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The Determinants of Popular Music and Its Relationship with Music Concert Performance (대중음악 흥행결정요인과 공연성과와의 관계)

  • Lee, Nammi;Koo, Yohan;Yoo, Myunghyun;Kim, Jaehyun
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.54-66
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    • 2019
  • The purpose of this research is to examine and identify the factors that influence the outcome of performances in the popular music market. Therefore, this research analyzes music and concert ticket revenue charts, which serve as the most representative success quotient for singers, to delve into the elements that affect concert performance. Also, to secure reliability and validity of this research, 6 years(2012-2017) worth of data from Gaon Chart, a representative domestic music chart, and Interpark, the largest ticket purchasing site, were collected and analyzed. Research model identified how music chart ranking, genre, tv music shows, type of singer (gender and idol), and career affect concert performance rank via multiple regression analysis. The results suggest that music charts, music bands, tv music shows, and career had a significant effect on concert performance and rise in ranking; and the type of singer (gender and idol) had no significant influence. Finally, the result of this research could contribute to the understanding of the market of popular music.

A Model for Teaching Film Literacy through Movie English (영화영어를 통한 영화리터러시 교육방안)

  • Seo, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.779-790
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    • 2021
  • Film literacy comprises the process of producing a new creation through understanding the elements that make up a film, the content of a film, and a critical and creative thinking process. Film literacy is employed in fields such as composition, science, social studies, and geography, and, additionally, it is used to cultivate humanities literacy and critical thinking skills. Yet despite the large proportion of the film script in the movie, it is not easy to find literacy education cases that use film English as a teaching method. Film English is a practical and authentic material, and is suitable as an English learning material in an EFL context like Korea. However, the approach of using films to teach and learn differs according to the content and genre of a film. Thus, the teacher may have a difficult time organizing and preparing for class. This study suggests six class activities that can be commonly applied to English classes using films based on the areas of critical, cultural, and creative (3Cs) activities. Four hundred and five college students taking Movie English classes participated in the present study and frequency analysis was conducted to find out their preferences through a questionnaire survey. The results from conducting class activities in university liberal arts classes suggest that the most preferred activities of students are related to cultural, critical, and creative, in that order. Creative activities that are far beyond English instruction utilizing various digital tools or providing additional reading materials can be a burden on learners.

Variables Affecting Chinese University Students' Selection Factors for Korean Drama (중국 대학생의 한국 드라마 선택요인에 영향을 미치는 변인)

  • Liu, Li;Baek, Jongnam
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.267-274
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    • 2021
  • This study was designed to investigate the variables affecting Chinese university students' selection factors for Korean drama. Participants in this study were 379 university students from Hunan Province, China. An online survey program(www.wjx.cn) was used to collect data for this study. The tool of this study was 'a tool for measuring the selection factors of Korean Dramas', and it was composed of two areas: completeness of work and recognition. The results of this study are as follows: First, the completeness of work factor are higher than the recognition of Korean dramas by Chinese university students. Second, there are differences in the factors for selection Korean dramas according to the gender, grade, age, major, and Korean Drama watching frequency of Chinese university students. Third, when Chinese university students select Korean Dramas, their preferred genre influences the selection factors for the level of work completion and recognition. Finally, it was discussed according to the results of this study, and suggested for the qualitative re-leap of Korean Dramas in the global era. In order to expand the Korean Wave market in China, cultural contents must be developed to embrace the sentiment of Chinese university students, a propagation strategy that reflects the latest consumption trends of Chinese youth must be established, and the sophisticated visual beauty of Korean Dramas must be realized.

Proposal and Application of Music Sampling Production Methodology : Focused on Korean Pop Music (음악 샘플링의 제작 방법론 제시 및 적용 : 한국 대중음악을 중심으로)

  • Ryu, Jae-Hack;Park, Jae-Rock
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.205-218
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    • 2019
  • Music sampling, which has been popular since hip-hop DJs used it in the 1970s, is now one of methods of producing music that is used regardless of genre or country. In this study, an overall production methodology for music sampling was presented through in terms of content and techniques. First of all, in terms of the contents, we classified them into the reuse and length of materials, and the function of samples in the mixed songs. In terms of the techniques, editing and effecting techniques were classified. By combining these elements, the methodology of music sampling applicable to the productions as well as the analysis was presented. Based on this methodology, the sampled songs of Korean Popular musicians - Jang Ki-ha and Faces, Epik High, The Quiet, and DJ DOC - were successfully analysed. Through the analysis process, the organic relationship of elements within the methodology was investigated, and the results of the analysis showed the effectiveness of the proposed methodology. This study can be meaningful in laying the groundwork for applying music sampling directly when actually producing songs or analyzing sampled songs.

Classification of Type in North Korean Literature and Art. - focused on concepts and standards of classification - (북한 문학예술의 유형분류 연구 - 분류개념과 기준을 중심으로 -)

  • Kim, Jung-su
    • (The) Research of the performance art and culture
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    • no.19
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    • pp.123-160
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    • 2009
  • North Korea classify literature and art according to some concepts and standards. First, as concepts, North Korea classify Literature and Art in a species and a type. But in 1996, North Korea added third concept, a kind of Genre, Galae. This shows us that North Korea attempts to subdivide Literature and Art in classification. But there are not fixed contents in each type. So we can say that North Korea emphasis on principles of classification and at the same time they have a flexible attitude. Second, as standards, North Korea in 1987 used manner depicted, medium employed, capacity, a literary style, figured plot, quality and in 1992 used manner depicted, medium employed, object depicted, a mission, a function and in 1996 used manner depicted, medium employed, object depicted, a form of plot and in 2007 used manner depicted, medium employed, a scale and a capacity of work, a quality of materials and contents, emotional color of works, and so forth. So we can say that North Korea regard classification as an important thing as a basic work for developed Literature and art in future. And to South Korea, classification means that it could suggest a way for creative work for Literature and Art.

Hyangga, a source of literary interest (향가, 문학적 재미의 원천)

  • Shin, Jae-hong
    • Journal of Korean Classical Literature and Education
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    • no.32
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    • pp.5-27
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    • 2016
  • This study shows the points of interest and the meanings contained within Hyangga which are derived from three literary characteristics: easy-to-understand structure of dialectic thinking, old-fashioned and universal lyric, and the sense of a place from the past that it reveals. Hyangga is a literary genre that is structured on dialectic thinking in its form and contents. The construction of meaning in these poems happens three stages, which is explicit in four-line and eight line Hyangga as well as in ten-line Hyangga. Therefore, to enjoy Hyangga, it makes more sense to understand the structure of the thoughts contained in Hyangga. A deeper understanding and enjoyment of the thoughts contained in Hyangga can be gained by thinking dialectically. The poems of Hyangga that have survived to present day have peculiar and rich lyrics. The emotions and thoughts contained in Hyangga are a combination of the universal human being and historically peculiar ones. The literary interests of Hyangga come from its universality and individuality, and the concreteness and reality of emotions expressed in its poems. Its beautifully and aesthetically described emotions resonate deep within us. The poems of Hyangga reveal features relating to spaces. We are able to get a sense of places from the past by reading their description in these poems. The places mentioned in Hyangga bring about a connection between our past and our present because they describe the same place but in a different period. Hyangga is a literary genre depicting the emotions and thoughts derived from places that belong to our people's territories. Therefore, the sense of place that Hyangga awakens in us reveals how we exist in the flow of our history. To sum up, the point of interest and meaning contained within Hyangga reveal the structure of dialectic thinking, the lyrics of those days, and the feeling of a sense of place. If these boundaries can be extended, there will be a wider scope for enjoying Hyangga.

A Study of the Relationship between Realistic Expression of Objects and Graphic Novel in Korean Comics - Focused on the work by Kwon, Ga-Ya - (한국만화에 있어 대상의 사실적 표현과 그래픽 노블의 연관관계에 대한 연구 - 권가야의 <남한산성>작품을 중심으로 -)

  • Park, Hee-Bok;Kim, Kwang-Su
    • Cartoon and Animation Studies
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    • s.37
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    • pp.361-392
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    • 2014
  • Regarding works that express objects realistically in painting, Gustave Courbet advocated realism in the mid-19th century, France, resisting the then academist style of painting, and works in realist style were produced in earnest by painters such as H. Daumier or Jean F. Millet, who went along with him. Later, realism has expanded into the realm of general literature, including fine art, which has had profound impacts on works of art and literary works. In comics, too, in the same historical context as a form of painting, realistic comics began to be produced by painters or cartoonists at the time. These realism comics are those dealing with stories based on facts, and in terms of contents, objective description and representation of the social realities of the times is one of the most important objectives, but it could not be concluded that in their visual aspect, that is, that of expressing the objects, they were realistic. In the meantime, a graphic novel was born, which was the intermediate form between comics and novels around the United States and Europe since the 1980s. Graphic novels appeared in forms and styles with strong literary and artistic values in the comics market in the U.S. which was full of the superhero genre (comics around heroes), and their major characteristics are very realistic expressions in terms of contents and visual aspect. They are complex and delicate and even have artistic, literary values as if readers read a fiction or literary work of which its narrative structures or pictures are produced with graphics. The characteristics of realistic expressions shown in graphic novels are very different from the previous works of comics. It is noteworthy that they began to be acknowledged as works of art like painting or illustration, thanks to their features of strongly individual auteurist painting style, a fairly high degree of completion of the works, and creative and experimental expression techniques or methods, instead of following the fashion of the times. In recent years, in South Korea, Hollywood blockbuster films have been released one after another and become box office hits, there are increasing interest and demand for the original graphic novels. Accordingly, many original graphic novels have been translated and started to be sold, and keeping pace with this global flow of fashion, some writers in Korea began to produce works of graphic novels. However, to look into the domestic works produced claiming to be graphic novels, there are various opinions on their format and authenticity. In this sense, this study focused on Ga-ya Kwon's Namhansanseong, one the representative works of Korean style graphic novels, and in particular, it attempted to analyze their characteristics and commonalities focusing on the visual aspect of realistic expressions of objects. It is expected that there would be an opportunity to seek for ways so that Korean style graphic novel can be further developed as a genre of comics, with competitiveness by looking back on the identity and present state of domestic graphic novels and developing and applying Korea's original subject matters differentiated from those of graphic novels in the U.S., Europe or Japan through this study. In addition, it is desired that they will be a new energizer for the stagnant domestic comics market.

Cable TV Violence: A Context Analysis (케이블TV에 나타난 폭력성 연구: 폭력의 맥락화를 중심으로)

  • Ha, Sung-Tae;Kim, Chang-Sook;Ryu, Sung-Hoon
    • Korean journal of communication and information
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    • v.41
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    • pp.200-231
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    • 2008
  • This study content-analyzed Korean cable television programs aired from Feb. 6 to Feb. 19, 2007, focusing on the contextual variables linked to violent acts. A total of 657 PAT's (perpetrator-action-target) in the 68 programs sampled were analyzed for characters' age, sex, type, relationship, and motivation, humorization, punishment for their violent acts, and finally reality of violence. According to the results, (1) most violence occurred among male characters, who were at their ages between 20 and 39; (2) more than half of the total violent acts happened among acquaintances including family members; (3) anger, retaliation, personal or group interest, and violence for fun were ranked at the top tiers of the motivation list; (4) most violences were overlooked without punishment; (5) and about 80% of the whole violence were realistic. In terms of program types, (1) female perpetrator and victims appealed more often in drama than the other genres; (2) violence among acquaintances and simple fun as motivation were prevalent most in entertainment programs; (3) every violent act in children's programs was done by unrealistic characters. According to the analysis by program ratings, (1) while least violence appeared in '19 and older', all of the violent acts were portrayed as realistic; (2) humorization were most prevalent in the 'everyone' rating; (3) and female perpetrators and victims appealed most in the programs rated as '15 and older'. Generally, various contextualized violences displayed different distributions according to program types and ratings. The qualitative features of the current findings about cable television violence provide a fundamental data for future studies, which will explore the subsequent effects of violent media contents.

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The Development and The Usability Evaluation of the Game using the Physical Interface of the Mobile Phone (모바일폰의 물리적 인터페이스를 활용한 게임개발 및 사용성 평가)

  • Kim, Mi-Jin;Song, Seung-Keun;Kim, Ki-Il
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.13-22
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    • 2009
  • Recently, mobile games are developed as the various genre and form with the hardware performance improvement and communication network speed increase of the mobile phone. But it shows the limit of the game material to be developed, because the mobile game has to play by using only the keypad handing of the mobile phone. In this research, 'Flip On / Off interface' and 'Microphone interface' were developed in order to utilize the physical device of the mobile phone as the game interface. 'Flip On / Off interface' and 'Microphone interface' have the advantage that there is no need to purchase a device as an additional interface with utilizing the hardware of the mobile phone itself and the progressing of a game is smooth in comparison with the keypad method of the pre-existence mobile game because the interface waiting time for a call response is short. Moreover, by applying to a commercializing game, the developed interface tests, we confirmed an availability at the commercialization inspection standards on mobile phone without the heap memory deficiency phenomenon to be smooth of an operation. Furthermore, in the result of usability evaluation accessability, reliability, and aesthetics were rated as 'high'. The results of this research reveal that the interface environment of the mobile game limited to a keypad will be able to be made with diversification.

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The completion of the "Gagogwonryu" was edited by Ha Soon-il (하순일 편집 "가곡원류"의 성립)

  • Shin, Kyung-Sook
    • Sijohaknonchong
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    • v.26
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    • pp.125-149
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    • 2007
  • Until the late 19th century, $\ulcorner$Gagogwonryu(歌曲源流)$\lrcorner$ was a collection of songs which had powerful influence on Gagog tradition. However, its role on Gagog(歌曲) tradition since then is less well known. Generally, it is presumed that Gagog tradition might disappeared by giving way to modern song genre. So this article question that $\ulcorner$Gagogwonryu$\lrcorner$ became extinct rapidly between the late 19th century and early 20th century, and follow $\ulcorner$Gagogwonryu$\lrcorner$ tradition of early 20th century. Gagog instruction for beginner had a clue to answer this question. This instruction was written by Ha Son-il(河順一) who was a teacher and singer in a private music institute. named 'ChoyangGurakbu(調陽俱樂部). Accordingly, this article has processed two phases in order to find out this question. First of all, this article analyzed Gagog instruction that Ha soon-il edited. As a result, it found out that Gagog instruction included the whole $\ulcorner$Gagogwonryu$\lrcorner$'s contents in the 19th century and was transmitted actively until the early 20th century. Second, this article found out $\ulcorner$Gagogwonryu$\lrcorner$ tradition of the early 20th century by analyzing character of ChoyangGurakbu. And also this article discovered ChoyangGurakbu had been managed by an vigorous aid association. Gagog instruction for beginner written by Ha Son-il had spreaded from strength to strength in the early 20th century.

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