• Title/Summary/Keyword: entertainment culture

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Emotional Expression of the Virtual Influencer "Luo Tianyi(洛天依)" in Digital'

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.375-385
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    • 2024
  • In the context of contemporary digital media, virtual influencers have become an increasingly important form of socialization and entertainment, in which emotional expression is a key factor in attracting viewers. In this study, we take Luo Tianyi, a Chinese virtual influencer, as an example to explore how emotions are expressed and perceived through facial expressions in different types of videos. Using Paul Ekman's Facial Action Coding System (FACS) and six basic emotion classifications, the study systematically analyzes Luo Tianyi's emotional expressions in three types of videos, namely Music show, Festivals and Brand Cooperation. During the study, Luo Tianyi's facial expressions and emotional expressions were analyzed through rigorous coding and categorization, as well as matching the context of the video content. The results show that Enjoyment is the most frequently expressed emotion by Luo Tianyi, reflecting the centrality of positive emotions in content creation. Meanwhile, the presence of other emotion types reveals the virtual influencer's efforts to create emotionally rich and authentic experiences. The frequency and variety of emotions expressed in different video genres indicate Luo Tianyi's diverse strategies for communicating and connecting with viewers in different contexts. The study provides an empirical basis for understanding and utilizing virtual influencers' emotional expressions, and offers valuable insights for digital media content creators to design emotional expression strategies. Overall, this study is valuable for understanding the complexity of virtual influencer emotional expression and its importance in digital media strategy.

Study on the 'public interest' of French broadcast content

  • Soelah Kim
    • Analyses & Alternatives
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    • v.8 no.2
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    • pp.5-30
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    • 2024
  • The purpose of this paper is to study the concept of public interest in broadcasting, which has been approached only from a policy or legislative perspective in Korea, through analysis of the program content itself. To this end, this study focuses on French broadcasting, which has a long history of public service, has learned the concept of 'public interest' during its long growth process, and has specifically put this concept into practice through program production. Analysis of French TV programs that have been broadcast over the past 10 years categorizes the concept of public interest that French broadcasting has embodied into the following three categories. The first is the characteristic of 'freedom of speech: 'participation' and 'generality' in the public sphere' shown by discussion programs or talk shows. The second is the characteristic of 'transmission of cultural identity', which is shown even in entertainment programs. The third is the characteristic of 'social capital: spreading the value of social solidarity' shown in documentary or discussion programs. In addition, we examine how French broadcasting is implementing public interest at a time when digital media such as YouTube or Instagram are becoming the center of the media environment, and a digital public social media called 'Culture Prime' created by public institutions.

Occultism in Contemporary Fashion (현대 패션에 표현된 오컬티즘)

  • Yoon, Yejin;Yim, Eunhyuk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.3
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    • pp.157-166
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    • 2013
  • Features of the Occult Culture is preferred that powers, demons, magic, magical, unreal etc. Currently Occultism is getting a lot of attention to the public in the society, culture, arts and the play. Fashion in the period that includes all circumstances is a field. Thus, the current Occultism and modern fashion will also be related. Objective of the study is to figure out the form and meaning of Occultism in Contemporary Fashion. An example of the best of contemporary trends is the mass media, For this reason, Occultism symptoms range of case studies mess media(television programs and film). Research on contemporary fashion range was used 2000-2013 fashion collection extracted from the data. Represented in the mess media features of occultism is 'Witchcraft and Sorcery' and 'Death and Horror'. They are story of wizard exorcism and unnatural horror. In the 21st century, modern people are enjoying occultism, and occultism is the one of the entertainment. Expressed in contemporary fashion features of occultism is 'Super-human organism', that is out of the human body, ignoring body shape and type of transformed organism. Second distinction is 'Ghost', they are something like the dark and dismal, shape of ghosts and look pale. Third distinction is 'Neo-Macabre', it is the shape of the skeleton. Skeleton symbolizing the end of life, skeleton to express Occultism has emerged as the most representative motifs in the 21st century fashion. Occultism expressed in fashion is a gothic fantasy, because the fashion can be expressed. In addition, people in modern society wants to be against the norms and taboos. The trend Occult-culture is a symbol of the public's desires and needs.

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The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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Extension of Domestic Cartoon Contents Business and Development Direction View (국내 만화콘텐츠 비즈니스의 확장과 발전방향 조망)

  • Ahn, Seong-Hye;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.222-229
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    • 2007
  • Cartoon contents is strong not original work through only story but culture penetration and high added value of idea had infinite value as entertainment goods. Also, it can extend by emotional contents of Mobile base by communication role as sensible symbol that satisfy various emotion and appetite of expressed opinion is available. This paper wished to take a view of present condition of cartoon industry and development direction through comprehension of cartoon contents business, and to propose goods development way of cartoon contents by the alternative to extend cartoon contents business area.

Politics of Game and Play: New Media-Based Art and Its Community (놀이의 정치학: 뉴미디어 아트와 관객 공동체)

  • Lee, Hye-Won
    • The Journal of Art Theory & Practice
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    • no.10
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    • pp.105-118
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    • 2010
  • This study discusses the community of participants in new media-based art of Taeyoon Choi, Wafaa Bilal and Mushon Zer-Aviv in relation to current discourses on social functions of art by Nicolas Bourriaud and Jacques Ranciere. Focusing on these artists' participatory projects which aim to provide alternative perspectives on wars between countries, to raise awareness about expanding surveillance systems in city spaces, or to create new public spaces on the web, this paper argues that their works hybridize entertainment culture and political activism to suggest a new model for political art.

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A research on the Korean medicine industry of define and classification (한방산업의 정의와 분류에 대한 연구)

  • Shin, Hyeun-Kyoo
    • Korean Journal of Oriental Medicine
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    • v.10 no.1
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    • pp.97-105
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    • 2004
  • 1. To define 'Korean medicine industry' through study on existing medicine related industries, Korean medicine industry means all industrial activities related to Korean medicine. It covers material resources such as herbs and products made with herbs, medical instruments, Korean medical service and related information service based on Korean medicine theories. 2. According to Korea National Statistical Office standard industrial branch, Korean medicine industry was classified as a large branch. There were industries such as agriculture, food and beverage manufacture, publishing, copy of prints and record media, manufacture of compound and chemical products, medical service, manufacture of precise optical instruments, wholesale trade and product mediation, retail trade, restaurant, research and development, education service, health preservation service, entertainment, culture and sports industry related to the Korean medicine industry. 3. If we classify this according to the industry branch of English economists Clark, Colin Grant, herb cultivating industry will be classified as primary industry, manufacture of foot and beverage related to Korean medicine, secondary industry and wholesale and retail sales of herb, research and development, education, health preservation, social welfare, tertiary industries.

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The analysis of elderly using behavior and propinquity of neighborhood facilities (서울지역 노인들의 근린시설 이용실태와 근접정도에 대한 분석)

  • 이민아;이영심
    • Journal of the Korean housing association
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    • v.11 no.2
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    • pp.37-49
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    • 2000
  • The purpose of this study was to examine elderly using behavior and propinquity of neighborhood facilities and to analyze the relationship of propinquity and using behavior of each neighborhood facility. The results of the study indicated that the elderly are using more frequently and living more close to leisure facility such as sports/health facility, hobby/education facility, and entertainment facility. Age and health status of the elderly were the important factors on the use and propinquity of neighborhood facilities. On the other hand, the elderly having higher education and economic status were more likely to use and live close to leisure facilities. For the elderly, the need of physical propinquity to neighborhood facilities and providing information about the facility location were required. For the mid-aged people, the education about leisure culture of the later-hood years were suggested since the use of neighborhood facility is depending on one's habit.

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A Comparative analysis of the Pre- and Post-Construction Image Analysis of the Nakdong Estuary as Coastal Tourism Resource

  • Yhang Wii-Joo;Cho Yoon-Shik
    • Journal of Environmental Science International
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    • v.14 no.10
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    • pp.905-910
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    • 2005
  • The purpose of this study is the comparative analysis of Susan citizens' images of Eulsook-do as a coastal tourism destination before and after the construction of a road bridge across the Nakdong estuary in order to analyze local people's changes in leisure patterns. Analysis of the images of a pre-construction Eulsook-do that people aged both 40 and less and 50 and more had on five dimensions showed values higher than zero(0) that suggests neutral image, while their images of a post-construction Eulsook-do showed the shrinking size of pentagon on all five dimensions: ET(Entertainment), CA(Culture & Art), EE(Environment & Ecology), RC(Recreation) and LP(Leports) dimensions. Its pre- and post- construction image analysis conducted 20 years after it came to be built finds that the road bridge construction has led to the ecological, environmental disruption of the coast and the lower Nakdong river, having negative influence on the images of Eulsook-so.