• Title/Summary/Keyword: creating story

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Analysis on Creative Time and Space Production in Korean Cinema - Focusing on the Film - (한국영화에 나타난 창의적 시공간 연출 분석 -영화 <써니>를 중심으로)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.168-177
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    • 2019
  • In cinema, a montage can be defined as temporalization. In reverse, it is evident that this method results in the spatialization of time. In movies, you are free to go to the past or future, see separated times together, and separate the same time into different ones. Therefore, in one aspect, time is turned into space, and on the other hand, space is turned into time. In conclusion, space in cinema inevitably expresses time. The movie the creative arrangement of time and space played a big role in making a movie that simply overlaps a story from high school to the present attract over seven million audiences. Director Kang Hyung-cheol used his unique film production language to transform boring into cheerfulness and stale to delight, and he helped the audience heal their wounds from their youth. He said, "The most important aspect of movie production is creating visual stories, and the background of such visual story is time and space." This paper aims at analyzing the creative time and space production of the director in the film .

A Case Study of Afterlife Myths in Korean and Japanese Cultural Contents Industry : Focusing on the Game of Baridegi and Persona4 (한국 · 일본 저승신화의 문화콘텐츠 활용 사례 연구 : <바리공주의 전설>과 <페르소나4>게임을 중심으로)

  • Choi, Su-Yeong;Lee, Nam-Hee
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.45-56
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    • 2016
  • "The Legend of Princess Bari" mostly accepted the story and character of the Myth of Baridegi. Each player has their own storyline from the beginning. "The Legend of Princess Bari 2" was released less than a year after the release of "The Legend of Princess Bari 1," but it fell short of creating additional contents from its original version. However, "The Persona4" applied and transformed the Myth of Inajagi & Ijanami according to our present time. The protagonist's each have their own designated "Persona" skills and Ijanami is their ultimate enemy. Interestingly, each player starts with the same storyline but all have different endings. Based on the existing story elements of Persona series, various genres of games were produced through remakes and spinoffs.

An Analysis of the International Competitiveness of Productivity in the Korean Construction Industry (한국 건설 산업 생산성의 국제경쟁력 분석)

  • Won, Jong-Sung;Lee, Ghang
    • Korean Journal of Construction Engineering and Management
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    • v.9 no.4
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    • pp.75-83
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    • 2008
  • In the previous comparative studies of international competitiveness conducted before 2003, Korean construction productivity had been estimated to be lower (or poor) than that of developed countries such as US, UK, and Japan. However, the amount of international contracts Korean has won increased substantially, and Korean construction has progressed with creating two skyscrapers such as Petronas Tower and Burj Dubai. At this point we need to reevaluate what we are capable of. In this paper, we evaluated international competitiveness of our construction industry comparing to advanced countries by analyzing labor productivity. For evaluating construction competitiveness we measured labor productivity using the value of construction work in US dollar per hour based on domestic and foreign statistical data and analyzing completion days per a story and the ratio of underground floors to ground floors of buildings in Korea and Japan. As a result, although our construction productivity is not yet competitive with the US and Japan yet, we excel the UK.

Mushroom skeleton to create rocking motion in low-rise steel buildings to improve their seismic performance

  • Mahdavi, Vahid;Hosseini, Mahmood;Gharighoran, Alireza
    • Earthquakes and Structures
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    • v.15 no.6
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    • pp.639-654
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    • 2018
  • Rocking motion have been used for achieving the 'resilient buildings' against earthquakes in recent studies. Low-rise buildings, unlike the tall ones, because of their small aspect ratio tend to slide rather than move in rocking mode. However, since rocking is more effective in seismic response reduction than sliding, it is desired to create rocking motion in low-rise buildings too. One way for this purpose is making the building's structure rock on its internal bay(s) by reducing the number of bays at the lower part of the building's skeleton, giving it a mushroom form. In this study 'mushroom skeleton' has been used for creating multi-story rocking regular steel buildings with square plan to rock on its one-by-one bay central lowest story. To show if this idea is effective, a set of mushroom buildings have been considered, and their seismic responses have been compared with those of their conventional counterparts, designed based on a conventional code. Also, a set of similar buildings with skeleton stronger than code requirement, to have immediate occupancy (IO) performance level, have been considered for comparison. Seismic responses, obtained by nonlinear time history analyses, using scaled three-dimensional accelerograms of selected earthquakes, show that by using appropriate 'mushroom skeleton' the seismic performance of buildings is upgraded to mostly IO level, while all of the conventional buildings experience collapse prevention (CP) level or beyond. The strong-skeleton buildings mostly present IO performance level as well, however, their base shear and absolute acceleration responses are much higher than the mushroom buildings.

Performance-based plastic design of buckling-restrained braced frames with eccentric configurations

  • Elnaz Zare;Mohammad Gholami;Esmail Usefvand;Mojtaba Gorji Azandariani
    • Earthquakes and Structures
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    • v.24 no.5
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    • pp.317-331
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    • 2023
  • The buckling-restrained braced frames with eccentric configurations (BRBFECs) are stable cyclic behavior and high energy absorption capacity. Furthermore, they have an architectural advantage for creating openings like eccentrically braced frames (EBFs). In the present study, it has been suggested to use the performance-based plastic design (PBPD) method to calculate the design base shear of the BRBFEC systems. Moreover, in this study, to reduce the required steel material, it has been suggested to use the performance-based practical design (PBPD) method instead of the force-based design (FBD) method for the design of this system. The 3-, 6-, and 9-story buildings with the BRBFEC system were designed, and the finite element models were modeled. The seismic performance of the models was investigated using two suits of ground motions representing the maximum considered earthquake (MCE) and design basis earthquake (DBE) seismic hazard levels. The results showed that the models designed with the suggested method, which had lower weights compared to those designed with the FBD method, had a desirable seismic performance in terms of maximum story drift and ductility demand under earthquakes at both MCE and DBE seismic hazard levels. This suggests that the steel weights of the structures designed with the PBPD method are about 13% to 18% lesser than the FBD method. However, the residual drifts in these models were higher than those in the models designed with the FBD method. Also, in earthquakes at the DBE hazard level, the residual drifts in all models except the PBPD-6s and PBPD-9s models were less than the allowable reparability limit.

Integrated Reporting: A New Paradigm of Corporate Reporting

  • Bhasin, Madan Lal
    • The Journal of Economics, Marketing and Management
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    • v.5 no.2
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    • pp.10-32
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    • 2017
  • The landscape of corporate reporting is changing quickly. The concepts, elements and principles that characterize the way organizations plan, manage and report their annual performances are currently being questioned, debated, and redesigned throughout the world. However, widening the scope of corporate performance and reporting is a major issue. Research needs to bridge the gap between social and financial performance by considering corporate performance in a wider perspective. At base, IR is a relatively new but powerful idea: enhancing the way organizations think, plan and report the story of their business. Organizations are using IR to communicate a clear, concise, integrated story that explains how all of their resources are creating value. This paper examines the rise of what has been widely claimed to represent a new and striking future for corporate reporting, namely the notion of "Integrated Reporting" (IR). Unfortunately, there is poor empirical research work undertaken which has focused on published integrated reports. This research study provides initial analysis of the content and structure of the corporate integrated reports published in 2013 and available on the International Integrated Reporting Council (IIRC) Emerging Examples Database. As part of this study, Integrated Reports were analyzed for company information, report information and report content. Moreover, they were also evaluated as to the extent these adhered to the integrated reporting (IR) Guiding Principles, Content Elements, and the multiple capitals model. Findings of this study indicate that "early integrated reports were mostly lengthy, fail to adhere to all the guiding principles, and covered four of the six capitals suggested." At present, no universally accepted global framework for IR exists and it is still largely a voluntary practice. We believe that IR of both financial and non-financial performance should be made mandatory, and it should become a universal practice for all the global listed companies within the next 5-10 years.

A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.533-542
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    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

A Study on Development of Program connecting with math-story books and web 2.0map(Google map) (수학교양도서와 웹 2.0지도(구글맵) 매쉬업을 통한 수학 이야기 지도 만들기 프로그램 개발)

  • Kim, Sang-Mi;Kwon, Oh-Nam
    • Journal of the Korean School Mathematics Society
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    • v.14 no.4
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    • pp.443-458
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    • 2011
  • There has been a lively discussion on improving Korean students' academic achievement and the imbalance in their recognition of the value of mathematics. In this context, there is a need for a program that enables the majority students who regards mathematics as a subject for the entrance examination to recognize the practicality and historicity of mathematics. Educational books on mathematics in everyday life or the history of mathematics are also expected to serve as an effective tool. In addition, Web 2.0 Map is another means of representing mathematics in everyday life and the history of mathematics in connection with the practical context. The active storytelling process in which mathematics in the practical context in mathematical educational books is represented in Web 2.0 Map is expected to help to understand in depth the practicality and historicity of mathematics. Nevertheless, mathematical educational books and Web 2.0 Map may lead to a considerable variety of outcomes and speeds if carrying out tasks depending on the student's competence and may have practical difficulties in being operated in class. These concerns, however, can be resolved through the creative activity programs adopted in conformance with the 2009 revised curriculum. Therefore, this study intends to develop a program for creating mathematical story maps through mathematical educational books and the Mashup of Web 2.0 Map in accordance with the process of developing activity programs. This study also intends to determine its effectiveness in enabling students to recognize the practical and historical values of mathematics.

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A study on retrospective structure in narrative comics -Focusing on webtoon - (서사만화에서의 회상구조 연구 -웹툰 <무빙>을 중심으로-)

  • Kim, Seong-jae;Lee, Hae-kwang
    • Cartoon and Animation Studies
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    • s.46
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    • pp.107-128
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    • 2017
  • Time is an indispensable element in creating a story. This makes comics artists use various time techniques such as prolepsis, summary, ellipsis and flashback to increase immersion in story when they create comics. This is intended to make a study on retrospective structure among various temporal structures. Retrospective structure means progress in different time sequence, and increases immersion by making readers become strained or relaxed. Besides, retrospective structure plays a role of increasing or decreasing the pace of story. The person who systematically put the retrospective structure into shape is $G\acute{e}rard$ Genette. He in his book "Narrative Discourse" classified retrospective structure into three types. These are made up of structure of analepse externes, analepse internes and analepse mixted. This makes a study on retrospective structure in narrative comics based on $G\acute{e}rard$ Genette's retrospective structure. To this end, Kang Full's webtoon was analyzed. The reason to analyze Kang Full's is that this work has storyline where things happening in parental generation is interwined with things in offspring generation, accordingly this is work suitable for studying the retrospective structure. This study is intended to examine whether three retrospective structures suggested by $G\acute{e}rard$ Genette are actually used through an analysis of , and as a result, it is intended to prove the fact that retrospective structure has an effect on immersion in work.

Semiotic Approach on the Signification of Clothing through Visual Mass Media -in a TV Serial Drama′Aein(Sweetheart)′- (영상매체에 나타난 복식의 의미작용에 관한 기호학적 접근 -TV드라마 『애인』을 중심으로-)

  • 박희순;이수인
    • The Research Journal of the Costume Culture
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    • v.6 no.4
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    • pp.62-73
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    • 1998
  • This study focuses on semiotic significance of clothing, showed in visual mass media. This study will look into what general public understand from clothing and what influence clothing on visual mass media exert on fashion. This study employs an example, "Aein(sweetheart)", which was televised from 09/02/1996 till 10/23/1996. Some specialists(master′s degree or doctoral degree holders, or professors) of Clothing and Textile picked and analyzed scenes with specific clothing. The theoretical grounds of the analysis are 1) in what procession the significance operate from the view of mythological symbols by Bart, 2) what influences clothing on TV dramas exert on fashion. The outcomes of the study are followings: First, clothing′s signifying proces hs two dimensions; linguistic dimension and mythological dimension. Linguistic dimension which is regarded as general and unvariable and is related to the reproductive signifying operation, contributes to the creation of the characters including the characters′ social activities, professions, social or economic position. Mythological dimension which is related to the cultural and implicative signifying operation, played an important role in the development of the drama. Thus, it operates to create and deliver images including that atmosphere of he drama and the development of the story. Second, the TV media which is characterized with the form of centralized transmission and individual reception and the ability tro readily lead the fashion, has huge influence upon the fashion by properly creating mythological or linguistic dimension of the clothing in the drama, arousing the public′s sympathy, and stimulating the public′ immitation or conformity mentality.

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