• Title/Summary/Keyword: Contents genre

Search Result 393, Processing Time 0.02 seconds

A Study on the TV drama production system (방송드라마의 제작 시스템에 관한 연구)

  • Bae, Jin-Ah
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.255-258
    • /
    • 2006
  • TV drama is the entertainment content which is the very popular and profitable program than any other TV program genre. Although recently some broadcasting companies have been tried to set up the drama production system, they don't have the formal system yet. This study analyses the practices and mechanisms of the drama producing process by doing the dept-interview with the experts in the drama production field. The Korean drama production system is 'the producer-director system' and the strategies for the windowing effects are not applied systematically from the pre-production step. For the broadcasting companies to have the competitiveness through drama, the expert-producer system should be applied, the production elements should be controled systematically, and the multi-use strategies should be established.

  • PDF

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
    • /
    • v.6 no.4
    • /
    • pp.309-316
    • /
    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

Factors Affecting Box Office Performance in China (중국내 극장 개봉영화 흥행에 영향을 미치는 요인)

  • Ki, Seon;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.5
    • /
    • pp.357-366
    • /
    • 2018
  • This study analyzed the factors affecting box office performance of 200 movies released at the Chinese theater in 2015. The results showed that main actor power, online rating, production power, and Chinese film were sighificant factors which influenced box office, while the distribution power, genre, IP utilization and integration of production and distribution were insignificant. These results mean that online marketing factors such as the popularity index of the main actors evaluated on the internet and the online rating are affecting box office performances in Chinese theaters.

A Study on Property of Light Representation based on CGI(Computer-Generated Imagery) in IBL(Image Based Lighting) (IBL(Image Based Lighting)에서 나타나는 CGI기반 빛 재현의 특성에 관한 연구)

  • Chung, Kue-Hyung;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.12 no.7
    • /
    • pp.371-378
    • /
    • 2014
  • We understand the real form with light and it make us to visualize the world. Hence, light have got a great influence on formative arts in many ways from ancient time to now. Invisible and substantial light is described by many representational tools in various way and project the illusion. Projected illusion caused the change in human and general social culture. For such a reason, the representation of light is most important issue without distinction of age, space and genre. Now we are faced with CGI light just same as real light. So we need to study about properties of CGI light representation.

A Study on Static Balancing Design of RPG Game Characters (RPG 게임캐릭터의 정적 발란싱 디자인에 관한 연구 -World of Warcraft의 종족별 캐릭터의 정적요소를 중심으로-)

  • Kim Jae-Joon;Kim Mi-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.5
    • /
    • pp.100-106
    • /
    • 2005
  • It has been attempted to approach a method to develop games efficiently. Many companies in game industries have their own developing process. A efficient game developing process or manufactory tools doesn't show the successful development, but it is necessary to propose the typical design method on viewpoint of game developer. In this paper, we propose how we solve RPG game character balancing problem in order to derive the balancing design to be applicable on a game. We will approach to game balancing design based on experienced experiments through balancing analysis of game character in RPG genre.

  • PDF

Post Modernism in Xavier Dolan's Movies -With a Focus on "I Killed My Mother(2009)" and "Mommy(2014)"- (자비에돌란 영화의 포스트 모더니즘 <아이킬드마이마더, 마미를 중심으로>)

  • Kim, Loyou
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.3
    • /
    • pp.162-170
    • /
    • 2016
  • Xavier Dolan delves into maternal instinct and sexual identity and the attempt and experiment of his movies are not difficult to understand and not unfamiliar. He communicates with audience through pastiche and self-reflexivity, rather than disassembling and destruction of style and form of existing films. Pastiche is the intertextuality between familiar genres such as film, poem, fashion, music, painting, etc. His films shows the characteristics of postmodernism, which include genre over, de-subjectivity, interest in public culture, and representation of nostalgia. This study recognizes anew the present of postmodernism gradually going out of fashion and analyzes the characteristics of postmodernism and repeated motif in his movies. This study also analyzes Xavier Dolan's interest in social minority and allegorian characteristics through characters appearing in his movies.

Limits of Sports Films from the Perspective of Social Structural (사회구조적 관점에서 본 스포츠영화의 한계)

  • Lee, Jung-Rae;Kwon, Ki-Nam
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.4
    • /
    • pp.780-788
    • /
    • 2016
  • The purpose of this study was to research the limits of sports films from the perspective of social structural on the category, the material, the formulas and the mixture of the materials in the movie. The results were as follows: First, Sports films have been faced with the basic problem as to what a standards the category were classified with because of the conceptual confusion about what sports movie was. Second, sports movies could not catch up with a lot of changes in the movies. Third, sports movies were confined, without flexibility, within old fashioned formality of stories which prevails in modern sports. Lastly, they didn't have the mixture of the materials due to the fixed recognition on sports.

The Automation of VOD Content Posting by Detection Black Frame of Broadcasting Program (방송프로그램 블랙프레임 검출을 통한 VOD 콘텐츠 자동생성)

  • Moon, Myong-Sok;Yoon, Myong-Jin;Choi, Seong-Jhin
    • Journal of Satellite, Information and Communications
    • /
    • v.11 no.2
    • /
    • pp.48-54
    • /
    • 2016
  • As the nonlinear viewing patterns are getting generalized, the needs for VOD service of consumers are increasing in TV, webTV. But today's VOD system is all automated, except the part for posting contents. This study proposes the method for automation of the content posting. For this we analyzed the broadcast program structures by genre in order to detect the transition point between the advertisement and the contents. It was found that regular black frames were set in the transition during fade in and out. We propose an efficient approach to automatically detect the black frames using RGB values of each frame that enable VOD content posting and replace an advertisement in VOD service.

Sensibility Satisfaction Evaluation of MP3 Sound on Mobile Phone (휴대폰 무선서비스 MP3 사운드의 감성만족도 평가)

  • Kweon, O-Seong;Choi, Jae-Hyun
    • Science of Emotion and Sensibility
    • /
    • v.10 no.3
    • /
    • pp.481-489
    • /
    • 2007
  • The purpose of this study was to investigate whether there were differences in sound quality among telecommunication service providers(SPs). To avoid the influence of brand of SPs and mobile phone manufacturer, a series of structured experiments was planed. Possible source of sound difference were tested such as specific genres of music, contents providers, mp3 players for PC, and mobile phone manufacturers. The results show there are differences of sound quality among telecommunication service providers(SPs). But the difference comes from contents, mobile phone, and MP3 player for PC. The same model of mobile phone from the manufacturer sounded differently depending on telecommunication service providers(SPs). The genre of music did not show consistent difference in sound quality.

  • PDF

Study on development of the game content based on the Android (안드로이드를 기반으로 하는 게임 콘텐츠 개발에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
    • /
    • v.17 no.2
    • /
    • pp.105-109
    • /
    • 2016
  • This paper is to review from a developer's perspective about the relationship between game development and the convergence of several disciplines during the game development. As the popularity of smart phones is accelerating mobile gaming it is becoming an area where various types of games that appeal to all ages of users. In this study, the production of a new genre of mobile games that can be enjoyed by all ages apart an existing generalized game and will be described an experience for them. The games built on the game plan, the planning information through the process of creating the actual game. At the same time, it studies on the relationship between each process by several studies.