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Success Factors of Animation: A case study of Pororo (애니메이션의 성공조건: <뽀롱뽀롱 뽀로로> 사례를 중심으로)

  • Kim, Doh-Yeon
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.170-176
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    • 2011
  • When the process of planning and production of Pororo is to be analyzed, scientific and meticulous contents planning which considered even cultural discount, and collaborative business partnership which maximized the strength of each participants are found to be the main success factors. Owing to them, Pororo has resulted in continuous profit making through various outlets, the production of series up to 4 seasons, and successful sales in foreign markets. However, OSMU strategy as the key business strategy was not intended from the stage of planning, but was resulted as the business process after good contents were created. In order to have more successful cases like Pororo, and to build a good animation industry ecosystem, efforts by the industry and effective supporting system by the governments should be met.

A Semiotic Study on Storytelling Structure in Edutatinment -The Educational Animation For Kids, - (에듀테인먼트에서의 캐릭터 중심 기호학적 생성구조 연구 -어린이 대상 애니메이션 <뽀롱뽀롱 뽀로로>를 중심으로-)

  • Song, Mi-Sun
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.669-677
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    • 2008
  • Since the great success of the Disney animations like , the classification of audience target in animation according to an age group started a possibility of edutainment in the industry. Especially, a few animations for preschool children made by Korea have been largely successful in domestic and foreign markets. The study analyzed a distinguished structure of a story stressed by character by Greimas's theories in the educational animation. The animation for kids as this study target is one of successful contents in edutainment. It also analyzed as one of parallel contents in abroad. It is a meaningful study which considers a story structure of the animation as aspects of edutainment contents for preschool children.

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Animation Character Preference According to Age and Gender of Children (유아의 연령과 성에 따른 애니메이션 캐릭터 선호도)

  • Ko, Young-Ja;Kim, Min-Jung
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.470-479
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    • 2012
  • This study was designed to investigate and analyze children's preference on animation characters according to age and gender of the subjects, by surveying 255 children aged from 3 to 5. The animation characters were represented in pictures, and the reasons of preference were collected through individual interview with the children. The $x^2$ verification of SPSS 18.0 Window statistic program was used to verify the difference in preference. As a result, children aged from 3 to 5 showed higher preference on animations produced in foreign countries than the ones produced in Korea, as Korean animations and foreign-country animations had preference rate of 35.7% and 64.3%, and Korean characters and foreign-country characters had preference rate of 22.4% and 77.6% respectively. Depending on the age of children, there was significant difference among animation characters that the children prefer ($x^2=302.474^{***}$, P<.001), and it was shown that children at the age of 3 showed preference on 'Pororo' of Pororo the Little Penguin, children at the age of 4 on 'Tayo' of Tayo the Little Bus and 'Amu' of Shugo Chara, and children at the age of 5 on 'Shin Chan' of Crayon Shin Chan. It was also revealed that there was significant difference among animation characters according to the gender of children ($x^2=120.864^{***}$, P<.001); boys preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Doraemon' of Doraemon, 'Thomas' of Thomas and Friends and 'Tayo' of Tayo the Little Bus, and girls preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Apple' of Little Princess, 'Amu' of Shugo Chara and 'Loopy' of Pororo the Little Penguin. Through this study, it is hoped that the development of children animation would advance further, and that this study could be used as the preliminary resource.

A Study of 3D Stereoscopic TV Animation Production: A Case Study of Pororo, the Little Penguin (3D TV 입체 애니메이션 제작에 대한 연구: <뽀롱 뽀롱 뽀로로> 4 시즌 테스트 제작사례분석을 중심으로)

  • Choi, Sung-Kyu;Oh, Jun-Heon
    • Cartoon and Animation Studies
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    • s.28
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    • pp.101-124
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    • 2012
  • Success of brought a large revolution in the world of cinema and the media market. They have predicted new industrial possibility for 3D Stereoscopic image and trends started to support for producing in the field of various media platform. We can see our domestic technology creates higher added value in the sphere of hard-wear for the market of worldwide home TV electronics. But in reality we are short of effective and organized pipeline of producing and we should analyse cases more for Stereoscopic 3D animations. Therefore in this paper, we present case study on animation made into Stereoscopic 3D animation to build up suitable Stereoscopic 3D TV animations pipeline. We differentiate from any other Stereoscopic content by applying artistic elements and technological elements, especially human factor and 3D Sweetening to elevate the level of 3D Stereoscopic effect for main audience, children. We propose how to strengthen the competitiveness of Korean animation for world animation market.

콘텐츠라인 / 3/4분기 디지털콘텐츠대상

  • Sin, Jong-Hun
    • Digital Contents
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    • no.12 s.127
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    • pp.82-89
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    • 2003
  • 정보통신부가 주최하고 한국소프트웨어진흥원과 한국데이터베이스진흥센터가 공동으로 주관하는 디지털콘텐츠 대상 3/4분기 수장작이 정됐다. 디지털영상, 온라인게임, 교육용콘텐츠, 무선콘텐츠, 웹정보콘텐츠 등 5개 부문 총 7개 작품이 선정된 이번 3/4분기 디지털콘텐츠 대상 수상작들은 전 분야에 걸쳐 우수한 작품들이 제출돼 심사과정에서도 고민이 있었다는 후문이다. 수상작들을 살펴보면 디지털영상 분야에서는 캐릭터플랜의‘망치’와 아이코닉스엔터테인먼트의‘뽀롱뽀롱 뽀로로’가 수상의 영예를 안았고, 온라인게임 분야에서는 위젯의‘메이플스토리’와 그리곤엔터테인먼트의‘씰온라인’이 공동으로 선정됐다. 교육용콘텐츠에서는 유니메이션코리아의‘스몰 포테이토(Small Potatoes)’가 수상했고, 무선콘텐츠 분야에서는 웹이엔지코리아의‘부루마불’이 선정됐다. 마지막으로 웹정보콘텐츠 분야에서는 로앤비의‘온라인법률정보’가 대상을 차지했다. 이번 디지털콘텐츠 대상 수상업체들은 향후 정통부의 해외 진출과 마케팅을 위한 각종 활동에 우선적으로 참가하는 혜택을 누릴 수 있으며, 연말에 열리는‘디지털콘텐츠페어 2003’전시회에 참가하고, 대통령상 후보에 오르는 자격을 얻게 됐다.

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The Industry Status of Red Ginseng Products (홍삼제품의 산업현황)

  • Lee, Jong-Won
    • Proceedings of the Plant Resources Society of Korea Conference
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    • 2012.05a
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    • pp.7-7
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    • 2012
  • 인삼(Panax ginseng C.A. Meyer)은 두릅나무과(Araliaceae)에 속하는 식물로 동아시아에서 2,000여년 전부터 보기(補氣)제로 사용된 중요한 약재이다. 홍삼은 인삼의 뿌리를 찐 것으로, 고려시대 이전부터 쪄서 말리는 가공법이 있었던 것으로 알려져 있다. 건강기능식품에서 말하는 홍삼제품은 홍삼을 원재료로 하여 이를 분말화하거나 물이나 주정으로 추출하여 농축 또는 발효하여 식용에 적합하며, 진세노사이드Rg1과 Rb1의 합이 0.8~34 mg/g이 되어야 한다. 2011년 한국의 건강기능식품 시장은 약 3조 6,000억원에 이르며, 홍삼시장은 1조 2,000억원에 이른다. 2007년 6,420억원이었던 홍삼시장이 5년만에 두배가 된 것이다. 홍삼시장이 성장하면서 한국인삼공사(정관장)와 농협중앙회(NH한삼인), 동원F&B(천지인), 웅진식품(다채움수) 등의 회사가 기초연구와 다양한 제품개발을 통하여 경쟁하고 있다. 한국인삼공사의 경우, 최근 식품의약품안전청으로부터 홍삼의 '항산화' 기능에 대하여 건강기능식품기능성원료 인정을 받았고, '홍삼정타브렛'을 출시하였으며 '홍이장군' 브랜드를 리뉴얼하였다. 농협중앙회에서는 이미지 향상을 위한 '지성이면 한삼인' 시리즈와 짜 먹는 '뽀로로 홍삼 젤리'를 출시하였고, 동원F&B은 '홍송조화건조'를 제조공정에 도입하였고, 캡슐형태의 제품을 출시하였으며, 최근에는 꼬마버스 타요를 활용하여 '천지인 꼬마버스 타요' 시리즈를 개발하였다. 웅진식품, 대상웰라이프 등에서도 사포닌이 흡수되기 좋게 만든 '발효홍삼' 제품을 출시하고 있다. 향후 홍삼시장의 지속적인 성장을 위해 기초연구와 소비자의 니즈에 맞는 국내시장만이 아닌 해외시장까지 나아갈 수 있는 특화된 제품 개발이 절실히 요구되는 시점이다.

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전시회 - 2011 대한민국 우표전시회 -최고액우표 및 최초우표 전시 뽀로로우표 등 우표수집에도 열광

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.10 no.9
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    • pp.124-125
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    • 2011
  • 평가액이 1억 6천만 원에 달하는 우리나라 최고가 희귀 우표와 함께 우리나라 최초의 문위우표를 볼 수 있는 전시화가 열렸다. 바로 2011 대한민국 우표전시회다. 지식경제부 우정사업본부(본부장 김명룡)는 '2011 대한민국 우표전시회'를 지난 7월 28일부터 8월 1일까지 닷새 동안 삼성동 코엑스(COEX) A홀에서 개최했다. 올해로 53회째를 맞는 대한민국우표전시회는 역사와 전통을 자랑하는 국내 최고의 우표전시회로 '우표로 만나는 지구촌 문화'를 주제로 세계문화와 역사를 체험을 할 수 있는 교육문화 공간을 제공하는 등 다양한 프로그램으로 운영됐다.

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ViStoryNet: Neural Networks with Successive Event Order Embedding and BiLSTMs for Video Story Regeneration (ViStoryNet: 비디오 스토리 재현을 위한 연속 이벤트 임베딩 및 BiLSTM 기반 신경망)

  • Heo, Min-Oh;Kim, Kyung-Min;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.24 no.3
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    • pp.138-144
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    • 2018
  • A video is a vivid medium similar to human's visual-linguistic experiences, since it can inculcate a sequence of situations, actions or dialogues that can be told as a story. In this study, we propose story learning/regeneration frameworks from videos with successive event order supervision for contextual coherence. The supervision induces each episode to have a form of trajectory in the latent space, which constructs a composite representation of ordering and semantics. In this study, we incorporated the use of kids videos as a training data. Some of the advantages associated with the kids videos include omnibus style, simple/explicit storyline in short, chronological narrative order, and relatively limited number of characters and spatial environments. We build the encoder-decoder structure with successive event order embedding, and train bi-directional LSTMs as sequence models considering multi-step sequence prediction. Using a series of approximately 200 episodes of kids videos named 'Pororo the Little Penguin', we give empirical results for story regeneration tasks and SEOE. In addition, each episode shows a trajectory-like shape on the latent space of the model, which gives the geometric information for the sequence models.