• Title/Summary/Keyword: Stories

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A Study on the Chimi of Hwangnyongsa Temple and the Building Condition of Chimi Installed (황룡사 치미와 사용처의 건축조건 연구)

  • Kim, Sookyung
    • Journal of architectural history
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    • v.31 no.6
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    • pp.59-68
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    • 2022
  • This paper is an architectural historical study on Chimi of Hwangnyongsa Temple. In this research, the shape and cross-section of the chimi are reviewed. The results of the study are as follows. The chimi is a form in which the head part facing the maru is omitted, and the upper and lower body are separated. The upper and lower bonds are assembled into a two types of joint throughout the side of the torso, and then bound with an iron strap. Because of the absence of ridge line in the front, and the narrow curved surface which makes the side plate close to the plane, the entire cross-section is triangular, and the rear plate maintains the shape of the chimi. The naerimmaru connected to the side of the chimi has a slope, so it is clear that the chimi was used on the woojingak-jibung(hipped-roof), and the wing part and back of the chimi are erected on the side roof. The height of the yongmaru and chunyeomaru is about the same and the roofing tiles of those are in contact. The roofing tiles of chunyemaru should be cut to fit the angle of the contacting part. The maru is 30 stories high of roofing tiles as a result of the on-board survey. Based on reference on the shape and timing of the production of chimi, the height of chimi, and the maru is believed to have been built before the Unified Silla Period and used in buildings with at least seven-kan frontage. Buildings corresponding to these construction conditions can be seen as Central hall and East hall in Hwangnyongsa temple.

Kakao Entertainment's Contents Dominant Strategy : Focusing on Absorptive Capacity and Boundary Spanning (카카오엔터테인먼트의 콘텐츠 지배 전략 : 흡수역량과 경계관리 활동을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.33-43
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    • 2021
  • Kakao M and Kakao page have been merged to form contents corporation, Kakao entertainment. Kakao M has 15 contents management agencies and 4 music labels, in addition to movie and drama productions. Kakao Page currently holds IP rights for about 8,500 content stories. This study explores the relationship between M&A for absorptive capacity and content value chain by considering the factors that determine boundary spanning behaviors. Using the Kakao entertainment in-depth case study as the practical lens, research results of this study are suggested. Kakao's effective M&A activities are critical key factor for absorptive capacity in the entertainment industry and has a strong network with advantage assets. Also, as the contents business becomes even more competitive, Kakao need to venture beyond entertainment boundaries to seize creative opportunities. Kakao entertainment with absorptive capacity and boundary spanning behaviors through M&A and contents value chain best qualified for entertainment dominant strategy.

Case Study of Moving up the Charts in K-pop : Focusing on Brave Girls' 「Rollin'」 (K-pop 음원 역주행에 대한 사례 분석 : 브레이브걸스(Brave Girls)의 「롤린(Rollin')」을 중심으로)

  • Jung, Seung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.69-83
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    • 2021
  • To understand 'Moving up the charts' as a dynamic phenomenon in the K-pop entertainment industry, this study specifically analyzed the 'Moving up the charts' of 「Rollin'」 sung by 'Brave Girls'. First, the context and process related to 「Rollin'」 were described in detail, and the performance as a sound source and business were described. Subsequently, six factors were analyzed and presented as causes for 'Moving up the charts': 'Existence of specific possible triggers', 'Attractions of content itself', 'Inflow of new male fans', 'Turning weaknesses into strengths as idol', 'Psychological empathy with stories of real group' and 'Fast response and communication of agency'. Due to the influence of 'Moving up the charts', two changes were presented: 'Expansion of popularity and interest and expansion beyond songs' and 'Forming a consumer group with high purchasing power'. Through this, this study discussed the meaning, role, and possibility of 'Moving up the charts' in the K-pop entertainment industry. In the future, it will be necessary to recognize 'Moving up the charts' in the music market as a remarkable phenomenon, and to understand the importance of new idol consumer class as well as the use of related media such as YouTube.

A Study on the Perception of Travel YouTube Title: Focusing on the Group of Generation Z (여행 유튜브 제목에 대한 Z세대의 인식 유형 연구)

  • Choi, Won Joo;Hong, Jang Sun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.175-184
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    • 2022
  • Travel YouTubers who cross the boundary between tradition and novelty communicate by sharing their activities with others through SNS-based media. Media content should not only satisfy individuals, nor should it be too purpose-oriented. YouTube channels should be operated so that users can easily access content naturally, and more diverse methods can be pursued based on usage patterns and satisfaction theory. This study is about the type of perception of Generation Z on travel YouTube titles. As a result of conducting QUANL program analysis on 34 Q samples and 28 P samples from the Q methodological perspective, a total of three types were found. For types with unique characteristics, the first type was named "attention of keywords that draw imagination," the second type was "preferred to stories that stimulate curiosity," and the third type was "image satisfaction reflecting expectations." In addition, considering the characteristics of each type found, the scalability and strategic plan of the activities that Generation Z travel YouTubers want to unfold were presented.

Life and leisure of healthcare major adult student (헬스케어전공 만학도의 삶과 여가에 대한 소고)

  • Do-Jin Kim
    • Journal of Advanced Technology Convergence
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    • v.2 no.1
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    • pp.41-47
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    • 2023
  • This study was aimed at adult students majoring in the healthcare field to hear stories about life and leisure following work and study at the same time. To this end, four adult students were asked to describe their current life and leisure, positive and negative aspects of their leisure, and future life and leisure, along with interviews, focusing on the daily content they felt during the course of work and study. Afterwards, the technical contents were mutually reinforced with the interview contents and described in the form of self-recording. The decrease in leisure time in adult students' work and study balance inevitably reduces the quality of life. However, each of them was making an effort not to lose the balance between the purpose of their studies and their leisure time. A student's work-study balance is a choice and process for balancing life and leisure, and the joys and sorrows in the process are thought to be the value and hope of life.

Effect of Digital Storytelling based Programming Education on Motivation and Achievement of Students in Elementary school (디지털 스토리텔링 기반 프로그래밍 교육이 학습자의 동기 및 학업 성취도에 미치는 영향)

  • Kim, Kwang-Yeol;Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.1
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    • pp.47-55
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    • 2009
  • The purpose of this study is to ermine the effect of digital storytelling as a strategy of programming education to improve students' learning motivation and achievement. To overcome the difficulty of programming education in elementary school and find teaching method which derives the students' motivation, we used a digital storytelling in programming class. Digital storytelling that is considered as an important factor of edutainment gives interest to learners with interaction and stories for programming materials. The result is that elementary school students are more interested in programming and attend actively and their motivation and achievement is improved. Therefore it can gives elementary school students a positive experience with programming that will hopefully contribute to a more positive attitude towards computer science.

Emotional Machines That Attract Human (인간을 매혹한 감정 기계)

  • Oh, Youn-Ho
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.9-32
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    • 2019
  • This paper tried to analyze the post-human phenomenon of our age with a focus on the 'emotional machine' motif. The post-humans of our time are closely linked to the creatures in very old storie. The post-human concept is based on the universal and intellectual imagination of humanity that is shared beyond humanities and technical civilizations, cultural and historical boundaries between East and West. This paper is about the creatures from mythical stories that have fascinated human beings, the mechanical humans who brought fear through the sophisticated mechanism of technology civilization era, the post humans. Through my process of looking at the post humans, I sought to clarify the conditions of the sensitivity and humanity of the age. In the process, we come to understand the vagueness of the boundaries between human beings, nature, and machines, and study the coexistence of humans, nature, and machines in the post-human era of the 21st century, beyond the limitations of human-centered humanity.

Analysis on Immersion of Digital Animation -Focused on complex analysis on the concept and story- (디지털 애니메이션의 몰입감 분석 연구 - 콘셉트와 스토리의 복합적 분석을 중심으로 -)

  • Kim, Ki Bum;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.1-13
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    • 2016
  • The aim of this study is to find the reasons of success and failure of digital animations in terms of 'immersion.' For the purpose, the causes of immersion were analyzed through complex comparison about concepts and stories of two animation films with similar size of budget: 'Shrek 2' which ranked number 1 in the box-office of animation and 'Mars Needs Moms' which ranked number 172 in the same category. The complex results showed that immersion becomes bigger with creativity and popularity of the characters' outer concept, diversity and organic of the characters' inner concept, and diversity and consistency of the background. Moreover, gradual arrangement of characters' appearance in the story and increasing number of the characters, and visual changes around the plot heightening with a well-organized passage increase immersion. After all, immersion of digital animation requires developing creative, diverse, and popular concept and arranging and strengthening strategic well-organized plot of parts and the whole. This is the key to convergence it.

The Effect of Storytelling on Purchase Behavior in Local Food Restaurant (향토음식점의 스토리텔링이 구매행동에 미치는 영향)

  • Park, Ah-Reum;Cho, Mi-Sook
    • Journal of the Korean Society of Food Culture
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    • v.25 no.6
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    • pp.764-769
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    • 2010
  • The aim of this study was to examine how customers perceive storytelling at a real local restaurant and to understand how consumption reflects their evaluation by understanding their values. Participants received information from a real local restaurant in the Gangneung area to examine the effects of storytelling and to evaluate their affective attitudes towards local restaurant stories, word-of-mouth intentions, and purchasing intentions using a seven-point Likert scale. A total of 310 consumers were used. A factor analysis was performed to identify consumption value characteristics and factor structure, which consisted economic value, emotional value, and epistemic value. To test whether local restaurant consumers could be classified into homogenous groups based on their consumption values, a three cluster solution was selected, and a Kmeans cluster analysis was performed. As a result, three groups were identified and labeled appropriate for their scores based on each of the consumption values; emotional value-oriented consumers to cluster 1, epistemic value-oriented consumers to cluster 2, and economic value-oriented consumers to cluster 3. An analysis of variance was used to examine the differences in the affective attitudes towards storytelling at the local restaurant, purchasing intentions, and word-of-mouth intentions across the three clusters. The epistemic value-oriented consumers had the highest score for all three variables. In contrast, economic value-oriented consumers had the lowest scores for the three variables. A regression analysis revealed that affective attitudes towards storytelling were significantly affected by these three consumption values. It also showed that positive affective attitudes towards storytelling were associated with higher purchasing intention and word-of-mouth. The significance of this study was to show how customers perceive storytelling at a real restaurant and reflect on their evaluation by understanding their consumption values. As a result, this study examined the potential power of storytelling as an effective marketing communication tool for local restaurants.

Research on Digital Twin Automation Techniques in the Construction Industry through 2D Design Drawing Data Extraction and 3D Spatial Data Construction (2D 설계도면 데이터 추출 및 3차원 공간 데이터 구축을 통한 건설산업 디지털 트윈 자동화 기법 연구)

  • Lee, Jongseo;Moon, Il-YOUNG
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.609-612
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    • 2021
  • Government agencies and companies are establishing and promoting digital transformation strategies in various industrial fields, and are leading the era of the 4th industrial revolution through successful technological innovation. In this time of change, we can see many stories of global companies Nike and Starbucks as successful examples of digital transformation. These two companies are showing successful results through digital transformation. Domestic companies are also conducting digital innovation based on mobile, cloud, IoT, artificial intelligence, and AR/VR technologies, and are establishing RPA (Robotic Process Automation) processes for high efficiency and high productivity. In this paper, we introduce the 3D digital twin space construction automation process technique using data from the entire construction cycle of design, construction, and maintenance of the construction industry, and look into the digital transformation strategy of the construction industry in the future.

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