• Title/Summary/Keyword: 전통 캐릭터

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A Study on Apparel Textile Design Process using Adobe Illustrator 9.0-Applying Pre-Developed Korean Traditional Motifs- (Adobe Illustrator 9.0을 이용한 의류용 텍스타일 디자인 개발-전통문양의 캐릭터화 사례를 응용하여-)

  • 곽태기;양수영
    • The Research Journal of the Costume Culture
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    • v.9 no.3
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    • pp.501-510
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    • 2001
  • This study is focused on apparel textile design process applying pre-developed Korean traditional motifs. Since the fusion culture is in trend, Orientalism or Oriental look is the center of attraction in fashion. Under the circumstances, developing the traditional resources as sophisticated Korean-style is the goal of the BK21 team. This study makes a move to achieve the goal. As a method of accomplishing this study, 4 trendy motif samples such as stylized letter, butterfly, peony, and female face are selected after investigating fashion magazines and fashion related websites. As a result, pre-developted Korean traditional motifs are elected and revised using Adobe Illustrator 9.0. The newly revised motifs are applied to the textile pattern repeat form. The completed textile patterns are simulated on the simulated on the shawls to show their usages as one of souvenir items since the year of 2001 is the year of “Visit Korea”.

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A Study on the Changes of Gender Identity Found in the Character of Elsa on Frozen -Focus on Queer Theory- (겨울왕국의 엘사 캐릭터에 나타난 젠더 정체성의 변화 -퀴어이론을 중심으로-)

  • Lee, Jun-Soo
    • Cartoon and Animation Studies
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    • s.38
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    • pp.1-28
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    • 2015
  • The work appeared a featured female character in the Disney animation film begins with 'Snow White' released in 1937. After then, the 11 female characters appeared included 'Tangled' in 2010. Female characters reveal their identity due to obedient, family-oriented and marriage with prince and then gradually develop to heroine who leads to man, and is independent, pioneering, and sometimes saves the nation. Nevertheless, the ending of the Disney animation was still not escape the institutional, traditional discourse. Female characters are followed to meet the featured actor kissing and marriage, or was to show the virtues of sacrifice for the actor. However, Elsa in 'Frozen' is the character with an independent identity compared with the patriarchy, male chauvinism and heterosexual dichotomous discourse given so far in Disney. In this study, it is to explain the change of gender identity in the character of Elsa through Queer theory that deconstructs the distinction between sex and gender, and is constituted by the actions typed and performed the gender concept, and is dismantling the dichotomy itself such as male/female, heterosexual/homosexual. The performative of Queer make the boundaries between lesbian-gay, sexuality and heterosexual ambiguous. It can be said that the performative has political nature resisted to the dominant discourse through these parodiable strategy. The performative showed of Elsa is in the boundaries between the sisterhood and the heterosexual. When analyzed in a heterosexual perspective Elsa's identity is to be understood as simply just love the intimacy of a sister and a sister. On the other hand, if you focused on the relationship between women and the relationship between Elsa and Anna is recognized as the point of view of homosexuality. Because if you look at the concept of lesbian continuum, the homosexual love in the female characters of Disney seems like a bond between women, easier than heterosexual love can be hidden sexual desires. Elsa has developed into a performative identity through the expression of performative and the inhibitory of queer identity. And then the her sorcery that was initially contraindicated and the presence of a fear became to the 'lesbian phallus'. The sorcery that can be seen the signifying phallus against to the privileges of heterosexual patriarchy is recognized in the world of Arendal. Elsa is a new women featuring Disney characters. as this character is analysised by Queer theory, this study seeks to expand the area of the various character analysis methods.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

Study of the Small Theater of Traditional Dancing as a Cultural Welfare (문화복지로서의 전통춤의 소극장공연 의미)

  • Bae, Na-Rae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.284-289
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    • 2017
  • This study examined Korean traditional dancing performances in small theaters as a phenomenological approach. Korean traditional dances, as cultural welfare, are expected to be attractive to the public and our cultural heritage is expected to be inherited from them. The purpose of this study was to provide basic data for Korean tradition dancing to be supplied to the public as a Traditional Cultural Welfare Program. A qualitative approach was taken to best achieve the aims of this study. The data used in this study were collected from July 10th to September 1st, 2016, using in-depth interviews. Seven Korean dance professionals with more than 15 years' experience in traditional dancing performance were enrolledin this study. The traditional dancing performance in small theaters is necessary in terms of providing concert halls to local cultural artists and high quality performances to audiences as traditional cultural welfare. The traditional dancing performance in small theaters as cultural welfare will provide a platform to enjoy various traditional cultures across all ages and all class levels of the society in auniversal dimension.

Research on the Semiotic Analysis of Father Characters' Paternity in Korean Films (한국 영화에 나타난 아버지 캐릭터의 부성성에 대한 기호학적 연구)

  • Lee, Timothy Yoon-Suk;Kim, Seul-Ki
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.215-228
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    • 2011
  • In the history, 'father' has been described as a being who not only take care of the family but also represents the family socially and supports them. Like the Western patriarchal tradition prevalent in the 19th century, fathers in Korean society also bear patriarchal paternity based on Korean traditional Confucian culture. In such a unique family culture of Korea, Korean fathers hold the patriarchal male centered idea and regard it as the roles of man and father to be responsible for the family's living and safety and to be more rational than emotional and more blunt than gentle. Social ideology for this image of father is expressed in media, and an example is the patriarchal image of father in TV dramas and movies. In order to analyze the image of Korean fathers described in films, this study selected two films and examined the semiological meanings of fathers' roles expressed in the films using Metz's syntagmatic and paradigmatic analysis method. The films chosen for case study are 'Fly Daddy', 'The Show Must Go On', and 'Speed Scandal'. These films are good examples demonstrating that Korean patriarchal paternity and its background traditional ideology are projected on media.

A Role-play base PBL(Problem-Based Learning) for Information Security Learning (정보보호 학습을 위한 롤-플레이 기반 문제중심학습)

  • Lee Byong-Rok;Ji Hong-Il;Shin Dong-Hwa;Cho Yong-Hwan;Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.85-92
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    • 2006
  • Problem-Based Learning(PBL) is one of constructionism's model which is learner-centered learning. In this paper, a role-play base PBL using character is proposed to study importance of information security. It is different from the other PBL models in that it reflects the characteristics of learners, learning task. And it is learning support system which the learners preside their own learning activities using Internet and mobile devices. By experimental result showed that proposed method was more effective than traditional teacher-oriented teaching method about information security in self-directed learning, cooperative learning, contents-making and attraction.

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Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.

A Study on the Expression of Philosophy Agenda through Animation Contents - Focusing on Korea's Animation film "Padak(2012)" - (애니메이션 콘텐츠를 통한 철학적 의제표현 연구 - 한국 애니메이션 영화 "파닥파닥(2012)"을 중심으로 -)

  • Kim, Ye Eun;Lee, Tae Hoon
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.391-399
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    • 2020
  • Even though the animation industry has been growth since 2011, there is still imitation by public stereotype which insists that animation is only able to cover the young age group and is not the proper genre of art to convey a social or a philosophical agenda. However, describes the philosophical agenda of 'social class' and 'life and death' in the limited space by expressing characteristics and background of fish through its own way. Thus, it shows how animation goes beyond aforementioned limits. Straying from traditional happy-ending, it criticizes present social problems by telling despite fishes' effort they cannot escape from structural contradictions. The drawing technique in musical expresses the character's ideology and attitude to make people think about how we will behave in the face of life and death. Therefore the purpose of this paper is analyzing director Lee Dae-hee's animation and present the genre expandability of animation.

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.

Analysis on the Traditional Cultural Elements of the Chinese Animated Film Big Fish & Begonia (중국 애니메이션 영화 <나의 붉은 고래>의 전통문화원소 분석)

  • Dou, Guo-Hao
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.165-172
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    • 2019
  • The animated film Big Fish & Begonia is a new attempt of Chinese animated films in recent years. Both market performance and artistic creation are an improvement. In the process of creation in the past ten years, Big Fish & Begonia has profoundly excavated Chinese myths and legends and combined them with modern art. This study takes the traditional Chinese cultural elements in the film as the starting point for research, from the aspects of character design, scene design and national culture. Through the analysis of the traditional cultural elements in Big Fish & Begonia, try to find a better direction for the development of animated films, such as the integration of modern art and traditional culture. It is precisely because of the large number of Chinese cultural elements incorporated in the Big Fish & Begonia that it is ingeniously set up to bring visual enjoyment and inner resonance to the audience.