• Title/Summary/Keyword: 예술적 상황

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A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.401-410
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    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

A study on Historical flow and Aspects of Flying acrobatic in Japan (일본 솟대타기류 기예의 역사와 연행양상)

  • Shin, Keun Young
    • (The) Research of the performance art and culture
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    • no.33
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    • pp.273-301
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    • 2016
  • In this paper, it is entraining surface and the historical flow of Japanese flying acrobatic, look and lore situation up to now, as compared to this, restore our Sotte riding, trying to provide a clue of hatching in order to reproduce. In particular, the tricks to raise the rod into the body is sublimated to the big festivals of the region, focused on Akita Kanto festival was devised by one of Japan's northeastern 3 major festivals. As a typical traditional performance festival with a history of more than 200 years, the same manner as was sublimated as a professional performing arts and folk arts, actively protect the traditional performing arts, and lore, this representative of the regional festival It has a great meaning in that it was successful. That the order to act strongly cooperation of the public and private sectors to be highlighted on the whole surface of the strong act is acrobatic nature to the main content of the festival, of course the identity recovery of the region, also serves as a proud representative of the region it is also very significant. Want is greater place to suggest to researchers who want to take over the pulse of the tradition correctly restore the future Sotte ride.

A Study on Chinese K-pop Fandom from the Perspective of the Audience and Consumers (관객과 소비자 관점에서의 중국 K-pop 팬덤에 대한 연구)

  • Su, Xiameizi;Chang, Woong-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.51-64
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    • 2021
  • Among global K-pop fandoms Chinese fandom is a longtime and very strong consumer power in the K-pop industry due to its adjacent geographical location and low cultural barriers. Yet, there is a significant lack of research on Chinese K-pop fandom; most of what is available is from the producers' points of view. Research that explores the position and experience of Chinese fans, who are both mass audience and consumers, is slow to emerge. Thus, there is a need for systematic and careful study of Chinese K-pop fandom. In this research, we conducted a phenomenological study of the experience of Chinese fans of K-pop culture. We conducted participatory observation and in-depth interviews (including a FGI) with Chinese superintendents and active participants in Chinese K-pop fan clubs and fan pages. We then coded the data, following the theory of fandom developed by scholars such as Fiske (1992), and analyzed the phenomenon of Chinese K-pop fandom from the frame of the overall societal environment. We considered the psychological and behavioral characteristics of Chinese fans and the influences they receive from their turbulent social environments. We also considered the expectations of and opinions on the development of K-pop culture from their perspective. Based on our findings, the significant role and influence of independent fans and interdependent fandom in the development of K-pop culture and industry are identified. Finally, we emphasize that the role as facilitators of K-pop agencies is critical in the establishment of communication and trust between fans, K-pop artists, and the agencies.

Getting Closer to Consumer Performance Experience: Research on Performance Experience Components through Online Post Analysis (소비자의 공연 경험에 다가가기 - 온라인 게시글 분석을 통한 공연 경험의 구성요소 탐구 -)

  • Ko, Yena;Lee, Joongseek;Kim, Eun-mee;Lee, Soomin
    • Korean Association of Arts Management
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    • no.52
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    • pp.75-105
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    • 2019
  • In studying culture consumption today, it is essential to understand and analyze the actual visitors' experiences in detail. This is deeply related to the fact that we can utilize subjective experience records that were previously inaccessible as data since plenty of people actually record many performance experiences in the media space such as social media. This study attempts to examine what elements actually consists of people's performance experience based on actual expression of the performance experience that exists online. For this, we collected two types of data. First, we collected posts which required performance recommendation on online platforms such as Jisik-In and Cafes to see how people describe what they want and analyzed data focusing on the modifiers. Results show that people mainly use modifiers that reflect the specific situation of the individual such as companion or age. In addition we analyzed how the experience was described after the show through the review posts of ticket booking site. Results show how expressions are centered around companions, revisit intentions, and viewing experiences besides elements such as story and music, which have been known as main satisfaction elements of performance experience in previous studies. In addition, we discussed the practical implications and limitations of the study as well as the theoretical discussion.

A Study on the Design Diagnostic Guideline in Crowdfunding for Makers (메이커스(Makers)를 위한 크라우드 펀딩 디자인 진단 가이드라인에 관한 연구)

  • Oh, In Kyun;Lee, Jang Woo
    • Korea Science and Art Forum
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    • v.35
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    • pp.281-292
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    • 2018
  • Crowd funding is also called social funding because of SNS that it helps early start-up founder and makers to raise money for idea product production. Recently, the funding platform has recorded high growth rates. As a result, the government in Korea has introduced various support policies for the crowd funding. The purpose of this study is to develop a diagnostic design guideline for product design oriented makers based on the historical situation. The paper writer applied literature survey and expert interview as research methods. The literature survey focused on internet news and previous research studies. The expert interview was conducted for 10 specialist people and divided for the second time. As a result of the text survey, the current guideline was lacking in design and in detail. Researchers have been informed through previous paper that information transfer text and images are important factors for funding success. In the first interview with seven special participants, we made a draft design guideline for social funding with a two-step process and nine themes. We, research and three professional people having a evaluation experience, conducted verification and supplementation for establishing the design guider with a three-step process and eight themes in the next interview. The design guideline for crowd funding, it can be used by money funding manager apart from design makers. Through the results of this paper, researchers are expected to prevent problems and contribute to healthy crowd funding ecosystem development.

A Study on Arrangement through Avoid Note and Tension Note (어보이드 노트 및 텐션 노트를 이용한 편곡에 관한 연구)

  • Jo, Beom-Jin;Cho, Tae-Seon
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.349-355
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    • 2015
  • It is crucial to a musical artist whether or not they have a musical identity. Major entertainment companies of Korea are strongly promoting a cultural product called 'Idol', where musical identity and musicianship are not important, with careful production and capital. It is important to take note of Prince, who remains to show clearly his philosophy and identity, in the state where lack of musical identity is being promoted. Many studies done on his musical brilliance and uniqueness can be a great incentive to rethink on the nature of music. As an arranger, Prince used tension notes effectively and even showed that avoid notes can be used to express a musical color. Studies on his musical brilliance and uniqueness must continue to be done and become an incentive to not just people who study music but for everyone to rethink the nature of music. There is no correct answer to music, but art has to be the essence of its nature.

A Study on Comicality of Animation (애니메이션의 희극성(喜劇性) 연구)

  • Cho, Mil-Ra
    • Cartoon and Animation Studies
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    • s.12
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    • pp.103-119
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    • 2007
  • This study investigated the comical essence of animations and the comicality found in Korean animations focusing on the comical elements signifying the promotion of laughing and its meaning. In addition, it has been found from this study that the comical essence of animations was the laughing that expanded the recognition and awareness for the entity to be revived, by suggesting the following: 1) the fact that the laughing would be unexpected and it would stimulate the imagination of audience in unprecedented situations in which the method of creation would be unthinkable and thereby the laughing occurred would endow audience with thought, feeling and sense etc. that would not have been perceived so far; and 2) furthermore, the ideal world through grotesque expressions. Meanwhile, unlike the general preconception that animations would be considered one of the popular art forms with strong comical elements, it has been noted that there have been a very few Korean animations with strong comical elements. Besides, it has been confirmed that they have focused not on created and grotesque comicality, but on linguistic comicality based on the forms of characters or their movement itself, or humor and witty remarks.

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A Study on the Types of Camera Working of Projection Mapping Contents (프로젝션 매핑 콘텐츠의 카메라 움직임 유형에 관한 연구)

  • Song, Min Ji;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.1-12
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    • 2014
  • The projection mapping technique is used in various ways in almost every genre of performance arts at the moment. Thus, artist from various areas are participated in contents productions using it. The diversification of projection mapping contents gave producers a clue to try fresher visual effects and it was connected to the change of point of time using the camera working which was never used in old projection mapping contents productions. It is analyzed that the use of camera workings in the projection mapping image maximizes the visual Tactility and helps audiences concentrate on the contents. This study performed the theoretical research on the 'camera working' which is a new visual expression of the projection mapping and analyzed cases of projection mapping works applying them. It is to reconstruct the camera working which has been applied only by images of movies and suggest a guideline to create the optimized visual effect.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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Current status and issues of motion drawing education for animation (애니메이션을 위한 모션드로잉 교육의 현황과 과제)

  • Lee, Jong Han;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.35
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    • pp.129-153
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    • 2014
  • This study is a process of studying an alternative educational model and a preceding analysis process of the study where a teaching method considering the expertise of animation is applied with a perspective of effectively increasing the animation drawing ability. The animation field which is the image contents is a visual art that delivers the story through the movement of the subject, and when looking only at the education related to the drawing, the items required for expertise should be clarified and the development of a systematic curriculum and teaching method is required. Therefore in this study, it aims to review the necessity of education model development by analyzing the educational contents and domestic and foreign curriculums that corresponds to the categorization of motion drawing considered with expertise of animation. As a result, it will be used as a basis for planning the educational model of a subject in the category of motion drawing. This process corresponds to the analysis phase of ADDIE educational model development and in the future, as an attempt for integrated studies, will lead to a study of developing and applying the educational model based on the functions of brain and creative mechanism.