• Title/Summary/Keyword: Types of Popular culture

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A Study of Playfulness Shown in the Haute Couture Collections - Mainly Focused on Works after the Year 2000 - (오뜨꾸뛰르 컬렉션에 나타난 유희성에 관한 연구 - 2000년 이후 작품을 중심으로 -)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
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    • v.16 no.3
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    • pp.475-487
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    • 2008
  • The purposes of this study are to find the values of playful design by exploring what forms of playful expressions and characteristics appear in the haute couture collections that feature "high culture" other than street fashion or popular fashion and to help expand the scope to include newer and more creative design ideas. Concerning theoretical background, the study reviewed the literature to understand the concept of playfulness and see what types of playfulness there are and how it is expressed. Based on the results, the study examined the features of playfulness by analyzing the works of haute couture collections which since 2000. The results can be summarized as follows: First, designers in the haute couture collections constructed their own identities by expressing their instinctive desire for playfulness through graffiti such as cartoons or scribbles and delivering direct and specific messages or ambiguous and symbolic meanings through such things. Second, the haute couture collections revealed the human body in a transformed or distorted shape through deformation of clothes or accessories presented brand-new dressing styles by breaking away from the past ways of dressing; and expressed playfulness intentionally with distorted materials. Third, is the "depaysement" technique. This collage technique selects all possible objects going beyond inartistic routine matters or boundaries of which we are aware and changes their positions and purposes of use to express the playfulness of "harmony in disharmony." Fourth, the haute couture collections created a feeling of playfulness by featuring parodies of retro elements, a slice of popular culture, or a variety of painting styles. Finally, like using dolls or toys as accessories or making direct use of parts of clothes, combinations between attributes given by the images of those accessories themselves and creativities found in haute couture dresses are just as fun of authoritarian bias in favor of prestigiousness.

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Analysis of the Design Characteristics of the Korean Commercial Interior Design in 1970's (1970년대 한국상업공간에 나타난 디자인 특성 분석)

  • Moon, Suk-Hyun;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.150-157
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    • 2009
  • In the 1970's the Interior Design Associations was established and the activity of youth designers who werecalled the "first generation of Korean interior designers" were created. This study is aimed to analyze characteristics and trends of commercial interior design in the 1970's. The design methods include the documentary research and the actual proof research conducted. The frames of analysis were made by the background theories about Korean interior design, and the annual case studies were analyzed and estimated according to the design types. The design types were analyzed by the geometrical simplicity research, the romantic emotional expression, the Korean identity expression, the machine technical asthetic expression and the eclectic style with western classics. In the early 1970's, the abstract, brief, and simple expression were presented most frequently by the geometrical form and the repetition of the pattern. From the mid-1970's the romantic and emotional atmosphere of the youth culture that was popular at that time were expressed as vernacular design by the rough finishing of the natural materials such as plaster, brick, and wood floorings etc. The space such as a Korean food restaurant relates to the Korean traditional culture aims to be different through the expression by the Korean traditional patterns, furniture, and materials. In the late 1970's the metals and glass were used for the expression of the machine aesthetic form but was not popular because of the rare application. The type that revived the past western traditional form was presented by using the arch, dome, and the curved and luxurious moldings.

The Study Establishes Development Strategies on Chasabonpuri (<차사본풀이> 스토리텔링 개발 전략 연구)

  • Lee, Chang Hoon
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.560-573
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    • 2016
  • Endeavors have been made for the last decades to make resources of local myths and legendary tales among local culture contents. Jeju as well has made efforts to develop diverse legendary tales as content products. However, there has yet to yield any visible outcome in any region, and they still remain as mascots only for festivals and/or local events. This is because there is a lack of culture content development infrastructure, and that there is absence of strategic approach to regional culture content development plans. Based on these problems, this study establishes development strategies for legendary tale resources focusing on Chasabonpuri, one of Jeju legendary tales, and explores as what types of popular culture contents it can be developed.

A Study on Foreigner Preferences and Sensory Characteristics of Kimchi Fermented for Different Periods (김치의 숙성기간에 따른 외국인의 관능적 선호도 조사)

  • Jung, Eun-Hee;Ryu, Jung-Pyo;Lee, Sang-Il
    • Journal of the Korean Society of Food Culture
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    • v.27 no.4
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    • pp.346-353
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    • 2012
  • This study was designed to investigate foreigner preferences for the sensory characteristics of kimchi with different fermentation periods. After fermentation in a 5 freezer for 1, 7, and 15 days, Red Chinese Cabbage Kimchi, White Chinese Cabbage Kimchi, Kkakdugi, Chonggak Kimchi, Cucumber Kimchi, Green Onion Kimchi, and Mustard Kimchi were served to the respondents. The respondents had resided in Seoul and Kyunggi province for 3 years or less, and were from Asia, Europe, and the Middle East. Most respondents (62.9%) consumed a Korean meal daily, and 45% of all respondents reported eating kimchi 3 or 4 times a week. As a result, it can be said that foreigners residing in Korea preferred to eat kimchi as a side dish. Based on the respondents answers, we were able to determine the relative popularity of the different types of kimchi. They were, from most popular to least popular, Red Chinese Cabbage Kimchi, Kkakdugi Kimchi, Cucumber Kimchi, White Chinese Cabbage Kimchi, Chonggak Kimchi, Green Onion Kimchi, and Mustard Kimchi. Among those fermented for 1 day, Cucumber Kimchi was most preferred for its. When evaluating the overall preference of Kimchi, the best was in the order of Chinese cabbage (red)>Kkakdugi>Cucumber>Chinese cabbage (white)>Chonggak>Green onion>Mustard Kimchi. For 1 day in a fermented period, Cucumber Kimchi had the most preferred taste (5.76), appearance (5.66), odor (5.89), and texture (5.70). However, Cucumber Kimchi was least popular after 15 days of fermentation (p<0.01). The most preferred Kimchi after 15 days of fermentation was Red Chinese Cabbage Kimchi. Among the kimchi fermented for 7 days, White Chinese Cabbage Kimchi was most preferred. While foreigners indicated that they were satisfied with all the types of kimchi fermented for 1 day and 15 days, they were not satisfied with any of the kimchi fermented for 7 days, save for the White Chinese Cabbage Kimchi. Kkakdugi Kimchi had very high satisfaction scores for appearance, but low scores in taste. On the other hand, Chinese Cabbage Kimchi had low scores in odor (5.02-5.29), but high in texture (5.37-5.62) and taste (4.80-5.30), which are not factors sensitive to a change in acidity. These results showed that foreigners were generally satisfied with Kimchi, but became less satisfied as the Kimchi ripened. Most foreigners were not satisfied with the types of Kimchi that had a strong flavor. Chinese Cabbage Kimchi became the least sour after fermentation, and Cucumber Kimchi became most sour after fermentation.

A case study on value creation of fashion brands using content collaboration targeting MZ generation (MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구)

  • Shin, Haekyung
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.830-844
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    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.

The Prototype Development of Clothing for Pet Dogs (애완견 의류의 원형 개발)

  • Kim, Jung-Min;Park, Sun-Kyung
    • The Research Journal of the Costume Culture
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    • v.18 no.4
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    • pp.599-611
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    • 2010
  • The purpose of this study is to develop the most appropriate garment patterns for dog. This study is analyzed the body structures and bodily movements of different types of dogs and constructed garment patterns that are appropriate for each category: the basic pattern for dogs with oval-shaped chests; and the modified pattern for the ones with barrel-shaped chests. Analyzing some of the existing patterns in the market as well as studying the size chart of one of the dog apparel manufacturers, who participated in the Fashion Week for the very first time, were undertaken in order to understand the bodily figures and movements of dogs. Furthermore, based the previous studies and relevant information available regarding some of the most popular dogs in four selected countries: (names of the selected countries), dogs were broadly categorized into three groups according to the shape of their chests: Oval, Barrel, and Flat-sided. Later, two types of pattern were created and then constructed for fitting: the basic pattern for oval-shaped chest; and the modified pattern for barrel-shaped chest. As a result, the two patterns turned out to be most suitable for pet dogs.

A study on dietary culture in Nara Dynasty in JAPAN (나양시대(奈良時代)의 식생활(食生活))

  • Lee, Hyo-Gee
    • Journal of the Korean Society of Food Culture
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    • v.12 no.1
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    • pp.11-16
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    • 1997
  • The Nara Dynasty of Japan lasted from 710 to 784 A.D, which corresponds to the period of the Unified Shilla Kingdom of Korea. The Nara Dynasty enacted the 'Daiho Law and Ordinance' by referring to those of Tang Dynasty of China. Under these legal systems, the Ministries were defined, and foods were used for paying taxes or as currency. The characteristics of the dietary culture in Nara Dynasty were as follows. 1) They obtained food from rice and other grain farming, hunting and fishery. Rice was their main staple and was also used for preparing porridge and brewing wine. 2) Under the influence of Buddhism, meat was prohibited, and milks or dairy products were supplemented for improving malnutritional status. 3) They also used seasonings, spices and sweeteners to enhance the taste and produced medicines by extracting plants, animals and minerals. 4) While chopsticks were made of bamboo, willow, silver, shell, tree or bronze, such utensils as pan earthenware steamer, or charcoal pots were used for preparing meals. 5) Highly qualified utensils, made of porcelains painted with lacguetr, metal, glass, horn and stone, were produced as handcraft art wad developed. 6) Chinese style cousines and cooking methods were popular and various types of preserving techniques like drying or salting were used. Processed cookies were also developed. 7) Although flour was used mainly among noble class people, ordinary people also used it. The royal families ate milk products a lot and even fried foods. 8) One can say that Buddism exerted an influence on Vegetarianism from this era.

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A Diachronic Trend Analysis On Apartment Housing Related Studies In Korea - Cases In The Journal Of The Korea Housing Association For The Recent 10 Years - (국내 공동주택 관련연구의 시계열적 동향 분석 - 최근 10년간 한국주거학회 논문집에 게재된 논문을 중심으로 -)

  • Han, Eun-Jin;Lee, Hyun-Soo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.11a
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    • pp.197-202
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    • 2008
  • The way we live on our own is distinguished from those of the other countries while the society changes rapidly globalized with the flow. It is called housing culture when culture is discussed in dwelling, what contains living. With the beginning of building Mapo Apartment in 1962, apartment has become the most popular type of housing and currently is provided more than 50% of housing unit in Korea. Even though it has been criticized for a problem of standardization in its form and social issues, its provide increases in its number and its types become hilghly diversified in construction. Therefore the housing culture of apartment should be accepted as a characteristic of our society and it's time to find the identity of our housing culture and make a progress in it. Studies related to apartment are also increased in its number and diversified in its range. The purpose of this study is to go through the trend of studies related to apartment and to analyze subject and content changes according to politic, social and economic changes for the recent 10 years. The study would provide the basic research material related to apartment both to academic area and companies in the future.

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A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.

Study on the Traits of College Student-Consumers by their Lifestyle Types, the Images of Internet Fashion Shopping Malls, and the Purchasing Behaviors (대학생소비자의 라이프스타일 유형별 특성, 인터넷 패션쇼핑몰 이미지 및 구매행동에 관한 연구)

  • Kim, Kyung-Hee
    • Fashion & Textile Research Journal
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    • v.10 no.2
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    • pp.198-208
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    • 2008
  • The study applies lifestyles based on the list of values(LOV) to the college student-consumers, classifies them and compares traits. The study also looks into store images of internet fashion shopping malls and differences in purchasing behaviors. The results of the study show that there are three types, namely 'self-confidence and pursuit-of-success type,'family-oriented and responsible type', and 'passive and popular-culture-consumer type'. Among the elements constituting the store images of internet fashion shopping malls, there were considerable differences between groups on 'product and information service' element and 'convenience' element. On shopping mall purchasing behavior, the study confirmed some differences on 'information source', 'product purchase amount', and 'payment method' when purchasing a product. Furthermore, there were considerable differences on shopping mall satisfaction level and repurchasing intention between groups by lifestyle-type.