• Title/Summary/Keyword: 장르 다양성

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Journey to 'Imagined History' by 'The detective of Gyeongseong, Lee-sang' ('경성탐정 이상'의 '상상된 역사'로의 여행)

  • Kang, Hyekyung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.263-267
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    • 2020
  • In the Japanese colonial period of Korean history, appropriate conclusion often overwhelmed the historical imagination, and also pointed out that it shows a similar pattern in spite of the history detective novel genre that emerged with pointing out the limitations of modern history. Historical facts showing in , the legitimacy of independence based on nationalism, and modern civilization are well known in the historical and cultural contents of the Japanese colonial period. It is the reason why applied in historical and cultural contents, as the history as is for current desire of the public to the imaginary community(nation), and as the history which current social conflicts are reflected. History, historical facts and fiction are intermingled in the contents of history, and it is creating a new 'historical imagination'. As a matter of fact, there is only one fact of the past, but the historical imagination of historical and cultural contents is diverse as there is not one historical fact made by historians. History has not yet gone to the imagination for the future, but writing history through historical and cultural contents will create a 'history of possibilities'.

A Study on the Transition of the Grotesque Expression Method in Animation (애니메이션에 나타난 그로테스크 표현방법 추이 연구)

  • 이종한
    • Archives of design research
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    • v.17 no.3
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    • pp.51-60
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    • 2004
  • The esthetics of 'grotesque' and its entertaining values have many things in common with the characteristics and properties of animation as a medium of expression. The ways to express grotesque images in animation have expanded its realm of expression with the development of modern image digitalization technologies. The grotesque images that were expressed by the combination of photographs and animations and objet animations have been developing its disharmony in a more realistic manner with full 3D animation technology and realistic motions of virtual characters with motion capture. The subject matter also has become more diverse with the advance of modern scientific civilization. An example is the appearance of Cyborg(cybernetic+organism) characters and the grotesque images in the modern times mainly start to appear in animations dealing with the isolation of human beings among its characteristics. Also, the changes of the expression methods of grotesque images along with the development of visual technology development in the future will transform its methodological forms by changing its expression methods to VR forms and interactive visuals. Thus it is expected that the grotesque images and characteristics will change into a visual genre which emphasizes dehumanization.

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Timeline Tag Cloud Generation for Broadcasting Contents using Blog Postings (블로그 포스팅을 이용한 방송 콘텐츠 영상의 타임라인 단위 태그 클라우드 생성)

  • Son, Jeong-Woo;Kim, Hwa-Suk;Kim, Sun-Joong;Cho, Keeseong
    • Journal of KIISE
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    • v.42 no.5
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    • pp.637-641
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    • 2015
  • Due to the recent increasement of user created contents like SNS, blog posts, and so on, broadcast contents are actively re-construction by its users. Especially, on some genres like drama, movie, various information from cars and film sites to clothes and watches in a content is spreaded out to other users through blog postings. Since such information can be an additional information for the content, they can be used for providing high-quality broadcast services. For this purpose, in this paper, we propose timeline tag cloud generation method for broadcasting contents. In the proposed method, blog postings on the target contents are first gathered and then, images and words around images are extracted from a blog post as a tag set. An extracted tag set is tagged on a specific timeline of the target content. In experiments, to prove the efficiency of the proposed method, we evaluated the performances of the proposed image matching and tag cloud generation methods.

Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.

A Study on Representation of Shaman and Gut in Korean Ocult Films - Focused on , , (한국 오컬트 영화 속 무당과 굿의 재현 양상 연구 -<검은 사제들>(2015), <곡성>(2016), <장산범>(2017)을 중심으로)

  • Yoo, Jae-eung;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.496-501
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    • 2021
  • The representation of shamanism or shaman in Korean cinema has changed according to eras. Since the 2000s, shamanism and shaman appear more frequently than before as the main subjects and characters in movies. The full-scale exploration of shamans usually takes places in documentary works, such as <'Mudang'>(2002), (2006) and (2011). Shamans are summoned in more various appearences in feature films. In this article, we will compare and analyze the representations of shamanism and shaman in recent Korean occult genre films. (2015), (2016), and (2017) are works that utilize new subjects and visual effect styles that were difficult to see in Korean horror films before. In these three films, the meaning of shaman and gut shows distinct differences from each others. Through the analysis of these films, we would like to explore the characteristics and possibilities of Korean occult films.

Analyzing Factors of Success of Film Using Big Data : Focusing on the SNS Utilization Index and Topic Keywords of the Film (빅데이터를 활용한 영화흥행 요인 분석: 영화 <기생충>의 SNS 활용지수와 토픽키워드 중심으로)

  • Kim, Jin-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.145-153
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    • 2020
  • In the rapidly changing era of the fourth industry, big data is being used in various fields. In recent years, the use of big data has been rapidly applied to overall cultural and artistic contents, and among them, the use of big data is essential as a film genre with a lot of capital. This research method is analyzed as the film , which won the Palme d'Or Prize of the 72nd Cannes Film Festival in 2019 and the works and directors' award at the Academy Awards. The analyzed value predicts the film's performance through opinion mining, which gives the value of the change and sensitivity of each data cycle, and extracts the utilization index and topic keywords of SNS such as Facebook and Twitter to reflect the audience's interest. Identify the factors. As such, if model performance and model development can be predicted through model analysis of film performance using big data, the efficiency of the film production process will be maximized while the risk of production cost and the risk of film failure will be minimized.

Media archaeological research on arcade games since the 1990s: Focusing on the rhythm action game (1990년대 이후 아케이드 게임에 대한 미디어 고고학적 연구: 리듬액션게임을 중심으로)

  • Jeon, Eun Ki
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.77-86
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    • 2022
  • This article argues that electronic entertainment has continued to this day, contrary to the existing view that it has been absorbed by digital games since the 1990s. From a media archaeological point of view, it tracks in what cultural and technical context the electronic entertainment called "Pump It Up", which has been popular since the late 1990s, has been accepted and used by gamers. The big trend of 'Pump' took place through a "performative shift" of gamers' creative game performing, and the rise and fall of the 'Pump' took place through competitions and interactions between imaginaries and practices that each subject surrounded the game had. In conclusion, it suggests the necessity of media archaeological research on various genres of arcade games.

A Research on Image Metadata Extraction through YCrCb Color Model Analysis for Media Hyper-personalization Recommendation (미디어 초개인화 추천을 위한 YCrCb 컬러 모델 분석을 통한 영상의 메타데이터 추출에 대한 연구)

  • Park, Hyo-Gyeong;Yong, Sung-Jung;You, Yeon-Hwi;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.277-280
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    • 2021
  • Recently as various contents are mass produced based on high accessibility, the media contents market is more active. Users want to find content that suits their taste, and each platform is competing for personalized recommendations for content. For an efficient recommendation system, high-quality metadata is required. Existing platforms take a method in which the user directly inputs the metadata of an image. This will waste time and money processing large amounts of data. In this paper, for media hyperpersonalization recommendation, keyframes are extracted based on the YCrCb color model of the video based on movie trailers, movie genres are distinguished through supervised learning of artificial intelligence and In the future, we would like to propose a utilization plan for generating metadata.

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A study on Significance of Literary History in Kwon Goohyeon's and Han Yongwoon's Sijo (권구현과 한용운 시조의 문학사적 의의 - 1920-1930년대 시조부흥운동의 재인식 -)

  • Yeo, Ji-Sun
    • Sijohaknonchong
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    • v.23
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    • pp.213-239
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    • 2005
  • Si is a genre which has been steadily loved by Korean, Particularly, 1920's through 1930's, the Revival Movement of Sijo is made by the school of Literary for People, including Choi Namseon, Lee Byeonggi and Lee Eunsang. And Kwon Goohyeon, a member of KAPF, and Han Yongwoon, not belonging to any literary group were interested in Sijo. Kwon Goohyeon, both a member of KAPF and an anarchist has published A Present of Black Room(1927), which is one of the two published in 1920's-1920's saw only two volumes of Sijo works be published: Choi Namseon's 108 Agony(1926) and Kwon's. However, Kwon Goohyeon's work has not been illuminated. compared with Choi Namseon's and the Revival Movement Sijo by the school of Literary for People. It is because Korean literary world has been under the anti-communism ideology since the Liberation of Korea. However, it caused to explore proletarianism Sijo (Joh woon) and proletarianism poetry (Park Yeonghee) that Kwon is a memeber of KAPF and an anarchist. Han Yongwoon, not belonging to any literary group, was very famous as the poet of My Belolved One's Silence(1926), not as a Sijo poet. It means that he s not been illuminated as a Sijo poet. However, his Sijo is enough to contain his various features such as a man of Independence Movement, a Buddhist monk, a lyrical poet and so on. His first Sijo is For Planting Mookoonghwa-Poetry Written in Prison(1922), which has been published four years prior to My Beloved One's. And his affection on Sijo is inferred from the fact that he has constantly published Sijo more than free verse. The aim this thesis is to find out a position of Sijo 1920's through 1930's from a study on Kwon Goohyeon's and Han Yongwoon's Sijo. Sijo, Korean traditional literary genre, was written by most of the poets including not only the school of Literary for People but Kwon Goohyeon and Han Yongwoon 1920's through 1930's. As a result, the writing of Sijo was not a partial movement by the anti-KAPF group, but by a paradigm in 1920's through 1930's.

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Brutal sorigeuk of the use of educational view of (잔혹소리극 <내다리내놔>의 가치 교육적 활용에 대한 고찰)

  • Kim, Jeong Sun
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.595-628
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    • 2016
  • Pansori of a creative group pansori 2006 demonstration factory floor sound brutal sorigeuk the home of is a legend 'deokttaegol' in pansori, a creative for adaptation to remakes Work is. Evil Twin 'deokttaegol' called "Give me my leg back" in of Ghost Stories, broadcast on a kbs of lines from breakneck work is considered to be a pronoun. Sound and shadow play and playing drums and payments sentiments of the cruelty I've come across in this 'Give me my leg back' audience to be deployed to the cruel is formed by the center. Based on emotional horror of cruelty. When I was little, ever heard of Korean Ghost Stories, a bedrock of the main feeling revulsion of value in a short time and is contained in a story of filial piety, while in education, to the target Provided. Done in our lives using genre called 'pansori' sentiment and efficient learning can move about the value education can know. Sound and stories, many carefree a stimulus such as Pansori is a great gesture can be a means of education. Valued with any information, work is performed in pansori, depending upon efficient and the various, education and made an emotional cultivation resulting from the value. In my life friendly, our own via a variety of materials that can easily access many values and sentiments, and to culture for each age group on languages and customs Each age groups and instructive preferred allowing them access through their rhythm, pansori, access to the target is persistent about it with curiosity and interest. Can have interest. This wealth not belong to the traditional pansori and new together private and to the tune called creative work for the Pansori. Therefore, our language and customs, their poems span a friendly, the pansori and created using the vocabulary for each age group creative content is educational effects if used in education It is expected to be big thing. These effective approach for each age group and based on the vocabulary by the content easily understood lessons by causing only a smoothly acquired Can to provide an opportunity. Therefore, the Pansori of a creative education is important to take advantage of educational value.