• Title/Summary/Keyword: Types of Popular culture

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A Study on the Mimesis Type of the Costume in MMORPG Diablo 3 (MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성)

  • Yoo, Seon A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.3
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    • pp.126-141
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    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.

Digital Contents Consumption and Consumer Characteristics (소비 행동에 따른 동영상 컨텐츠 소비자 유형 구분과 특징)

  • Whang, Sang-Min;Kim, Jee-Yeon;Ryu, Ki-Tae
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.629-633
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    • 2008
  • In Korean society, digital contents such as VCC has introduced a new medium of advertisement and has become a culture. This research aims to investigate consumer characteristics for different types of consumption patterns for services dealing with digital contents. A total of 96 statements were extracted from literature review and popular press articles and 39 participants participated in this study. The results show 6 types of consumption patterns: Gak-jang-ee, Second-level Celebrity, Viewers, Politicians, Humanists, and Paris Hilton. These groups demonstrate consumer's behavioral characteristics and personal values. This study is meaningful in that it provides an insight for marketing strategies for corporations dealing with digital contents such as VCC.

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A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

Investigation on the History of the Muck (Traditional Starch Jelly) and Its Processing Methods Reviewed in the Ancient and the Modern Culinary Literatures (고문헌(1400년대~1800년대) 및 근대문헌(1900년대~1960년대)에 나타난 묵의 변천과 묵 쑤는 방법에 대한 고찰)

  • Cha, Jin-A;Cha, Gyung-Hee;Chung, La-Na;Kim, Soo-Youn;Chung, Yoo-Sun;Yang, Il-Sun
    • Journal of the Korean Society of Food Culture
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    • v.23 no.1
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    • pp.73-89
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    • 2008
  • Muck (Korean traditional starch jelly) is very unique and the one of the oldest starch processing traditional food. The typical ingredients for making muck such as acorns, mungbean and buckwheat have been eaten since the new stone age or even before that era. This study was for investigation on the history of muck and its processing methods in the ancient and the modern culinary literatures from the 1400’s to 1900’s. The summary of the reviews was as follows. In the ages from the 1400’s to 1700’s, using starch powder, Se-myon and Chang-myon were made and their shape were like noodles instead of cubical shape. It was after the 1700’s that muck making methods were revealed in the literature, like ${\ulcorner}Gyeong-do-jabji{\lrcorner}$ (1730) and${\ulcorner}Go-sa-sib-e-jib{\lrcorner}$ (1737). The naming of muck might be from the time after 1800’s, in${\ulcorner}Myoung-mul-kiryak {\lrcorner}$ (around 1870) the basis of the names of Choeng-po (white mungbean jelly) and Whang-po (yellow mungbean jelly) could be found. One of the most well-known muck dish, Tang-pyeong-chae, was recorded many old literatures, so it was found that Tang-pyeong-chae was very popular and governmental policy of Tang-pyeong-chak influenced the food of the common people. In ${\ulcorner}Shi-eui-jeon-seo{\lrcorner}$ (late 1800’s) there were records of several types of muck and starch powder making methods in detail which were handed down to the modern ages.

Do good return policies work across cultures? Effect of lenient return policies on online shopper perceptions in Eastern culture

  • Yang, SuJin;Choi, Yun Jung
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.75-97
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    • 2013
  • While good return policies are suggested as one of the critical services for e-commerce, ambivalence between the burden of the cost and shoppers' satisfaction may prevent e-tailers from increasing their level of leniency. Based on the S-O-R model, this study has attempted to develop a grounded theory to explain how lenient return policies shape online shoppers' perceptions and responses, with a focus on cultural influences in the relationship. In order to check the cultural effects of the lenient return policy, thirty two female and eleven male undergraduate students in South Korean shoppers, who are accustomed to strict return policies, participated in the semi-structured interview. A series of open-ended questions were designed to explore consumers' reactions toward four different levels of the lenient return policy: from the strict type in South Korea to the lenient type in the U.S. Using qualitative research methods, this research has defined three types of dimensions of lenient return policy: return possible period, complexity of progress, and other restrictions. While previous researchers did not pay much attention, the last dimension, other restrictions, is shown to be the most significant in influencing online shoppers' perceptions, especially in South Korea. Also, the impacts on online shoppers' perceptions from the three types of sub-dimensions of return policy were somewhat different. Whereas a longer return possible period was considered more favorable, a medium level of complexity and restrictions were considered more desirable. In summary, this result showed that shoppers in Eastern cultures, i.e. South Korean online shoppers, seem favorable to a medium level of lenient return policies, while allowing for taking precautions against possible fraudulent behaviors and setting other restrictions. Therefore, most of retailers in South Korea recommended that e-tailers who adopt the most lenient return policies raise the bar to guard ethical shoppers from fraudulent users. Next, lenient return policies can enhance ease of use, usefulness, affect, and trust while relieving perceived risk, which is connected to intention to purchase, satisfaction, and loyalty. Interestingly, lenient return policies are more likely to change the behavioral responses of online shoppers, such as return and purchase, rather than change their attitudes or beliefs such as image, satisfaction, and loyalty. This tendency can be seen more clearly in the direct influences of return policy on responses. The reaction to lenient return policy is mostly the intention to return or to purchase. This suggests that return policy serves the e-tailers as a powerful tool in increasing online shoppers' purchase intention at the moment of purchase. Therefore, e-tailers who plan to expand their market to eastern countries, including South Korea, have to build a shield of restrictions around their lenient return policy, rather than immediately applying their original liberalized return policy. Also, e-tailers in South Korea need to review their strict and undifferentiated return policies to deal with the unsatisfied reactions of online shoppers toward their normal return policies. Although the present study was confined to the return policies currently being practiced by popular e-tailers, it would be worthwhile to develop effective return policies separately for each country, especially South Korea, keeping the culture of the relevant country in mind.

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Study on the Production Process of Performance Arts Visualization Projects: Focused on a Case Analysis of NT Live Cinema Broadcasts (공연예술 영상화 제작과정 연구:NT Live 시네마 브로드캐스트 사례분석을 중심으로)

  • Park, Jin-Won;Kim, Ga-eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.45-58
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    • 2021
  • This study aims to select representative performance art visualization projects that react to changes in the culture enjoyment methods and needs of contemporary performance art consumers for performance art culture value creation and vitalization that suit the Fourth Industry and a global age, verify new cultural value creation possibilities of performance projects, and look into important matters and keynotes of production processes. Focusing on the report 'NT Live-Digital broadcast of theatre Learning from the pilot season'(2011), a thorough analysis was conducted on the Royal National Theatre of England, a leading model of cinema broadcast performance visualization projects, including the purpose, production processes (copyright agreements, personnel compositions, filming and broadcasting), marketing methods, and audiences of its "NT Live" project and observations were made of production processes and cultural and artistic values that differ from existing performance art to examine administrative and financial keynotes for the sustainability of performance visualization projects. Through this, possibilities of source creations with artistic, cultural, and economic values that cinema broadcast (live performance broadcast) performance viewing methods have as a new form of performance art products can be verified. In addition, the development of various performance approaches that respond to the culture enjoyment methods and consumption patterns of audiences will result in the vitalization of performing arts visualization projects through the enhancement of popular appeal and the expansion of audience types of the performing arts field.

A Study on Men's Costumes of the Parthian Period in Persia (페르시아 파르티아[Parthia]왕조 남자복식 연구)

  • YiChang Young-Soo
    • Journal of the Korean Society of Costume
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    • v.56 no.4 s.103
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    • pp.65-81
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    • 2006
  • This is the study on the costumes of Parthian Period in Persia which had powerful influences on the Occidental and Western cultures in B.C 3 to A.D 3. With different types of Parthian costumes in each period, this study shows what types of costumes people used to wear and how they were co-related with its surrounding cultures. The ancient costumes of Korea had something to do with the elements of the Northern part at that time. To make an intensive study of Korean ancient costumes, these Parthian costumes which are known to those of northern nomadic tribes are studied to provide basis elements for study between the Korean styles and the exotic styles. The basic forms of the Parthian styles were jackets and trousers. They consisted of three kinds of jackets such as those to be adjusted In the front, tunics and coats. As for trousers, they were divided into three types such as those with horizontal pleats, round-side pleats and vertical pleats. 1) The jacket to be adjusted in the front was long enough to reach the hip and fit the body reasonably tight, and its neckline was shaped into V-type. It was a very popular style among the people of high and low classes. 2) The tunics had narrow sleeves. It was a one-piece pattern which reached the knees. It was settled with a belt on the waist. Its neckline was shaped into the round but its slit was not cleat. Its styles were into tight-fit and drapery ones. 3) The coats were almost similar to the jacket to be adjusted in the front with short length, but they were entirely long and open. They appeared later than the short jackets and the people of high class seemed to wear these styles. 4) 1'rousers with horizontal pleats - They had almost horizontal pleats on them, and they were a little tight. They seemed to be the early style in the Parthian period. 5) Trousers with round side-pleats - With saggy side pleats on them, these trousers had round pleats like a drapery style. This pattern was also considered Hellenistic elements shown in the Parthian costumes. The trousers consisted of the underdrawers and the leggings (called salwar or shalwar), which is thought to emphasize its functionality for its wearer to mount a horse with more ease. 6) Trousers with vertical pleats - With straight vertical pleats on them, these trousers had some volumes and bias decorations in the middle of them. These styles were thought to be worn by the ruling class of the Parthia from early to late period.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

The Costume of Korean Envoys and Trading Goods in 1811 through Dong-sa-lok - Focused on Jeongsa, Busa - (「동사록」을 통해 본 1811년의 조선통신사 복식과 교환물품 - 정사 부사를 중심으로 -)

  • Lee, Ja-Yeon
    • Fashion & Textile Research Journal
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    • v.8 no.3
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    • pp.269-274
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    • 2006
  • The purpose of this study is to examine the costumes and trading goods of the Korean envoys in 1811. The findings of the study are as follows: The Korean envoys, as shown in literature, were dressed up three different types of costumes: Pyongbok, Gongbok, Jobok. They put on different kinds of clothes depending on the purpose of the events such as for ceremonial purpose or for traveling purpose. For traveling purpose, the envoys wore Pyongbok like Waryonggwan and Hakchangeui, which were commonly used as Pyeonbok in those times of Chosun era. For ceremonial purpose, they chose to wear Danryeong, Gongbok, Geumgwanjobok in this order following the order of the importance of the ceremony. The design of Jobok and Gongbok of Jeongsa and Busa were different from that of the early Chosun era. This difference in the Jobok and Gongbok demonstrates that Gwanbok has been transformed with the change in the general Po system in the late Chosun era. When the costumes of Korean envoys in 1811 were compared to those in 1711, there were similarities in terms of the design of Jobok and Gongbok, which indicated that little had changed for the period of 100 years. The most popular exchanged Byeolpok of Chosun was articles of clothing such as Daeyuja, Daedanja, Baekjeopo, Sangjeopo, and Baekmyeonju, while that of Japan was mostly objects of craftwork and a small amount of Po. The fact that cloth was one of the main items from the early Chosun era to the early 19C shows the highly developed clothing culture of Chosun era.

A Study on Raincoats in Joseon (조선시대 우의(雨衣) 연구)

  • Park, Sun Hee
    • Journal of the Korean Society of Costume
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    • v.63 no.3
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    • pp.124-137
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    • 2013
  • This study tried to get a deeper understanding of the characteristics of raincoats in Joseon by searching through historic records: the Annals of Joseon(朝鮮王朝實錄), personal or official records, paintings, etc. The time range of the research covers the entire period of Joseon. There were two prime types of raincoats: Saui, a cyperus coat, and Yusam(油衫), an oilcloth coat. The study proceeded as follows: 1) Identifying the people who wore the coats as well as the time period, 2) Figuring out the shapes and materials of those raincoats, 3) Postulating the reasons for the upward trend in popularity of a certain type as well as the eventual downward trend. Those research efforts revealed the following: 1) In the early Joseon, from royals to commoners, people wore Saui. But as time passed valuation about Saui might have become degraded. Eventually it became regarded as a farmer's smock in the 19th Century. 2) Yusam might not have been worn in the early Joseon. It was developed and spread after the middle of 17th Century. It was for soldiers and nobles, especially travelers, but by the end of the Joseon period, it was also used by commoners. 3) Saui was made of cyperus, but Yusam was made of oiled paper, cotton or silk. Those shapes were similar to a Western cloak. The analysis of the research findings led to following conclusions: 1) Around the middle of Joseon, people started to wear Yusam after the introduction of a Chinese version of it. 2) Yusam might have become popular in Joseon because of the social and cultural implications. At that time, people had pride in their culture and thought that real experiences and travels were important. 3) As people became fond of Yusam more, then Saui's popularity fell.