Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2011.10a
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pp.531-534
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2011
It can be said that film and game industries take core parts of the comtemporary cultural industry. For consumers in modern industry, cultural industry is immensely significant as much as other industries. Because consumers are spending proportionally more money on experiential and emotional needs and less on basics such as food, housing, and clothes. Cultural industry is the one that can give us 'cultural satisfaction'. Some may say the film industry is different from the game industry in genre. However, we have no difficulty in finding many common characteristics between them since we are living in the world where any content or genre cannot stand alone and contents' boundaries diversify themselves to meet consumers' demand in daily basis. The purpose of this study is to look into the impact of the film industry on the game industry and to show how these different industries can coexist successfully by creating a synergy effect.
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.
This research aims to develop cultural products for professional sales after producing creative products utilizing dinosaur characters, which are the representative exhibited item of dinosaur-centered museum. There are seven museums in Korea whose theme is dinosaur. There are three dinosaur museums among them, Goseong Dinosaur Museum at Kyungnam, Mokpo Natural History Museum, and Seodaemun Museum of Natural History. While inspecting cultural products within the museum shops of these three museums, general products occupy more than 80% of all the products rather than products related to dinosaurs, and has a problem that most products are decorative ones. This resulted from that enterprises supplying these products are not professional ones and are irrelevent to cultural industry; as result, purpose of conveying culture through products is lost. This research develops dinosaur characters utilizing computer 3D techniques in order to imbue unique characteristics to dinosaur museums and informing cultural speciality of our country. In addition, this research presented design method of cultural products by grafting traditional symbols onto these characters, and actually produced 11 items of 5 kinds: toys(dolls), clothes(T-shirts, pajamas, socks), stationery(notebooks, memo), accessaries (bags, umbrellas, handkerchief), and others(cups). On the items above, dinosaur characters are variously utilized in form of printing, embroidery, and stickers by using computer 3D technique. A cultural product is a tangible form which could show variety of cultural characteristics of our nation that could spread the culture through the consumers, and such type of purchasing could increase values of cultural industry by creating economic profits; such points are the significance of this study.
The purpose of this research is to analyze the overall process of the wedding industry - arranging domestic wedding firms and formulating a database related to the business. Simultaneously, with all the data in hand the research attempts to seek flaws within the wedding industry and tries to offer solutions to revitalize the industrial section. Because the list of articles is enormously expansive, for the purpose of basic research, objects have been selected according to the process presented below. Wedding-product firms have been classified within the boundaries of dresses, studios, and makeup firms; distributing channels are mainly focused on wedding planners and related-consulting firms; related departments of universities and wedding organizations are illustrated as well. Due to the unorganized system of this particular field, the research process has been conducted with materials from personal experiences, newspapers, magazines, Internet websites, documents, and interviews with wedding-related firms and organizations, and professors. As a result, over 13 subjects which formulate a market structure of over 30 trillion won. However, due to lack of systemization of the industry, as it expands, numerous problems occur. Excessive competition between wedding-consulting firms and the lack of reliable education for wedding planners, unnecessary external investment and the lack of product research, false Information from the Internet puts the entire industry in a inefficient position. Organizations such as Korea Traditional clothes Industrial Union, Korea Wedding Consulting Association, Korea Martial Industrial Promotion Association(KOMIPA) etc, are made to seek for solutions. For the wedding industry to revitalize, wedding-product firms, wedding planners and consulting firms must maintain an organic relationship every season. They must systemize a proper distribution system, with wedding-product companies enhancing the quality of products, wedding planners organizing wedding plans with responsibility, and consulting firms focusing not only on profits. In order to make high-valued products, wedding-product companies must put their greatest effort in producing talented minds, and universities with related departments must do so as well. In other words, the industrial and educational section of our society must cooperate through a sophisticated system. In addition, related organizations must act to receive governmental support in order to support the industry.
Targeting a film that is the medium of having powerful influence upon the masses, the present study examined about a role and characteristics in the movie costume, and a role of costume designers, which are shown in process of being changed the film costume. There are many designers who were in charge of the film costume, but the present study examined centering on designers who participated aiming to create the image of a character from the stage of manufacturing a movie. It presented and analyzed visual materials by dividing four genres such as a historical drama movie, a horror movie, a fantasy movie, and a modern-play movie, and by selecting a typical work. A Historical drama movie needs to be investigated costume by the historical background in a movie, but inside it was shown clothes that were elaborately reproduced and newly created. A horror movie plays a role of medium that reflects the human society and the internal mentality of a human being along with the attribute of entertainment. As a genre that requires much costume, make-up and special effect aiming at dramatic effect, a role of film costume possesses great weight. As a fantasy movie is a field based on 'fiction' of a writer who creates a work, it is a field that requires creativity of a costume designer most. As a modern-play movie is what reproduces reality, it best reflects the phases of that time, and is the field that is influenced by costume or fashion trend. Costume needs to be designed in a bid to allow spectators to be inspired the wholly united and harmonious mood with leading a story of a movie, and the individual image.
Wild ginseng production is increasing due to forest recovery for last 30 years. Total number of Symmani (traditional mountain ginseng digger) was 558 in 2001. Provincial distribution of Symmani in 2001 was highest in Kangwon $(32\%),$ next in Choongbook $(21\%)$ and least in Jeonnam $(0.7\%)$ and Kyoungnam $(0.9\%).$ Age distribution of Symmani was $33\%\;for\;fourties,\;32\%$ for fifties and $20\%$ for sixties. There were 8 persons in eighties. Symmanies are still keeping traditional ritual for mountain god serving clothes of colored ribbons and foods. Increased production induced open market system from underground dealing of mountain ginseng. Korea Mountain Ginseng Association established mountain ginseng assessment committee with professional Symmanies in 2001. From September to November in 2001, 987 roots were requested for quality assessment to the committee and 476 roots $(48\%)$ were passed and graded and others were rejected. Highest frequency of rejection was foreign origin. Pass rate was highest $(74\%)$ in Choongnam suggesting best place for quality. Number of collected roots in each province was positively correlated (p=0.05) with number of Symmanies. There are 3 quality groups of mountain ginseng, Heaven (pure natural), Earth (from seeding of wild ginseng) and Man (from seeding or seedling of wild ginseng with slight environmental modification). The relationship between price and age was polynomial in high quality root, Heaven, Earth and seed long head of Man group, and linear in low quality group, seedling long head of Man. The best one in 2001 was 26 g, 124 years old and sold with 109 million won. Quality criteria are age, shape, weight, color and healthy outlook. Fine roots are criteria for health status of roots and taproot is criteria for efficacy and called as medicine barrel. The implication is that ginsenosides have rarely been experienced for efficacy. The quality criteria of cultivated ginseng were originated from those of mountain ginseng. It is unique for mountain ginseng that only fresh one can be on market. Since quality criteria of mountain ginseng must be based on the efficacy experience it is well expected that present criteria might almost be established at the age of Shinnong Materia Medica.
This study aims to classify wearable devices for infants and children according to their function, and to analyze the types and attachment methods of the devices by function, operating system, characteristics of materials, and types of batteries, and to identify the points for improvement. Forty-eight types of devices investigated through previous studies and keyword research online were analyzed. Wearable devices for infants and children were classified according to their functions into wearable monitors, wearable thermometers, GPS trackers, and smart watches. Devices had different shapes and attachment methods according to their functions, and were mainly clothes or accessory types. The accessory type devices were attached to the body using velcro, clips, bands, or adhesives. Wearable monitors and thermometers mainly used Bluetooth to transmit data wirelessly, and location trackers used various combinations of 4G(LTE), 5G networks, GPS, Wi-Fi, and Bluetooth. Smartwatches had different functions depending on whether smart phones were linked to them or not. Wearable monitors and thermometers mainly used by infants provided material information, but other devices did not. These devices used rechargeable, replaceable, non-rechargeable or non-replaceable batteries. Wearable devices need to be improved to reduce the discomfort experienced by infants and children due to the attachment position, malfunction, skin trouble caused by materials, short time of use of batteries, version conflict and complexity with the device when linking with a smart phone, and non-operation when using Bluetooth.
Kim, Seungyeon;Yang, Yerin;Jung, Jinoe;Han, Hyunsook
Fashion & Textile Research Journal
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v.23
no.5
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pp.624-633
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2021
This study was intended to compare the comfort of wearing each type of commercially available bralette. The trial wearing experiment was conducted on five women in their 20s who wear an average Korean bra size of 70A. The experimental bralettes were of four types: a bralette with both hooks and pads and a bralette without both, a bralette with hooks but no pads, and a bralette with pads but no hooks. The wearing test results are as follows. First, in terms of functional satisfaction, the padded bralette provided the greatest satisfaction in supporting the chest from the bottom up and bringing it to the center, and the bralette without the pad provided the least satisfaction. In addition, the level of convenience of attaching/detaching was about twice as high in the bralette with hooks than those without hooks. Chest compression was found to be greater in bralettes without hooks than in those with hooks. In terms of the pressure on the shoulder strap and on the lower chest band, it was found that bralettes with hooks had a greater sense of pressure than those without. In the appearance characteristics test, the unpadded bralettes scored higher than the padded one in the matter of feeling embarrassed, because in unpadded bralettes, the nipples were exposed underneath the clothes . This study is meaningful in classifying the design of the bralette and evaluating the fit for each design in the absence of prior research on the bralette.
This study developed the pants pattern, that improved appearance and gesture functions in clothes to resolve inconveniences in case of activities with being adequate in fitness of slim-fit pants for obese adolescents. The slim-fit pants pattern was developed through the fitting test after designing and making the pattern of the experimental clothing A(c/pu; 99/1%) with the primary commercial clothing as basic prototype, through the fitting test and implementation of the experimental clothing, modified and supplemented secondarily, and through the fitting test of the second experimental clothing, modified and supplemented tertiary. In terms of findings, first, as a result of analyzing the commercial slim-fit pants, it is interpreted to have projected an optical illusion, that appears to be slim due to being narrow in width of the front panel when observed from the front of the pants. Second, in the fitting test of the first experimental clothing, the prototype of commercial clothing was understood to have improved butt, crotch, waist and femoral regions. Third, pattern design of the second experimental clothing was allowed to decline abdominal pressure, in case of the sitting position, by making the crotch line in the front panel short and by handling it with a yoke belt, and was processed a difference between waist and hip circumference in the back panel, with a rubber band in the whole waist part. Fourth, in the gesture function test of the third experimental clothing, high evaluation was received in every item excluding the knee region.
This study investigated the effects of costume styling, color and texture on character expression in the movies "All About My Wife" and "Marriage Blue". As a study method, the main scenes were captured from the DVD image and the costumes of the main characters were analyzed to examine how the costumes express the personality change according to the story development of the characters. The characters in "All About My Wife" and "Marriage Blue" were studied to see how their personality changes as the story develops and how the costume supports the personality change of those characters. It was checked that costume contributes to effectively deliver the emotion of the characters to audience. In the movies, costume plays an important role in completing the character, and styling, color, and texture of the costume are one of the important means of expression. In a movie, costumes, styling, color, and texture contribute towards development of each character's character. And these elements act synergistically by acting simultaneously rather than independently, thus defining the image of the costume and playing a role in building characters. Movie directors persuade the audience by expressing their intentions in various ways. Among them, movie costume is one of the most effective expression tools. The styling, color, and texture of the clothes are practical and effective methodology that will create a character, so I hope that the field of film art will be researched extensively in the future.
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