• Title/Summary/Keyword: Cultural Consumers

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Analysis of Gender Role Behaviors in Accordance with Visual Expression of Disney Animation: Focusing on Female Characters of Mulan, Tangled, Moana, and Frozen 2 (디즈니 애니메이션의 시각적 표현에 따른 성 역할 행동 분석: 뮬란, 라푼젤, 모아나, 겨울왕국2 여성 캐릭터를 중심으로)

  • Jung, Yi Seul;Kim, Eun Jeung
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.107-117
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    • 2020
  • Animation films form a substantial part of pop culture and depict the sociocultural changes and values of the time in which they are made through visual expression of story and characters. In the process of appreciating animation films and accepting the characters, the audience learns the gender role behaviors that appear in the works as socially acceptable representations of men and women. This study illustrates whether the expression of gender role and behaviors of characters from animation films have changed over time or not by analyzing the costume and gestures of the female protagonists in 'Mulan', 'Tangled', 'Moana', and 'Frozen 2'. These films are considered to reflect the modern female identity on their story and characters. The study confirms that the stereotypical gestures and behaviors of women are still used today to portray the female protagonists in the animation films contrary to the story composition and various aspects of characters which escaped the formal stereotype. It is important for children and adolescents, the main consumers of animation, to learn and know how to consume media properly. Thus, this study seeks to illuminate the importance of research on animation literacy eduction for children and adolescents by examining the visual expressions and their implications in various animation films.

Explore the Relationship Between Sports Culture and Social Change (스포츠문화와 사회변화의 관계 탐색)

  • Goo, Kang-Bon
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.4
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    • pp.1181-1187
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    • 2019
  • Today's sports, by themselves, express a wide variety of phenomena and reproduce or imply complex social symbols. The definition of sports being transformed in combination with ideology, which has become a central issue in each era, has become more diverse in recent years. Recently, with the 4th Industrial Revolution leading the social phenomenon, sports culture is producing a new phenomenon. In this era, we need the study in the question of how to understand and interpret sports culture is the right approach. The struggle for survival in each discipline was expressed as a reinterpretation of sports culture. This is to answer questions about how sports culture is consumed, spread and reinterpreted. The purpose of this study is to find out the direction and directing point of sports culture. Based on such problem recognition, five types of answers to what sports culture consumes were presented. Based on this, the fairness related to school sports, sports society-club(sports clubs), sports events, sports media, and sports was suggested as a medium for the spread of sports culture. We are accepting and transforming numerous scientific civilizations to improve sports culture and to promote consumers. However, there is a pity not to define such a thing. Efforts at a more fundamental level, such as cultural regulation and fundamental directions, need to be discussed. The framework of reinterpretation of sports culture should be constantly looking for directions and answers about what to do, not just the level of interpretation.

A Case Analysis on Preference of Lighting Design - Focused on Well-being Design - (조명디자인의 기호도에 의한 사례 분석 연구 - 웰빙 디자인을 중심으로 -)

  • Kim, Chae-Yeon
    • Journal of Science of Art and Design
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    • v.12
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    • pp.5-41
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    • 2007
  • As public attention on Well-being culture increases, it is now considered to be a new trend of modern society. The purpose of this study is to publicize the necessity of design products which are advanced in quality and encourage the use of it. The researcher judged that study on design of lighting product to adopt well-being trend is in preliminary level and aims to research on the tendency of well-bing trend and lighting design which the consumer of this age is demanding. As the result of changes in modern consumption trend, design is considered to be a factor of capricious cultural phenomenon. In addition to this, as high technology such as ubiquitous develops with the degitalisation and informatization, the consumer are paying attention to dynamic products rather than static products or products which respond to external stimulus. Products which adopt well-being trend pursuing nature friendly life are particularly preferred It means that not only the basic function of products but also design which satisfy the five sense is required. Modern consumers use products in various way. However, the pro-environmental and human-centered tendency is tried only in very limited area and general study on this matter is extremely rare. This study analyzes the factors which intercepts the adoption of well-being trend to lighting products and seeks for an alternative to solve the problem. Interaction design with well-being trend was adopted to lighting design and the result presented that there is a possibility to differentiate existing lighting design by adding interaction design to the existing lighting design. Therefore, the need for further study on this matter is presented.

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'Media Influence' Discourses Articulated for Crowd Control in Colonial Korea (식민지 '미디어 효과론'의 구성 대중 통제 기술로서 미디어 '영향 담론')

  • Yoo, Sunyoung
    • Korean journal of communication and information
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    • v.77
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    • pp.137-163
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    • 2016
  • In the early 1900, photography, magic lantern and cinema were simultaneously introduced and experienced until the mid-1910s as mysterious and magical symbol of modern science and technology. The technology of vision, cinema in particular demonstrated its commercially expandable potentials through serial films in the mid-1910s, silent cinema in the 1920s and talkies in 1930s. I argue that a metaphor 'like a movie' which was would be spoken out by peoples as a cliche ever since the late 1910s whenever they encountered something uncanny, mysterious, and looking wholly new phenomena informs how cinematic technology worked in colonial society at the turning point to the early 20th century. Mass in colonial society accepted cinema and other visual technologies not only as an advanced science of the times but as texts of modernity that is the reason why cinema had so quickly taken cultural hegemony over the colony. Until the mid-1920s, discourse on cinema focused not on cinema itself, rather more on the theatre matters such as hygiene, facilities for public use, disturbance, quarrels and fights, theft, and etc. Since the mid-1920s and especially in wartime 1930s, discourses about negative influences and effects of cinema on behavior, mind and spirit of masses, bodily health, morality and crime were articulated and delivered by Japanese authorities and agencies like as police, newspapers and magazines, and collaborate Korean intellectuals. Theories and research reports stemming from disciplines of psychology, sociology, and mass-psychology that emphasized vulnerability and susceptibility of the crowd and mass consumers who would be exposed to visual images, spectacles and strong toxic stimulus in everyday lives. Those negative discourse on influences and effects of cinema was intimately associated with fear of the crowd and mass as well as new technology which does not allow clear understanding about how it works in future. The fact that cinema as a technology of vision could be used as an apparatus of ideology and propaganda stirred up doubts and pessimistic perspectives on cinema influence. Discourse on visual technology cinema constructed under colonial governance is doomed to be technology of mass control for empire's own sake.

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A Study on Married Women's Accepting Process of SNS WOM and Forming Process of Behavioral Intention for Restaurants: Focusing on Busan (기혼여성의 외식업체에 대한 SNS구전정보 수용과정과 행동의도 형성과정에 관한 연구 - 부산지역을 중심으로 -)

  • Lee, Na Kyoum;Kim, Gi-Jin;Byun, Gwang-In
    • Culinary science and hospitality research
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    • v.20 no.6
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    • pp.159-174
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    • 2014
  • The purpose of this study is to examine the relationships among vividness, consensus, reliability, homogeneity, ties and acceptance of WOM (Word Of Mouth), consumer attitude, SNS WOM transmission, offline WOM transmission, and visit intention perceived by married women consumers who learned SNS WOM regarding restaurants. This study performed a survey targeting married women, focusing on broadcasting stations, department stores, major supermarkets, government offices, and cultural centers in Busan. The surveying period was from March 1, 2014 to March 31, 2014. 304 questionnaires were used for the final analysis. As a result of the analysis, it could be concluded that vivid and reliable SNS words raise the level of acceptance of WOM, reliability makes consumer attitude positive, and homogeneity raises the level of acceptance of WOM, consumer attitude, SNS WOM transmission, and offline WOM transmission intention. In addition, it could be confirmed that acceptance of WOM have significant effects on consumer attitude and offline WOM transmission, and consumer attitude have positive effects on SNS WOM transmission, offline WOM transmission, and visit intention. Lastly, it could be learned that SNS WOM transmission and offline WOM transmission have significant effects on visit intention.

Development of Measurement Standard Scale for Festival contents quality (CONTSQUAL) (지역축제 콘텐츠품질(CONTSQUAL) 척도 개발)

  • Maeng, Hae-Yeong;Jang, Hyeong-Yu
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.742-760
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    • 2012
  • Festival contents have played a role as a mediator that connects consumers and producers of the Festivals to express the purpose or theme of those. The successful quality factors to be successively sustainable excellent Festivals include ritual, experience, exhibition, sales, education, competitive, performance. In this study, Festival contents scales, that is named CONTSQUAL, being consisted of seven factors were drawn through the analysis of Cultural Tourism Festival 2012. Festival CONTSQUAL is ritual, experience, exhibition, sales, education, competitive, performance. The research sample is participants in the "Geumsan Insam Festival". Empirical analysis was carried out for visitors to verify the scales and research model. As a result, among festival CONTSQUAL, all components of qualities affected positively on Festival Flow but ritual and education. Festival flow affected positively on festival satisfaction while festival satisfaction affected positively on behavior intention. This study not only measured festival quality through the newly developed CONTSQUAL scales underlying sustainable competitive festival, but also built basic foundation for objectively assessing the festival contents quality, which would result in ensure successful local festival.

Empirical Study for the Adoption Attitudes of New Product between Generations and Countries -Focused on Korean and Chinese Consumers- (세대 간 및 국가 간 차이에 따른 신제품 수용태도에 대한 실증 연구 -한국과 중국 소비자를 중심으로-)

  • Seo, Yong-Mo;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.405-415
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    • 2011
  • The primary purpose of this paper is to identify the influencing factors on the new products adoption between countries and generations. For this purpose, a research is developed based on the relevant literature reviews. Data have been collected from 524 persons and were tested by t-test and various statistical methods. The results of this empirical study are summarized as follows. In the cultural factors, the groupism has high discretion in China old generation. The materialism and shopping preference have high discretion in two young generations. There is no difference between the two groups in the distance of power. In innovativeness of personality, Korea and China young generation have high discretion. Innovativeness has high discretion in Korea and China youngs. Cognition and sensory innovativeness are has low discretion in Korea old. In the social risk perception, physiological, functional general and financial risk has high discretion in China old. In risk reducing behavior, the normative taking level and ad, new product adoption has high discretion in Korea and China youngs. But, the influence of others has high discretion in China old generation. The safety and brand reputation are no influences. The findings have a several marketing strategies in generation and countries.

To Compare and Analyze Costumes in the Film "The Great Gatsby" and Y&Kei Collection (영화 "The Great Gatsby" 의상과 Y&Kei 컬렉션 비교 분석)

  • O, Ji-Hye;Lee, In-Seong
    • The Research Journal of the Costume Culture
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    • v.16 no.6
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    • pp.1050-1063
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    • 2008
  • A movie is a fiction made on a basis of an author's and a writer's imagination, but all sorts of properties mixed with each other and most realistically expresses the era which becomes the background of a movie and acts as a carrier that connects designers with consumers. Thus, this study was carried out to review how the fashion products that designer's intention and commercial value added are expressed in collections by comparing and analysing the costumes in the movie "The Great Gatsby" that described the life of America's upper-class in 1920s and the 04 S/S Y&Kei collection which were proceeding after getting inspiration from this movie. For this, literature materials were inspected in order to make a theoretical review on social and cultural background and costumes history background in 1920s and the photo materials on movie costume were collected and analysed using DVD video captures, as well as the photo materials on 04 S/S Y&Kei were collected and analyzed through the institute providing domestic fashion information. The following conclusion was deduced through this study. First, in 1920s which becomes the background of this study, the slim shape of Flapper which looks like a young and boy became an ideal figure condition and the straight silhouette with low waist line and the short skirt that rose to knee was popular. Second, as a result of analysing movie costume by classifying it in silhouette, colors, and materials, straight silhouette of low waistline with a near colored - tone seen in the pastel series, including white, beige, pink, and gray was mainly constituted and the metal colors like silver and gold were used. As a material, chiffon, satin, velvet, flower patterned prints, and beads were used, which represented luxurious life of women in the upper classes. Third, as a result of comparing and analysing, it turned out that there was a similarity. However, in dress collection for a heroine, some dissimilarity differentiated from a movie costumes was found out in that the dresses in collection expressed moderate beauty and modernism and elegant beauty at the same time by matching a variety of materials and using black color.

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A Study on the Purchasing Intention of Paid Items in Mobile Social Game-Focusing on game and personal characteristics (모바일 소셜 게임 기반으로 유료아이템의 구매의도에 미치는 영향 - 게임특성 및 개인특성 중심으로 -)

  • Cao, Long-Fei;Kyung, Byung-Pyo;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.385-393
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    • 2020
  • Focusing on the Chinese market of MSNG (Mobile Social Network Game), perceived flow and satisfaction were designed as parameters, purchasing intention was set up as dependent variables, the purpose of present research is to analyze the factors influencing purchase intention of the paid items in mobile social games by studying the game and personal characteristics in terms of interoperability, accessibility, interesting, operability, innovativeness and challenge. Data was collected by questionnaires, Amos was employed to analyze the relationship between purchase intention and target influencing factors. Results showed that characteristics of game and consumers of MSNG have positive effects on the flow and satisfaction of paid items. Moreover, the flow of paid items in MSNG has a positive effect on satisfaction; the flow and satisfaction of paid items in MSNG have a positive effect on purchase intention. more samples and references should be involved in the further study in order to acheive an comprehensive result on comparative study of the social and cultural characteristics between Chinese MSNG and Korean counterpart.

Analysis of Domestic Woman Character Casual Brand Design for Party Wear Design Development (파티웨어 디자인 개발을 위한 국내 여성 캐릭터 캐주얼 브랜드 디자인 분석)

  • O, Ji-Hye;Lee, In-Seong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.5
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    • pp.856-865
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    • 2010
  • Many efforts to develop the domestic fashion industry have continued under the influence of a rapidly changing fashion industry environment. The fashion industry has emerged as a future growth industry leading lifestyle and as a core industry for the culture biz. Since the 2000's the markets that combined party and fashion wear as a new cultural trend has grown and an in-depth study of design development for party wear is required. This study presents basic materials for design development for the future domestic woman character casual brand prior to the design development by analyzing design characteristics of domestic female character casual brands. In the research methods, nine brands were selected based on the discussion of ten fashion specialists and then the brand concept, target, configuration of items, price, and design characteristics were analyzed. The following conclusions were drawn from this study. First, each brand concentrated the main focus on establishing a clear and unique brand identity that meets the needs of consumers to enhance competitiveness in the woman's dress market. To enhance competitiveness, many character casual brands targeting women aged 20's and 30's (including BEART) held party wear goods exhibitions as the market for party wear has increased significantly. Second, according to study results of the selected nine brand designs, it was found that the style characteristic of each brand varies depending on concept. However, all nine brand designs developed various styles such as feminine and cute style making use of laces, ruffles, A line silhouette, colorful motifs, and a stylish style that used layers with various materials along with unique decorations based on romantic emotions. Third, seven hundred and thirty eight pictures of nine brands were analyzed by items without identifying brands. According to the result of the analysis, the percentage of items used by brands was as follows: a one-piece dress was 34.5%, jacket 25.7%, skirt and pants 15.5%, blouse and shirt 13.6%, and tops 10.6%. The result showed that one-piece dresses accounted for the highest percentage. Frill accounted for 16.6%, the highest percentage followed by ribbons at 16% in regards to detail and trimming.