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      • 문화원형을 활용한 디지털콘텐츠 개발에 관한 연구

        윤갑용 청주대학교 학술연구소 2017 淸大學術論集 Vol.29 No.-

        The term 'fourth industrial revolution' came to the fore after the World Economic Forum(WEF) in Davos, Switzerland, where Klaus Schwab, chairman of the World Economic Forum, said, that we are at the beginning of a revolution that is fundamentally changing the way we live, work and relate to one another So what is the fourth industrial revolution? The Fourth Industrial Revolution is building on the Third, the digital revolution and AI, Internet of Things (IoT), big data are some of the key technologies in the new era. Domestic digital contents industry has been developing by using cultural contents. In the era of the 4th Industrial Revolution, "convergent contents", which is a combination of cyber world created by digital technology and realistic media technology that integrates the physical world of reality, will become a new contents industry. Therefore, in this paper, we will conceptually look at high value-added digital contents, which is a fusion of traditional culture and digital technology, and understand the size of domestic contents market and future prospects of contents industry. Based on this, I would like to explore the direction of digital contents development.

      • 부천국제애니메이션페스티벌의 발전전략에 대한 연구

        윤갑용 청주대학교 학술연구소 2021 淸大學術論集 Vol.37 No.-

        The history of Bucheon International Animation Festival(BIAF) has been held 22 times since the first Bucheon International Student Animation Festival(PISAF) in 1999, and has grown beyond Korea to become an international animation film festival representing Asia. In particular, the Bucheon International Animation Festival passed the certification deliberation procedure of the Academy of Motion Picture Arts and Sciences(USA) in December 2017 and acquired the Academy of Animation Film Festival certification for the first time in Korea. In particular, Academy of Motion Picture Arts and Sciences(AMPAS) has awarded the Bucheon International Animation Festival (BIAF) the status of the Academy Award(OSCAR) qualifying film festival 21 DEC. 2017. for the first time in Korea. This means that the winner of the Grand Prize in Short Animation of the 20th Bucheon International Animation Festival from 2018 will be nominated for the Academy's short animation field, and it was an opportunity to raise the status of the Bucheon International Animation Festival internationally. In order to maintain this international status and secure the identity of the cultural center city of Bucheon, the purpose of this paper is to find the new development direction of Bucheon International Animation Festival by comparing and analyzing the characteristics of the four major international animation festivals, Annecy, Zagreb, Ottawa, and Hiroshima.

      • KCI등재

        영화와 뮤지컬 공연에서 배우의 매체에 따른 표현방식 비교 연구

        윤갑용,박해리 한국연기예술학회 2021 연기예술연구 Vol.23 No.3

        이 연구는 뮤지컬과 영화라는 서로 다른 두 매체에 중심에 있는 배우의 연기의 표현방식에 대하여 알 아보고자 한 것이다. 1866년 시작된 뮤지컬과 1895년 시작된 영화의 경우 연극에 비해 짧은 역사를 지니 고 있지만 다양한 기술들이 발전되고 있는 4차 산업혁명과 더불어 비약적인 발전을 이루고 있으며 더불 어 뮤지컬의 경우 연극과 같이 무대 연기의 주체로 자리매김을 하는 시점이다. 게다가 근래 발병한 코로 나 19사태로 인해 집합금지 명령이 내려지며 자연스레 공연을 즐기던 대중들이 언제든 즐길 수 있는 미 디어 매체로의 플랫폼으로 많이 돌아서게 되었고, 또한 대중들의 눈이 평론가에 비등할 정도는 아니더라 도 많은 수준 연기를 분석하고 평을 할 수 있는 시대가 되었으므로 무대 연기가 카메라를 통해 매체로 넘어가고 있는 현시점에서 각 장르를 대표하는 영화와 뮤지컬 배우의 매체에 따른 표현방식을 비교 연구 하고 분석하여 각 연기법을 한눈에 볼 수 있게 하여 무대 연기의 자연스러운 매체 표현방식 융합법을 알 아보고 뮤지컬 장르적 특성과 표현법을 자세히 비교하여 나타내고 서술하여 무엇이 뮤지컬연기를 하고 있는 배우들이 연기함에 있어 무대가 아닌 매체를 통해 볼 때 자연스러울 수 있는지 알아볼 수 있는 긍 정적인 효과를 기대할 수 있을 것이다. 또한 이 둘을 한곳에 모아놓은 장르로 뮤지컬 영화 장르를 제시 할 수 있는데 기존 각 매체인 무대 그리고 영화를 합해서 만든 장르로 무대와 매체의 연기 표현방식을 지니고 있지만 아직까지 기존 뮤지컬 배우들의 영화 출연이 성사되고 있지 않은 상황이고, 불가피하게 코로나 19로 인해 기존 뮤지컬 배우들이 공연실황을 통해 매체에 노출될 수밖에 없는 상황에 무대연기 를 중점으로 하던 배우들이 고민하고 있을 매체 연기 융합의 조그마한 길을 제시할 수 있을 것이라고 생 각하고 매체 연기를 주로 하는 배우 또한 뮤지컬 장르의 표현법을 알아보고 이해 할 수 있을 것이라고 생각한다. 본 연구자는 영화와 뮤지컬을 중심으로 두 매체 간 배우의 표현방식을 비교 연구하여 뮤지컬 연기과 영화 연기의 특수성을 논하고 분석하고 이해하여 앞으로 두 매체 간 배우의 더 나은 표현방식의 제시, 그리고 나은 연기법으로써의 제시를 목적으로 한다. The study was to analyze how actors express their acting in two mediums: musicals and movies. Unlike plays with thousands of years of history, movies and musicals are only 200 years old with the 4th Industrial Revolution. However, recent technological revolutions helped them making great strides and developing differently from the plays. Musical stage performances, like the play, gained much attention in the past decades. But, the present coronavirus outbreak has led to a ban on musical performances in public. As a result, the masses that enjoyed the stage performances earlier are naturally turning to a media platform that one can entertain at any time. Consequently, stage performance is changing from camera to the movies where the musical actors represent each genre. Musical movies are created by combining the existing media stage and the film. They include each musical genre characteristics and expressions by detailing, comparing, representing, and describing the musical performance of the actors in the acting. In this medium, viewers with prior stage performance experiences can compare, study, and analyze each acting method, especially the way of expression at a glance. The existing musical actors are not yet starring in the films. Certainly, COVID-19 will cause existing musical actors to engage in the popular media through performance. As a result, actors who are mainly on media performances will learn and understand how musical performances are represented by the original musical performers. Therefore, the mainstream actors will provide a small path to this media-based fusion between the two media in the future to present better expression of actors and the purpose of better acting. Therefore, it is essential to analyze and review the actor's performances in the public eyes, and the present study discusses and analyzes the characteristics of each medium by comparing the expressions of actors in the movie and musical Moulin Rouge”.

      • 3D애니메이션에 있어서 감성 표현에 관한 연구

        윤갑용 청주대학교 학술연구소 2019 淸大學術論集 Vol.33 No.-

        In this study, I tried to focused on the structure of human facial muscles based on six emotional expressions, and examined how 3D characters express emotions in animation, and then explored the direction of development of 3D characters for facial animation based on them. To summarize the previous studies, the emotion transmission of the character is not limited to the facial expression of the character, but also transmitted by various methods such as gesture, communication, color of the face, cold sweat, etc. In particular, detailed facial expressions of characters are required as important elements for attracting interest in communication with the audience as visual information of communication and emotion expression. For that purpose, various techniques have been incorporated in Character Modeling and a Rigging Process. Therefore, this study is also proposed the use of Autodesk Maya's Blend Shape as a basis for efficient Facial Rigging so that 3D characters can perform more naturally.

      • 애니메이션에 나타난 회화성 연구

        윤갑용 淸州大學校 學術硏究所 2023 淸大學術論集 Vol.40 No.-

        Pictoriality in animation refers to the visual language used to create rich and engaging visual experiences for the audience and to tell stories using imageries, colors, compositions, and visual effects. It is an essential element in the art of animation because it is the visual that tells the story to the audience. This unique combination of visual style, composition, visual effect and color can be used to create visually appealing and memorable animations with the character of painting. In order to expand the visual realm that appears in these animations, this thesis examines the concept of functional pictoriality as an effective video medium that communicates with viewers at the same time as having the artistic value of animation, and analyzes the phenomenon of these pictorial characteristics in animation. Through this study, it will be an opportunity to grasp the new trend of modern animation, and furthermore, it will be possible to explore the future of video art and contribute to the development of the animation industry.

      • 지역 문화예술교육 활성화 방안 연구 : 충북지역을 중심으로

        윤갑용 청주대학교 학술연구소 2013 淸大學術論集 Vol.21 No.-

        The power of Art is now attracting public attention, because Korean singer Psy has surprised the world again with his song. With the growing of Hallyu wave, Korea has emerged as a pop art powerhouse that has even exported cultural content to foreign countries. Besides providing industrial added-value, the Art has also many advantages. In the 21st century, we are living in an age where the quality of life is influenced by the arts, said Lavine in a lecture titled Arts, Education and Philosophy at the Seoul Institute of the Arts. Education through the arts should be given more attention as it will has greater influence on student's lives. The study included data on about art education of advanced countries such as the U.S., Germany, and France. Also, involved art educational policy of Chungcheongbuk-Do Office of Education and Chungbuk Culture & Art Education Support Center.

      • 디지털콘텐츠 스토리텔링 창작도구에 관한 연구

        윤갑용 청주대학교 학술연구소 2015 淸大學術論集 Vol.25 No.-

        This article is the representative abroad of digital narrative creation tools that are utilized in the current study was to compare visual field analysis example. Since the creation of the scenario in so many storylines this is a situation that has flooded many difficulties in the creation story. A breakthrough that could solve this problem was thought that the narrative creative digital tools. So the goal is to evaluate and present its direction by a comparative analysis on national and international digital creative tools epic. The first is how to contain the <Dramatica Pro> as digital narrative creative tools in the US looked at what constitutes a story. The second looks at the <Minstrel>to configure a story focusing on the ‘memory organization packet' <Dramatica Pro> looked at the differences between. Finally, by analyzing the <Story helper> comparison of domestic and foreign advanced digital tools in the creation narrative. The three comparison to further study and development of the text, rather than containing the fusion between different media have to analyze the text in a storage medium through the building and that it is necessary to form a more organized structure template the conclusion was reached.

      • KCI등재

        4차 산업혁명을 통한 영화의 미래지향적 정향성 연구

        윤갑용,박해리 한국연기예술학회 2018 연기예술연구 Vol.13 No.3

        이 연구는 4차 산업혁명을 통한 영화의 미래에 대하여 알아보고자 한 것이다. 1895년 영화가 처음 만 들어진 이후 많은 이론의 정립 그리고 기술들의 발전이 이루어져 왔다. 연구자는 이러한 영화사의 발전 안 에 새로운 영화 이론들이 수립되게 된 대표적인 예 인 누벨바그 , 뉴 아메리카시네마, 뉴 저먼 시네마 의 사례를 알아보고 그 안에 기술의 발전이 당시 영화사에 미쳤던 영향력과 사건들을 되짚어 보며, 앞으 로 다가올 4차 산업기술의 발달로 인한 영화사의 그 방향을 살펴보고자 한다. 1950년대 후반 3차 산업혁명으로 인한 TV의 등장으로 기존에 존재하고 있던 영화시장은 위기를 맞이 하였고, 새로운 패러다임에 맞춰 다른 형식의 새로운 영화의 이론 그리고 시스템이 새로 정립되었다. 4차 산업혁명을 동반하여 앞으로 다가올 미래에 신기술인 VR과 AR, 4DX 기술들이 실제 상용화가 되면서 눈 으로만 즐기던 영화가 점차 체험 구축적인 요소로서의 기능을 수행하고 있고, 모션 캡쳐(Motion Capture) 와 이모션 캡쳐(Emotion Capture)를 활용해 이전에는 만들어내지 못했던 평면적인 텍스트속의 미상의 존 재를 스크린으로 옮기고 재연해 내는 일이 가능해 진 시기다. 이에 본 연구는 세계적으로 4차 산업혁명을 통한 4D영화와 VR(Virtual Reality, 가상현실)기술이 출현하는 상황에서 지금까지 지배적으로 이루어져 왔 던 영화이론들에 대한 탄생배경을 알아본다. 또한, 미래지향적 상황제시를 통해 영화시장의 기술력을 파 악, 분석하여 그 정향성 제시를 그 목적으로 한다. This study aims to predict the future of movie through the fourth industrial revolution. Many theories have been established and technologies have developed since the production of the first movie in 1895. This study will examine the cases of Nouvelle Vague, New America Cinema and New German Cinema that are the representative examples which prompted the establishment of new movie theories in the history of movie; review the influence of technological development on such incidents; and inquire about the futuristic orientation of movies with the development of technologies by the fourth industrial revolution. During the late 1950s, the existing movie market encountered a crisis due to the appearance of television by the third industrial revolution and new movie theories and systems in different forms were established according to the new paradigm. It can be said that technological development brought about changes in movie theories and the system of the movie industry. While movies used to be enjoyed with only eyes and ears in the past, they are now becoming the materials for experience by the commercialization of new technologies of VR, AR, 4DX, etc. in the fourth industrial revolution. In addition, it is now possible to move the unknown existences contained in two-dimensional texts to the space of the screen using the technologies of Motion Capture and Emotion Capture and reproduce them. In relation to this, this study intends to grasp and analyze the technological power of the current movie market flooded by numerous technologies in the fourth industrial revolution in order to present the orientation of movies of the future.

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