• Title/Summary/Keyword: CulturalContents

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Grotesque Analysis of Animation (애니메이션 <악어의 거리>의 그로테스크성 분석)

  • Sung, Re-A
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.310-313
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    • 2006
  • People have regarded animation as the subculture for childishness or children compared with other art fields. Although many such aspects changed, of course recently, animation has focused on the commercial side rather than the cultural or artistic side as usual. However, the animation of art using various experimental expression is also continuously manufactured among short animations. Therefore, the purposes of this study were to look at Quay brother's animation with an experimental and an authorial disposition rather than commercial side. And then it is going to analyze the grotesque of . Moreover, it is going to consider the meanings who are going to express with this animation through grotesque expression.

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The Study on the Distorted Instances of Korean History in Japanese Game (일본 게임속에 나타난 한국 역사의 왜곡 사례에 관한 연구)

  • Ko, Byeong-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.512-516
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Tokto by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and The West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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Analysis of the characteristic and types of 'Homo Mutant' in Science Fiction (SF 속 '호모 뮤턴트'의 특성과 유형에 관한 연구)

  • Kang, Bora
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.135-140
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    • 2009
  • The characteristic of mutant has long history, which is shown in various science fictions. There are different types and characters like Satyrs from Ancient Greek to superheroes in present. In fact, however, mutant as a cultural content has not been discussed sufficiently in Korea, even if related analyses were required indeed. In the thesis the characteristic and types of 'Homo Mutant' will be introduced and analyzed in many aspects and look for the reason why 'Homo Mutant' can be revealed and apply for further possibilities.

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The development of many-sided jewelry design utilizing optical illusion (착시를 활용한 다각적 장신구 개발)

  • Choi, Yeon-Jeong;Moon, Kum-Ri
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.115-119
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    • 2009
  • Digital is the main topic of 21C design. Experts analyzed that pop art and related cultural products are becoming popular as digital generations of twenties to forties are centered of new art culture. This survey is to suggest the differentiated jewelry products which are out of the existing products as combining the embodiment of various colors by using celebrities who are taken kindly to and the lenticular which can be image converted through an optical illusion. As public's living standard is getting improved, design elements would come into the spotlight. Therefore, this research is expected to work as the part of an epoch-making design in the jewelry industry by extending the design field.

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Development of Chameleonic Multi-Surface Display with Dynamic Projection Mapping (동적 실물영상투사 카멜레온(다변) 멀티 서피스 콘텐츠 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.123-132
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    • 2017
  • The physical display technology is the ultimate display technology that human beings aspire, and the world makes use of laser, plasma and reflector plate. Besides, technology development of binocular stereoscopic display has been actively progressed, but there is a limitation to the intact physical representation such as influence of optical ambient light and brightness. In this paper, the display technology using physical deformation different from the existing optical display is approached as a cultural and emotional perspective. The purpose of this paper is to develop the multivariate display technology that can create 3D realistic stereoscopic images through projecting dynamic images on physically diversified screen by overcoming the limitations of 2D planar digital signage and study how to apply them to video, exhibition and performance.

Analysis on Starcraft Focused: Narratives and Mythologies (서사와 신화론을 중심으로 한 스타크래프트 분석)

  • Kim, Seo-Young;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.117-129
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    • 2008
  • This analysis is intended to approach a computer game in the context of cultural-study theories. The semiotics can be applied to various area, and it is assumed to also applied to computer games. In semiotical background we tried to analyze the mythology of Starcraft mainly by using Propp's narratives theory and Brathes' mythologies theory. In the narratives of Starcraft, we fouind some simplified functions which penetrate the internal structure. And while most of the games having paradigmatic flow in narratives, Starcraft has syntagmatic flow mainly because of the function of network. With these conditions, we could find some mythologies in Starcraft : (1) naturalization of discipline and control, (2) time and space as resources, (3) deprivation of values of object.

Exploring the Immersion Degree Difference Between 3D and 2D: Focus on Action-Adventure Game (2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교)

  • Kwon, Hyeog-In;Rhee, Hyun-Jung;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.157-164
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    • 2011
  • Since the movie "Avatar" made world-widely a big success, people's interest to 3D stereoscopic vision has been increasing explosively. However, it is hard to predict that for how long this tremendous attention to 3D stereoscopic would last; consumers have accumulated experience and predominant consciousness from social and cultural environmental various factors. This paper, we will try to see how people interact with 3D stereo through the empirical study. Using Jannett (2009)'s immersion questionnaire, we will measure how different people get immersed while playing game in 3D stereoscopic and 2D.

Professional Security Management and Investigation for the New Competitive Advantage

  • Button, Mark;Lee, Ju-Lak;Kim, Hak-Kyong
    • International Journal of Contents
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    • v.7 no.3
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    • pp.71-81
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    • 2011
  • This paper is mainly associated with setting out an agenda for the transformation of security by creating a new framework for a security system, which can maximise its effectiveness. Noticeably, this research shows empirically that crimes are getting a major cost to organisations, which if reduced by security and investigations could reap substantial rewards to the finances of an organisation. However, the problem is that the delivery of security is frequently delegated to personnel (e.g. security guards) with limited training, inadequate education, and no real commitment to professionalism - 'sub-prime' security, finally causing security failures. Therefore, if security can be enhanced to reduce the crime cost, this will produce financial benefits to business, and consequently could produce a competitive advantage. For this, the paper basically draws upon Luke's theoretical framework for deconstructing 'power' into three dimensions. Using this three-dimensional approach, the paper further sets out a model of how security can be enhanced, utilising a new Security Risk Management (SRM) model, and how can this SRM model create competitive advantage in business. Finally, this paper ends with the six strategies needed to enhance the quality of security: refiguring as SRM, Professional Staff, Accurate Measurement, Prevention, Cultural Change, and Metrics.

Flood Stage Analysis on Vegetated Patterns with River Sites (하천유형별 식생모델의 홍수위 분석)

  • Lee, Jong-Seok;Song, Joong-Geun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.452-460
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    • 2010
  • This study carried out stability evaluation for design flood stage of vegetation models with river sites using 1D HEC-RAS and 2D RMA-2 numerical models. The vegetation models established in this study were divided into which channel reaches consist of urban, rural and mountain rivers with the social and cultural significance of the sites. Examination results from the numerical models showed a similar aspect with the design flood stage of these rivers before vegetation modeling. Also, no embankment overflow was shown from the urban river with additional vegetation density of 25%, although there were approximately 0.20m rising in the flood stage. In case of ural and mountain rivers, vegetation models showed scarce rising in flood stage.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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