• Title/Summary/Keyword: story addition

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A Study on Characteristics of Indoor space and Food related of Japanese restaurant as successful model for globalizing Korean restaurants - Japanese restaurants in Hong Kong - (한식당 세계화를 위한 성공모델로서의 일식당 실내공간과 음식관련요소의 특성 연구 - 홍콩 소재 일식당 대상 -)

  • Lee, Ji-Hyun;Oh, Hye-Kung
    • Korean Institute of Interior Design Journal
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    • v.18 no.1
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    • pp.54-63
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    • 2009
  • The present study is a basic research for promoting the globalization of Korean food, aiming to analyze Japanese restaurants in Hong Kong, an international city successful in globalization, focused on their spatial characteristics and food related characteristics and to use the results as basic materials. The results of this study are as follows. As to the characteristics of indoor spaces and food of Japanese restaurants in Hong Kong, first, the locations of Japanese restaurants were mostly easily accessible luxury hotels, office buildings or shopping malls. They displayed Japanese styles well and used conspicuous signs. Their trade names were given after traditional place names, food names, greetings, etc. Second, the spaces of Japanese restaurants expressed contemporary and, at the same time, traditional styles moderately and elegantly by applying emphatic articles such as traditional furniture, tools and folk paintings to contemporary spaces with traditional air, and by doing so, they showed various possibilities. Third, as to the characteristics of food culture, menus were diversified from traditional menus such as kaiseki to everyday menus such as vinegared rice, ramen, skewered roast meat and fusion dish, and at the same time, differentiated by concept. In addition, some restaurants succeeded in globalization and modernization with chains throughout the world. Furthermore, while table setting, food dishing and tableware image were harmonized with the concept of the restaurant space, if tradition needed to be displayed it was used at a minimum, showing the Japanese aesthetic sense through the restaurant space and food. In globalizing Korean restaurants based on the results of this study, we need to link trade name, facade, sign, menu and space with served food, and to plan a consistent story so that Korean culture and images are expressed. In addition, if a manual is made by benchmarking the Japanese government's support policies and relevant businesses' efforts and ideas and provided to Korean restaurants, it will be helpful for Korean restaurants, which spread Korean food culture, to be more competitive and graceful.

Evolution Path of OSMU: Web-novel and Webtoon (OSMU의 진화 경로: 한국과 중국의 웹소설과 웹툰을 중심으로)

  • Wang, Yiyao;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.119-126
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    • 2021
  • The purpose of this study is to see if cultural contents that are characterized by experience goods have different types of One Source Multi Use (OSMU) phenomena. This study classified original works into web-novels and webtoons, and studied how OSMU evolution paths can be different between the two types of originals. In addition, this study compared Korean and Chinese examples. Using eight original works created between 1999 and 2012, which were later used for OSMU, this study investigated how web-novels and webtoons took different OSMU evolution paths in Korea and China. As a result, this study found that web-novels are more actively used in different formats than webtoons, probably because web-novels can more easily stimulate people's imaginations. In addition, Korea was found to use story-centered OSMU before character-centered OSMU, whereas China showed both types of OSMU simultaneously.

A study on the Metaverse based memorial service platform

  • Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.93-100
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    • 2022
  • Korea's ancestral culture has limited travel and contact due to Corona (COVID-19). In addition, Korean ancestral culture meets in person to commemorate the deceased. In this paper, we propose a non-face-to-face metaverse memorial platform service that can commemorate the deceased and perform ancestral rites in the cyber world (virtual reality) by applying the metaverse technology. The services proposed in the study consisted of a remembrance hall that displays the life story of the deceased, a ancestral hall that conducts ancestral rites for the deceased, and a deceased pavilion that checks the remains and wills of the deceased. In addition, the virtual reality device (HMD: Head Mounted Display) set the teleportation and content resolution to 4K to minimize dizziness. In particular, the priests applied interaction technology to provide an immersive service for ancestral rites between family members. The researched memorial hall metaverse service is a metaverse-based platform service that allows anyone to commemorate the deceased as a family unit in a non-face-to-face state rather than face-to-face.

Damage estimation for structural safety evaluation using dynamic displace measurement (구조안전도 평가를 위한 동적변위 기반 손상도 추정 기법 개발)

  • Shin, Yoon-Soo;Kim, Junhee
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.23 no.7
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    • pp.87-94
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    • 2019
  • Recently, the advance of accurate dynamic displacement measurement devices, such as GPS, computer vision, and optic laser sensor, has enhanced the structural monitoring technology. In this study, the dynamic displacement data was used to verify the applicability of the structural physical parameter estimation method through subspace system identification. The subspace system identification theory for estimating state-space model from measured data and physics-based interpretation for deriving the physical parameter of the estimated system are presented. Three-degree-freedom steel structures were fabricated for the experimental verification of the theory in this study. Laser displacement sensor and accelerometer were used to measure the displacement data of each floor and the acceleration data of the shaking table. Discrete state-space model generated from measured data was verified for precision. The discrete state-space model generated from the measured data extracted the floor stiffness of the building after accuracy verification. In addition, based on the story stiffness extracted from the state space model, five column stiffening and damage samples were set up to extract the change rate of story stiffness for each sample. As a result, in case of reinforcement and damage under the same condition, the stiffness change showed a high matching rate.

Investigation of Domain-specificity of Creativity and the 3-year follow-up (창의성 영역문제의 탐색 및 재접근)

  • Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.15 no.2
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    • pp.1-34
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    • 2005
  • This study is composed of 2 parts. Study 1 empirically examined (1) the relationships among children's creative performances measured by three product-based assessments (story-telling, collage-making, and math word problems) in three domains, and (2) the relationships between children's general creative thinking skills, measured by two divergent thinking tests, and children's creative performances. Study 2 is a three-year follow up study of the study 1. Study 2 followed up some (71) children who participated in study 1. In study 2, long-term stability of the performance based assessment involving story-telling, collage making, and math problem making were examined during the three-year time period. In addition, study 2 tried to look at the methods effect of the domain issue of creativity, comparing self-report scale and performance-based assessment. The findings of this study support the position that creative ability in young children is rather (but not absolutely) domain-specific. The long-term stability of the performance-based assessments compares favorably with stability figures for other creativity tests. Results also indicate that there are some method effect in explaining the domain issue of creativity. Implication of the study in connection with educational practices for gifted children is discussed.

Damage Analysis of Nearby Structures with the Consideration of Tunnel Construction Conditions in Sandy and Clayey Ground (모래 및 점토지반에서 터널시공조건을 고려한 인접구조물의 손상도 분석)

  • Son, Moorak;Yun, Jongcheol
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.31 no.1C
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    • pp.53-63
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    • 2011
  • This paper investigates the effects of tunnelling-induced ground movements on nearby structures, considering soil-structure interactions of different ground (loose sand, dense sand, soft clay, stiff clay) and construction conditions (ground loss). The response of four-story block structures, which are subjected to tunnelling-induced ground movements, has been investigated in different ground and construction conditions (ground loss) using numerical analysis. The structures for numerical analysis has been modelled using Discrete Element Method (DEM) to have real cracks when the shear and tensile stress exceed the maximum shear and tensile strength. The response of four-story block structures has been investigated with a ground movement magnitude and compared in terms of ground and construction conditions (ground loss) considering the magnitude of deformations and cracks in structures. In addition, the damage levels, which are possibly induced in structures, has been provided in terms of ground and construction conditions (ground loss) using the state of strain damage estimation criterion (Son and Cording, 2005). The results of this study will provide a background for better understandings for controlling and minimizing building damage on nearby structures due to tunnelling-induced ground movements.

A Study on the Spectatorship through Character of (<심슨가족>의 캐릭터를 통한 관객성 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
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    • s.21
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    • pp.1-17
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    • 2010
  • As animation emerged as a high value-added content business, more studies are conducted focusing on the fact that the key to the success of animation is not a story but a character. This study aims to examine the characters of , the globally loved animation, and figure out its interactive way of attracting viewers based on Spectatorship Theory, so that it can help set the nation's TV animation series to be made on the right track. To achieve this goal, it will explore various aspects including the concept of animation character, the relations between ideology and character, and the changes in design according to a social phenomenon, then based on Spectatorship Theory will analyze and suggest how the characters of fulfill the required conditions to attract viewers. In addition, it will examine the wide application of the characters of . In conclusion, unlike theatrical animation, TV animation has a characteristic that it can easily and repeatedly deliver messages to viewers over a long time, however, domestic TV animation turned out to fail to utilize the advantage. In other words, while its character has distinct individuality, it is not supported by creative and solid story line, and the character is not attractive as much as the characters of which successfully evoke sympathy from viewers. In animation, arousing sympathy from its viewers or audiences is very important, so a character that well reflects social discourse is an integral part of it. Therefore, in-depth and specialized study on animation's character is highly required for the sustainable success and growth of domestic animation.

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A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

A Study on Aesthetic Characteristics and social communication of Korean Independent Animation (한국 독립애니메이션의 미학적 특성과 사회적 소통방식 연구 - '인디애니페스트' 수상작 중심으로 -)

  • Seo, Soo-jung
    • Cartoon and Animation Studies
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    • s.47
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    • pp.125-148
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    • 2017
  • This paper analyzes Korean aesthetic characteristics of Korean independent animation, which is closely related to artistic and social characteristics, by searching Korean independent animation image for the winner of "Indie AniFest", the only independent animation film festival in Korea. And social communication methods. There are three ways in which Korean Independence Animation shows the way of speaking through award-winning works. The first is a method of expressing feelings, impulses, and desires in a formative way, and a direct and sensuous image as in sign language or sound. In the second method of speaking differently with images, in the third method, It makes the voice of the fringe through the real world of the story sound as a story of reality. Animation is a medium that 'originalizes and communicates meaning' as an image, and has implemented and constructed a new way of speaking, which is different from existing social voices. Nevertheless, it is not easy to find a research that approaches animation from the viewpoint of social and political speech through images. Therefore, this paper is necessary for the balanced development of animation. In addition, this study can contribute to re - examining Korean independent animation from an academic point of view and to discover and evaluate fair value from a wider perspective.

Real-Time Hybrid Testing Using a Fixed Iteration Implicit HHT Time Integration Method for a Reinforced Concrete Frame (고정반복법에 의한 암시적 HHT 시간적분법을 이용한 철근콘크리트 골조구조물의 실시간 하이브리드실험)

  • Kang, Dae-Hung;Kim, Sung-Il
    • Journal of the Earthquake Engineering Society of Korea
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    • v.15 no.5
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    • pp.11-24
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    • 2011
  • A real-time hybrid test of a 3 story-3 bay reinforced concrete frame which is divided into numerical and physical substructure models under uniaxial earthquake excitation was run using a fixed iteration implicit HHT time integration method. The first story inner non-ductile column was selected as the physical substructure model, and uniaxial earthquake excitation was applied to the numerical model until the specimen failed due to severe damage. A finite-element analysis program, Mercury, was newly developed and optimized for a real-time hybrid test. The drift ratio based on the top horizontal displacement of the physical substructure model was compared with the result of a numerical simulation by OpenSees and the result of a shaking table test. The experiment in this paper is one of the most complex real-time hybrid tests, and the description of the hardware, algorithm and models is presented in detail. If there is an improvement in the numerical model, the evaluation of the tangent stiffness matrix of the physical substructure model in the finite element analysis program and better software to reduce the computational time of the element state determination for the force-based beam-column element, then the comparison with the results of the real-time hybrid test and the shaking table test deserves to make a recommendation. In addition, for the goal of a "Numerical simulation of the complex structures under dynamic loading", the real time hybrid test has enough merit as an alternative to dynamic experiments of large and complex structures.