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      • KCI등재

        중국 애니메이션 영화에서 손오공의 예술적 이미지의 혁신성에 관한 연구

        주멍루,이종한 한국만화애니메이션학회 2023 만화애니메이션연구 Vol.- No.70

        The innovation of Sun Wukong’s artistic image is a topic worthy of in-depth discussion, because it is related to well-known mythological figures, and has been the hot topic of animation films for many years. In the research, firstly, based on the review of several animated films featuring Sun Wukong, the innovative transformation process of Sun Wukong’s artistic image is described from the perspective of historical stages. Secondly, from the perspective of diachronic, it establishes the dimension of vertical comparison, so as to define the innovative characteristics of Sun Wukong’s artistic image in different periods. Thirdly, from the perspective of innovation theory, it classifies the innovative artistic images and innovative features of Sun Wukong in animation films so far. Finally, it discusses the challenges and opportunities of the innovation of Sun Wukong’s artistic image. This study is not limited to analyzing the images of Sun Wukong in different periods separately, but focuses on the historical continuity of the object of research and the innovation behind it. In the process of exploring the image of visual art, numerous animated films related to Sun Wukong were chosen as the key objects of research. Through analysis, it is found that in the history of Chinese animated films, the innovation of the artistic image of Sun Wukong presents three stages. The first stage is the early exploration stage under the combination of Chinese and Western, which reflects the chaotic state of learning from the American Disney while trying to retain the Chinese style. The second stage is the exploration stage of socialist national characters, which reflects that under the state of the national system, the superior resources of the whole country are pooled to build the animation model representing the national image. Moreover, due to the application of traditional opera and painting elements, the artistic image of Sun Wukong characterizes the quintessence of China. Third, it is the stage of national cultural confidence supported by new technology. With the help of increasingly mature 3D animation production technology, the two animated films of Sun Wukong born in the 21st century reflect the consumption concept of the new generation of young people, resulting in the artistic image of Sun Wukong blending into the characteristics of the national tide. From analytical perspective of historical vertical comparison, it is found that the innovation of Sun Wukong’s artistic image presents four types: continuous and restrained innovation, continuous and fundamental innovation, intermittent and restrained innovation, and intermittent and fundamental innovation. The remarkable features of its innovation are: the innovation is restrained in most cases. Innovation tends to be interrupted; Innovation is a complex and non-linear process. Fundamental innovation needs to be supported by sustained and strong investment of resources. Through further analysis of the challenges faced by innovation, it is proposed that the adaptation to the external demands of the system is the key element supporting the innovation of artistic image of Sun Wukong. 손오공의 예술적 이미지의 혁신은 깊이 연구하고 토론할 가치가 있는 주제이다. 손오공은 사람들에게 잘 알려진 신화의 인물이고 오랜 기간 끊임없이애니메이션 영화에서 빈번하게 표현하는 대상이기 때문이다. 본 연구에서 첫째, 손오공을 주인공으로 한 많은 애니메이션 영화에 대한 정리를 바탕으로역사적 시기별로 손오공의 예술적 이미지의 혁신적 전환 과정을 정리하였다. 둘째, 역사적인 시각에서 수직적 비교의 차원을 설정하여 다양한 시기에 손오공의 예술적 이미지의 혁신적인 특성을 정의하였다. 셋째, 혁신 이론의 측면에서 기존 손오공 애니메이션의 혁신적인 예술적 이미지와 혁신적인 특성을분류하고 설명하였다. 마지막으로, 손오공의 예술적 이미지 혁신이 직면하고있는 도전과 기회를 분석하였다. 본 연구는 시기별 손오공의 이미지를 별도로분석하는 데 그치지 않고 연구대상의 역사적 연속성과 그 이면의 혁신의 문제를 연구하는 데 중심을 두었다. 예술적인 시각 이미지를 분석하기 위해 중국 손오공 애니메이션 여러 편을 중심으로 연구대상을 선정하였다. 분석을 통하여 중국 애니메이션 영화의발전사에서 손오공의 예술적 이미지는 세 단계로 나타났다. 첫 단계는 중국과서양의 결합에 따른 초기 모색 단계로 미국 디즈니를 배우면서도 중국의 스타일을 유지하려는 비교적 혼란스러운 상태를 보여줬다. 둘째 단계는 사회주의의 민족성 탐색 단계로 전국적인 시장 체제 상태에서 전국적 우위 자원을 집중하여 국가 이미지를 대표하는 애니메이션 모델을 만들었으며, 전통적 희곡과 회화의 요소를 활용하여 손오공의 예술적 이미지가 국가적인 특정을 갖도록 하였다. 셋째 단계는 신기술을 이용하는 민족문화의 자신감 단계이다. 21 세기에 개봉된 2편의 손오공 애니메이션은 날로 성숙해지는 3D 애니메이션제작 기술을 활용하고 신세대 젊은이들의 소비 관념을 반영하여 손오공의 예술적 이미지에 중국풍의 특성이 융합되어 녹아들어갔다. 역사적인 수직적 비교의 차원으로 분석하자면, 손오공의 예술적 이미지의 혁신은 4가지 유형으로 나타났다. 즉 지속적이고 수렴적인 혁신, 지속적이고 답보적인 혁신, 단속적이고 수렴적인 혁신, 단속적이고 답보적인 혁신이다. 혁신의 뚜렷한 특징을 보면 대부분의 경우 수렴적이며, 혁신은 중단되기 쉽고혁신은 복잡하고 비선형적인 과정이며, 답보적인 혁신은 지속적이고 강력한자원 투입에 의존해야 한다는 것이다. 이를 통해 혁신은 직면한 도전을 분석하여 시스템 외부 요구의 적응성 조절이 손오공의 예술적 이미지의 혁신을 지원하는 핵심적 요소임을 제시하였다.

      • KCI등재후보

        비주얼 마이크로 콤포 디자인 개발

        홍경민,홍성수 한국인더스트리얼디자인학회 2011 산업디자인학연구 Vol.5 No.3

        The aim of this study is to make and develop the using of a new environment and free style with ‘New Display UI’ and suggestion of the new concept of ‘Total Entertainment Audio System’ by the high quality sound system. In addition, the main function is very important visual sound and variety motion & video with listening to music. Therefore, the visual micro compo system was developed by the customer want to get and buy this charming product design with existing competitors have the basic design icons strategically. This design was developed by using the minimal design and simple design for a showing of the having a competitive price and luxurious design form. This design is value innovated product, so it is made of the interactive UI and touch sound by unique design. In other words, this study of design is making new concept visual audio system for the young generation with the ‘Video+Audio’ system. For this study, this design shape was applied by the searching a differentiated idea shape and model. After the analysis, the design was highlighted easy to use for the customer by the competitor’s new UI system. For this analysis of the customer prefer the Multi-Audio system, this ‘Private Display Entertainer’ design was made with new life style for the easy to use in personal space. In addition, this design can feel fun to use and listening to music with the control two fingers of the multi-touch UI function After the variety design study of the element analysis, as a result, visual micro compo system was designed by the new convenient UI function and structure. As the features of the results, this products were extracted the visual micro compo system of the new format home audio through emotional elements and consumer confidence. 본 연구의 목적은 새로운 환경 활용과 자유로운 스타일을 New Display UI와 고가의 음질을 가진 오디오가 결합된 신개념의 통합 Entertainment 기기를 제안하여 개발하는 것이다. 그리고 기능으로는 가장 중요한 비주얼 사운드가 메인을 이루고 다양한 영상을 즐기면서 음악도 들을 수 있는 것이다. 따라서 비주얼 마이크로 시스템은 전략적으로 기존의 경쟁사들이 가지고 있는 기본적인 디자인 아이콘을 접목하여 갖고 싶고 사고 싶은 디자인의 매력을 한층 더 발전시킨 것이다. 가격적인 경쟁력을 가지고 있으면서도 고급스러운 디자인 형상을 보여주기 위해서 미니멀하면서 심플한 디자인을 적용하여 발전하였다. Value Innovated된 제품으로 Interactive UI와 Touch Sound로 차별화를 이끌어 개발하였다. 즉, ‘Video+Audio’라는 제품의 제안으로 인하여 신개념의 오디오 디자인을 젊은 계층에 맞추어 혁신적으로 디자인 개발하는 것이다. 이 연구를 통하여 조형과 구조적으로 차별화되는 아이디어를 발굴하여 디자인 형상에 적용을 하였다. 이러한 분석에 의하여 경쟁사들의 새로운 UI의 시도들이 많이 나오고 있다. Multi-Audio를 선호한다는 분석을 통하여 New Life Style에 맞는 나만의 공간에서 간단한 설치로 사용할 수 있는 Private Display Entertainer를 디자인 개발하였다. 또한 Soud with Multi-Touch UI 기능을 만들어서 두 개의 손가락만으로도 쉽게 화면을 컨트롤할 수 있게 하였으며 만지만서 듣는 즐거움을 부여하였다. 이러한 다양한 디자인적 요소와 기능을 수행함으로써 결과적으로 새롭고 편리한 UI 기능과 구조를 디자인 제시 하였다. 이 조사와 연구를 통하여, Home Audio의 New Format을 제시하고 소비자들에게 감성적인 요소와 소비심리를 자극하는 새로운 UI 디자인 결과물을 얻을 수 있었다.

      • Visualizing Service by Service Design Tools and PCN

        Kyung Mi Bae,Youn Sung Kim 보안공학연구지원센터 2015 International Journal of u- and e- Service, Scienc Vol.8 No.9

        This study focuses on visualizing service by service design tools and PCN diagram in process innovation. Firstly, theoretical backgrounds of the phenomena will be reviewed for a better understanding how innovation is perceived in the fields of Operations Management and Service Management. Such discussion clarifies fundamental concepts of innovation, emphasizes essentials of service innovation, and gives base for future SOM research. Then, drawing from the literatures of service operations management (SOM) and innovation, a service innovation case of IKEA, Gwangmyeong in Korea, is analyzed in order to determine how both service design tools and PCN diagram can be used. The overall methodology is employed with a grounded analysis approach and an interpretative alternative. The study finds both approaches as a decision support tool and diagnostic model for assessing inputs, evaluating outputs, allocating resources, and improving success rate of service innovations in SOM.

      • KCI등재

        머스 커닝험과 시각 예술가들의 예술협력에 관한 연구

        김현옥 ( Hyon Ok Kim ) 대한무용학회 2008 대한무용학회논문집 Vol.55 No.-

        Merce Cunningham is a truly revolutionary artist. He had always been interested in working with other artists. He collaborated with many outstanding artists including Robert Rauschenberg, Jasper Johns and Andy Warhol. These collaborations were part of a remarkably fertile artistic era in both dance and visual art that has continued for more than half a century to the present day. The goal of this research is to determine the characteristics of Cunningham`s collaboration with these visual artists. Rauschenberg and Johns spent a decade as resident artists with Cunningham designing sets, costumes, and lighting, and at times they toured with the company. Jasper Johns was an Artistic Advisor to the Cunningham Company, in which capacity he selected designers for new dances as well as designing some himself. There followed a series of celebrated collaborations with contemporary visual artists: Andy Warhol, whose installation piece Silver Clouds provided the decor for "Rainforest", Marcel Duchamp`s The Large Glass was adapted for the decor for "Walkaround Time." The key word for Merce Cunningham`s work is innovation. Cunningham exchanged his innovative ideas with his collaborators. While collaborating they kept a mode of independency between arts. His use of chance operations reflected in the decor such as floating silver clouds. The collaborations with visual artists helped his idea of decentralizing space. Cunningham conceived dance as "seeing". His collaborations with visual artists enriched visual aspects of dance. It also reflected his philosophy as a quest for freedom.

      • KCI등재

        Preliminary Results-Nature as Metaphor : Innovative Visualization of Accounting Information with Lotus Plants

        Raungpaka, Voraphan,Savetpanuvong, Phannaphatr,Tanlamai, Uthai Korea Data Strategy Society 2013 Journal of information technology applications & m Vol.20 No.2

        Learning accounting has always been a challenge for non-accounting students and managers. Understanding accounting information requires more than a numerical description of financial and income statements. Current accounting practice presents accounting reports in the form of tables with values or in two or three dimensional graphs generated by a spread sheet program. The present study proposes an alternative visualization with metaphor from nature as a learning device for novice users and managers. After surveying various kinds of plants, the lotus flower was chosen as an attractive analogy because every part of the plant from leaves to roots is usable and can have economic value. Moreover, lotus flowers, whether man-made or natural, can easily be part of a familiar, natural ecology representing both beauty and serenity. Results from online survey respondents (n = 220) showed that there was no significant difference on overall usability of the Lotus visualization between expert users and novice users. However, verbally-oriented users differed Significantly from visually-oriented users in their usability assessment, perceived usefulness, and intention to use the Lotus visualization.

      • KCI등재

        A Case Study in Service Visualization: Comprehensive and Integrative Medicine Hospitals, Daegu

        배경미,김연성 사단법인 인문사회과학기술융합학회 2017 예술인문사회융합멀티미디어논문지 Vol.7 No.4

        In this study, a newly established hospital offering both western and oriental medicine in a new innovative process shift is analyzed in order to provide an academic base on visualizing the dual medical service processes followed by the previous qualitative research on service visualizations reflecting the 7P's marketing mix. Comprehensive and Integrative Medicine Hospitals (CIMH), in Daegu South Korea is a newly opened clinical institution which strives to implement a radical change from traditional healthcare services by combining the medical practices of western and oriental medicines. The case is analyzed in order to determine how PCN diagrams and other service design tools and methods can be applied for various positive implications on achieving the operating characteristics and value proposition. This study finds that visualization of the service processes benefits in monitoring and evaluating the process for suggesting service innovation in service operations management and can be used as a strategic method to offer greater value in a highly competitive healthcare environment.

      • KCI등재

        Preliminary Results - Nature as Metaphor

        Voraphan Raungpake,Phannaphatr Savetpanuvong,Uthai Tanlamai 한국데이타베이스학회 2013 Journal of information technology applications & m Vol.20 No.2

        Learning accounting has always been a challenge for non-accounting students and managers, Understanding accounting information requires more than a numerical description of financial and income statements. Current accounting practice presents accounting reports in the form of tables with values or in two or three dimensional graphs generated by a spread sheet program. The present study proposes an alternative visualization with metaphor from nature as a learning device for novice users and managers. After surveying various kinds of plants, the lotus flower was chosen as an attractive analogy because every part of the plant from leaves to roots is usable and can have economic value. Moreover, lotus flowers, whether man-made or natural, can easily be part of a familiar, natural ecology representing both beauty and serenity. Results from online survey respondents(n=220) showed that the there was no significant difference on overall usability of the Lotus visualization between expert users and novice users. However, verbally-oriented users differed significantly from visually-oriented users in their usability assessment, perceived usefulness, and intention to use the Lotus visualization.

      • KCI등재
      • KCI등재

        창의혁신 인재양성을 위한 국내기관의 융복합 VCD(Visual Communication Design)교육 사례

        김진경 ( Kim Jin Kyung ),남호정 ( Nam Ho Jung ) 한국상품문화디자인학회(구 한국패키지디자인학회) 2021 상품문화디자인학연구 Vol.65 No.-

        분석적 사고를 갖춘 인재가 주역이었던 지식정보시대에서 디자인관점의 창의적 사고가 주목받고 있다. 본 연구는 4차 산업혁명 시대에 필요한 인재 확보를 위해 융복합 VCD(Visual Communication Design)교육을 강조하였다. 새로운 시대가 요구하는 지식과 기술을 갖춘 창의혁신 인재양성에 융복합 VCD교육 방안을 제안하는 것이 본 연구의 목적이다. 연구범위는 크게 문헌연구와 사례분석 연구로 구성하였다. 이론적 고찰을 통해 VCD교육 안의 융복합적 사고 요소는 창의적 사고력, 공감적 소통력, 협력적 실천성, 상호작용적 역량인 4가지 유형으로 도출하였다. 사례분석을 위한 표본은 문화예술교육기관 중앙정부 및 소속 산하기관 17개 중에서 시각문화예술과 이질적 분야를 접목한 7개의 VCD교육 사례를 융복합적 사고 유형으로 분석하였다. 분석결과 VCD와 기술, 예술, 인문, 과학 등의 학문 간 경계를 넘는 융복합 커리큘럼에서는 서로간의 유기적 관계를 중요한 요소로 생각하며 커뮤니케이션의 핵심을 두고 있었다. 또한 교육은 테크놀로지, 디지털을 활용하여 시각 현장실무를 학습하였다. 4차 산업혁명 시대에 대비하고 미래 사회에 기여할 수 있는 창의혁신 인재양성을 위한 결론은 다음과 같다. 첫째, 신기술을 바탕으로 한 디자인 현장실무 실험 학습방법이 진행되어야 한다. 둘째, 분야에 세부 파트를 나누어 전문 단계별 학습이 이루어져야 한다. 셋째, 서로 다른 경험이 있는 학습자들을 연계하여 협업을 통한 다양성의 효과를 극대화시켜야 한다. 본 연구는 2020 상품문화디자인학회 동계 국제학술대회에서 발표했던 <실무형 인재양성을 위한 디자인교육 사례>를 구체적으로 연구한 논문이며 이 연구를 통해 융복합 VCD교육이 활성화되길 기대한다. From the age of knowledge and information where talents with analytical thinking played a major role, creative thinking with a design perspective is gaining attention. This study emphasizes convergence VCD(Visual Communication Design) education to secure talents needed in the era of the 4th Industrial Revolution. The purpose of the study is to propose a convergence VCD education plan to foster creative and innovative talents with the knowledge and skills required by the new era. The scope of the study largely consists of literature study and case analysis study. Through theoretical examination, convergence thinking was divided into four types: creative thinking, empathy communication, collaborative practice, and interactive competence. For case analysis, 7 VCD education cases that incorporated visual culture and art with heterogeneous fields from 17 central government and affiliated organizations were analyzed with convergence thinking types. The result of analysis found that convergence curriculums crossing the boundaries of technology, art, humanities, and science were in progress. In addition, a focus was placed on communication, VCD, considering the organic relationship between each other as an important factor, and technology and digital skills were used for on-site learning. In conclusion, creative and innovative talents who can prepare for the 4th industrial revolution and contribute to the future society can be cultivated as follows: First, an on-site experimental design learning method based on new technologies should be carried out. Second, step-by-step learning should be conducted by dividing the fields into detailed sections. Third, learners with different experiences should be connected to maximize the effects of diversity through collaboration. This study is a paper that examined the < Design Education Cases for the Cultivation of Practical Talents > presented at the 2020 Product Culture Design Academy’s International Winter Academic Conference, and I hope that this paper will contribute to vitalizing convergence VCD education.

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