• Title/Summary/Keyword: Pop star

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Expression characteristic of pop art in Jean-Charles de Castelbajac's works (Jean-Charles de Castelbajac 작품에 나타난 팝아트의 표현 특성)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.22 no.5
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    • pp.688-701
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    • 2014
  • This study examined the expression characteristics in pop art works of Jean-Charles de Castelbajac. The study here aimed at possibility to find a design development in building up the unique art world of creativity based on popularity, artistry, and originality without confinement to the trend only. For the research method, review of literature and analysis about Castelbajac's works reflecting the pop art feature in the collections from 2000S/S to 2012F/W were performed. The results of research are as follows. The external expression form of Castelbajac's works based on pop art was grouped roughly into use of mass culture image, appropriation of pop art expression technique, and parody of art works. First, his work appeared as application of the mass culture image such as symbolic thing in the modern consumer society, object in an ordinary life, character of well-known animation, national flag and famous star. Second, such appropriated pop art techniques showed as pop color in strong primary color and silk screen, photomontage, collage, assemblage, graffiti, and lettering. Third, a variety of images featured earlier in art works were shown in parody. These works are valuable in that they are expressed aesthetically through regeneration of popular culture's various images in view of fashion, they are described in the non-traditional value with frolic resistance and deviation out of existing fashion norm, and they are given the dynamic creativity integrated with art and fashion.

Correlation between On-line Game and Popular Stars - Focused on Fashion - (패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계)

  • Son, Yi-Jeong;Lee, In-Seong
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.

Characteristic Mass Function of First Generation of Stars Investigated by Extremely Metal-Poor ([Fe/H] < -3.0) Stars

  • Cheon, Sehwan;Lee, Young Sun
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.1
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    • pp.68.3-68.3
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    • 2019
  • Even though the initial mass function (IMF) of the first generation of stars played important roles in reionization of the universe, subsequent star formation, and chemical enrichment of the universe, it is still very uncertain. In this study, among the several indirect ways of estimating the IMF of the population III (Pop III) stars, we make use of extremely metal-poor (EMP; [Fe/H] < -3.0) stars in the Milky Way, in order to infer the characteristic mass range of Pop III stars. As the progenitors of many of the EMP stars are known to be Pop III stars, we attempt to construct the characteristic mass range of the progenitors (e.g., Pop III stars) of the EMP stares by comparing their observed abundance pattern of various chemical elements with chemical yields from supernova models.

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Effect of New Hallyu: Influence of K-POP Consumption on Chinese Attitude toward Korea and Hallyu (신한류 효과: 중국인들의 K-POP 이용이 한국과 한류에 대한 호감도에 미치는 영향)

  • Liu, Jing-Jin;Park, Yeon-Jin;Hwang, Ha-Sung
    • Korean journal of communication and information
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    • v.65
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    • pp.51-75
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    • 2014
  • This study aims to examine how the usage of K-POP and Korean TV dramas influence Chinese attitude toward Korea and Hallyu as K-POP has gained its popularity all over the world. The result indicated that 'gender', 'duration of watching Korean TV drama, 'the evaluation of Korean TV dramas', 'duration of listening K-POP and 'evaluation of K-POP' are strong predictors influencing attitude toward Korea among Chinese people. On the other hand, in relation to Hallyu, demographic factors are not appeared as the predictors, however, duration of watching Korean TV dramas, 'the evaluation of Korea TV dramas' and 'evaluation of K-POP' have been shown to influence the attitude toward Hallyu in a positive way. As the practical implication this result suggests that content, either Drama or K-POP, has more importance to appeal global audience rather than famous star has. Furthermore, when variables such as watching Korea TV dramas and evaluation of Korea TV drama have been controlled, 'evaluation of K-POP' appeared as a strong predictor to influence attitude of Korea and Hallyu in a positive way. This result indicates that the main content of Hallyu in China has shifted from Korean Dram to K-POP as the New Hallyu has been coming.

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A Study on the Pop Music and Fashion (팝 음악과 패션에 관한 연구)

  • 김미정;이상례
    • Journal of the Korean Society of Costume
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    • v.53 no.2
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    • pp.101-118
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    • 2003
  • This paper describes pop stars' fashion style by the changes of pop music from the 1950's of the formative Period of a rock-n-roll to the 1990's. The author could examine the features of pop music as follows : the 1950's rock-n-roll, the 1960's rock and Psychedelic rock. the 1970's punk rock, the 1980's new wave and the 1990's reggae·hip-hop. Based on the examination, the author could do sampling of the fashion style, on which current pop music had influence, by rock style, new wave style, and reggae hip-hop style. The rock style makes appearance again as a new style when it is recently accepted to be a fashion. The 1960's hippie, which contains long-cherished desire of antiwar and peace after September 11, 2001 Attack on America and the Afghan War. reappeared as luxurious hippie, and the hybrid punk has been made because barriers between cultures have been collapsed to mix items and combine contradicting components at fashion field. The new wave style destroys sex difference of clothes. and men's clothes style has introduced women's dress style, so that androgynous style, which has handsome boy image with womanlike hair style and makeup, and the lingerie style without distinction of underwear and outer garment has made appearance through new cloth wearing ways and overexposure. The reggae and hip-hop style makes appearance to overcome social strata, groups, ages, regions and gender, etc and become one of the 21s1 century culture codes. In conclusion, pop music have played very important roles until expansion and popularity of new fashion style, and has been quickly expanded by mass media development. When the pop music fashion styles are introduced to high fashion, fashion styles have become more polished and high-qualify to expand them at main fashion world again.

The New Korean Wave in China: Chinese Users' Use of Korean Popular Culture via the Internet

  • Ahn, Jungah
    • International Journal of Contents
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    • v.10 no.3
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    • pp.47-54
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    • 2014
  • Although the Korean Wave originated in China, its presence in this country had been faltering for some time. Recently, however, Korean Wave star centered K-drama via online video websites, Korean Wave TV programs with high ratings, and idol group centered K-pop with glocalization strategies are all popular in China once again. The purpose of this paper is to explore Chinese teens and twenty year olds as the main consumers of Korean popular culture and the how preferred genres, motives, and behaviors of Korean pop culture use and Korean image affect one another. According to the study results, media use via online video service was most common, and among the preferred genres, K-drama has the highest usage rates. In addition, it was discovered that motives and behaviors associated with the use of Korean pop culture had a considerable influence on a positive Korean image.

Cold Hardiness Evaluation of Grapevine Buds by Low Temperature Exotherms among Several Grape Cultivars (눈 조직의 저온열방출방법을 통한 포도 품종의 내한성 분석)

  • Su Jin Kim;Duk Jun Yu;Sung Hoon Jun;Dong Jun Im;Youn Young Hur;Dong Hoon Lee;Seo Jun Park;Hee Jae Lee
    • Korean Journal of Plant Resources
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    • v.37 no.1
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    • pp.93-99
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    • 2024
  • As a result of low temperature exotherm (LTE) measurement targeting the buds of 13 grape cultivars that are recently cultivated or introduced in Korea, 'Shooting Star', 'Muscat Bailey A', 'IFG-6', 'Vanessa Seedless', 'Summer Crispy', 'Shine Muscat', 'Jelly Pop', 'Campbell Early', 'Ruby Seedless', 'My Heart', 'Kyoho', 'Thompson Seedless', and 'Violet King' in order of being resistant to low temperatures. The LTE value was the lowest at -18.9℃ in 'Shooting Star' and the highest at -12.5℃ in 'Violet King'. Through these results, it can be used as basic data to determine whether or not cultivation by region is possible efficiently by comparing data based on 'Campbell Early' and 'Kyoho', which are presented as standard varieties for domestic cultivation.

Proposing a Service based on a Social Robotic Figure that Supports Interaction Between Fans and K-pop Stars (팬과 K-pop 스타간의 상호작용을 지원하는 소셜 로봇 피규어 기반 서비스 제안)

  • Jeon, Bienil;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.10
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    • pp.499-508
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    • 2016
  • According to spreading K-pop globally, the market size related to K-pop stars is increasingly growing at home and abroad. Recently, services and products having direct interaction with the star are emerging. This research aims to propose a new service using a smart, connected social robotic figure that can support interaction between fans and K-pop stars. For this study, we begin by exploring literature about K-pop culture. Also, we investigate cases that connect between fans and stars and then build the development directions for a new service. Based on these development directions, we extract feasible technology and its interaction elements through analysing the cases of social robots. Finally, we propose the social robotic figure service in this research. This service proposed in this study can create and enhance diverse bidirectional communication between fans and stars through employing a user-customized, smart, connected figure based on a IoT platform. This research contributes to approaches for sustainable advance of K-pop through applying IoT technology.

An Examination of 'Fun' that the Audience Have Watching Reality Audition Programs : Focusing on the Application of the 'Fun Evolving Model' to K-POP STAR(Season 3) (리얼리티 오디션 프로그램 수용자들이 느끼는 '재미(fun)'에 대한 고찰 : K-POP STAR(시즌3)의 재미진화모형 적용을 중심으로)

  • Choi, Young jun
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.13-23
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    • 2015
  • A study on the 'FUN' of TV reality audition programs. "Why are the audience so enthusiastic about the survival audition programs?" "What fun do the audition program audience have?" In order to find the answers for such questions, this study applied 'the 4-step fun evolving model' and thereby, categorized audience's fun-seeking behavioral modes, and therewith, examined how such fun-seeking behavioral modes would change by step over time. As a result, it was found that the audition program audience had faithfully followed the 4 fun types (watching, having, doing and becoming), and that their fun-seeking behavioral modes had changed by step over time in SBS "K-POP START" (Season 3) in 2013. Such findings suggest that the audition program fans accommodated 'the fun evolving model.' Their step of 'watching' evolved gradually into the step of 'having' both on-line and off-line (support of participants/malicious or good-will replies, participation in blogs/twitters, photo materials collection activities) and that of 'doing' (application for the jury group, organization of fan club, crazy fan activities, participation in phone voting, etc.), while increasing their fun.