• Title/Summary/Keyword: 영상문화

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Korea-U.S. Relationship appearing in the Newspaper and Social Media: Based on the news and information related to the (언론과 소셜미디어를 통해 살펴본 한미관계: <한미정상회담> 관련 뉴스와 정보를 중심으로)

  • Hong, Juhyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.459-468
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    • 2022
  • This study searched and analyzed news and information on the Korea-U.S. Summit to explore which political agenda is spreading among Korean newspapers and social media. The result of the analysis revealed that, on the one hand, the conservative-leaning newspaper, Chosunilbo, covered the unresolved issue between two countries. The principal source of news was the opposition party. On the other hand, the progressive-leaning newspaper, Kyunghany Sinmun, highlighted President Moon's visit to the United States and described the visit to the United States as an achievement. In this paper, the principal source of news is the ruling party. Both conservative and the progressive newspapers did not present a negative view of the United States. In the case of Chosunilbo, it mentioned that foreign policy priority of President Biden is human rights in North Korea. If the two countries do not solve this issue, the relationship between Korea and the United States will not develop further. Second, I searched YouTube videos about the Korea-U.S. summit and conducted a network analysis to understand the influence of YouTube videos and explore their relationship the each other. The results of the analysis revealed that the 10 most influential videos portrayed the Moon government positively. These videos held the achievement of the visit to the United States in highly esteem and framed it positively, similarly to the progressive newspaper.

A Comparative Study of Sartre's imagination theory and Dufrenne's aesthetic theory on a Concept of 'analogon' (사르트르의 상상력 이론과 뒤프렌의 미학 이론의 접점 - 아날로공 개념을 중심으로)

  • Ji, Young-Rae
    • Korean Association for Visual Culture
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    • v.35
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    • pp.5-33
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    • 2019
  • This paper examines the problems of the concept of 'analogon' which occupies an important place in Jean-Paul Sartre's theory of imagination and his 'aesthetic of the unreal', focusing on Michel Dufrenne's objection to the concept. In the Imaginary (1940), Sartre offers a phenomenological account of the imaginative experience and his theory of imagination provides the basis for his account of experience of art. Sartre distinguishes the imagining consciousness from the realizing consciousness of perception. The work of art, for Sartre, is transformed into an irreal thing ("The work of art is irreality."), i.e. it appears only as aesthetic object, and only under the condition that the spectator's consciousness changes into an imagining consciousness. Some claim that Sartre underemphasizes the function of materiality in artworks. Mikel Dufrenne, in his The Phenomenology of Aesthetic Experience (1953), criticizes Sartre's thesis of irreality. Dufrenne argues that the aesthetic object is the work of art accomplished by aesthetic perception, the meaning of the aesthetic object is given as a whole in the sensuous and does not refer to something that lies outside the object as with imagination or irreality. An affective a priori is the condition of possibility for the occurrence of aesthetic experience.

The Architectural Simulation for Kenjeongjun of Kyungbok Palace Using Computer Graphics (컴퓨터 그래픽을 이용한 경복궁 근정전 건축 시뮬레이션)

  • Lee, Kang-Hoon;Lee, Hang-Chan
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.269-276
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    • 2008
  • Recently, the concerning about cultural heritages has been increased. As a result, the protection, repairing and restoration of cultural assets have been actively in progress. The biggest project of cultural asset reconstructions is the restoration of Kyungbok Palace and it has been in proceed step by step since in 1989. The actual sizes of these traditional buildings have been measured and recorded for future maintenance. In this paper, the 3D computer graphic technique is used to help understanding the inner structures of the traditional buildings as well as their construction processes. In other word, the construction simulation of Keunjeongjun which is the center building of Kyungbok Palace have been produced using 3D computer graphic techniques. The purpose of this project is aiding people in understanding the process of traditional palace architecture in Korea.

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Semiotic Approach on the Signification of Clothing through Visual Mass Media -in a TV Serial Drama′Aein(Sweetheart)′- (영상매체에 나타난 복식의 의미작용에 관한 기호학적 접근 -TV드라마 『애인』을 중심으로-)

  • 박희순;이수인
    • The Research Journal of the Costume Culture
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    • v.6 no.4
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    • pp.62-73
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    • 1998
  • This study focuses on semiotic significance of clothing, showed in visual mass media. This study will look into what general public understand from clothing and what influence clothing on visual mass media exert on fashion. This study employs an example, "Aein(sweetheart)", which was televised from 09/02/1996 till 10/23/1996. Some specialists(master′s degree or doctoral degree holders, or professors) of Clothing and Textile picked and analyzed scenes with specific clothing. The theoretical grounds of the analysis are 1) in what procession the significance operate from the view of mythological symbols by Bart, 2) what influences clothing on TV dramas exert on fashion. The outcomes of the study are followings: First, clothing′s signifying proces hs two dimensions; linguistic dimension and mythological dimension. Linguistic dimension which is regarded as general and unvariable and is related to the reproductive signifying operation, contributes to the creation of the characters including the characters′ social activities, professions, social or economic position. Mythological dimension which is related to the cultural and implicative signifying operation, played an important role in the development of the drama. Thus, it operates to create and deliver images including that atmosphere of he drama and the development of the story. Second, the TV media which is characterized with the form of centralized transmission and individual reception and the ability tro readily lead the fashion, has huge influence upon the fashion by properly creating mythological or linguistic dimension of the clothing in the drama, arousing the public′s sympathy, and stimulating the public′ immitation or conformity mentality.

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A Study on Education and Development of the Digital Cartoon and Animation (디지털 만화 애니메이션의 발전과 교육 방안)

  • Shon, Young-Woo
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.219-225
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    • 2006
  • The appearance of digital culture contents swiftly has changed the culture in domestic and international areas in recently and the digital cartoon and animation have become the most important expression media in contemporary age. The digital cartoon and animation industry have attracted the attention of the people as the business of the OSMU(One Source Multi User) which has the possibility to expand and to enhance the added value not only for the field of image and character business but also for the area of the advertising and tourist business. Therefore, in this paper, 1 study on education and development of the digital cartoon and animation. Firstly, I study on definition and type of the digital cartoon, and work flow of the cartoon contents production. Secondly, the purpose of this study is to analyze and research the domestic business trend of the digital cartoon and animation. Finally, 1 propose the plan of policy and education of the digital cartoon and animation.

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A case study on the content types and characteristics of global fashion YouTubers (글로벌 패션 유튜버의 콘텐츠 유형과 특성에 관한 사례연구)

  • Kim, Koh Woon;Kim, Yoon
    • The Research Journal of the Costume Culture
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    • v.28 no.3
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    • pp.389-407
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    • 2020
  • With YouTube's overwhelming share of the market, research on analyzing the types of content on YouTube is essential. An analysis of major global fashion YouTubers that the types of video content could be largely classified into three main categories: Fashion, beauty and daily life. The fashion category was subdivided into styling and fashion product review content type. The beauty category was subdivided into tutorials, beauty product reviews, and beauty tip content types. The daily life category was subdivided into daily sharing, consultation, and Q & A content types. Video content within fashion YouTuber channels is accompanied by expertise in fashion and beauty. At the same time, videos on daily life are uploaded, and through interactive communication with viewers, YouTubers form an intimate bond with subscribers. Content emphasizing entertainment, not just information delivery that introduces fashion products, is attracting growing interest among subscribers. This study analyzed the content of the increasingly popular fashion YouTuber channels and determined its important characteristics. The study makes a significant contribution to academic research by laying a foundation for future studies of YouTube content in the fashion field. Since differences in country of birth and race among YouTubers may influence content production, follow-up research will be conducted on the types and characteristics of domestic fashion YouTubers.

Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.333-340
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    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

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A Study on E-Learning System of Korean Traditional Dance for Transmission and Dissemination (한국 전통춤의 전승 및 보급을 위한 이러닝 시스템에 관한 연구)

  • Lee, Jongwook;Lee, Ji-Hyun
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.5-11
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    • 2017
  • Korean traditional dance has cultural value and is human's cultural heritage. But they are in danger which is caused by lack of bearers and public interest. E-Learning of traditional dance using network technology and digital media can be a solution to extinction problem. The aim of this study is to propose the E-Learning courses and systems for learning traditional dance. E-Learning systems were evaluated in accordance with the HCI (Human Computer Interaction) user evaluation. This study contribute to overcoming distance constraints by offering synchronous E-Learning education system of traditional dance as intangible cultural heritage through new media experience.

A study on the TV reality show program's visual format and narrative structure :its an analysis of TV program's with 'Scandals' (TV 리얼리티 프로그램의 영상구성과 서사구조에 관한 연구: <스캔들>의 내용 분석으로 중심으로)

  • Hahm, Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.6
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    • pp.1648-1654
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    • 2007
  • The purpose of this study is to understand how the reality show program spread into global with a variety effects on social and cultural phenomenon, and textual analysis of TV reality show program 'Scandals' with a specific status. As a result of this study shows that TV reality show program 'Scandals' involves in a characteristic and a diversity of TV genre. On the other hand, textual analysis of TV reality show program 'Scandals' is about understanding the situation which create meaning in TV industry with a negative aspects of phenomenon. More over, TV industry creates lower cultural aspects of situation relate in someway to the target audiences to whom they are aimed.

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