• Title/Summary/Keyword: entertainment contents

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A study on producing cartoon contents for culture and art education for disabled children: Focusing on mild mentally retarded children on stage of pre-operational period (장애아 문화예술교육을 위한 만화콘텐츠 제작에 관한 연구: 전조작기 단계의 경도 정신지체 아동을 중심으로)

  • Lee, Kkot-Song-Yi;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.20
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    • pp.141-157
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    • 2010
  • Though the education of culture and art for disabled children is very important, it has not been brisk yet until recently due to 'absence of the teaching methods suitable for disability types, levels and programs.'. In this situation, cartoon contents can be used as the most appropriate tools for culture and art education for mentally retarded children. Entertainment functions and genre features of cartoon contents can motivate the applicable children to participate more voluntarily and positively and function as teaching tools for interesting activities. Of course, since it is not proper to apply the cartoon contents for normal children to Special Education Field as they are, cartoon works should be made by understanding closely the characteristics and degrees of retardation of the applicable children and applying them to the composition of cartoons. However, for the contribution of this attempt to education field, it is thought that concrete guidelines for producing cartoon contents considering the concept of various types of disability, emotion, social behavioral traits, ability of cognition, school achievements, and the characteristics of language and physical health should be necessary, and to improve the application of the developed cartoon contents so that they will not remain as superficial results, sufficient communication with the applicable children such as application to classes in the process of development is necessary.

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The story structure characteristic of the "Shinbi Apartment" animation and meaning of contents of the traditional ghost story (애니메이션 <신비아파트: 고스트볼의 비밀>의 구성적 특징과 전통귀신담의 콘텐츠화의 의미)

  • Song, So-ra
    • Journal of Korean Classical Literature and Education
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    • no.39
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    • pp.137-180
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    • 2018
  • This article examines the constitutional characteristics of the works in the "Shinbi Apartment" (Mysterious Apartment) series produced by Tooniverse, a domestic animation channel, and considers the meaning of the contents of the ghoststory (鬼神談). The "Shinbi Apartment" series is a horror animation for children. It was produced for the first time in Korea and recorded high ratings. Additionally, it is different from Japanese horror animations that were dubbed and broadcast in Korea in terms of composition and narrative direction, and it succeeds in the form and direction of the traditional Korean ghost story. "Shinbi Apartment - The Secret of Ghost Ball" enriches narrative stories by embracing the structure of the "female ghost story" in traditional ghost stories while following the form of ghosts that suddenly pop up in the daily routines of contemporary ghost stories. The ghost's shape, which has a bizarre and unpredictable aspect, embodies the ghost as the object of fear that modern horror stories intend. However, it does not stop there, but puts the attention on the hero who focuses on the emerging ghost and listens and communicates with it, placing the emphasis of the story on communication, understanding, forgiveness, and reconciliation. The structure and contents of the unique story of "The Secret of Ghost Ball" contribute to the transformation of the ghost into a subject of friendliness and entertainment, not merely as one of shock, fear, and anxiety. Additionally, as the concept of "child" is being created, the custom of modernity, which deals with the story of ghosts in the dimension of teaching and edification, is also manifested in "The Secret of Ghost Ball." In other words, through the figure of the devil, it is to continue the lesson of the story by revealing the adventure, the courage necessary for the "child," and the boundaries for substance and appearance. The "Shinbi Apartment" series has also contributed to the success of ghosts as commercial contents. The structure of the story and its characters have been actively used as educational tools and toys for children. It can be said that ghost culture contributed to this popularization by establishing a base for enjoying ghosts for amusement and entertainment.

Case Study of Regional Cultural Contents Development Using Peacock Fan Intangible Cultural Asset (충남 무형문화재 공작부채를 활용한 지역문화 콘텐츠 개발 사례 연구)

  • Kim, Dae-Gi;Son, Ji-Yeong;Baek, U-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.87-102
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    • 2020
  • The purpose of this study was to develop regional dance contents in order to receive attention from the region and re-illuminate the peacock fan, the intangible cultural property of Seocheon, Chungnam, which has been preserved in history and has been preserved in the face of rapid urbanization and modernization. The representative four series are composed of one-person dance, two-person dance, military dance, and creative dance. The titles of each piece are basic dance , male and female love dance , military dance , and finally Korean creative dance . The commonality of the four series is the traditional dance using peacock fan, and each dance showed unique emotion and atmosphere through different themes and music, costumes, and stages. It was found that the development of regional dance contents re-created reflecting the characteristics of regional cultural heritage should create an environment that can be steadily revitalized through modernization. Through this study, it was found that the intangible cultural properties, which are our traditional cultural resources, have unlimited potential to contribute to enhancing regional and national competitiveness along with the growth potential of regional differentiation. Through such research, if existing cultural resources are preserved for globalization and produced as contents that can be easily accessed by the public, various contents besides regional dance using regional unique culture can be developed and utilized.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

A Study on the Diffusion of Chinese Creator's Contents among Korean YouTube Users: Using Social Network Analysis of Creator Fengtimo's YouTube Video Network (중국 크리에이터 영상콘텐츠의 국내 소비에 대한 네트워크 구조와 확산 영향요인 연구 - '펑티모' 동영상의 유튜브 비디오 네트워크 분석을 중심으로 -)

  • Son, Jaeyoung
    • Korean Association of Arts Management
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    • no.57
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    • pp.59-84
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    • 2021
  • This study examined the structure of YouTube video network and the factors for the diffusion of Chinese creator's videos through the case of famous Chinese creator Fengtimo. There is few interest to the diffusion of Chinese contents among Korean researchers, while they have been studied the consumption of Hallyu(Korean wave) contents overseas. Using the data that YouTube Data API offers, this study analysed the video network that the comments of which are same users with NodeXL tools and the regression model with JASP tools. The study found that there are three groups of the YouTube channels of that network. They are domestic official accounts of Fengtimo, foreign officail accounts of Fengtimo and individual creators' accounts. The official accounts share the videos of Fengtimo's songs and entertainment contents for the fans, where the individual creators share their own meme videos(UGC). The significant factors for the diffusion in the YouTube video network are comments, likes, out-degree, dislikes, in-degree and betweenness centrality. There are significant difference between official channel and indivisual groups on the views. And degree and betweenness centrality have mediating effect. It is necessary to conduct more research on that subject with many other cases if we want to get to know the generalized explanation.

Representational aspects and effects of K-food in K-content (K콘텐츠에서 K푸드 표상 양상과 효과)

  • Jaeeung Yoo;Hyunkyung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.165-170
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    • 2024
  • 'K-contents' is in the spotlight worldwide. As the prefix 'K' became popular, interest in K-food(Korean food) also increased. Various studies on K-contents are being conducted, but research on K-food is still very limited. References and articles about K-food are mainly limited to the overseas expansion, marketing status, and sales of domestic brands, and a few research papers deal with only cases of a specific brand's overseas expansion. This paper aims to analyze how K-food is represented in TV unscripted shows and TV series produced in Korea and what their effects are through empirical works. Among the unscripted shows based on food, they are estimated that the point of competitiveness as K contents deal with foreigners' Korean food experiences. Representative examples here are the way foreigners who visit Korea experience Korean food as part of their Korean culture experience, or the type of temporarily setting up a restaurant overseas to sell Korean food to local people. However, the problem with such shows are that it lacks long-term appeal because it is based on the 'Gukbbong(a slang term for 'extreme nationalism')' sentiment. The exposure of K-food in K-contents creates a tremendous advertising effect. It is judged that the current status and analysis of K-contents based on K-food can help establish the direction of future program production and the identity of K-food.

The Study about the Expression Method of Timing which Produce Movement in the Animation (애니메이션에서 움직임을 연출하는 타이밍 표현방법에 관한 연구)

  • Bang Woo-Song;Kim Soon-Gohn
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.55-62
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    • 2005
  • The expression of the movement in the animation is one of important factors built up the work. It is determined wholly by the experiences of the animator in the animation, on the contrary, the expression of movie depends on the data obtained from the motion capture or the movement of the actors. One of the most important factors is the timing expression in expression of movement of characters and the proper understanding of direction circumstance and the expression of the timing make the animation more plentiful visually and also these are the basic method that introduce the feeling to the characters. In this study we Identify the basic principles of timing expression in the animation, make experiments for the changes of timing by the camera's angle, compare them and show the most proper methods of timing expression.

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Research about a game image 3D versification (3D 게임영상 작성법에 관한 연구)

  • Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.31-38
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    • 2005
  • Correct flow of various game manufacture among the justice which is used at the game development. and The understanding about the manufacture regards we making rather correct game. We justice understanding which we are correct in the image manufacture to become the reason air control of the game and We put the center in a 3B game image manufacture understanding. we are marked in maneuvered the game in actual game good. The image of the back of Cut Scene which is inserted at an opeuning incomparableness event time, we have been produced in this method. The thing which a 3D game image is utilized in a special effectiveness image though it is different from the game in the theater movie, we are the graphic which a game manufacture o'clock must be considered. The reason air control which the game player Is rather correct, we are regarded we offer the reason to immerse with his game.

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Development of Force Feedback Seat for PC-Game (Force Feedback을 이용한 PC Game용 체감시트 개발)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.15-22
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    • 2005
  • Among recent technologies that are applied to game development, virtual reality part is getting much attention for its technological effectiveness in transmitting game processing circumstances in variety that are happening in game world very realistically. In this study we analyze interface for game that is based on a action realization technology and force-feedback technology among technologies for developing virtual reality, in other words, technical analogy on game controller and the positive and negative sides of game controller for each platform. Based on that, more ordinary and effective way to deliver the functions to users in PC game field where application of force-feedback technology is least satisfied. And, Force-Feedback seat has been developed to satisfy the users' needs by using vibration.

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