• Title/Summary/Keyword: Music Industry

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A Study on the Costume Work Applying Kkot Mun(Floral Doors) (꽃문을 응용한 의상 작품 제작에 관한 연구)

  • Moon, Myeng-Ok
    • Fashion & Textile Research Journal
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    • v.9 no.3
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    • pp.270-277
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    • 2007
  • Buddhist temples and halls signify paradise on earth. Buddhist sutras refer to paradise as a place where flowers fall down like snow, fragrance and music fill the air, flowers blossom and butterflies fly. The Kkot Mun of Buddhist temples are an essential part of the creation of this paradise and are ornamented with elaborate sculptures of flowers and animals. The ornamentation of the Kkot Mun is truly admirable for its artistry and beauty. Although the Kkot Mun is an element of Korean traditional Buddhist architecture, it could also be applied to costume work. I thought the characteristic elements of the Kkot Mun for the costume work were the flower, the lattice and the transparent effect that was made with the lattice and Dagjongee. I used the technique of strap cutting, strap twisting and cut-out for the lattice of Kkot Mun and flower making, knitting, cut-out and quilting for the flower of Kkot Mun. I represented the transparent effect of Kkot Mun with the lapped materials. I selected six remarkable Kkot Mun of Korean temples, revised shapes of these and made six costume works. These six costume works would be the suggestion of costume design if an element of Korean traditional architecture was applied to modern costume making.

A Study on the Effect of Cultural Marketing on Fashion Brand Image Management (문화마케팅을 통한 패션업체의 브랜드 이미지 관리에 관한 연구 -패션브랜드와 문화예술 이미지 부합도를 중심으로-)

  • Hwang, Sun-Jin;Lee, Yun-Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.2
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    • pp.223-234
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    • 2008
  • This Study is designed to identify the appropriate fields of culture and art supporting activities in fashion business and to propose an effective culture and art strategy on establishment of positive fashion brand attitude. Subjects of this study were 242 young male and female consumers interested in fashion and culture marketing activities. Data were analyzed by using SPSS 12.0 with Independent-Sample T-Test, ANOVA, Duncan test. Also, we suggested the FBFit(Fashion Brand-Mecenat Fit) model by using Prefmap3. The results are as follows: First, it was revealed that culture art marketing activities such as a film, a popular music, a musical of the art and culture fields were important for maintaining the positive fashion brand image. Second, the consumer with recognition of culture and art supporting activities had a positive attitude on culture and art marketing of fashion brand. Third, FBFit model was revealed that there was a significant difference an appropriate culture and art fields for each fashion brand image. Therefore, each fashion brand has to select appropriate fields of culture and art marketing activities by considering their fashion brand image with a long term perspective.

Metaverse Friend Making System Design and Implement (메타버스 비대면 친구사귀기 시스템 디자인 및 구현)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

The Commanding Amigo and Its Spirit Embodiment: An Inquiry into the Relationship between Manobo-Visayan Compadrazgo Social Relationship in the "Modern" Manobo Cosmology and Ritual

  • Buenconsejo, Jose S.
    • SUVANNABHUMI
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    • v.6 no.1
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    • pp.161-191
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    • 2014
  • The entry of the logging industry in the once heavily forested riverine middle Agusan Valley where aboriginal Manobos live meant the entry of the material practice of wage labor into this out-of-the-way place. Wage labor converted the once relatively isolated, subsistence animist Manobos into laborers of the expanding capitalist regime. A symptom of modernity, this wage labor also accompanied the coming of Visayan settlers (also loggers paid by wage) who introduced indigenous Manobos the compadrazgo social relationship. This friendly relationship across ethnic identities legitimated social ties and is a social material practice represented in recent bilingual Manobo possession rituals where the Visayan spirit is incarnated along with Manobo spirits. To understand the idea behind spirit embodiment, I explore Manobo ritual as mimesis or poeisis. This representation is shaped by concrete material realities as much as these realities, in turn, are reconfigured by ritual practice. In the older Manobo cosmology, which is based on subsistence economy and dependent on the forest and rivers, individuals have an externalized self (as manifest in the idea of twin soul), in which the inner vital principle is co-extensive with a spirit double in cosmos. Manobos imitate the perceived workings of nature in ritual so as to control them in times of illnesses. In contrast, the mimesis of the Visayan spirit is based on a different political economic set up with its attendant asymmetrical interpersonal relationship. By symbolically representing the Visayan patron as friend, Manobos are able to negotiate the predicament of their subalternity in local modernity.

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Party Wear Industry Conditions in Korea and the Analysis of Dress Style According to Party Types (국내 파티웨어 산업 현황과 파티유형별 드레스 스타일 분석)

  • Lee, Min-Jung;Lee, In-Seong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.1
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    • pp.12-26
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    • 2012
  • Young people have got to like 'party' and 'attending parties' is considered 'reflection of trendy lifestyle' nowadays. The more party experiences they have, the more party wear styles get various and detail. They want different styles for the next party and it stimulates designers to create something new. We now realize that the party has become popular with an increased market demand for party wear. In addition, we analyze dress styles according to party types to suggest a new dress style to satisfy consumer needs. We suggest two ways to research party wear industry conditions in Korea. Off-line shop managers need to offer practical and various designs for a good price according to party types that make distinctions between on-line and off-line shops. On-line shop managers need to use better materials and develop better service. Considering an analysis of dress style according to party types, an elegant style is good for a formal dinner party and an evening party. A romantic style is good for a season party (such as a New Year's party, a Valentines party and a Christmas party) and a chic style is good for a music party (such as a classic party, jazz party and pop-era party). In addition, the result of a dress style analysis according to party types can be used for the tip for the development of designs to come in the party wear market as well as for a dress style guide to the partiers.

A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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The Value of Performing Arts Content and Convergence Structure -Focused on Performing Arts Live Video- (공연예술콘텐츠의 가치와 융합적 구조 -공연예술실황영상을 중심으로-)

  • Young, Hur-Lan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.241-255
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    • 2016
  • This study aims at examining the making and distribution course of performing arts and its converged form with technology and industry in terms of the Contents Promotion Act. Since the 2000s, the inter-area contents making and sharing methods have been changing the making and distribution structure of performing arts. The recent production of performing arts contents live videos extends the areas of arts creation and communication beyond the time and spatial boundaries of performing arts and changes the existing systems. The performing arts which started with nowness and spatio-temporal restriction on the premise is now creating a new platform over the spatio-temporal boundary through the live video. Performing arts, in convergence with the areas of technology and industries, expands universal approaches and shows the public value of cultural fairness at public performing arts centers. In this context, this study aims at seeking the possible extension of performing arts contents by examining how the so-called high-class performing arts such as opera, theatre and classical music combines with the visual industry.

Effect analysis study of "Korean Wave" on Chinese entertainment shows (중국 예능 방송의 한류 영향 분석 연구)

  • Han, Ting Ting;Choi, Chul Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.313-327
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    • 2014
  • Starting with a Korean soap opera in the year 1993, entertainment industry of South Korea such as K-pop, soap operas, Korean celebrities has been introduced and spread throughout China. The new word 'Korean wave' was coined by fans of Korean entertainment culture at this time, and passion on the subject gradually expanded from soap operas to entertainment programs in the market of China. It is necessary to analyze the current situation that Korean entertainment programs gaining tremendous popularity on the entertainment field in China and research on ways to cope with the fierce competition and to change to survive from it. Nowadays Korea has its own unique attribute with its national traits after years of mere imitative adaptation from broadcast program of Japan and that of America since 1980's. Regarding the process, similar situation is ongoing on the entertainment field in China. This paper intends to study potential of Chinese entertainment industry compared to the differences on programs between Korea and China by scoping out success of Korean entertainment program in China and the impact on Chinese entertainment market.

DRM Enabled P2P Model for Contents Protection (콘텐츠 보호를 위한 DRM이 적용된 P2P 모델)

  • Sung Jae-Youn;Jeong Yeon-Jeong;Yoon Ki-Song
    • The KIPS Transactions:PartC
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    • v.13C no.4 s.107
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    • pp.389-396
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    • 2006
  • P2P(Peer To Peer) system, a most attractive file sharing system, is the largest channel of contents distribution and it takes 50% of network traffic. But P2P systems are infamous for used to illegal contents distribution channel not only in music industry, but also in movie industry. But, DRM(Digital Right Management) enabled P2P models are not suggested until now that interrupting illegal contents distribution and keeping advantage of P2P. So in this paper, we suggest a DRM enabled P2P model that can support distributed processing ability and high scalability with no modification in exist P2P model or architecture.

An Essay on Constructing an Official Concept of Broadcasting Contents (방송콘텐츠 개념의 제도적 정립을 위한 시론)

  • Cho, Byeong-Han
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.477-492
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    • 2021
  • The purpose of this paper is to examine the problems caused by the lack of institutional establishment of broadcasting contents' concept, to present the categories and significance of broadcast contents concepts, and to promote discussions on defining broadcasting contents concepts. As the pattern of enjoying contents becomes fragmented, broadcasting contents such as dramas, entertainment, and documentaries are enjoyed in various ways through N-screens, beyond the distribution structure of the traditional broadcasting industry. But, the concept of broadcasting contents is subordinate to(or even absent from) the distribution structure of the broadcasting industry. This paper seeks to correct this problem by proposing a new definition of broadcasting contents. First of all, as a result of looking at the need to define the concept of broadcasting contents in various ways in principle, legal, and industrial aspects, broadcasting contents needed to be defined as a new concept independent of broadcasting media. Based on this, the existing discussions on the concept and type of broadcasting contents were reviewed to confirm the direction for establishing broadcasting contents concepts, and to define broadcasting contents into higher categories (liberal arts, entertainment), and lower categories ('documentaries, current affairs, education', 'dramas, animation, music, variety, sports').