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A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.102-107
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    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4831-4843
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    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.

Design and Implementation of Dynamic Form-based Editor for Writing Electronic Books (전자책 저작을 위한 동적 폼 기반 편집기의 설계 및 구현)

  • Koo, Eun-Young;Choy, Yoon-Chul
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.5
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    • pp.540-550
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    • 2002
  • Electronic Book(eBook) is a publication that stored and processed the contents of a book using digital mechanisms and has advantages such as easiness in saving and searching and the possibility of carrying. To activate Electronic Book which has the advantages mentioned above, studies on related techniques are required and a development of an editor exclusive for eBooks which is appropriate for eBook structure is still not adequate. In this paper, we design and implement Electronic Book editor providing form-based interface for eBook genre-based structure so that it would be easier for users to write. Especially because Electronic Book has genre-based structure due to the characteristic of literature, it is necessary to provide forms for each different genres. Therefore, compared to the problem of having to study XML grammar when writing Electronic Book using the existing XML editor, the proposed system can solve this problem by providing form-based interface. Additionally, with regard to the characteristic of eBook which have structures according to the intention of users, we provided the flexibility of adding dynamic forms to the form provided in default so that it will be more effective in writing Electronic Books. Therefore by providing form-based interface according to the genre and dynamic structure according to the intention of users, Electronic Book can be wrote more easily.

A Study on the Re-examination of Theory of Pansori Originating in Chinese Tale-Song Literature (판소리 중국(中國) 강창문학(講唱文學) 기원설(起源說) 재론(再論))

  • Seo, You-seok
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.103-135
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    • 2018
  • The objective of this study is to re-examine the theory of Pansori (Korean musical storytelling genre) originating in Chinese tale-song literature. The said theory, first presented by Kim Hak-ju, succeeded in confirming the common points and association between Pansori and the Chinese tale-song literature, but failed to present the supporting ground for proving that Pansori originated in the said Chinese genre by comparing the contents of works and their performance type. In actuality, it was confirmed that the common factors of Pansori and the said Chinese genre naturally resulted from the performance situation where both genres should involve one singer chanting epics and simultaneously performing various roles and functions. In addition, it was confirmed that such identity of performance environment made the Pansori clown theory and the Gosagye tale-song(鼓詞系講唱) theory very similar. In addition, it was confirmed that, for one singer to present the wide spectrum of epic to the audience, the realistic description was the main part of literary style of both tale-song literature and Pansori, and furthermore it was revealed that, in the literary style of both tale-song literature and Pansori, the mixed use of time and temporal penetration were free. If a long performance of musical storytelling can be conceptualized in terms of 'tale-song' or 'oral epic', the Chinese tale-song literature and Pansori had similarity in the bigger frame of 'tale-song' or 'oral epic' and yet developed to have their own features.

Child-Rearing Practices and Activities of Children Depicted in Traditional Paintings of the Chosun Period (조선시대 회화에 묘사된 아동의 양육과 생활)

  • Choi, Kee Young;Lee, Choung Mee
    • Korean Journal of Child Studies
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    • v.23 no.1
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    • pp.105-119
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    • 2002
  • This study of child-rearing practices and daily activities of children during the Chosun dynasty was conducted through analysis of 91 traditional paintings of the period. Genre, figure, folk, and landscape paintings were included in the analysis. Findings were that child-rearing was strongly focused on the family. Generally, the mother was shown as the primary caregiver of the child. Grandmother, father, and grandfather also played a role in raising the child. The daily activities of the children consisted of helping with household chores, assisting the elderly, doing small jobs, studying, playing, performing for family members, and participating in family rituals and community events. Differences in child-rearing methods and contents of daily activities varied by gender and socio-economic status.

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A Study on the Blending Color in Karim Rashid's Works (카림 라시드의 작품에 나타난 블렌딩 색채에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.155-162
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    • 2011
  • In order to pursue the traces of truth, boundaries set by man for convenience were crossed or Integrated leading to the discovery of new paradigms. Such phenomena including collaboration, convergence, crossover and etc. are expressed in various forms across the society and culture. In particular, development of digital technology is moving away from its previous color based on scientific, statistical and quantitative perspective by using diverse variables. Also, as the borderlines of genres become increasingly more ambiguous, various concepts of color blending developed rapidly. Thus These chaosmos-like color blending have created new contents. This research aims to understand the principle of color blending in Karim Rashid's work, which advocates the world of design in diverse fields from industrial products to architecture. The principle of color blending such as information change, source color and destination color, interaction, and etc. makes it possible to extract the expressed element and method of color blending. Meanwhile, the features of color blending such as integrated space and time, vague form, and narrative genre can be inferred from case analysis.

A Study on Storytelling Characteristic of Super-compressed Web Drama "72 seconds" (초압축형 웹드라마 <72초>의 스토리텔링 특성 연구)

  • Jung, Wonsik
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1148-1155
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    • 2017
  • This study examined the storytelling characteristics of the super-compressed web drama "72 seconds". By analyzing all seasonal episodes of "72 seconds" and applying the various storytelling methodologies and related theories, this paper derived the main storytelling characteristics of "72 seconds" as follows. First, through the composition of the microscopic non-plot, the story value of empathy and fun is maximized, even though there is no dramatic composition compared to the general movie or drama. Second, by the specialization of everyday life, it leads to the transition from everyday experience to the new context. In other words, it provides a consensus through the cognitive expansion and interest by unfamiliarity of the ordinary experience to the audience. Third, based on the characteristics of super-compression and short theme, it utilizes fully stylistic narration like rapping. This makes the audience feel novel and further enhances the branding effect of content. And finally, based on various hybridity and variation, it uses remediation actively in all respects, especially comedy genre and comic factor.

A Study on Game Design Methology Following Types of Games, Type of Garners -Focused on MMORPG- (RPG 게임의 유형 및 게이머의 유형을 통한 게임디자인 방법에 관한 연구 -MMORPG게임을 중심으로-)

  • Kim Jung-Hyun;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.1-7
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    • 2006
  • Roll Playing Game is currently one of the most popular game genre with qualitive and quantitative development from the start of Table RPG. Meanwhile the rules and systems of games have been repeated old system, that new RPG game are confronting many problems. In this paper, we propose a new design methodology for RPG games following types of RPG game, types of garners.

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Content Analysis of the Reading Textbooks of Chinese-Korean and Korean Children: Ecological Systems and Values (중국 조선족과 한국 아동의 읽기교과서 내용분석 생태학적 체계에 따른 가치덕목의 비교)

  • Park Choi, Hyewon;Won, YoungMee;Lee, Kwee-ok
    • Korean Journal of Child Studies
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    • v.24 no.4
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    • pp.55-69
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    • 2003
  • This study analyzed the contents of reading textbooks of Chinese-Korean $1^{st}$, $4^{th}$, and $7^{th}$ graders in Yanji, China with reference to ecological systems and values. Results showed that the literature genre of Korean textbooks in China was predominantly novels/stories(38.5%) rather than essays(13.7%), poems/verses/rhymes(16.2%) or others(31.6%). Characters were classified into 9 categories and analyzed by Bronfenbrenner's ecological paradigm. It was found that Chinese-Korean textbooks included more characters belonging to exo- or macro-systems including school, community, and government while Korean textbooks emphasized the self or the family, both belonging to the micro-system. Values in Chinese-Korean textbooks emphasized community and government. Korean textbooks emphasized individual life. Differences were more pronounced in textbooks of the upper grades.

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Procedural Problems in Academic Writing Faced by International Students (외국인 대학생이 작성 중인 학술 보고서에 나타난 제(諸) 문제)

  • Kim, Jiyoung
    • Journal of Korean language education
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    • v.28 no.1
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    • pp.23-47
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    • 2017
  • This research analyzed procedural problems presented in academic writing faced by international students. The result of this research will serve as a basis for suggesting methods of developing a curriculum in Korean writing as a liberal arts education designed for international students. To analyze problems presented in academic writing by international students, the standard of assessment was divided into interaction, knowledge construction, and material quotation. Then, knowledge construction was divided into contents, structure, and expression, and the items were subdivided in each category. These categories of assessment correspond to the genre of academic writing and are different from the existing standard of assessment for academic writing. Applying these standards, this research analyzed 43 texts of academic writing in process for a final paper by international students in an class and presented problems in them. Furthermore, this paper aims to give detailed feedback that can help solve those problems.