• Title/Summary/Keyword: Drama Quality

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The Meaning of Death for Korean in View of Novel and End Stage Cancer Patient

  • Jeon, Hye-Won
    • 한국호스피스완화의료학회:학술대회논문집
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    • 2004.07a
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    • pp.103-105
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    • 2004
  • Every one experiences death one day, however no one can hows exactly what it is because people can not experience death until it comes, it is therefore impossible to judge correctly on the phenomenon of the death. On the whole, man experiences indirect death through the mass communications such as TV drama, fiction, magazine etc because those methods can easily access by every one. In addition to this, people usually acquire the negative awareness of death through the dramatic change of story like dying of cancer for dramatic effect by giving scare and fear to the cancers. The purpose of this study is to provide basic information on the spiritual care that enables the facing death patients to accept death as a part of life and divert hope from scare about after death by comparing and analyzing of two aspects of death meaning i.e, Korean fiction and the end stage cancer patients. Additionally, for medical staff to understand the facing death cancer patients by making to aware patients correctly and provide the better quality of care. The study was performed from September 28, 2002 to February, 28, 2003. The materials of this study were collected by direct data obtained from observation, interviews, note and diary of end stage of cancer patients and written materials acquired from Korean contemporary fiction. Participants of this study were 4 end stage cancer patients including 2 lung cancer patients, 1 liver cancer patient and 1 esophagus cancer patient. The methodology used in this study was divided into two types; Huberman & Miles methodology was used for fiction to find and categorize subject, and Colaizzi, one of phenomenological methodology was used for end stage cancer patients to find the major meaning, subject and categorization. Every one experiences death one day, however no one can knows exactly what it is because people ran not experience death until it comes, it is therefore impossible to judge correctly on the phenomenon of the death. On the whole, man experiences indirect death through the mass communications such as TV drama, fiction, magazine etc because those methods can easily access by every one. In addition to this, people usually acquire the negative awareness of death through the dramatic change of story like dying of cancer for dramatic effect by giving scare and fear to the cancers. The purpose of this study is to provide basic information on the spiritual care that enables the facing death patients to accept death as a part of life and divert hope from scare about after death by comparing and analyzing of two aspects of death meaning i.e, Korean fiction and the end stage cancer patients. Additionally, for medical staff to understand the facing death cancer patients by making to aware patients correctly and provide the better quality of care. The study was performed from September 28, 2002 to February, 28 2003. The materials of this study were collected by direct data obtained from observation, interviews, note and diary of end stage of cancer patients and written materials acquired from Korean contemporary fiction. Participants of this study were 4 end stage cancer patients including 2 lung lancer patients, 1 liver cancer patient and 1 esophagus cancer patient. The methodology used in this study was divided into two types; Huberman & Miles methodology was used for fiction to find and categorize subject, and Colaizzi, one of phenomenological methodology was used for end stage cancer patients to find the major meaning, subject and categorization.

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Analysis of DMB Adoption Intentions According to Preferred Contents and Other Media Usage Characteristics (디지털 멀티미디어 방송의 선호 콘텐츠 및 타 매체 이용특성에 따른 의용의향 요인 분석)

  • Kim, Dong-Ju;Shin, Seung-Do
    • Korean Management Science Review
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    • v.25 no.1
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    • pp.123-138
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    • 2008
  • Recently, DMB service markets experience a rapid change with terrestrial DMB test-broadcasting for the nation-wide coverage and paid interactive data broadcasting being offered utilizing TPEG and BIFS technologies. This warrants a reexamination of a consumers' adoption intentions for DMB service. This paper uses a survey data set to analyze DMB adoption intentions and the choice between terrestrial DMB and satellite DMB services according to preferred contents and other media usage characteristics. Empirical results show that consumer who prefer TV, music, and movie contents are more likely to adopt DMB service, whereas consumers with high intentions for HSDPA subscription are less likely to adopt DMB service. This implies that continuing development of killer application and the analysis of substitutes or complements of other media are crucial for the increase of DMB adoption intentions. It is found that the more consumers prefer sports, movies and entertainment/game and put higher values in the quality of the contents, the more likely they adopt satellite DMB service. Meanwhile, the more consumers prefer TV, drama and news contents, and are sensitive to the subscription fees, they are more likely to adopt terrestrial DMB service. Therefore, it seem that consumers' DMB adoption between terrestrial and satellite services is crucially related with types and characteristics of contents offered.

Bakhtinian Reading of the Su-Hyeon Kim's Lines 2 Focused on Carnivalistic Component of Bakhtinian Dialogism Theory (김수현 대사의 바흐찐적 독해 2 바흐찐 대화주의 이론의 카니발적 요소를 중심으로)

  • Yoo, Jin-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.631-643
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    • 2018
  • This study is the first ever attempted series paper of one particular TV drama writer, Su-Hyeon Kim, with diversified and systematic scale. Along with the just before study, proving Su-Hyeon Kim's line's conceptual properties as the Bahktin's dialogism, its core of polyphony, this study is to analyze the concrete method of creation through Bahktin's Canivalistic creation component of 'Grotesque Realism' and 'Unofficial Square Language'. With her work of (SBS, 1992), this study verifies its characteristic creation of lines to be the 'Grotesque Realism' components of overturn, destruction, and creation along with 'Unofficial Square Language' components of the masses, material, physical language, and discourse of self-liberation. In this way, this study is on one hand, to overcome the application problem of Bahktin's theory as a separated one, but also to enhance the quality of the study of the writer and the lines. As a result, she has acquired her own distinction of ambivalence by the way of demotion, overturn with masses' material, physical, unofficial square language along with a stronger execution of acquiring self denial, positivity. liberation, and life. Therefore the writer is highly rated for her fierce cognition of language and her artistic spirit. Also, this paper proposes the following study to appraise the impact of the writer's differentiation and artistic spirit on the creation of Korean TV drama, contents industry, and mass media.

Subjective QoS Performance of MPEG-2 under Cell Loss and Cell Error Conditions (셀손실과 셀오류에 따른 MPEG-2의 주관적 QoS 성능)

  • Han, Jong-Seok;Kim, Yung-Kwon
    • Journal of IKEEE
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    • v.3 no.1 s.4
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    • pp.93-100
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    • 1999
  • When providing MPEG-2 video service through the ATM network, the degradation of QoS caused by cell losses and cell errors occuring from ATM netwok was assessed by the end-users subjectively and then the relation between CLR, CER and subjective QoS of MPEG-2 video was analyzed. Cell losses and cell errors occuring from the ATM network were generated according to the normal and exponential distribution by NEM module. Video sources were divided into sports and drama by moving feature and were tested. The results of our experiments show that the excellent quality of subjective QoS grade 5 was achieved for a cell loss rate of $2{\times}10^{-7}$ and for a cell error rate of $2{\times}10^{-7}$ and the good quality of subjective QoS grade 4 was achieved for a cell loss rate of $2{\times}10^{-6}$ and for a cell error rate of $2{\times}10^{-6}$ When providing MPEC-2 video service through the ATM network, the results of our experiments will be used as valuable information to determine the network performance objectives for satisfying the QoS required by the end-users and to design the network.

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Proposal for the Cultural Tourism Good Design based on South Chungchong Province (충남지역 문화를 기반으로 한 문화상품 디자인 제안)

  • Choi, Yeun-Jeong;Myeong, Hoe-Bong
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.54-61
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    • 2007
  • Chungchong-namdo area is place that Baekje cultures are straggling. Many ruinses of grant exist and is having special quality of seeing area such as Muryeongwangreung, Busosanseong, Gongsansung as Baekje cultural areas' center with Kongju of Buyeo. More than goods that equip the area's color if see culture goods been selling in tourist resort that there are many resemblant goods that can see in any local and goods development is insufficient misgovernment. Tourists understand history of the area and culture through head relic of having wide knowledge official rank and master basic knowledge. This research proposes culture goods design that apply relic that is excavated in Baekje culture station as a way to based Chungchong-namdo area culture and keep another province station and discrimination. Meantime, interest about Baekje histories was lacking but interest about Baekje histories is decaying through movie or history drama etc. the latest. Hereupon, Chungchong-namdo area culture expects to be activated developing goods design that combine traditional culture and modem thing accomplishes with beauty appropriateness and formative.

Case Study of Character Make-up for Stages - With a focus on the drama, Madwoman of Chaillot (La Folle de Chaillot) - (무대에 적용되는 성격분장에 관한 사례연구 - 연극 <샤이오의 광녀>를 중심으로 -)

  • Kang, Eun-Mi;O, In-Young
    • Journal of the Korean Society of Costume
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    • v.59 no.7
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    • pp.86-99
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    • 2009
  • The audience of the performing arts enacted on the stage appreciate acting of the characters in a play to understand its plot, identify with the characters, and comprehend the message and subject matters of the play. Stage make-up in particular should assist audience in comprehending the story without overpowering or distracting the script. Stage make-up is a crucial means to visualize occupation, class, personality, and age of the characters. Thus it is an essential means in producing a high quality performance. The aim of the study is to examine character-emphasis make-up for a play by reviewing theories on the concepts and methods of the stage make-up. The methodology of the study was to analyze character make-up of the adopted play The Madwoman of Chaillot (La Folle de Chaillot) translated from the original French, as a case study. The technique and features of the character make-up of the play were examined, and functions of each factor of the character make-up depending on a role were also examined. The results of the study are as follows. The stage make-up for creating and expressing a distinctive personality of the characters in a play must integrate environmental factors external to a performance such as lighting and scale of a venue. Moreover the stage make-up must adopt and reconstruct internal factors of the play such as interpretation of the original work, subject matters, interpretation of the script, character analysis based on the discussion with a director, and design setting.

An Analysis of a Strategy for the Activation of Korean Wave K-Fashion (한류 K-패션 활성화를 위한 전략 분석 연구)

  • Kim, Hee-Sun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.3
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    • pp.175-192
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    • 2017
  • The purpose of this study is to provide the characteristics and development direction of K-fashion and to systematize the strategic features performed by government agencies, fashion associations, fashion companies, and other companies to activate K-fashion. This research analyzed K-fashion related articles published in major newspapers and magazines in Korea from the late 1990s to early 2017. The results of the study are as follows. 1. The characteristics of K-fashion are as follows: The first is a trendy and sophisticated design with modern sensibilities, unique designs that reinterpret the latest trends with designer creativity, practical and popular designs that ordinary people can wear comfortably in everyday life. The second is functional and trendy materials. The third is excellent sewing technology. The fourth is rapid turnover of products by quick connections among planning, production and sales. The fifth is a lower price than quality. 2. The direction for K-fashion to pursue was the continuous and ongoing development of the above characteristics and the creation of a 'design with the Korean emotion of its 5,000 year history'. 3. The following projects were carried out to promote K-fashion. 1) Utilization of K-pop, K-drama and other Korean wave content. (1) Holding a fashion concert event that combines Idol's K-Pop performances with fashion shows. (2) Hallyu (Korean wave) star's costume support and design collaboration with Hallyu stars. (3) Collaboration between entertainment companies and fashion companies. 2) Nurturing a global fashion branding project. 3) Business support for overseas expansion of the K-fashion brand. (1) Support project for foreign trade fair participation. (2) Holding a fashion brand fair in Korea. (3) Overseas business support by establishing a showroom and design center 4) Business to discover and nurture new designers

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A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.

A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts (게이미피케이션과 대체현실게임 개념을 적용한 지식정보콘텐츠 사례 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.151-159
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    • 2013
  • Recently, gamification has garnered high attention in various fields outside the traditional game world through the adoption of game techniques. The introduction of gamification creates an alternate reality game. It appears virtually the same as other normal games, but is able to pull down the boundary between reality and imagination. At first, this was utilized by the entertainment industry for movies, advertisements, and drama publicity. We can see examples of gamification extending into the knowledge and information contents field. The purpose of knowledge and information contents is to pursue meaning and utility rather than fun, though the introduction of game methods remains interesting. In-depth examination of the conception of an alternate reality game via gamification will lead to the understanding of progression and quality of alternate reality games in the context of knowledge and information contents. As a result, we can effectively understand not only the immediate uses but also be able to measure the potential for utilization of gamification for various fields.

Timeline Tag Cloud Generation for Broadcasting Contents using Blog Postings (블로그 포스팅을 이용한 방송 콘텐츠 영상의 타임라인 단위 태그 클라우드 생성)

  • Son, Jeong-Woo;Kim, Hwa-Suk;Kim, Sun-Joong;Cho, Keeseong
    • Journal of KIISE
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    • v.42 no.5
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    • pp.637-641
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    • 2015
  • Due to the recent increasement of user created contents like SNS, blog posts, and so on, broadcast contents are actively re-construction by its users. Especially, on some genres like drama, movie, various information from cars and film sites to clothes and watches in a content is spreaded out to other users through blog postings. Since such information can be an additional information for the content, they can be used for providing high-quality broadcast services. For this purpose, in this paper, we propose timeline tag cloud generation method for broadcasting contents. In the proposed method, blog postings on the target contents are first gathered and then, images and words around images are extracted from a blog post as a tag set. An extracted tag set is tagged on a specific timeline of the target content. In experiments, to prove the efficiency of the proposed method, we evaluated the performances of the proposed image matching and tag cloud generation methods.