• Title/Summary/Keyword: 소녀

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애니메이션프리뷰- 앤캐릭엔터테인먼트‘뽀글이’

  • Sin, Seon-Ja
    • Digital Contents
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    • no.11 s.138
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    • pp.126-128
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    • 2004
  • 플래시 애니메이션에서 인기를 끌면서 지난해 캐릭터 시장을 강타한‘뽀글이’를 이제 TV에서도 만나볼 수 있게 됐다. 원작사인 앤캐릭엔터 테인먼트는 뽀글이 캐릭터를 장수 캐릭터로 계속 성장시켜 나간다는 전략으로 TV 애니메이션으로 제작키로 하고 지난 6월부터 기획과 제 작에 들어갔다고 밝혔다. 내년 하반기 TV 방영을 목표로 현재 시나리오 작업이 한창이다. 9살짜리 소녀 뽀글이가 11살이 돼 우리 앞에 어 떤 모습으로 다가올지 사뭇 궁금해진다. 가제‘뽀글이-나만의 마니또’TV 시리즈로 새롭게 태어날 뽀글이를 미리 만나본다.

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The Signification of Sisterhood and Testimony in Japanese Military 'Comfort Women' Films (일본군 '위안부' 영화의 자매애와 증언전수 가능성)

  • Kwon, Eunsun
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.414-421
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    • 2017
  • After the Korea-Japan comfort women's agreement, two films and were released with the audience's attention. Both films deal with the friendship of 'comfort women' girls. Unlike the existing 'comfort women' narratives, these two films are building a women's space based on a kind of sisterhood. The emergence of a new generation extends the story of personal friendship to the community level of sisterhood. In particular, suggests the possibility of a testimony that the 'comfort women' grandmother passes testimony to a new generation of women. In the cinematic present, it shows the possibility of feminist thinking of the 'comfort women' narrative. However, the representation of the colonial period does not deviate much from the existing patriarchal nationalistic viewpoint. It is typical that the 'comfort women' characters are still set with a pure and innocent girls of Chosun era.

A Study on Female Hero Characters in Animation According to the Feminist Cultural Theory - Focusing on Korean·American·Japanese Animation - (여성주의 문화이론에 따른 애니메이션의 여성 영웅 캐릭터 비교 분석 - 한·미·일 애니메이션을 중심으로 -)

  • Kim, Juna;Chung, Eunhye
    • Cartoon and Animation Studies
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    • s.36
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    • pp.91-119
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    • 2014
  • This paper analyzed and compared the storytelling of female characters in Korean, American, Japanese animations and revealed the ideal image of woman of each culture. Chapter 2 analyzed the superficial images of the female characters and figured out how these images reflected awareness of a reality. This paper revealed that female characters act as a representative cultural symbols and embodies the paradigm and the order of those cultures. In Chapter 3, this paper analyzed and compared how the female characters solve the dramatic events in the entire narrative structure, and revealed the cultural implications of their action and these events. Korean characters were imitating the idols as an extension of the real world, and American characters were drawn as unreal Super Heroes who were utilized to enhance the order of the world if the United States. Japanese characters, the magical girls are led to create a magic circle and then become surreal goddesses. In this way, this paper revealed that female characters in animation reflect the male-centered ideology of each culture according to the awareness of a reality and cultural paradigm.

Sexism in Moetic Game Azur Lane - Female Character Exposure and Nationality Stereotype in Character's Attire (모에화 게임 벽람항로에 나타난 섹시즘 - 여성 캐릭터 노출도 및 의상에 나타난 국가별 고정관념)

  • Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.232-235
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    • 2019
  • In recent years, Japanese style Chinese Moe-tic Ship personification games have enjoyed success in Korean game market - starting from 'Girl's Frontier' in 2017 to recent 'Azur Lane' in 2018. Their 'all female' characters have overly sexual appearance thus young male adults/adolescents are main consumers of the genre. In this paper, we investigate all 300+ character skins of the game 'Azur Lane' on how much their character illustrates have sexual exposure of the female body for the sexism and how their standard attire have different patterns with respect to the affiliated nationalities. We report that the sexual exposure is highly related to the payable skins including swim suits and there exists some sexual stereotype in characters' attire. Japanese and Chinese characters emphasize their traditional Chipao and Kimono. Japanese also wore school uniforms. German characters wore uniforms the most and many British characters wore maiden uniform. Although this game is classified as adult game, its overly sexualized female characters are harmful for young adults to cause sexual objectification of females.

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Filipino Cultural Identity Reflecting in the Image of the Philippine Comfort Woman Statue (기억의 표상에 담긴 지역성 연구 : 필리핀 위안부 동상을 중심으로)

  • KIM, Dong Yeob
    • The Southeast Asian review
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    • v.28 no.3
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    • pp.75-110
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    • 2018
  • This study is to figure out the Filipino cultural identity by analyzing the image of the Philippine comfort woman statue, which was created as a representation of memories of the Filipino comfort women during the World War II. As a new approach to the field of area study, this study introduced the concept of 'intertextuality', which is a method of understanding texts in the field of literature. Since the comfort woman statue represents the grieved memories of the comfort women during the international war time, the analysis of the image was focused on 'femininity' and 'nationalism'. As for comparison, the Korean comfort woman statue, the Statue of Peace, was taken into the analysis. Upon analyzing, it can be seen that Filipino perception of femininity emphasizes 'beauty' rather than 'purity' that expressed in the Statue of Peace. And the Philippine nationalism expressed through the comfort woman statue can find 'elitist and inclusive' characteristics, unlike the 'popular and resisting' characteristics of Korean.

A Study on the Experience of Children's Long-Term Boarding Care at Surrogate Foster Home (조부모 대리양육 아동의 장기위탁경험에 관한 연구)

  • Lee, Hyun Ju
    • Korean Journal of Child Studies
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    • v.28 no.6
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    • pp.53-72
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    • 2007
  • The purpose of this study was to understand the meaning and nature of long term boarding care of children provided by grandparents in surrogate foster homes. Data were collected from 10 children 15 to 18 years of age by in depth interviews and observation from May 2007 to July 2007. Analysis of data was by the phenomenological analytic method of Giorgi(1970). Seven essential themes were extracted: (1) ambivalence about being labeled "family headed by a child," (2) recognition of the burden to grandparents with appreciation for their care, (3) resentment and yearning for parents, (4) economic hardship, (5) discord with grandparents, (6) maladjustment to school life, and (7) overcoming such obstacles as poor economic conditions and loneliness.

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A Study on Brassiere Wearing By Girls at adolescence (사춘기 소녀의 브래지어 착용실태에 관한 연구)

  • 이경화
    • Journal of the Korean Home Economics Association
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    • v.36 no.6
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    • pp.57-70
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    • 1998
  • For developing girls' brassiere, the survey on the actual wearing condition of brassiere for girls aged 9-15 if fulfilled. The findings of this study can be summarized as follows. 1) The starting age of the breast growth differs according to regions, schools, grades and body shape. Reason wearing brassiere is to sustain body shape. present brassiere type preferred most is tank-top. Motive wearing brassiere is based on the other's recommendation. Purchasing brassiere is performed largely by mother. 2) Few complaints appeared in the aspects of sewing, hook, loop, wire, wearing sense, touching sense, sweat absorption etc. Evaluation for the brassiere color and design is totally satisfied. When purchasing brassiere, beauty and color are important to all of girls. Yes or No of satisfaction for the wearing sense and comfort of brassiere is answered negatively. 3) Elementary school pupils preferred sport type, While middle school students showed an order as follows-wire

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디지털콘텐츠의 Idea는 보호받을 수 있는가

  • Son, Seung-U
    • Digital Contents
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    • no.3 s.142
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    • pp.113-116
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    • 2005
  • 이 세상의 모든 저작물은 기본적으로 아이디어와 표현의로 구성되어 있다. 교육용 소프트웨어, 게임 소프트웨어, 영화 등 디지털콘텐츠도 예외는 아니다. 저작물에서 Idea와 표현을 구별하는 것은 소송에서 피고에 의해 복제된 부분이 저작권을 침해 했는가를 판단하는데 있어서 매우 중요하다. 그 이유는 저작권법이 표현을 보호하고 Idea 는 보호하지 않기 대문이다. 미야자키하야오의 감독의 최근 애니메이션인 "하울의 움직이는 성"에서 어떤 부분이 Idea이며 또 표현인지를 정확히 구분하기란 대단히 어려운 일이다. 19세 소녀가 미녀의 저주에 결려 90세 할머니로 변해 미녀들의 심장을 먹고 산다는 하울의 움직이는 성에 들어가 격는 모험, 사랑, 마법 등 플롯(plot)은 과연 Idea일까, 아니면 표현일까? 이하에서는 Idea와 표현 2분법을 저작권법의 기본 원리로서 둔 법정책적 근거에 대해 살펴보고, 문학,미술,음악, 컴퓨터프로그램 등 다양한 종류의 저작물에 있어서 Idea와 표현은 무엇이며 또 어떻게 식별할 수 있는지 몇가지 사례를 통해 알아 보도록 하겠다.

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A case study on TV Documentary Co-Production alignment for global market (방송콘텐츠의 해외진출과 공동제작 전략 - 다큐멘터리의 유럽진출을 중심으로)

  • Jin, Hyun Woo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.359-362
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    • 2013
  • 방송유통이 중요하고 방송시장의 과제이다. 드라마외에도 다큐멘터리가 꾸준히 수출이 증가되는 추세이다. 콘텐츠 부가가치 창출과 고용확산을 위해 방송사와 제작사는 국내외 유통에 눈을 돌려야 하는 게 맞다. 여기서 흔한 질문 하나. "독립제작사가 어렵다고 하는 데, 수출 유통을 하면 쉽게 부가수익을 창출하지 않을까? 왜 안하지?" 그건 배고픈데 빵이 없으면 쿠키를 대신 먹으면 되지 않을 까하는 질문과 같다. 저작권을 방송사와 소유하는 것도 중요하고, 그 보다 사전기획과 제작을 해서, 수입이 생길때까지 회사가 '버텨내야 한다'. 유통한다고 수익이 바로 입금되는 것은 아니다. 한국의 방송콘텐츠 기획은 훌륭하다. 인구 5천만명의 나라에서, 한국어를 쓰는 나라가 많지 않음에도 우리 모국어로 많은 나라에서 보고있다는 것은 대단한 것이다. 또한 세계 거리에 싸이와 소녀시대가 울려퍼지는 것은 대단하다. 그것은 미디어를 염두 해둔 한글창제자부터, 대중산업을 이끄는 모든 한국 제작자들은 훌륭하다. 지금은 방송사와 제작사가 해외진출에 눈을 돌리고 있으며, 많은 성과를 내고 있다. 향 후 방송콘텐츠산업의 부가가치 향상과 발전을 위해서 좀더 많은 작품이 해외에 나가야 한다. 그렇게 하기위해서 해외에 더욱 적극적으로 진출을 모색하기 앞서, 글로벌 기획을 할 때 염두하여야 할 점을 정리해보겠다.

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Unusual Pattern of Simultaneous Bilateral Anterior Cruciate Ligament Ruptures in an Adolescent - A Case Report - (청소년기의 비전형적 양측 전방 십자인대 동시 파열 - 증례 보고 -)

  • Min, Kyung-Dae;Ahn, Young-Joo;Kim, Jun-Bum;Choi, Hyung-Suk;Lee, Byung-Ill
    • Journal of the Korean Arthroscopy Society
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    • v.9 no.1
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    • pp.65-69
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    • 2005
  • It is well known that the two main variants of the anterior cruciate ligament (ACL) ruptures in an adolescent include tibial eminence fractures and midsubstance tears. Authors report a case of 17-year-old girl with simultaneous bilateral anterior cruciate ligament ruptures at the ligamento-osseus junction of tibial attachment which was treated with arthroscopic primary repair.

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