• Title/Summary/Keyword: 귀여움

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An Analysis of cuteness and violence in games (일본 게임에서 나타나는 귀여움과 폭력성의 공존에 관한 분석)

  • Joo, Soo-jeung;Cho, Kyu-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.407-408
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    • 2019
  • 일본의 게임문화에서는 서양 문화권과 달리 귀여움과 폭력성이라는 상반된 속성이 공존하며 성장하였다는 특징이 나타난다. 이는 일본의 전통적인 미의식과 연관되어 있다고 볼 수 있는데, 특히 게임 포켓몬스터 시리즈에서 이러한 경향이 두드러지는 것으로 보인다. 이 글에서는 포켓몬스터 시리즈와 페르소나 시리즈라는 두 게임 시리즈를 비교하여 귀여움이라는 속성이 게임에서 어떻게 기능하는 것인지 분석하도록 한다.

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A Study on Image perception According to Accessories - Materials and Forms of Earring - (액세서리에 따른 이미지 지각의 차이 - 귀걸이의 재료와 형태를 중심으로 -)

  • Yoon, Young-Ahe
    • Journal of the Korean Society of Fashion and Beauty
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    • v.3 no.3 s.3
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    • pp.1-10
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    • 2005
  • The objectives of this research were to find out factor of image perception about women's accessories, to test differences in image evaluation according to materials and forms, and to investigate differences in image evaluation according to total stimuli. The results of this study were as follows. First, the accessory image factor derived four categories: attractiveness, prettiness, gorgeousness, and soft. Second, in two dependent variables, material and form had no significant interaction effects on attractiveness, prettiness, gorgeousness, and soft. In main effect, there was a significant difference of attractiveness, prettiness, and gorgeousness according to form. That is, the lined types had better prettiness and gorgeousness than the attachable ones. There was a significant difference of attractiveness, prettiness, gorgeousness, and soft according to materials. That is, pearl was considered to be the most attractive and soft. Plastic was evaluated image of least fashionable and soft, gold did image of the least gorgeous. Third, the attractiveness of attachable diamond earring was evaluated the highest, and the lined plastic ones did the lowest. It was evaluated and concluded that the lined plastic ones is considered the prettiness and most gorgeous where as any earring with attachable gold earring were considered the least prettiness and gorgeous. The attachable silver or pearl earrings were considered to be projecting the softest image whereas the lined gold and attachable plastic ones the opposite.

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Nail Art Convergence Designs Using Kidult Characteristics (키덜트 유형별 특징을 활용한 네일아트 융합 디자인)

  • Jeong, Hee-Lim;Bae, Se-Ji;Kang, Eun-Ju
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.313-322
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    • 2018
  • This study categorized the kidult culture into three: cutiesm kidult, fantasm kidult and memorism kidult and analysed each type of kidult culture for the design. To obtain data on characteristics of kidult and gel nail art techniques, the study searched for theses, technical books and Internet data and developed unique and creative convergence nail art designs based on the results. As a result, it was discovered that cutiesm kidult is characterized by cuteness, brightness and use of characters, fantasm kidult is characterized by value of imagination and fantasy, and memorism kidult is characterized by memories of the past and use of characters. Then using the characteristics of kidult according to types, this study made 6 nail art designs through which creative and unique characteristics of the kidult culture were expressed in nail art design.

A Study on the Performance Factors of Cute Characters Center Around a Two-Headed Character (애니메이션 캐릭터의 귀여움 표현 요소 연구 : 이등신 캐릭터를 중심으로)

  • He, Shan;Park, Sung-Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.85-91
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    • 2020
  • Animation is a field of popular visual art that is established in human life, and the form of characters appearing is an important factor that is highly anticipated by the public. Designing animation characters according to aesthetic characteristics not only satisfies people's aesthetic needs but can also increase their artistic immersion in animation works. In addition, animation storytelling is delivered around characters and enhances the value of the work by encouraging more public to focus on it. In this paper, we tried to analyze the design elements of Minions characters to derive the reason why they are loved by the public. Among the morphological characteristics of bicepsin characters, a study was conducted on the fact that bicepsin characters visually express 'cute' through the study of infantile eating and color. The visual cuteness elements of a bisung character will soon be linked to the psychological satisfaction of the audience's work and will be a factor in the appreciation of the value of the work. By studying the elements of expression that represent isosin characters, I would like to discuss the factors that help the audience to immerse and get satisfaction with the characters. This will be used as an important factor for an animation character to have for the audience and will reveal its value. Second-class animation images belong to the art of small pieces, suitable for all the audience to enjoy. The two-size animated image has a strong appeal and entertainment, is a confusing visual attribute, can stimulate the audience's five senses. Compared with the actors in the movie, the visual form of the animation is more important.

A Study on the Traditional Culture of Japan in Modern Ubiquitous Society - Interdisciplinary Studies (현대 일본의 유비쿼터스 사회에 나타난 전통 문화에 관한 고찰 - 학제 간 연구)

  • Kim, Yun-Ho
    • Cartoon and Animation Studies
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    • s.27
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    • pp.221-247
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    • 2012
  • In this study, we examined the sense of tradition and cultural traditions which make up Japanese ubiquitous society. These include the traditional elements which affect the lives of contemporary Japanese people. In this research we looked for various media (mobile phones, blog, characters goods, cinema) which appeared in the traditional elements. The results of the study are as follows: The traditional elements which affect contemporary Japanese lives include modern devices such as use of anonymous "blogging", mobile phones "youth culture"(especially by males), and "cute" character vocabulary use (especially by females), while traditional values(yakuza, sumo, human relationships) are represented in Japanese cinema. Through this study, we have found the points where traditional Japanese culture and cultural sense have been reinterpreted and affected both directly and indirectly through modern media. This study contributes to cultural research by delineating the various stimuli to consider for successful content service adoption in a global setting, which can account for differential impacts across regions. The results not only help develop a sophisticated understanding of customer behavior theories for researchers, but they also offer useful knowledge to those involved in promoting culture content to potential purchasers.