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이 논문은 제13회 부산국제영화제(2008년10월2일부터10월10일까지 개최)조직위원회로부터 의뢰를 받아 필름으로 제작한 20초 분량의 공식트레일러 제작에 관한 연구결과를 요약한 것이다. 디지털콘텐츠 제작에서의 정체성과 방향성 확립이 필요한 시기에 한국적인 수묵채색화 기법을 3D Animation과 접목시켜 제13회 부산국제영화제의 공식트레일러 제작에 활용하였다. 서양화가 신창식화백의 ‘아리랑_희망Ⅰ(공식 포스터)를 모티브로 한국적인 수묵채색화의 특징을 고찰하여 모델링, 쉐이딩, 렌더링 단계에서 먹의 농담, 선의 강약, 수묵채색화의 색채요소를 디지털기법으로 어떻게 표현할 수 있는가에 대한연구결과 이다. This thesis is a summary of the research result about the 20 seconds official trailer requested from the Pusan International Film Festival organizing committee. Since producing digital content is very significant at this moment, I tired to make an official trailer for 13th Pusan International Film Festival by integrating 3D animation with ink-and-wash painting. Motivated by a western-style painter, Shin Chang Sic's painting,' Arirang_Hope Ⅰ (An Official poster), I got to know how to express ink-and-wash painting by using digital technique and considering ink stick depth, line control and color elements for modeling, shading and rendering stage.
'스콜라' 이용 시 소속기관이 구독 중이 아닌 경우, 오후 4시부터 익일 오전 7시까지 원문보기가 가능합니다.
The objective of this thesis is to present a way to make use of 'Soban' applying present period's circumstances by researching the life style and developing background of Chosun, when 'Sobans' were in the core of food life, and studying the values of 'Soban.' Residential and natural circumstances and sociocultural conventions effecting food life were investigated and the change of function and form of traditional 'Soban' according to era was studied. The role of 'Soban' in present food life environment was studied as well. Before Chosun Era, both sitting and standing life styles were found and about in the beginning of the 15th century, 'Ondol' was used in most Chosun houses. With the introduction of 'Ondol' the interior structure changed and the tables were replaced by trays and 'Sobans.'Among the reasons why 'Sobans' were widely used, were the patriarch minds of 'men and women should be different' and 'olders should be treated before the youngers. 'Because of the reasons listed above, the use of multi-functional 'Soban-sitting style table,' was common for most people. In this sense, 'Soban,' along with other tables and trays, was a convenient and rational livelihood tool used in various ways. Late Chosun's traditional 'Soban' is in the process of being modernized through reinterpretations of various forms and materials related to present life style of both sitting and standing.
'스콜라' 이용 시 소속기관이 구독 중이 아닌 경우, 오후 4시부터 익일 오전 7시까지 원문보기가 가능합니다.
본 연구는 교육용 소프트웨어의 활용이 유아의 공간능력에 미치는 효과를 알아보기 위해 공간개념 소프트웨어를 사용한 집단과 교구를 사용한 집단의 공간능력을 비교하고 남여 유아간 공간능력의 차이를 함께 살펴보았다. 연구 결과, 소프트웨어를 활용한 집단의 유아가 교구를 활용한 집단의 유아보다 공간능력이 더 높게 나타났으며, 공간능력의 하위유형에서는 형태-배경 구별능력과 시각적 기억 및 회상하기에서 소프트웨어를 활용한 집단의 공간능력이 높게 나타났다. 한편, 남ㆍ여 유아간 공간능력의 비교에서 남녀 유아간 차이는 나타나지 않았으나, 소프트웨어 활용 집단의 남아가 교구활용 집단의 남아에 비해 공간능력이 더 많이 향상된 것으로 나타났다. The purpose of this study was to examine the difference in children's spatial ability between experimental group used educational software and comparative group used mathematical play material for spatial concept. The subjects of this study were 50 five-years old children and Spatial Ability Test was administered to measure spatial ability of subjects, which was composed of five sub types of spatial ability including eye-motor coordination, figure-ground perception, inference on space, space relationship, and visual memorization and recollection. This study found statistically significant differences in spatial ability between experimental group and comparative group. Children who played with educational software scored higher in spatial ability test than comparative group who played with mathematical play material. There was the statistically significant difference between experimental group and comparative group in figure-ground perception and visual memorization and recollection among sub types of spatial ability. Moreover, there was no statistically significant difference in spatial ability between boys and girls but boys who played with educational software scored higher in spatial ability compared to scores of boys in comparative group.
The main goal of this article was to explain the philosophical and the sociological grounds why the traditionally sex-typed subject-matters of Industrial Arts and Home-Economics should be an integrated common curriculum for both sexes. The rationale was made by he following three steps: First, the historical backgrounds of the traditional separation of sex-typed curriculum of the two subjects was explicated in order to analyze the ideological assumptions underlying the curriculum structure. Second, the changing conditions of the social and industrial structure in Korean society as well as the structure and the functions of Korean family will be analyzed as demanding the different concept of sex-role practice from the preceeding(traditional) society. Finally, the contents structure of Industrial Arts and Home-Economics in the present curriculum were analyzed so as to show the inadequacy of the one-sex education in meeting the changing conditions of future society, there by resulting in the qualitative inequality of educational opportunity between the sexes.
In the poems of a poet, if the advent of unique image comes repeatedly, the image has closer relation to the spirit of the poet. The poems of Kim Jong-Sam often apply the images like house, school, and hospital. In this paper, I analyzed the characteristics of the images in the poems of Kim Jong-Sam. In his poems the image of the houses -a variety of- are in connection with the meaning of ‘death'. In his poems the image of those houses are the symbol of ‘grave'. For ,in many cases, there is a lonesome part of town and few folks ever has business out there and was overgrown with weeds. Kim's poetry frequently employs the image of house and has a pro-death disposition. The image of houses in Kim's poets have two particular meaning. Primarily, on the one hand, he described houses as a place of warmth and safety. On the other hand, the poet supposed there a place for pure artists. Thus, the pursuit of death means an auspiciousness for the pure artists. Another noticeable space in Kim's poets is ‘school'. In the poets like [Poet School], [Auschwitz], ‘school' in Lebanon and Auschwitz was the site of tragedy. The poem made a display of the thrust for pacifism. For Kim Jong-Sam, school is where, as we can find in the poem [5th grade-1st homeroom], both the poor and the disabled can bepleasant altogether with peace. Finally, the image of ‘hospital' often appears in Kim's poet because of his personal history, that is, he suffered from a lengthy illness. There is, however, a very special place for this artist to describe. Almost always the sick is poor but kind persons in his poems. And also the poet says that “their fragility and beauty without limit is the reason of their illness”. He thought the patient is “not fit for this world, so, cannot help it”. Therefore, for the poet, the hospital stands for the place of “innocent people”. Kim Jong-Sam seemed like a saint towards those sick people. Until now, I epitomized the poetry of Kim Jong-Sam by classifying the images into houses, school, and hospital. Nevertheless, these images also can be considered as one thing by the network of meaning. In a broad sense, the images of school and hospital appertain to that of houses. As we saw clearly in the second chapter, the image of ‘hospital' is involved with death because there is full of sick people - they are next door to death. ‘School' is proposed as a symbol of peace in the poems of Kim Jong-Sam. And peace is one with death for him. This world is not adequate for the sick - “who is fragile and beautiful immeasurably” - that they might yearn for ‘another world'(death). Aspiration for death and peace is at the base of Kim Jong-Sam' poems.
본 논문은 문화콘텐츠의 원형을 복원하고 이를 기반으로 콘텐츠산업을 발전시키는 데 있어 가장 실질적인 문제점이 키비주얼에 대한 인식 및 키비주얼제작이 이루어지 안는다는 점에 착안하였다. 고대 판타지를 소재로 한 독창적인 원형소재를 시각화함에 있어, 실제 콘텐츠 제작을 위한 디자인 프로세스를 고려해야 한다는 전제하에 시각화를 통한 키비주얼의 필요성을 제시하는 것을 목적으로 한다. 이를 위해 드라마, 영화, 애니메이션, 게임 등 다양한 소재로서 활용가치가 높은 고구려 고대 신화와 설화를 대상으로 판타지 요소를 시각화하기 위한 문헌과 고증자료들을 바탕으로 원형의 이미지를 시각화하는 프로세스를 제작과 실험을 통해 연구하였다. The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.