• Title/Summary/Keyword: Korean Popular Culture

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

A study on the figurative art expression reflected on the relationship with the animal companion and the inner self - Focusing on works by Lee Heeyeong -

  • Lee, Hee-Young;Cho, Myung-Shik
    • Cartoon and Animation Studies
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    • s.42
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    • pp.293-313
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    • 2016
  • The target stimulating human's sensitivity can include several things; the first is human like us including beautiful women and cute babies. The next ranking is the dog animal that established itself as a human's companion. It is the 3B law(beauty, baby, beast - much used in the ad or election due to the positive image) that is widely used in the advertising. This relationship is being expressed in the art history for a long time. Dogs that have lived a history more than 10 thousand years with humans hunted, protected flock of sheep, and kept the farmer's house and property. They have been human's assistants and companion who entered into the modern urban culture. Like this, dogs have adapted to several situations endlessly such as the nomadic life, farming, country life, and urban life. This paper will explore the close relationship of humans and companion animals through various icons of dogs and pups that appeared through a number of artists' skills. The companion animal means an animal that lives with people, which means the relationship of round-trip rather than the one-way relation those each other gives a help. Therefore, there artist tries to examine the figure of great hunter for survival, highly evaluated figure as the royal dignity, and the mascot-like figure delivering the daily happiness to modern people as presenting joy through a discussion of the 'countenance', a visual signal of the dogs and pups. They have been influenced by screen and popular media in 20C. Snoopy, a main character of and the movie <101 Dalmatians> made a success on the theater and television when Beagle and Dalmatian were prevalent. These main characters make audience feel happy involuntarily. Like this, the continuous and old friendship of the human and dogs will be confirmed again through the icon of dogs and pups consisting of the communication of artists and readers in the modern shape art, and it is hoped to be a psychological stabilizing effect to modern people living in the intense modern society. Therefore, it is expected this study paper will be reborn as a new text and be expanded as an effective communication in the journey of dogs and human in the future in investigating the communion of dogs and human.

An identity analysis of Mechanic Design through the Japan Animation (일본 애니메이션<신세기 에반게리온>으로 본 메카닉 디자인의 정체성 분석)

  • Lee, Jong-Han;Liu, Si-Jie
    • Cartoon and Animation Studies
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    • s.50
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    • pp.275-297
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    • 2018
  • Japan's mechanic animation is widely known throughout the world. 1952년, Japan's first mechanic animation and the first TV animation, , has been popular since it's creation in 1952. Atom, a big hit at the time, has influenced many people. Japanese mechanic animations convey their unique traits and world view to the public In this paper, we are going to discuss the change of the Japanese mechanical design through comparison of the mechanical design, which has been booming since the 1990s in Japan; and the . I expect the results of this analysis to depict Japanese culture and thought reflected in animation, which is a good indication of worldwide cultural view of animation. unexpectedly influenced the Japanese animation industry after it screened in 1995, and there are still people constantly reinterpreting and analyzing it. This is the reaction of the audience to anticipate the mystery and endless conclusions of the work itself. The design elements of Evangelion are distinguished from other mechanical objects. Mechanic design based on human biotechnology can overcome limitations of machine and make you feel more human. The pilot 's boarding structure, which can contain human nature, is reinforced in the form of an enterprising plug, and the attitude of excavation makes humanity more prominent than a straight robot. Thus, pursues a mechanic design that can reflect human identity. can be selected as the mechanic animation of the 80's, and the "Neon Genesis Evangelion" of the 90's shows it with a completely different design. By comparing the mechanical design of two works, therefore, we examine the correlation between the message and the design of the work. presents the close relationship between the identity of the mechanical design and the contents. I would like to point out that mechanical design can be a good example and theoretical basis for the future.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on the Reproduction Experimental of Breaking of dried stalks technique of Recorded in Oju-Yeonmunjang jeon-Sango in the late Joseon Dynasty (조선 후기 『오주연문장전산고』에 기록된 자연건조쇄경식 제섬 기술 재현 실험 연구)

  • Kong, Sanghui;Ree, Jiwon;Kim, Hajin
    • Korean Journal of Heritage: History & Science
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    • v.52 no.4
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    • pp.170-183
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    • 2019
  • Fiber scutching refers to the process of extracting fibers from plants by separating or extracting fibers from the raw materials. As the definition of the term implies, the "Fiber Scutching" is performed on plants with advanced bast fiber as the primary material processing technique performed on plant materials. Some of the most popular phosphorus plants are ramie, hemp, flax, and the paper mulberry, which have a long history of cultivation and a wide range of distribution, making them very universal as a material supporting human life and culture. This study was described in Oju-yeonmunjangjeon-sango but was designed to re-examine the method of breaking dried stalks, which is currently unused in Korea, to examine the feasibility and characteristics of the technology. As a result of sampling and experimenting with hemp bast using the method recorded in the literature, hemp fiber was actually produced. The criteria for removing the shell from the hemp stem were the degree of discoloration and drying, and only when the stalk was completely discolored to yellow could segregation of the stalk from the shell be performed. The amount of sunlight and temperature were conditions that accelerated drying. However, if exposed for a long time, it is confirmed that hemp bast will be in a suitable condition to process, regardless of the amount of sunlight and temperature. 'Breaking of dried stalks', which utilizes the physical power of 'threshing with a flail' is considered a core process of the fiber scutching technique in 'Yukjin' in Hamgyeong-do. The bark and the core of the hemp were separated by tapping, the bast was thinly split, and the shell was peeled off, making it suitable for collecting with thread. The method of collecting the fibers by applying physical power causes downing on the fibers, which is to be generally avoided in the manufacture of bast fabric woven hemp or ramie. However, Hamgyeong-do's fiber scutching method seems to have applied this principle to the method of making fragile fabrics by using it in reverse. This method is distinct from the steaming or boiling of the stalks' in Andong, Korea, and it is similar to the Western method of spinning fabrics.

Studies on Seed Production of Saddleback Clownfish, Amphiprion polymnus 1) Spawning, Egg Development and Larvae Culture (Saddleback clownfish, Amphiprion polymnus의 종묘생산에 관한 연구 1) 산란과 난 발생 및 자치어 사육)

  • Yoon, Young-Seock;Rho, Sum;Choi, Young-Ung;Kim, Jong-Su;Lee, Young-Don
    • Journal of Aquaculture
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    • v.18 no.2
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    • pp.107-114
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    • 2005
  • Clownfish are important and very popular fish in the ornamental aquarium industry. Demand for the fish is increasing dramatically. The present study was conducted to verify methods of broodstock management, patterns of spawning, rates of egg hatching and estimates of larval growth fur the saddleback clownfish, Amphiprion polymnus. Spawning occurred 8 times between August 2002 to June 2004 with 2 females and 1 male participating. Fertilized eggs were separated by an adhesive matrix and were oval in shape. The eggs were $2.46{\pm}0.13mm$ in size as measured along the longest axis. The percentage of fertilized eggs was 96.7%. Hatching was observed seven days post-spawning and hatching rate was 85.5%. The sizes of the newly-hatched larvae were $4.58{\pm}0.21mm$ TL (total length). Larvae had an open mouth and anus, and an oval yolk sac. At the 1 st day after hatching, the sizes of the larvae were $4.90{\pm}0.35mm$ TL. The larvae began to eat rotifers after complete yolk absorption. On the 5th day post-hatch, larvae were $5.88{\pm}0.31mm$ TL with complete fins and the survival rate was 48.6%. At 8 days after hatching, a band began to appear on head and back of the larvae indicating the beginning of metamorphosis. Metamorphosis was completed at an average TL of $15.00{\pm}2.12mm$ on the 23rd day after hatching. By the 45th day after hatching, juveniles averaged $22.76{\pm}3.22mm$ TL and survival rate was 28.4%.

Effects of Different EC in Nutrient Solution on Growth and Quality of Red Mustard and Pak-Choi in Plant Factory (식물공장내 양액의 EC가 적겨자와 청경채의 생육 및 품질에 미치는 영향)

  • Lee, Sang Gyu;Choi, Chang Sun;Lee, Jun Gu;Jang, Yoon Ah;Nam, Chun Woo;Yeo, Kyung-Hwan;Lee, Hee Ju;Um, Young Chul
    • Journal of Bio-Environment Control
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    • v.21 no.4
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    • pp.322-326
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    • 2012
  • Recently, researches related to plant factory system has been activated and production of Ssam-vegetables using artificial lighting has been increasing. In South Korea, Ssam-vegetables are very popular and the consumption is increasing every year. Because leaf vegetables cultivated under hydroponic systems are more preferable rather than those cultivated by soil culture in Korea, the plant factory system would be more effective in production of Ssam-vegetables. Therefore, this study was carried out in order to analyze the yield and vitamin C contents in red mustard (Brassica juncea L.) and pak-choi (Brassica campestris var. chinensis), which are used a lot for the Ssam-vegetables in South Korea, as influenced by different concentrations of the nutrient solution in a plant factory system. As a results, there was no significant differences in the plant height among the treatment of EC in the nutrient solution, but for red mustard plants, the number of leaves tended to decrease in the treatment with higher EC. Leaf area of pak-choi plants was significantly increased in the higher EC, while the fresh weight had a tendency to increase along with increasing EC in the nutrient solution for both crops. The photosynthetic rates did not show a distinct tendency by EC levels for red mustard plants, but for pak-choi plants, it tended to be higher at the high EC. The contents of ascorbic acid in leaves were higher with decreasing EC concentration in the nutrient solution for red mustard plants, while the content was the highest at EC $2.0dS{\cdot}m^{-1}$ for pak-choi plants. In summary, considering the marketable yields and vitamin C at different nutrient concentrations in a plant factory, the optimal concentration for red mustard and pak-choi plants was thought to be EC $2.0{\sim}2.5dS{\cdot}m^{-1}$.

Study on the Inheritance and Transformation of the Goryeo Tradition in the Illustrations of the Sixteen Contemplations of the Amitayurdhyana Sutra of the Early Joseon Dynasty -with the Focus on the Concept of Rebirth in the Pure Land- (조선전기 관경십육관변상도에 보이는 고려 전통의 계승과 변용 -정토인식과 왕생관의 변화를 통해-)

  • Lee, Seung-Hee
    • Korean Journal of Heritage: History & Science
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    • v.51 no.1
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    • pp.126-147
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    • 2018
  • The compositions and iconographies of the three Illustrations of the Sixteen Contemplations produced in the early Joseon Dynasty effectively manifest the transitional period of Joseon society as well as the Joseon people's perception of the Pure Land. In particular, the painting at titled Chionji (知恩寺) dated 1435 and another painting at titled Chion' in (知恩院) from 1465, which were commissioned by the Joseon royal family and high-ranking monk, embody the Pure Land faith of the Tiantai School of Buddhism (天台宗) which thrived during the late Goryeo period. This indicates that the Joseon royal court continued to favor the Pure Land faith that emphasized salvation through "self-power" (自力), which was popular among both the royal family and the nobility of Goryeo. On the other hand, in the painting at titled $H{\bar{o}}rinji$ (法輪寺), which is presumed to have been made in the sixteenth century, the compositions and iconographies shown in late Goryeo examples of the Illustrations of the Sixteen Contemplations are disassembled. Moreover, a new iconographical motif, i.e. "welcoming the dragon boat" (龍船接引), emerged with this painting. This motif symbolizes the idea that the souls of the deceased are guided by Amitabha Buddha to rebirth in the Pure Land of Extreme Bliss, which is based on the "other-power" of the Pure Land faith that emphasizes the power of Amitabha Buddha in attaining salvation rather than the educational "self-power" of the Pure Land faith. The emergence of this motif demonstrates the transformation of the Pure Land belief into a faith that relied on the "other-power" of Amitabha in Joseon's Confucian society.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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