• Title/Summary/Keyword: entertainment culture

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Constructing an Interactive Virtual Amusement Land along with 3D characters (3D캐릭터를 이용한 인터렉티브 가상놀이공간 구축)

  • 김보경;조은경;진성아
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.111-116
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    • 2003
  • Due to the increase of the Broadband Networks and Internet users culture contents in Virtual Environment such as education entertainment and culture are constantly demanded with respect to usability and effectiveness. Mostly existing virtual amusement land$ tend to retain limitations and shortcomings caused by two dimensional interface. This facts may have users directly search amusement facilities themselves resulting in lots of inconvenience. In the work here, a virtual amusement land led by 3D characters is presented. The interactive contents which users can actively participate in is developed.

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The Study of Clothing Imagery Expressed in Moliere`s PlayII-focused on Les precieuses Ridicules- (Moliere의 희극에 나타난 의상 Imagery에 관한 연구II-재치를 뽐내는 아가씨들을 중심으로-)

  • 이영숙
    • The Research Journal of the Costume Culture
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    • v.9 no.3
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    • pp.447-457
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    • 2001
  • Moliere completed classical French comedy by combining farce and commedia dell\`arte. Moliere believed that it was a plays obligation to give a lesson and entertainment. Moliere recreated commedia dell\`arte\`s typical acting patterns and characters in his work. He created with Lully comedie ballet that combined ballet and comedie for taste of Louis 14. Les precieuses ridicules critically displayed women at that time. Both contemporary high status women\`s custom and behavior were the targets of the author\`s synical criticism. There are three notable clothing imageries are shown in this work. First, Moliere used a variety of items in order to show emptiness of noble at that time. Items are ribbon and loop decorated rhingrave, feather decorated hat, perfumed wig and glove, lace covered canon and flower decorated shoes. Second, the author showed people\`s stutus through their clothes. Last, the author used clothing used clothing as a metaphor for hypocrisy. Thus when he said “take off the clothes” he meant take off hypocrisy and return truth.

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A Study on the Selection Criteria of Fashion Shopping Area according to Clothing Consumption Value and Fashion Leadership

  • Park, Hye-Won;Ryou, Eun-Jeong
    • The International Journal of Costume Culture
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    • v.5 no.1
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    • pp.26-33
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    • 2002
  • Re purposes of this study were to determine consumers' selection criteria of fashion shopping area and to examine the effects of clothing consumption value and fashion leadership on the selection criteria of fashion shopping area. In addition, the third purpose was to clarify the relation beかeon the above variables and shopping intent. The data were collected from 198 females in their twenties using questionnaire. The results could be summarized as follows. First, the selection criteria of fashion shopping area were composed of 5 factors: scale & variety of shopping area, convenience of location, entertainment, physical service, and atmosphere. Second, the fashion leadership and clothing consumption value except functional and social values had an effect on the selection criteria fashion shopping area. Particularly, the attractiveness-sought value best explained the selection criteria. Third, the fashion leadership and selection criteria fashion shopping area had an effect on the shopping intent. The effect clothing consumption value was not significant.

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A Study about character of Post-modernism in Animation (애니메이션에서 포스트모더니즘적 특성에 관한 연구)

  • 김홍산;길형숙
    • Archives of design research
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    • v.14 no.2
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    • pp.77-86
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    • 2001
  • Post-modernism which was generally spread western civilization after World war II and used to a wide area in many fields reflects an aspect of the social and cultural as representative the spirit of the age in the late 20th century The most phenomenon that was appeared a sign of Post-modernism is the spread of popular culture. Animation which is the aim of communicating the entertainment and pleasure has a peculiar position in the result of the popular culture. Neon Genesis Evangelion can be discriminated the existing commercial animation because the process of the story, the characteristic of the work and the expression of an author are demonstrating sufficiently the Post-modernistic characteristic.

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More than popularity matters: How would voters like to get social networking with candidates?

  • Chang, Shao-Liang;Chen, Chi-Ying
    • International Journal of Advanced Culture Technology
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    • v.3 no.2
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    • pp.50-57
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    • 2015
  • An online survey was conducted to assess motivations for using, reliance on, and perceived credibility of political blogs and microblogs during both the Taiwanese general election of 2009 (the blog epoch) and the presidential elections of 2012 (the microblog epoch). Results indicated higher reliance on and motivation for using political blogs than microblogs. Blogs were also perceived to be more credible than microblogs. Respondents who primarily engaged in blogging for information purposes were more likely to judge candidate blogs as highly credible, whereas interest in entertainment emerged as the strongest predictor of the perceived credibility of microblogs. This research also provided quantitative evidence showing how users viewed blogs and microblogs differently in the context of political campaigns. The aim is to explore the pros and cons of blogging and microblogging as a tool for political communication.

An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers (일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 -)

  • Um, Myoung-Yong;Kim, Tae-Ung;Kim, Young-Ki
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.26
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    • pp.285-313
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    • 2005
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the difference, among the types of players, in demographic and social trends, perceptions related to game-design factors, and attitude toward the games. Based on data collected from online questionnaire survey, the differences between hardcore and casual players have been analyzed, and interesting conclusions have been provided concerning the online-game design and development strategies for Japan online-game players.

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Format-Export of Korean TV Entertainment Program and Its Effect on the Spread of Hallyu in China (중국 내 한국 예능 프로그램의 포맷수출과 한류 확산)

  • He, Jingham;Kim, Sanghyeon;Jang, Wonho
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.709-719
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    • 2016
  • This study reviews the so-called 'format-export' of Korean TV entertainment programs to China, and ahalyze its effect on the spread of Hallyu in China. Format export has developed as an alternative for the export of Korean TV programs when the Chinese government restrict the broadcasting of foreign TV programs. In so doing, the study conducted surveys about the format-exported programs in Shanghai and Zhengzhou with the sample of 381 university students. The survey shows that the popularity of entertainment programs is so high as to compete with the popularity of K-pop. Respondents in Zhengzhou tend to watch format-exported programs first and then try to watch original Korean programs, while respondents in Shanghai are more likely to watch original Korean programs. This results suggest that format-export can help the spread of Hallyu in the inland local cities in China.

Media archaeological research on arcade games since the 1990s: Focusing on the rhythm action game (1990년대 이후 아케이드 게임에 대한 미디어 고고학적 연구: 리듬액션게임을 중심으로)

  • Jeon, Eun Ki
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.77-86
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    • 2022
  • This article argues that electronic entertainment has continued to this day, contrary to the existing view that it has been absorbed by digital games since the 1990s. From a media archaeological point of view, it tracks in what cultural and technical context the electronic entertainment called "Pump It Up", which has been popular since the late 1990s, has been accepted and used by gamers. The big trend of 'Pump' took place through a "performative shift" of gamers' creative game performing, and the rise and fall of the 'Pump' took place through competitions and interactions between imaginaries and practices that each subject surrounded the game had. In conclusion, it suggests the necessity of media archaeological research on various genres of arcade games.

An Analysis on the Core Competence Through the VRIO Model of CJ CGV (CJ CGV의 VRIO 모델을 통한 핵심역량분석)

  • Kim, En-A
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.333-342
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    • 2019
  • The purpose of this study is to compare and analyze the cases of the multiplex cinema industry of CJ CGV, Lotte Cinema and Megabox to study what CJ CGV's innovative core competence is from a management strategy perspective. Through this, the core competence strategies, Value, Rareness, Inimitability, and Organization(VRIO) were analyzed in order to derive from the major success factors based on the expansion process of Cultureplex. According to the analysis results, CJ CGV's differentiated value roots from Cultureplex, which CJ CGV priorities in creating movie theaters a cultural entertainment hub. The ability of CJ CGV in transforming the cinema into a cultural and living playground through technological innovation is it's cutting edge from its competitors under the rareness factor. A CJ CGV attains its inimitability by establishing social brand power as an inclusive social contribution. An organization of CJ CGV is a globalization worldwide. CJ CGV is to increase the brand value of cultural experience movie theaters and enhance customer satisfaction by expanding the use of existing movie theaters and pioneering with innovative development to theaters. As more to be sought out from this thesis, CJ CGV has steadily increased its competitive edge, raising its core competence of business value.

Analysis of a Stock Price Trend and Future Investment Value of Cultural Content-related Convergence Business (문화콘텐츠 관련 융복합 기업들의 주가동향 및 향후 투자가치 분석)

  • Choi, Jeong-Il;Lee, Ok-Dong
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.45-55
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    • 2015
  • This study used for KOSPI, KOSDAQ, entertainment culture and digital contents index that is related to cultural contents industry. There was investigated the each stock price index and return trends for a total 597 weeks to July 2015 from March 2004. They looked the content-related stocks about investment worth to comparative analysis the return, volatility, correlation, synchronization phenomena etc. of each stock index. When we saw the growth potential of the cultural contents industry forward, looked forward to the investment possibility of related stocks. Analysis Result cultural content related stocks showed a higher rate after the last 2008 global financial crisis. Recent as high interest in the cultural contents industry, we could see that the investment merit increases slowly. In the future, the cultural content industry is expected to continue to evolve. The increase of investments value in the cultural content related businesses is much expectation.