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Possibilities and Limitations of Media Representation as the Historical Communication -Focusing on Korea Films of Gwangju Democratization Movement in 2000s- (역사적 소통 공간으로써 미디어 재현의 가능성과 한계 -2000년대 한국 영화 속 광주 민주화 운동을 중심으로-)

  • Kim, Mi-Sun;Kim, Yu-Rye
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.157-169
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    • 2015
  • This study focuses on Korea films of historical communication. Narrative analysis was conducted on the films in 2000s including , and <26 Years> that mainly have dealt with the 'Gwangju Democratization Movement'. As a result of the syntagmatic analysis, these films try to stabilize 'social imbalances' in the aspect of individuals and conceals issues of social structure. In addition, the result of paradigmatic analysis reveals that textual factors of 'active involvement of female characters', 'continuity of history through the survivors' demonstrate its strategies to publicize the historical truth. Consequently these films show its limitations that weakens historical meaning by placing unsolved problems of social structure as well as the love story. But rather than describing it as a history of the past, these films act as a catalyst to bring thins specific historical issue to our present lives and publicize it as a current issue. Therefore, the historical film not only allows current generation to remind to history but also to provide an opportunity to publicize the important issues of social structure in the present society.

A Comparative Study on the Differences in Cultural Attributes of Gamification between Korea and Austria (게이미피케이션 요소의 문화적 차이에 대한 한국-오스트리아 비교 연구)

  • Kim, Jongwoo;Kim, Sangwook
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.1
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    • pp.109-122
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    • 2018
  • Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.

Distribution and Status of the Big and Old Trees as Plant Genetic Resources in Ansung City (경기도 안성지역의 노거수 식물유전자원 분포 및 실태)

  • 안영희;최광율
    • Korean Journal of Plant Resources
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    • v.16 no.2
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    • pp.99-108
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    • 2003
  • This study was carried out to make a standard criteria for protection and maintenance of the big and old trees in Ansung city, Kyonggi Prvince. There have been found 6 vegetative species cultivated in this area, which are Zelkova serrata, Gingko biloba, Kalopanax pictus, Pyrus ussuriensis var. macrostipes, Pyrus ussuriensis var. acidula, Pinus densiflora, etc. The Zelkova serrata tree is the major species among them and about 73.5% in the population of the big and old trees in this area. The DBH (diameter at brest height) of them is 1.5-1.9m in 29.4% of whole population and the tree height is 10-l4m in 47.1%. The estimate age of 7 trees is more than 500 years old and they were 20.6% of the whole population. Interesting point is that about 64.7% of these trees in this area have own succeed story in terms of folk religion, object of worship, taboo, legend or secret. This study has also revealed that many fowls, small animals and epiphyte inhabited with the big and old trees have been found. However, 97.1% of them are in danger from the plant disease and noxious insects or cutting damage of branches, but no management has been taken. More over, 85.3% of the whole investigated big and old trees have been in the poor condition for percolation or aeration because the area around them has been payed with asphalt or concrete.

The Study on Ways to Revitalize Cultural Content of Novels of Mongcha Group (몽자류 소설의 문화콘텐츠 활성화 방안 연구)

  • Kang, Ji-Hye
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.125-154
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    • 2011
  • Today's digital culture has been realized through various media, and even now, is changing and growing. If the previous digital culture was actualized through technologies such as the Internet, mobile devices etc., today it includes even things that give new life to contents using various medialike this. The moment this digital technical aspect is grafted into culture, a new genre called 'Cultural Contents' is born. Such cultural contents can be seen as a way for classics to approach people in a digital world that is evolving fast like today. To make classics into a cultural content, its basic narrative structure is important. Classics contain the history at the time, the awareness of people who lived at the time and the detailed rite of passage people experienced. This point can be interpreted as classics not just a cultural heritage of the previous era, but having the functionality that can form a consensus of modern people. This thesis views our classic novels of Mongcha group such as 'Guwunmong' and 'Okrubong' as a potential subject of cultural contents, and the problem of how it can be made into a cultural content. To make a cultural content, storytelling is very important. Therefore, the structure and characteristics of novels of Mongcha group was examined, and a synopsis was made based on this. Furthermore, it examined if there are novels of Mongcha group made into contents, and how each work was vitalized and how much ripple effect it had achieved. If each work did not achieve a second or third ripple effect, it examined what the problem was and tried to offer a solution.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.85-95
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    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

A study on cognition about long-take shot in films

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.103-110
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    • 2022
  • This study is a paper on the recognition of college students about the long-take shot technique which is often used to give a sense of reality and realism to films. 13 surveys were conducted on 92 students, including their perception of long-take films, their feelings after watching the film, satisfaction, and future prospects. Participants in the surveys consisted of 23 students in the health field, 16 students in the natural field, 41 students in the arts and sports field, and 13 students in the engineering field. As a result of the surveys, 68.8% of students answered "I know" about long-take film, and the feeling after watching the long-take film was found in the order of reality (realism) 68.8%, tension 16.1%, and boredom 15.1%. After watching the long-take film, 16.1% of students chose "Very satisfied" and 31.2% chose "Satisfied". Future prospects for long-take film showed high with 17.2% for "It will be developed very much" and 48.4% for "It will be developed". Preference for long-take film and general film was 67.7% for "long-take film" and 32.3% for "general film", showing high preference for long-take film. As a further research project, more in-depth surveys will be conducted targeting broadcasting & media contents majors in their 20s, and the long-take films used according to the story development process in domestic films will be analyzed.

A Style Study on the Iranian Vampire Film (이란-뱀파이어 영화 <밤을 걷는 뱀파이어 소녀> 스타일 연구)

An Interpretation of "Golden Bird" from the Perspective of Analytical Psychology (그림형제 동화 '황금 새'의 분석심리학적 해석)

  • Sang Hag Park
    • Sim-seong Yeon-gu
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    • v.31 no.2
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    • pp.177-214
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    • 2016
  • This thesis is an interpretation of "Golden bird" of Grimm's fairy tale and similar other tales from the perspective of analytical psychology. Golden bird story start loss of golden apple in king's garden. King and three sons are one-sided structure live without female members in family. They need feminine aspect. Adventure and journey of stupid youngest son can be seen as a individuation process in analytic psychology. Ego meets several painful experience during journey. New Kingdom has a new specific collective consciousness. When ego fixed dominated specific collective consciousness he can only be liberated after completing the difficult task of the next phase in crisis of death. This process is initiation, which is a supplement to feminity after recovery of increased consciousness, marriage with the princess, which is possible to unify the sexes (coniunctio oppositorum). The ego who got the apple, bird, horse, and princess which is shown to be a supplement to feminity, does not attain a complete success. Although the youngest comes out after brothers' failure, yet separation and abandonment of persona are difficult challenges and after all he achives a higher consciousness and then he primarily marries the princess, his Anima, after he executed his brothers for his repeated hardships, when the intellectual capacity is sacrificed as offering. Also, the fox restores himself from magic after the youngest son kills him and cut his head and feet, as the fox's wish. To be transformed into a human being. It experiences another consciousness. Finally, unifying the coniunctio oppositerum is fulfilled and a divine bond achieves the wholeness and it is accomplished individuation. In clinical practice, fox is compared to a therapist as a guide of individuation process who lead clients.

Seismic Performance of Gravity-Load Designed Post-Tensioned Flat Plate Frames (중력하중으로 설계된 포스트텐션 플랫플레이트 골조의 내진성능)

  • Han, Sang-Whan;Park, Young-Mi;Rew, Youn-Ho
    • Journal of the Earthquake Engineering Society of Korea
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    • v.14 no.3
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    • pp.31-38
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    • 2010
  • The purpose of this study is to evaluate the seismic performance of gravity-designed post tensioned (PT) flat plate frames with and without slab bottom reinforcement passing through the column. In low and moderate seismic regions, buildings are often designed considering only gravity loads. This study focuses on the seismic performance of gravity load designed PT flat plate frames. For this purpose, 3-, 6- and 9-story PT flat plate frames are designed considering only gravity loads. For reinforced concrete flat plate frames, continuous slab bottom reinforcement (integrity reinforcement) passing through the column should be placed to prevent progressive collapse; however, for the PT flat plate frames, the slab bottom reinforcement is often omitted since the requirement for the slab bottom reinforcement for PT flat plates is not clearly specified in ACI 318-08. This study evaluates the seismic performance of the model frames, which was evaluated by conducting nonlinear time history analyses. For conducting nonlinear time history analyses, six sets of ground motions are used as input ground motions, which represent two different hazard levels (return periods of 475 and 2475 years) and three different locations (Boston, Seattle, and L.A.). This study shows that gravity designed PT flat plate frames have some seismic resistance. In addition, the seismic performance of PT flat plate frames is significantly improved by the placement of slab bottom reinforcement passing through the column.