• Title/Summary/Keyword: 장르 다양성

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A Study on the Makeup Trend of Digital Communication Environment (디지털 커뮤니케이션 환경의 메이크업 트렌드 연구)

  • Barng, Kee-Jung
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.37 no.1
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    • pp.23-36
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    • 2011
  • The purpose of this study is to make theoretical examinations into the makeup trend shown in digital communication environment and thereby determine potential associations of makeup trend with digital communication environment and characterize said trend, so that it can provide reference materials required for follow-up studies. This study comes to the following findings: First, it is found that there are sociocultural characteristics of digital communication environment, such as interactivity, technology-orientedness, sentiment-orientedness and mixture of time and space. Secondly, it is found that trends developed in makeup fall categorically into interactivity, virtuality, amusement and mobility. Thirdly, it is found that each type of digital communication adopts a mixture and juxtaposition of contemporary styles or categories with traditional ones through eclectic combination based on open-minded and horizontal ideas. Fourthly, it is found that a trend from digital communication environment doesn't coincide perfectly with any makeup trend, but the former trend works interactively and organically with the latter trend on the basis of homogeneity and similarity within a general framework that represents external esthetics of human being. With the creation of digital communication environment, our contemporary society forms as the complex phenomena of digital society in a combination and destruction of different categories beyond any certain international boundary, so that a hybrid tendency appears in contemporary makeup trend as well. Based on these findings, this study has its implications in the sense that it gives a new viewpoint based on design, formative characteristics and expression styles of makeup, and also provides useful reference materials for related industrial sectors.

Growth factors and promotion strategies of CJ E&M: Focusing on the diamond model analysis and 4P (CJ E&M의 성장성 요인과 촉진전략: 다이아모델 분석과 4P를 중심으로)

  • Kim, JeongYeon;Park, SangHyeon
    • Industry Promotion Research
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    • v.6 no.4
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    • pp.11-21
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    • 2021
  • This study tried to analyze the factors of corporate growth potential of CJ E&M, a representative company in the content industry. First, in order to analyze CJ E&M's growth Engine, Michael Porter's diamond model was used to review key factors, and then, based on the 4P model, directions for future corporate growth were suggested. As a Result, Factors behind corporate growth included "Media content of various genres" and "recruitment of star-class human resources", in terms of Production Conditions, and "Gratification Chinese market demand" in terms of Demand Conditions. In addition, "Korean wave industry aiming at K-Culture" in terms of Related Industry and "Two track strategy: global·glocal strategy" and "Media commerce strategy" in terms of business environment: strategy, structure, and competition was able to analyze. For the direction of development, there are "various products through collaboration of affiliated companies" in terms of Product and "TVING Benchmarked Netflix" in terms of Price. In addition, "global expansion through OTT platform TVING" in terms of place and "challenge marketing utilizing the Tiktok platform" in terms of promotion must be carried out.

A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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A Study on Ornaments' Exhibition Type through Connection with Costume Field (장신구의 의상분야 연계를 통한 전시유형 연구)

  • KIM, TAE WHAN
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.58-65
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    • 2021
  • Jewelry Object to adorn a body with has been a very important culture since the primitive age when history of human beings started. Ornaments for social status or wealth's symbolic icon otherwise for private embellishment have been developed with various properties such as decorative, monetary, scarce, historic ones. However, since the latter 20th century, when intellecture concept was more valuable than the tradition laying emphasis on preciousness, with counting of artistic activities and aesthetic values, they have had expressionistic tendency centered on artists. In this manner, modern ornaments have been developed as an artistic genre deviating from traditional way in which material or technology was emphasized. While this expressionistic tendency emphasized artistic value, galleries only for ornaments have been started since 1960s and especially from this period, a lot of experimental and revolutionary ornaments works deviating from traditional way have been exhibited. The appearance of galleries specialized in ornaments as described above had a great influence on the ornaments' development to an artistic genre. This study is the one in respect of two exhibition types through the combination of human body and clothes in displaying ornaments. The first one represents active displaying way for the communication with audience by introducing fashion show to galleries deviating from general exhibition way. The second one plans to run a project collaborating fashion brand for the communication between ornaments and clothes and represents displaying way in the shop of fashion brand for active exhibition publicity.

Independent Production Routines and Environmental Changes In 'Comprehensive Programming Television Channels' in Korea Focusing on Interviews with Independent Producers, Broadcast Writers and Individuals Involved with the TV Channels (종합편성채널의 독립제작 환경과 관행에 관한 연구 독립PD, 작가 및 종합편성채널 관계자 심층인터뷰를 중심으로)

  • Choi, Sun Young;Han, Hee Jeong
    • Korean journal of communication and information
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    • v.73
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    • pp.56-91
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    • 2015
  • This study examined changes in the independent production environment in the perspectives from flexible specialization of labor and media routines since January 2011, when comprehensive programming television channels (JTBC, MBN, Channel A, TV Chosun) emerged in Korea. In-depth interviews were conducted with thirteen individuals, including producers from independent production companies, broadcast writers, and individuals involved with these TV channels. The interview results indicated that a flexible specialization production system had been established by the comprehensive programming channels. This means that they were heavily dependent on independent producers, except in relations to their own news programs. Moreover, it was identified that the production of diverse programs could be difficult due to absurd contract practices such as those related to TV ratings and performance systems. Second, these channels have implemented some positive changes such as the payment of higher production costs and an incentive system, compared to terrestrial TV stations. However, the incentive system also helps to aggravate internal competition in the channel and also instigate contract competitions among independent companies, which can eventually result in the channels for holding exclusive rights to certain content and, hence, unfair business practices. Third, as a result of the newspaper and broadcast cross-owenership system of the comprehensive programming channels, hierarchical independent production practices can be established under the influence of newspaper proprietors and executives or managers who have previously worked for newspapers. Lastly, as a result of interviews with independent producers and individuals involved with the TV channels concerning the awareness of comprehensive programming channels, it could not be ascertained whether it is difficult to produce programs dealing with diverse items and genres, because programming autonomy has been distorted by capital or the advertisement market. In this circumstance, it is not surprising that some comprehensive programming channels mentioned that they prioritize profit and performance in programming. In conclusion, it is absolutely imperative that complementary and legal measures be implemented institutionally in order to redress the existing systematic dysfunctional routines in the independent productions of the comprehensive programming TV channels in Korea.

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Study upon Microscopic Narrative Structure of Illusion Interactive Media Art (환영적 인터랙티브 미디어 아트의 미시 서사구조에 대한 연구)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.28
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    • pp.181-208
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    • 2012
  • Illusion played by mutual communication in Interactive Media Art is studied in this thesis from the narrative point of view, not from the entertaining point of view. Microscopic narrations founded in screen changes are analyzed by traditional narrative factors such as plot, point of view, narration, time creating the identity of Interactive Media Art. Traditional narrative factors in consequence have been converted to different forms after being combined with the features of Interactive Media Art. Plot has been converted to fragmentary plot and creators' point of view in many work pieces has been recreated to the outside participants' point of view. Also, creators' narrations described from various points of view has transferred to participants' narrations based on physically spacious search. Times of the present sharing with the past are observed in Interactive Media Art, too. It is concluded that audience's active participation through mutual communication makes an influence on the change of essentially traditional narrative factors. Moreover, the factors mentioned in this thesis are regarded as the unique identity of out of various kinds of modern media art.

A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

A Study of Non-narratives of Comics - With Emphasis on the Characters and Events of 『The Texture of Memory』 - (만화의 비(非)서사성 연구 -『기억의 촉감』의 인물과 사건을 중심으로 -)

  • Ahn, So Ra;Lee, won soek
    • Cartoon and Animation Studies
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    • s.36
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    • pp.417-436
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    • 2014
  • Stories have existed with the history of mankind along with drawings. Any genre of art that discusses the flow of time, such as literature, film, and play, cannot be free from narratives. The comics are not an exception. The comics tell the narratives with drawings from the cartoons in single blocks to the full-length series in tens of volumes. Nevertheless, there are not many studies that discuss the narratives in the comics. They may have been overlooked because they have been studied in the field of literature. However, I am envious of the field of film, which unravels the narratives with the same visual images, profoundly explores its own narratives and experimentally modifies and expands them into various levels. Therefore, I would like to make a narrative approach to the comics in this study. This study will discuss the non-narratives. It may sound ironic that the study of narratives will discuss the non-narratives, but the narratives cannot exist without the non-narratives. The non-narratives in the narratives compose the narratives in various ways. Therefore, Chapter II will discuss how the theory of narratives in literature classifies the narratives and the non-narratives as a theoretical background. Then, Chapter III will analyze the forms of non-narratives in Han Jo Kim's "The Texture of Memory" to discuss how the non-narratives of comics are composed, while Chapter IV will summarize the preceding studies. Finally, the narratives should be actively studied as it is an essential component of comics. I hope that this study can lay the foundation for more in-depth discussions of the narratives in the comics.

A Study on the Relational Structure of Experimental Thinking and Collective Intelligence in Convergent Performing Art: Focusing on Analyzing ⟪God's Eye View⟫ (춤-연극⟪시선(God's Eye View)⟫분석을 통한 융복합 공연예술의 실험적 사고와 집단지성의 관계구조 연구)

  • Park, So-Hyun;Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.470-476
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    • 2016
  • Recently performing arts pursue a new rootage of the collective intelligence that seeks experimental thinking and diversity in creative convergence. Understanding in this way the concept of artist's horizontal creation structure and individual communication of the public, this study tries to analyze ${\ll}God's\;Eye\;View{\gg}$, an example of convergent performing art. The result of analysis is as follows. The convergence in performing art could be approached through experiential thinking and diachronic of artists by genre, and the interpretation and its value of the result of work be shared horizontally. ${\ll}God's\;Eye\;View{\gg}$ express a dynamic communication and meaning of poetic image, and shows the experimental creation of convergence and the individual communication ability of collective intelligence as a new value of convergence.

A Discussion and Analysis of Animation in a Culture and Art Education (문화예술교육에서 애니메이션에 대한 논의 분석)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.31
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    • pp.29-55
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    • 2013
  • In the contemporary modern society, information and knowledge generate a set of new social values. These changes demand a transformation not only in socio-cultural and educational spheres, but also, specifically, in the field of culture and art education. Culture and Art education emphasizes the integration and cross-discipline of other related fields which have great impact on culture and arts. This study applies theoretical analysis of Animation education in the context of culture and art education. Animation education takes an interdisciplinary approach to integrate various subjects in the field of culture and art education. Animation, as a form of culture and art education, plays an educational role in the social classroom. Animation education should be developed and expanded to become a regular classroom course. The goal of Animation education is to pursue and develop a connection with other educational courses of study. In order to strengthen the role of Animation education, we should first re-structure the pedagogical role of Animation education. Secondly, Animation education needs to become a diversified and popularized education. Third, the cultivation of creative human resources is considered of vital importance to Animation education. Finally, the expansion of infrastructure and the establishment of a comprehensive support system for Animation education has to be established.