• Title/Summary/Keyword: idol

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Analytical Study on the Correlation between the Functionality of Virtual Idols and Fan Satisfaction under the Chinese Market

  • Hou, ZhengDong;Kim, KiHong;Ren, YuShi
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.28-38
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    • 2022
  • Virtual idols have aroused wide attention as a novel product of the idol industry in the digital era over the past few years. The population of China determines that virtual idols have a huge fan market. As a digital cultural product closely connected with fans, virtual idols are im-portant to gain insights into the correlation between fan satisfaction and virtual idol functions. In accordance with the KANO demand model, this study first classifies and explains the specific functions of virtual idols into four quadrants, including attractive, must-be, 1D (One-Dimensional), and indifferent. Subsequently, the satisfaction of fans of virtual idols with specific functions in each quadrant are analyzed using a questionnaire. This study suggests that virtual idols have one at-tractive quality, three 1D quality, two must-be quality, and five indifferent quality functional elements. This study qualitatively analyzes the functional elements of virtual idols through fan satisfaction based on the KANO model, which provides valuable help for future research in the field of virtual idols and producers in this field.

Idol Fan's Acceptance Process of Idol Image -Focusing on BTS- (아이돌 팬의 아이돌 이미지 수용 과정 -BTS를 중심으로-)

  • Yi, Jia;Suh, Seunghee
    • Journal of Fashion Business
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    • v.26 no.3
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    • pp.98-115
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    • 2022
  • The purpose of study was to analyze the process of accepting by BTS fans. The methodology used in this study was qualitative research using grounded theory and the results of the study follow. As a result of open coding, 47 concepts, 23 subcategories, and 14 categories were derived. In the axis coding stage, the casual conditions were "Recognition of BTS image," "Fascinated by BTS image," "Simple consumption of BTS image," and "Arising and expansion of curiosity about BTS image." The contextual conditions were "Accessibility of BTS image" and "Abundance of BTS image searching paths." The central phenomenon appeared to be "Immersing and studying BTS image." The arbitration conditions were "Capabilities required to reproduce BTS image" and "Motivation for contributing BTS image." The actions/interactions were "Presenting BTS image," "Contribution to the spread of BTS image," and "Involved in forming new BTS image." The result was "Emergence and expansion of new BTS image meaning" and "Strengthening attachment to BTS." Through process analysis, it was found that acceptance of BTS images consisted of five stages: "Recognition of BTS image," "Becoming curious about BTS image," "Searching BTS image," "Intervention of BTS image." and "Reproduction of BTS image." As a result of deriving the core categories through selective coding, the core category was "Forming a bond while participating in the BTS image."

Computational enhancement to the augmented lagrange multiplier method for the constrained nonlinear optimization problems (구속조건식이 있는 비선형 최적화 문제를 위한 ALM방법의 성능향상)

  • 김민수;김한성;최동훈
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.15 no.2
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    • pp.544-556
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    • 1991
  • The optimization of many engineering design problems requires a nonlinear programming algorithm that is robust and efficient. A general-purpose nonlinear optimization program IDOL (Interactive Design Optimization Library) is developed based on the Augmented Lagrange Mulitiplier (ALM) method. The ideas of selecting a good initial design point, using resonable initial values for Lagrange multipliers, constraints scaling, descent vector restarting, and dynamic stopping criterion are employed for computational enhancement to the ALM method. A descent vector is determined by using the Broydon-Fletcher-Goldfarb-Shanno (BFGS) method. For line search, the Incremental-Search method is first used to find bounds on the solution, then the bounds are reduced by the Golden Section method, and finally a cubic polynomial approximation technique is applied to locate the next design point. Seven typical test problems are solved to show IDOL efficient and robust.

A Study on the Speed of Message Output for Smooth Cummunication for Chat Platform between Idol and Fandom (팬덤과 아이돌의 상호 채팅 플랫폼에서 원활한 커뮤니케이션을 위한 메시지 출력 속도에 관한 연구)

  • Jungha Kim
    • Smart Media Journal
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    • v.12 no.7
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    • pp.68-75
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    • 2023
  • In this study, I would like to conduct a study on the design of chat UX between fandom and idol. The 1:多 form of message exposure method between idols and fandom was studied and the optimal exposure form and speed were tested. Based on the results of the experiment, 30 sentences were selected per second among various options, and based on this, the results were applied to the actual Universe platform to facilitate communication between idols and fans.

An Analysis of K-POP Stars' Images in Chinese Social Medias (중국 소셜 미디어에 나타난 K-POP 스타들의 사진 이미지 분석)

  • Yin, Jing;Yang, Jong-Hoon;Lee, Sang-Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.71-82
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    • 2021
  • The main purpose of this study was to investigate K-pop stars' images in photos presented by social networks in China. In this study photos of K-pop stars were collected from a community site of Baidu as one of the biggest portal sites and were five idol groups (EXO, IKON, T-ara, Wonder Girls, and Girls' Generation) which have beeb getting famous in China. For this musical styles and backgrounds of the K-pop idol stars were scrutinized in brief and explored in respect with its images. The results of the study were follows: First, the overall pictorial images of K-pop boys' groups were characterized in masculine and stylish images emphasizing the western appearance. In case of K-pop girl groups, sexy, gorgeous, feminine and youthful images were identified. In conclusion, K-pop idol stars is contributing to expand Korean pop arts into Chinese public culture as Chinese people produced and circulated the pictorial images of K-pop stars and facilitated consumption activities of K-pop contents.

Mediating effect of social support on the relationship between viewing sensational videos of idol stars and adolescent sexual openness (아이돌 스타를 촬영한 선정적인 영상물 시청과 청소년 성개방성과의 관계에서 사회적 지지의 매개효과)

  • Kim, Seok Hwan
    • The Journal of Korean Society for School & Community Health Education
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    • v.23 no.4
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    • pp.41-48
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    • 2022
  • Objectives: This study aims to investigate the mediating effect of social support on the relationship between the viewing of sensational videos of idol stars through the mass media and the sexual openness of adolescents. Methods: This study used the 'Study on countermeasures against sexual commodification of adolescents through mass media in the smart era' conducted by the 'Korea Youth Policy Institute' in 2014 for the entire country as the main data. Variables consisted of socio-demographic characteristics of study subjects, video viewing, social support, and sexual openness. For data analysis, SPSS ver 23.0 program was used. Results: As a result of comparing the averages, male students (20.40) had higher sexual openness than female students (18.67), and high school students (20.27) had higher sexual openness than middle school students (18.05) at school level. By grade level, sexual openness increased from the first year of middle school (17.47) to the third year of high school (20.82) (p<0.001). In order to verify the mediating effect of video viewing on the effect of adolescent social support on sexual openness, 3-step mediated regression analysis and Sobel test were conducted. As a result, video viewing had a significant effect on sexual openness through social support (p<0.001). Conclusion: Rather than obscuring the environment of mass media unconditionally, creating an atmosphere according to the tendency of realistic social support and reinforcing emotional education will help prevent the adverse effects of reckless sexualization of adolescents.

Innovative Business Model from the Perspective of Digital Cultural Industry -Centered on the Virtual Idol "Hatsune Miku" (디지털 문화 산업의 시각에 따른 혁신적 비즈니스 모델: 가상 아이돌 '하츠네 미쿠'를 중심으로)

  • DOUXIAOWEI, DOUXIAOWEI;Yang, Jonghoon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.823-831
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    • 2021
  • In the Internet age, the digital cultural industry is booming, start-up companies want to win a place in the fiercely competitive red sea market of the Internet, innovative business models have become an important challenge and opportunity for countless companies. Taking the virtual idol "Hatsune Miku" as the example, the analysis is carried out at the levels of technological innovation, value proposition, resource combination, operation process and marketing model. By comparing the differences between the first-generation software Meiko of Crypton and the second-generation software "Hatsune Miku", we will study the components of the business model to explore the characteristics and advantages of this business model, and in-depth operation models and innovations. The analysis is expected to provide a substantial reference for other electronic product and software development companies in their business models.

The Influence of Digital Animation on the choreography of K-pop idol (K-pop아이돌 무대 퍼포먼스 디자인에 반영된 디지털 애니메이션의 영향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.34
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    • pp.129-165
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    • 2014
  • K-pop performances are in the center of the contemporary popular arts and cultural industry, and implicitly reveal the way that our society views the body and the time-space. This paper explores the motif of automaton in the K-pop idol group ShiNee's stage performance of 'Everybody' and the song's music video. At the same time, the paper relates the motif with the automaton of the digital era-that is, the sense of time-space in digital animations. The motif of the automaton has its origins in the mythical forms related to the animation, and is related to the human desire to create humanlike forms. Also, this motif is closely linked to the aesthetical meaning of the animation, being played in different variations since the beginning of the animation. This paper explores the tradition of automaton motif in culture and the arts, and look into the cases in which the history of the relationship between the media and body performance harboring the automaton motif has been displayed in 19th century ballet or modern body expressional arts. In addition, this paper will compare and analyze representative contemporary works that reveal digital viewpoint and the choreography of 'Everybody', and compare other works that stand in similar aesthetic tradition, investigating the influence of digital animation reflected in the K-pop idol and its aesthetic and social undertones.

Case Study of SM Entertainment on the K-Pop Visual Directing Strategy (K-Pop 비주얼디렉팅 전략에 관한 SM 사례연구)

  • Choi, Lia Sung-Yee;Ko, Jeong-Min
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.373-379
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    • 2019
  • This study examines the process and scope of visual directing through the case of SM Entertainment, and explores the role of visual directors. As a result of the case study, SM created the visual directing team composed of art director and visual designers within the creative headquarters and was actively introducing visual directing for the development of idol. The visual directing process of SM, which is being developed as a part of the star marketing, consists of analyzing the environment in marketing strategy, establishing marketing strategy related to idol, setting up target image per artist, and finally planning and managing the visual directing project. The visual director in SM is required to have creative talent, logical persuasion, information analytical ability, visual expression ability, and field application ability. SM also applies visual directing accumulated from idol singers to SM business areas such as MD product design and production, product composition and designer collaboration, and SM town COEX artium. This paper have significance in attracting visual directing to the academic field.

A Case Study on the Expansion Transmedia Storyworld of K-POP Idol Group : Focusing on Reboot and Homage (K-POP 아이돌 그룹의 트랜스미디어 스토리월드 확장 사례 연구 :리부트와 오마주를 중심으로)

  • Choi, Yoon-Young;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.723-733
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    • 2021
  • 'Reboot' and 'Homage' are using as creative techniques in traditional storytelling media fields such as movies or dramas, but the possibility of expanding the transmedia story world has not yet been presented. This study was written to present a new concept of transmedia story world expansion type using the 'Reboot' and 'Homage' methods. 'Reboot' and 'Homage' are typical storytelling methods of K-POP idol groups that need to develop content. I selected , , and , which have built their story world, and examined both the narrative creation section and the marketing application section. The result of the study is as follows. First, EXO is an example of a reboot case. They set the original set as 'past' and insert the new storylines. Second, BTS is an example of a character's reboot. They built a story world by paralleling 'Idol BTS' and 'Character BTS'. Third, Wanna One is an example of the original story world's homage. They reorganize the story world of and attracting the attention of the existing audience. Fourth, BTS is an example of other media homage which reinterprets the meaning of BTS characters and story world by using the meaning of classic works.