• Title/Summary/Keyword: Visual Culture Contents

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21st Century Visual Culture and Visual Lesson (21세기의 영상문화와 시각적 교훈)

  • Park, Yoon-Sung;Kim, Hye-Sung
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.153-160
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    • 2006
  • It is not too much to say that invention of image divided the 19th and 20th century. Rapidly developed, produced and played images have a stronger effect on human beings and society. Today, images have an influence on forming interpersonal relationships by means of consciousness and ideas of new dimension, creating new image relationship different from verbal relationship between people. Especially moving image(image) is unlike other images, an image has unique psychological characteristics of its on. An image stimulates all the five human senses as well as sight, is easer to access and perceive than other media, and unable to control image development passively in general but get absorbed unconsciously very quickly. On 21th century As we are exposed to image whether consciously or unconsciously everyday, consideration on current times driving human beings and social relationship in an abnormal way is needed. Furthermore, new view of image study suggest to new relation of image that is a key factor to recover humanity and functions of society.

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A Study on the Changes of Appearances and Contents of Underclothes Advertisements (속옷광고의 구조 및 내용의 변화에 관한 연구 -1965~1999의 여성잡지를 중심으로-)

  • 김미영;한명숙
    • The Research Journal of the Costume Culture
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    • v.9 no.3
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    • pp.375-388
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    • 2001
  • This study looks into the appearances and contents of undercloths advertisements by analyzing them appeared in women\`s magazines of Korea, which are , and published between 1965 and 1999 mainly targeting the women at the age of 20s through 40s. This study leads to the following conclusions : 1. Most of advertisements use 1 or 2 pages of the magazines with colored pictures. 2. The most frequently advertised underclothes is brassieres and white and pastel are dominant colors. Also, spandex and cotton are the most frequently appeared fabrics in the advertisement. 3. Professional Korean female models in twenties are the most favored choice for those underclothes advertisements and those models dominantly face their fore part with showing the body parts higher than their knees. Solo model appear in most of the advertisements and independent appearance is dominant. 4. In the visual expression of the advertisements explicitly show the products for visual expression, whereas verbal expressions mostly emphasize the benefits to be obtained from the underclothes advertised. 5. Advertisement appeals are mainly base on readers\` reason rather than sensibility.

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Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

Reserch on Adverse Anthropomorphic Characters that Observed in Short Animation "The Employment" (단편 애니메이션 "The Employment 고용" 에서 관찰되는 역의인화 캐릭터에 관한 연구)

  • Lee, Se-Jung;Park, Young-Won
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.58-66
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    • 2014
  • It is one of the representation technique very common to be used, such as visual communication, a variety of cultural content, anthropomorphic, is dependent on the anthropomorphic approach most content for children in particular. In addition, personification can see a variety of cases in the field of culture and art of many other operations, including literature and poetry. By analyzing the case of reverse personification and anthropomorphic when transmitting content and image of the language that was meant, of anthropomorphic elements, which can be reverse action and an equal effect between those non-human and human it is possible to confirm that. Therefore, in this paper, we redefine the concept and elements of anthropomorphic, it defines the concept of anthropomorphic station on the basis of this, and were analyzed for the case. In addition, among the cases of good quality that communicate with anthropomorphic approach the station, the character analysis short animation of "The Employment employment", be used as academic materials of anthropomorphic approach the station of visual culture content areas of future possible.

A study on the Visual Representation of Design Presented in 'Perfect Acts of Architecture' Exhibition of 2001

  • Kim, Ho-Jeong
    • Architectural research
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    • v.15 no.2
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    • pp.87-94
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    • 2013
  • Throughout the history of architecture, sometimes the main focus of design was determined by a particular visual representation method, and other times a particular form of visual representation method was required by perception of a particular architectural issue or an architectural form or idea. That is why the visual representation method of architects becomes an important means of reading the flow of idea and thinking behind architecture. This study is an investigation on the relation between architectural thinking and visual representation method expressed through the conceptual drawings by avant-garde architects of the 1970s and 80s, a period of the emergence of postmodernism. Rather than proving the objective reality regarded important by traditional architectural drawing, attempts are made to express the design concept in which the project has its base. Such interpretation and explanation regarding the concept become the main interest of the drawing. It is not that the architecture itself was not expressed in the contents, but it may not be the main subject of expression in the drawing. The value of architectural drawing recovers its value as an art work in itself, as a means of communication, and as an important conceptual tool in the design process. It can be seen that the visual representation method in postmodern architectural drawings is breaking free of the traditional objective depiction of matter and is changing and developing as a design tool of the architect.

Construction of HMD-based Interactive Realistic Media Algorithm Using L-System (L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.58-66
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    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.

Pema Tseden's Cinematic Techniques: Analyzing Ethnic Representation in "Tharlo"

  • Wang Yipu;Hong-Sik Pak
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.172-186
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    • 2024
  • With the globalization of the film industry, ethnic minority films have been developed and studied by many scholars for their special ethnic representation. The film "Tharlo" directed by Pema Tseden carefully explores the identity anxiety of a Tibetan shepherd. Through the connection and separation between the protagonist and traditional culture, it shows a complexity of modern ethnic identity for minority people. This study explores what kind of cinematic techniques and symbolic elements the director uses to shape ordinary characters, build a narrative space, and show ethnic representation. This paper puts forward a theoretical framework combining cinematic quantitative methods with qualitative narrative and semiotic analysis, aiming to deepen our understanding of cinematic techniques and ethnic representation, and provides a new perspective and profound insights for discussing the complexity faced by ethnic minorities in contemporary films. This study finds that Tseden's "Tharlo" successfully portrays the complex transformation of Tibetan cultural identity in the context of globalization and modernization through cinematic techniques such as fixed camera positions, long take and black-and-white cinematography, combined with the use of symbolic elements like mirrors, lambs and identity cards.

Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence (인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계)

  • Shin, Choonsung;Jeong, Hieyong
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.489-499
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    • 2021
  • This paper proposes an arts and culture content creation tool powered by artificial intelligence. With the recent advances in technologies including artificial intelligence, there are active research activities on creating art and culture contents. However, it is still difficult and cumbersome for those who are not familiar with programming and artificial intelligence. In order to deal with the content creation with new technologies, we analyze related creation tools, services and technologies that process with raw visual and audio data, generate new media contents and visualize intermediate results. We then extract key requirements for a future creation tool for creators who are not familiar with programming and artificial intelligence. We finally introduce an intuitive and integrated content creation tool for end-users. We hope that this tool will allow creators to intuitively and creatively generate new media arts and culture contents based on not only understanding given data but also adopting new technologies.

A Study on Barrier-Free Culture and Art Content Applications (배리어 프리 문화예술 콘텐츠 애플리케이션에 관한 연구)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.56-61
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    • 2022
  • The purpose of this study is to provide a cultural and artistic content guide service that can provide customized guides according to the disability status of the disabled who consume cultural and artistic contents. It is designed to provide a more individualized service through user input of disability information including the type and degree of disability of the disabled, the type of cultural and artistic content desired by the disabled, and information on the cultural and artistic level of the disabled. In addition, it is not limited by time and place, and it has the distinction of providing appreciation of cultural and artistic contents and commentary information of the corresponding cultural and artistic contents in various ways on the application. In particular, to provide cultural and artistic contents differently by identifying the type or degree of disability of the user, or to provide cultural and artistic contents with different expertise in consideration of the user's cultural level and taste, and to improve the cultural level. The most special feature is that it provides recommended content in consideration of the difficulty of art content. User analysis was conducted through in-depth interviews and persona techniques. As a result of the analysis, the needs for the enjoyment of culture and arts are also increasing among the disabled, while the services that reflect those needs are very insufficient. Therefore, all interviewees stated that they are willing to actively utilize these services if they are released. In the future, it is necessary to increase the accessibility of the disabled to culture and arts by developing various services using new ICT technologies.