• Title/Summary/Keyword: 대중문화콘텐츠

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Study on Strategic Plan for Ensuring the Global Competitiveness of Traditional Performing Arts Industry (전통공연예술 산업의 글로벌 경쟁력확보를 위한 전략적 방안 모색에 관한 연구)

  • Lim, Young-Soon;Meng, Hai-Yang;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.88-99
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    • 2016
  • Traditional Performing Arts is a key element of national competitiveness that represents the identity of a country. Preserving traditional performing arts such as traditional culture overall aggregate such as literature, art, music, dance, theater and enable it to meet future national culture is to secure a competitive brand. Meanwhile, it shrouded in advance global success of K-pop and TV content, such as our popular culture, but our traditional performing arts sector, there has been a steady effort to receive the attention of the world and expanding capacity and performance. Now, this point will be a new policy approach needed to expand more popular in both domestic and world demand in traditional performing arts. In this study, we propose a strategic plan to raise the popularization and industrialization of our own needs and unique traditional performing arts opportunities for successful overseas expansion and promotion of the content of traditional performing arts.With the help of information technology.

Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.

Reporting on Hallyu and Cultural Public Relations : Analysis of News Frame on Hallyu in the German Media (한류보도와 문화홍보 : 독일 언론의 한류보도 프레임 분석)

  • Nam, Il-Woo
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.312-324
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    • 2017
  • This study examined how German newspapers and magazines report Korean mass culture, specifically what content on Hallyu (Korean wave) was present and what news frames were used. External characteristics, the content attributes, report trend, and news frames on Hallyu in the German media were analyzed. According to the results, German media from 2009 to 2014 reported the least about Korean wave with only a total of 78 articles. The greatest amount of articles occurred in 2012 when by PSY was a global success. The most common Korean wave articles focused on film and K-pop, but not drama. Hallyu news showed mostly a positive trend. Additionally, a thematic frame was used. Content revealed that a culturally interesting frame was most common. In order to improve the Korea image in Germany, it is proposed that 'the mediated Culture PR' be adapted to German media.

The Discourse Research on Pop Culture Text through SNS - Focused on the Difference in Aesthetic Interpretation of IU's Song (대중문화 텍스트에 관한 SNS 비평 담론 연구 - 아이유 를 둘러싼 미학적 해석의 차이를 중심으로)

  • Woo, Jihye;Baek, Seon Gi
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.701-717
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    • 2017
  • Criticism is related with recognition activity which is interpreting and evaluating the text based on the particular criteria. It reflects the awareness system of a particular time-period in that it is a work of social meanings beyond individual impressions. However, the standards of criticism have changed, like the awareness system has changed as economy, culture or technology has evolved. The emergence of SNS has influenced the field of popular culture. It improves the role and participation of the public in criticism. Moreover, it breaks the previous paradigm of production and consumption in cultural industry. These changes bring not only the positive ones, such as improvement of diversity and freedom of criticism, but also the negative one, confusion of values due to the absence of criteria. This study mainly concerned debates and discourses of SNS on , a new song of IU, and focused on changes of aesthetic evaluations of culture performer, producer and audience. Especially, the authors tried to find out how such new technology has changed the criticism, and how it has influenced on our aesthetic consciousness.

The Convergence and Sharing of Cultural Tastes in Northeast Asia in the 21 Century: On the Popularity of the TV Drama "Boys over Flower" (21세기 동북아시아의 문화융합과 문화적 취향의 공유: <꽃보다 남자>의 유행 현상을 중심으로)

  • Kim, Jong-Soo
    • Cross-Cultural Studies
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    • v.40
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    • pp.41-60
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    • 2015
  • This article aims at exploring the convergence and sharing of cultural tastes among Northeast Asian countries by analyzing TV drama "Boys over flower", based on the original Japanese manga and produced in Korea, China, Japan and Taiwan in the $21^{st}$ century. It explores the expectation and desire of the mass who have taken pleasure in watching it in each country as well. This article argues that the sharing of the sensitivities and tastes of young women, the main consumer of the drama, by the mass of the four countries, are an important cultural phenomenon in that it reveals the emergence of "girl" as an active cultural consumer, who had been the object of a restraint and strict protection of the bourgeois family structure.

Black in Along with the Gods (<신과 함께>의 검정, (비)물질과 지각의 상호작용)

  • Kim, jong-guk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.119-120
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    • 2019
  • 이 글은 물질의 본질로 규정한 아리스토텔레스의 색채론과 디지털이미지의 비물질적 특성으로서의 검정을 전제로, <신과 함께>의 서사를 주도하는 인물과 이미지를 구성하는 공간에 채워진 검정의 의미를 분석한다. 할리우드영화에서 검정은 악의 근원이며 공포이다. 검정에 관한 예외적이고 특별한 특성을 성찰하는 철학, 회화, 문학에서의 비유와 달리, 대중영화에서 검정은 가장 보편적인 의미를 표현한다. 삶과 죽음의 경계를 오가는 <신과 함께>에서 검정은 저승의 공간과 차사라는 인물을 구성한다. 한국영화에서 검정은 상상의 공간을 상징화하는 유용한 색이다. 이 글은 한국영화 <신과 함께>에 사용된 검정을 통해 동서양 색채문화의 차이를 살펴보고, 사회문화적 맥락에 따라 상호작용하는 의미를 분석한다.

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Study Analysis of Love topics in Hook Songs - Focusing on the lyrics from 2007 to 2016 - (후크송에서의 사랑 주제 분석 연구 - 2007년부터 2016년까지의 가사를 중심으로 -)

  • Yang, Ji;Lee, Seungyon-Seny
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.155-156
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    • 2017
  • 대중음악에서 작사가의 역할이 늘어나는 것은 그 시대가 갖는 문화적 특성이 노랫말에 부각되기 때문이므로 근래 청중의 관심이 높은 작사가를 추출하여 이들의 가사를 주제별로 분류한다. 주제별 분류를 통해 가사가 총 4가지 주제인 사랑, 이별, 자기표현, 유흥 등으로 나뉘는 것을 알 수 있다. 본 연구는 4가지의 주제 중 대중가요에서 가장 높은 빈도수를 보이는 주제인 사랑을 지정하여 사랑 주제에서 다양하게 세분화되는 소재를 분석한다. 이에 대중적으로 인기가 많은 가사에 나타난 구성 방식을 제안한다.

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A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

A Study of Kitsch Fashion Reflected in Korean Movies -With special reference to the movies released between 2002 and 2004- (한국영화 속에 나타난 키치패션에 관한 연구 -2002년${\sim}$2004년 상반기 상영된 영화를 중심으로-)

  • Lee Young-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.248-251
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    • 2005
  • 'Kitsch', having emerged after the Industrial Revolution in the 19th century, has been playing a role of interconnecting pop culture with high level culture, now claiming new aesthetic values in a variety of pop cultures of our industrialized modem society and holding its position as a cultural phenomenon. In the realm of fashion which is very much attached to everyday life, kitsch has also been expressing new forms of beauty through the liberation from and destruction of the fixed ideas. This study addresses the issues as to how we obtain the basic understanding of kitsch and shows how it was expressed in the fashion of the actors starring in the recently released Korean comedy films.

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Celeactor as Cultural Contents : Focused on the Multi-Persona in a South Korean Reality Show Program (셀러엑터를 활용한 문화콘텐츠 : <놀면 뭐하니?>의 멀티 페르소나를 중심으로)

  • Han, Ae-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.45-62
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    • 2021
  • This article examines celeactor as cultural contents focused on the multi-persona in a South Korean reality show program . The celeactor is a form of celebrity and part of a celetoid. Celebrity can be categorized by three forms: ascribed form, achieved form and attributed form. In attributed form, the celetoid suddenly becomes popular through the media. The celeactor is a subcategory of the celetoid. The celeactor is defined by a virtual character that exist in temporary or institutionalized traits of popular culture. The Korean celebrity culture presents Korean intellectual factors, spiritual aspects, tastes, moral virtue, power relationships and traditional hierarchy. In order to examine the features of the Korean celeactor in cultural contents, this article focuses on the multi-persona of celebrity in South Korean popular culture through fantasy, challenge and nostalgia. This article examines the multi-persona of celebrity represented in South Korean popular culture as a negotiated response to cultural identity deconstructed and reconstructed in performance. The research methodology is to analyze a South Korean television reality show program on MBC Hangout with Yoo that represents various sub-characters performed by Jae-suk Yoo, a South Korean comedian and host. As for theoretical underpinning, this exploration joins work on Erving Goffman's (1959) notion of self-presentation and Chris Rojek's (2001) celebrity studies.