• Title/Summary/Keyword: entertainment culture

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A Study on the Transfiguration Process and the Symbols of Theatrical Costume of Sandai Masque During the Choson Dynasty (조선시대 산대놀이 복식의 변모과정과 의복상징에 관한 연구)

  • 이일지
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.79-94
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    • 2004
  • The main purpose of this study is to discribe the transfiguration process and the symbols of theatrical costume of Sandai masque(산대놀이) during the Choson Dynasty. Sandai masque as a popular play is a very important form in the history of the Korean theatre. Furthermore in order to analyze the mutual relationship and difference between in the early and later Chosen Dynasty, Narye has is stressed deeply a national amusement event. In the early years of Choson Dynasty, non-official culture such as outside of Seoul and Seoul were subject to the official culture of the Court. In the late years, actors become more and more libral, separating themselves from the systemical restriction. The main reason for this is the growth of capitals in private sectors as well as the growth in demand for entertainment among private citizens. On these backgrounds, the transfiguration process of Sandai masque have changed the treatrical costume. The treatrical costume carries symbolic meaning to the obserber. The value of symbol changes as the time passes, overtime thereby altering its meaning as well. The caracters and plots change inevitably over years but the basic theme remains. The symbols of theatrical costume of Sandai masque are mainly focused on three subjects: first, the entrance of a dragon and tiger originated in the exorcism for good harvest; second, color symbolism expressed in the confrontation between red and black; and third, associate characteristics of dress forms related to regoinal classification of the mask dance.

VR Tourism Content Using the HMD Device (HMD를 이용한 VR 관광 콘텐츠)

  • Han, Jong-Sung;Lee, Geun-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.40-47
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    • 2015
  • VR(virtual reality) which already is used commonly in diverse areas including entertainment, design, and simulation training is most important area in ICT. VR already has various uses within the tourism sector. As VR technology continues to evolve, there is little reason to doubt that it will become more prevalent throughout society and the tourism sector in particular. In this paper, we plan to improve the VR content to the market possibility and competitiveness of VR content in the culture industry. Out of focus, lens dust, motion blur, blur effect were minimized to improve the simulation sickness which caused by the cognitive dissonance in the HMD. And also, the content was considered UI design for user's immersion.

Introduction of New Game Paradigm-Digital Physical Field Game (새로운 게임 패러다임 : 디지털 피지컬 필드 게임)

  • Woo, Tack;Leem, Eek-Su;Wohn, Kwang-Yun
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.3-13
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    • 2010
  • This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.

A Comparative Study on Attribute Recognition and Word of Mouth Intention of SNS Advertising - Focused on Facebook, Instagram, KaKaoStory and Twitter (SNS 광고의 속성인식과 구전의도 비교연구 - 페이스북, 인스타그램, 카카오스토리, 트위터를 중심으로)

  • Jeong, Chang Jun
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.419-428
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    • 2020
  • SNS media is gaining its media share with the benefits of digital technology, such as the convenience of physical access and the entertainment and interactivity of contents, and are becoming a part of users' lives. As media contents consumers move from traditional media to SNS, marketing communication activities are rapidly adapting to leading SNS platforms such as Facebook. This study compares how users perceive four advertisement attributes in each SNS, focusing on Facebook, Instagram, Kakao Story, and Twitter, where the media content creation and consumption systems are relatively similar to each other. The impact on eWOM intention was identified. In addition, we discussed effective SNS operation.

Urban Regeneration Strategies of Old City Centers in Local Metropolitan cities through Case Study about Nanba Station Regeneration in Osaka City (오사카 난바 역세권 재생사례연구를 통한 우리나라 지방대도시 구도심 재생전략 연구)

  • Kwon, Seong Sil;Oh, Deog Seong
    • KIEAE Journal
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    • v.10 no.5
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    • pp.13-22
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    • 2010
  • The old city centers of local metropolitans have lost their functions as CBD in korea. Those old city centers have an only role as a gate connected to the new CBD. This study aims to present regeneration stratigies of old city centers through Osaka case study. This research has been focused on the physical and environmental factors in urban regeneration. There are 4 strategies for old city centers. First, the strategy to attract people to the old city centers is high-density and mixed-use development having functions like shopping, entertainment, residence. This kind of development makes local metropolitan cities compact cities to protect urban sprawl. Second, strategy to give old city centers an identity is to conserve traditional culture and structures and to revitalize retail market. Third is to make pedestrian-friendly street system. Osaka ism't pedestrian friendly but remodelling the connect the pedestrian path to the culture facilities. Fourth is to have water and green environment. Green space is the strong factor that pull people to old city centers.

A The Influence of Anonymous Rumors on the Value of Entertainment Companies (익명성 로맨스 루머가 엔터테인먼트 기업의 가치에 미치는 영향)

  • So, ha-eun;Yoo, chang-sok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.77-78
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    • 2019
  • 과거에서 지금까지 연예인의 로맨스 루머는 엔터테인먼트 기업의 측면에서 부정적인 요소였으며 이러한 모습은 기사로도 쉽게 접할 수 있다. 이 연구는 익명성 로맨스 루머가 엔터테인먼트 기업의 가치에 미치는 경제적 영향을 사건 연구 방법을 이용해 살펴보았다. 2013년부터 2017년까지 상장된 기업을 중심으로 총 112건의 로맨스 루머를 수집하였고 80건의 비 익명성 루머. 32건의 익명성 루머로 이루어져있다. 해당 엔터테인먼트의 주식 자료가 분석에 이용되었다. 연예인의 로맨스 정보가 유출된 시점 전후의 비정상 수익률 추정을 통해 연예인에 대한 로맨스 루머 언급에 기업의 가치 변화에 미치는 유의성을 실증적으로 검증하였고, 로맨스 루머에 있어서 익명성에 대한 영향이 비익명성의 영향과 차이가 있는지 비교분석을 하였다. 연구 결과 연예인의 로맨스 루머의 언급 및 유출은 해당 엔터테인먼트 기업의 주가 변동에 통계적으로 유의하지 않은 것으로 나타났으며, 추가적으로 연예인의 특성이 엔터테인먼트 기업의 주가에 어떠한 상이한 영향을 미치는지 또한 살펴보았다. 로맨스 루머의 특성은 '성별', '직업'으로 구분하였고, 이에 대한 분석 결과, 특징에 따라 기업의 가치에 큰 영향이 없는 것으로 관찰되었다. 결론적으로 본 연구는 사건연구 방법을 통해 연예인의 익명성 로맨스 루머가 엔터테인먼트 기업의 가치에 미치는 영향을 실제 시장 데이터를 활용하여 실증적으로 분석하였다는 것에 의미가 있다.

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A Study on the Military use of the New Future Battlefield Environment Metaverse (새로운 전장환경 메타버스의 군사적 활용방안 연구)

  • Jung, Min-Sub;Song, Jae Jung;Park, Sang-Hyuk;Moon, Jang-Kwon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.179-185
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    • 2022
  • Society is entering a new transition period due to the metaverse, where a new world is created by the fusion of the online virtual world and the real world with the development of information and communication technology. The realm of Metaverse, which was focused on entertainment, is gradually expanding into everyday areas such as fellowship activities, education, and commerce. Its application is also increasing in the field. Therefore, this study intends to discuss the concept, core type, development trend, and future application of the metaverse in the military field.

Accessibility of Korean Cultural Values at Screens: Decoding Patterns of North American Audiences

  • Xiuli, Chen;Sirui, Yao;Jiyeon, Baek;Jiena, Sha;Kesu, Lin;Kyung-young, Chung
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.153-159
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    • 2022
  • This research investigates the accessibility of Korean modern values at screens from the perspectives of North American audiences while consuming Korean films and TV dramas. In order to decode Korean cultural values at screens, this study collects the data of 266 Korean films and TV dramas distributed in North America from IMDb platform, unlocking that the success of box office for Korean projects in North America is positively correlated with the characteristics of Violence & Gore and Profanity. Meanwhile, the audiences' positive responses to the violent project mainly depends on the degree of "Sex and Nudity", the plots of "social groups". The current success of Korean cultural and creative industry as well as the future global markets strengths are analyzed in this research. Stuart Hall's cultural studies approach and cultural psychological account theory are applied to discuss the success of Korean entertainment industry in the transnational cultural communication.

Analysis of Information about Food and Nutrition Presented through Various Television Programs - Three Airwaves Broadcasters and Four Comprehensive Programming Channels - (TV 프로그램을 통해 전달되는 식품영양 정보 분석 - 지상파 3개 채널과 종합편성 4개 채널 중심으로 -)

  • Yun, Mieun;Ryu, Hyesook;Choi, Haeyeon
    • Journal of the Korean Society of Food Culture
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    • v.37 no.4
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    • pp.279-284
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    • 2022
  • The purpose of this study is to analyze information about dietary information presented in the television broadcast media in order to determine the optimal communication method that will provide desirable information to the general public. To that end, stakeholders were recruited and trained before and during the study. Three airwaves broadcasters and four comprehensive programming channels were monitored for Three months. The results are as follows. In total 172 food and nutrition programs are reported on. As information from the monitored programs was investigated, results showed a frequency of 136 separate informative programs (79.1%) and 36 entertainment programs (20.9%). Second, the broadcasters included are KBS, MBC, SBS, while the channels are TV Chosun, JTBC, Channel A, and MBN. Third, 109 reports (63.3%) were about ingredients & cuisine, followed by 63 reports (36.7%) on health and diet. This research provides transitional knowledge regarding the correlation between dietary information and the media. Moreover, this research contributes to advocating public health by enhancing the quality from broadcast media about dietary information.

The performance on East Sea Coast Shamanism Gutguri rhythm's variation types - Centered on Gutguri rhythm (동해안 무속장단 변주유형의 운영 - 굿거리장단을 중심으로)

  • Hong, Sung-Hyun
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.343-372
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    • 2020
  • This study is about the variation types, techniques and live performance of the East Sea Coast Shamanism Gutgury rhythm. This study looks over the East Sea Coast Byeolsingut entertainment holder, Kim Yongtaek's variation and performance types to find the factors for the difference between his Gutguri rhythm performance and Gutguri rhythm performed from other genres. East Sea Coast Shamanism Gutguri rhythms have more variable types than itself from other genres, and use unique techniques. This paper is a study on how these variation types and unique techniques are used in live performance to manage impromptu variation rhythms.