys should be encouraged to perceive correctly their own body shape and to control weight by maintaining a well-balanced diet and moderate exercise over a long period of time, rather than by skipping meals, while girls should be inspired with sound values and attitudes regarding their body shape, rather than provided with the concrete information on how to control weight.

Study on the Production of Interactive Multimedia Content using Floating Holograms (플로팅 홀로그램을 활용한 인터랙티브 멀티미디어 콘텐츠 제작 연구)

  • Choi, Junhwan;Kim, Jun
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1625-1630
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    • 2018
  • Image presentation ways have recently been growing, and hologram, which is one of the next generation image presentation methods, has been developed through a lot of researches, but it is difficult to embody. Therefore, a similar hologram method has been used for different multimedia contents to present the hologram-like effects. This paper intends to investigate ways to effectively use a floating hologram method as one of the pseudo hologram methods to apply to interactive multimedia contents. It also aims to produce works applying a motion sensor to contents of a boxed form using the floating hologram method while studying real-time interaction between sound and image presented from audience's participation to provide researches on advantages and disadvantages of utilizing hologram and the technology while suggesting complementary methods on them.

Contents Development of IrobiQ on School Violence Prevention Program for Young Children (지능형 로봇 아이로비큐(IrobiQ)를 활용한 학교폭력 예방 프로그램 개발)

  • Hyun, Eunja;Lee, Hawon;Yeon, Hyemin
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.455-466
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    • 2013
  • The purpose of this study was to develop a school violence prevention program "Modujikimi" for young children to be embedded in IrobiQ, the teacher assistive robot. The themes of this program consisted of basic character education, bullying prevention education and sexual violence prevention education. The activity types included large group, individual and small group activities, free choice activities, and finally parents' education, which included poems, fairy tales, music, art, sharing stories. Finally, the multi modal functions of the robot were employed: image on the screen, TTS (Text To Speech), touch function, recognition of sound and recording system. The robot content was demonstrated to thirty early childhood educators whose acceptability of the content was measured using questionnaires. And also the content was applied to children in daycare center. As a result, majority of them responded positively in acceptability. The results of this study suggest that the further research is needed to improve two-way interactivity of teacher assistive robot.

A Behavioral Scientist's Essay on the Art of Negotiation (협상기예(協商技藝)에 관한 행동과학적(行動科學的) 소고(小考))

  • Baek, Gwang-Gi
    • Korean Business Review
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    • v.11
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    • pp.1-14
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    • 1998
  • In this paper the negotiation skills, which have been so far known as non-scientific or artistic field, are analyzed on the basis of behavioral science view point. Negotiator's behavior and psychological situation are believed to influence the negotiation result significantly, therefore, those factors are reviewed with behavioral science framework. Some concepts developed in Cognitive Psychology to explain the decision making models - prominence, commitment, escalation of commitment, framing, adjustment and anchoring, endowment effect - are reconceptualized and applied to the negotiation skill analysis and negotiation skill development in this paper. As the results of this research, various negotiation skills which have been so far believed as irrational and artistic are now able to be explained on the basis of sound logic and reasoning. This means also that valuable and elegant negotiation skills should be further developed by behavioral scientists.

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A Study on Phenomenon 'Play of Words' in Modern Russian Advertising Language (현대 러시아 광고언어에 있어서의 '언어유희' 현상에 대한 연구)

  • Kim, Sung Wan
    • Cross-Cultural Studies
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    • v.42
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    • pp.241-260
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    • 2016
  • The purpose of this article is to represent the types of advertising in the modern Russian language as 'Play of Words' (игра слов). The causal reason for this phenomenon is studied from the result of certain characteristics of advertising. The definition and characteristics of the language of the advertisement are analyzed in achieving the goal, as these factors reveal how language is used to maximize the effectiveness of the advertising. Academic research is needed in the collaborative fields of linguistics, psychology, economics, sociology, marketing, literature, art, and music. Modern advertisement is mixed with semiotic objects that consist of display, sound, and texts. While this study is not complete, the acknowledgement of the phenomenon 'Play of Words' between the creators of advertising and the consumer is undeniable. On one hand, advertising is recognized by linguists as the main factor that destroys the literary language. It represents the distortion of a standard language norm, as opposed to formal linguistic means used in advertising. In this research, we pay attention to the frequent use of foreign language borrowings and incorrect representation of foreign words, slang and jargon, that occur in misspelled usage of literary norms. The features that are revealed in this article are helpful to understand the purpose of advertising.

How to Use EVT Figures for Actor Voice Training II (배우 음성 훈련을 위한 EVT 구조연습 활용방안 II)

  • Lee, Young-Su
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.647-664
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    • 2022
  • This study explores the possibility that the figure of the Estill Voice Training model, which is based on speech science, can contribute to the expansion of vocal expertise in the acting art where an actor creates a character. The purpose of this study is to examine the usage plan. The training model through the fluidity and structural functionality of the voice production organ is differentiated from the existing voice training that focuses only on the results of sound due to its ambiguous abstraction. Developing the voluntary coordination ability of the occipital region and vocal tract, such as False Vocal Folds, Cricoid Cartilage, Velum, AES, and Anchoring, has scientific efficiency that makes it easier to produce artistic target sounds, and it is a technical skill that can creatively overcome the functional limitations faced by actors. It can be used as a methodology. The Estill model Figure, which is a principle training for harmony and coordination between the elements of voice production, has a practical value that can be used as an alternative training model for the voice education of actors in Korea, where images and abstractions are the mainstream.

'Gwangju Light+' Laser Linked Projection Mapping Study ('광주의 빛+' 레이저 연동 프로젝션 맵핑 연구)

  • Park, Sunghun;Kim, Hyung Gi
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.35-43
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    • 2022
  • The 2020 Gwangju Media Art Festival (2020 GMAF) was held in the area of the National Asian Cultural Center. Under the slogan "The entire Gwangju shines under the theme of "Aesthetics of Light and Coexistence," the media festival demonstrated projection mapping to Jeonnam (former) Provincial Office at the DATA+ Research Institute of Chung-Ang University's Graduate School of Advanced Video. This paper focuses on explaining the overall production process and content development of projection mapping demonstrated in the Jeollanam-do Provincial Government, which is a symbol of Korean democratization and is located in the center of Gwangju, Jeolla-do. It was intended to faithfully express the history of the 2020 GMAF and Jeonnam (former) provincial government, Gwangju's history, and democratization records. It was intended to show images, background sounds, sound effects, and visual effects using various special effects and high-power laser devices using unique characteristics of projection mapping. To this end, about 5 minutes and 30 seconds of content were planned, and it was divided into parts and topics, and one individual story was developed for each chapter.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.