• Title/Summary/Keyword: CulturalContents

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A Study of Kitsch Fashion Reflected in Korean Movies -With special reference to the movies released between 2002 and 2004- (한국영화 속에 나타난 키치패션에 관한 연구 -2002년${\sim}$2004년 상반기 상영된 영화를 중심으로-)

  • Lee Young-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.248-251
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    • 2005
  • 'Kitsch', having emerged after the Industrial Revolution in the 19th century, has been playing a role of interconnecting pop culture with high level culture, now claiming new aesthetic values in a variety of pop cultures of our industrialized modem society and holding its position as a cultural phenomenon. In the realm of fashion which is very much attached to everyday life, kitsch has also been expressing new forms of beauty through the liberation from and destruction of the fixed ideas. This study addresses the issues as to how we obtain the basic understanding of kitsch and shows how it was expressed in the fashion of the actors starring in the recently released Korean comedy films.

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A Comparative Study on Structure of Animation Narrative -in the view of cultural semiology- (애니메이션 서사구조 비교연구 -문화기호학의 관점에서-)

  • Kwon Kyung-Min
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.144-148
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    • 2005
  • As the digital environment expended, concern about importance of narrative and its value has been increased. But detailed study regarding narrative analysis leaves much to be desired. Most studies on animation narrative structure are focused on Japanese and Disney animation of America, shot films in particular. Plus these have not been done by the comparative method but separately by product. This study aims at clarifying the peculiar narrative characteristics between Chinese and American animation through the comparative analysis about s, which are produced in the respective countries, China on behalf of High-context culture and America as the Low-context culture.

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A Study on the Prototype System for the 3D Digital Archive of Cultural Heritage (문화유산의 3차원 디지털 아카이브 열람 시스템에 관한 연구)

  • Oh Soo-Yeon;Yeo Wook-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.203-207
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    • 2005
  • We will describe the function of interactive 3D digital archive prototype system that uses VR technology. This system allows the user or viewer to automatically control the viewpoint by selecting content based on the user's particular area of interest. However, it is not enough simply to look at the content. The user also needs to understand it. Therefore, we need systems that support the user's understanding of the content. An effective method to aid in understanding is comparison. In this paper, we are constructing a prototype system using the 3D digital archive of the ruins of a church on Gemiler Island in the Turkish Republic.

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'Others' as Mimesis and 'Multiculturalism' as Diegesis: Focus on the Visual Discourses of Migrants Represented on Terrestrial Broadcasting News (미메시스로서의 '타자'와 디에게시스로서의 '다문화' : 지상파 방송 뉴스에 재현된 이주민들의 영상 담론 분석)

  • Joo, Jaewon
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.503-514
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    • 2016
  • The starting point of this study is an examination of the vital role of terrestrial broadcasting in Korean society, where ethnic minorities have increasingly become visible. Korean terrestrial broadcasters' mandate emphasises the broadcaster's responsibility to represent and reflect the range of public opinion and experiences beyond class, age, ethnicity and ideological orientation. The main purpose of this study is to visually examine the means through which terrestrial broadcasting generates discourses of We-ness and Otherness at times of change in the Korean society. The study focuses on prime-time broadcasting news programmes' visual representations of migrants and ethnic minorities.

Case Study : Translation Techniques for Puns in Game Localization Processes (게임 현지화 작업에서의 언어유희 표현 번역 사례)

  • Park, Taejung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.571-578
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    • 2013
  • It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called "localization (l10n)" which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of "puns" appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate "puns."

Postcolonial Study of the Hybridity and Tragedy as Represented in Korean Blockbusters (한국형 블록버스터의 혼성성과 비극성에 대한 탈식민적 고찰)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.115-124
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    • 2008
  • My former thesis was about the present status of Korean film aesthetics of Korean blockbusters through the cultural hybridity. Now this thesis focuses on hybridity and tragedy in Korean blockbusters from the postcolonial perspectives. Typical examples are Shiri, JSA, Taegukgi containing a special Korean situation of division ideology and expressing an extremely Western style of production. These movies hardly provide any historical causes, critical explanation, or vision beyond the discourse of national tragedy. They simply supply sentimental feeling of sympathizing with the misfortune of heroes in the course of national suffering. Therefore, these movies shows limitation not to accomplish postcolonial resistance.

Relationships among the Country Image, Product Image and Purchase Intention (국가이미지, 제품이미지 및 구매의도의 관계)

  • Xiong, Jian-Yong;Wu, Yan-Yan;Kim, Won-Kyum
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.267-273
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    • 2010
  • This study is about to reveal the connections and the importance of China's country image, product image, and purchase intention. Following are the results of the empirical analysis summary. First, in country's national image, except political image, economic image and cultural image have a positive (+) impact on the product image is true. Secondly, a country's product image have a positive (+) impact on purchase intention. Therefore, consumer tend to improve purchase intention when China's product image increase. In summary, consumers' purchase intention can obtain the best positive result, when a country's national image is set as the core factor, which combines and improves concurrently with one's product image.

Participative Decision Making and Interpersonal Trust Effects on the Productivity (참여의사결정과 대인신뢰가 생산성에 미치는 영향)

  • Jeong Gi-Ho;Hwang Jong-Ho;Hong Soon-Bok
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.264-272
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    • 2005
  • It is generally defined that the trust between members are relayed on the belief of ability and support. The purpose of this study is to make sure that participative decision making effects on productivity of group based on that cooperative relationship could bring the productive improvement. As the results, we could figure out that satisfiable rate of performance feedback and open communication are related with the productivity Especially, an administrative group based on the mutual trust, can meet the level of customer's satisfaction and cultural multiplicity. Setting up the mutual trust is to maximize the ability of members and to derive the motivation of working concentration.

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A Study of Social Meaning of Game Accessibility (게임접근성의 사회적 의미에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.111-122
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    • 2013
  • In accordance with mandatory enforcement action of the Web Accessibility, Web accessibility is increasing interest in society. People are facing with disability situations, and the elder people are facing with disability situation more and more. 'Everyone' is faced with disability situations. The value of the universality of accessibility oriented. The game is typical of modern society and culture activities, but society in Korea is still recognized as a special minority cultures. To understand about conflict over the game, we access game accessibility as a Despotic conditions. Game Accessibility implies a social meaning ; Cultural values of universal access to games, literacy games, new business creation, contents accessibility.

Research on the expression of aesthetics in Animation (애니메이션 제작기법의 미학적 접근 방법연구)

  • Joo Young-Sook;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.249-254
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    • 2005
  • Modern society has produced various forms of mass media to convey different messages to the public.Animation, in particular, has been developing and expanding its own unique ganre and cultural code. In this report, I first describe the basic definition and expression techniques of filmography. Based on these technique, I observe the characteristics and methodologies of animation aesthetics, and distinguish between animation and motion pictures in order to show the benefits of using animation. Finally, I suggest the future direction of the research we will pursue in order to efficiently carry message to the public.

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