This study has analyzed the history of the subcontract animation in Korea that began with Golden Bat of TBC Animation Division in 1966 to 1980s and shed the light on the history of subcontract animation that has been processed over 30 years in Korean animation. For this purpose, through the outlined status of subcontract animation, such as, production company, production status, scale of industry and so forth, the status of the OEM industry then has been checked and it links the solidified background of animation into subcontract production industry with the situation in time for analysis. In addition, on the basis of the foregoing, it is intended to broaden the horizon of the history of animation through the analysis on new search for facilitating the creative animation by overcoming the issues and limits generated by the subcontract animation industry. 1970s was the time that the national objective is to advance heavy-chemical industry and export-led economic growth. From the late 1970s, the animation has been spot lighted as the main-stream export industry through the overseas subcontract orders for animation. Expansion of the subcontract animation production has been influenced from the national policies on public culture, dispersion of color TV, facilitation of video production market and other media changes of the time that led the decline of animation audiences in theaters, and another cause would be in lack of platform of broadcasting companies that avoided the independent animation production for its economic theory. The subcontract animation industry may have the positive evaluation in the aspect of expanding the animation environment, such as, structuring of animation infra, development of new human resources and etc. However, the technology-incentive 'production'-oriented advancement has created distorted structure in advancing the professional human resources due to the absence of 'pre-production' of planning and others as well as the insufficient perception on 'post production (post work)', and it was unable to formulate domestic market by re-investing the capital accumulated for OEM industry into the production of creative animation and it has been assessed as negative aspect. Animation is a cultural and spiritual product of a country. Therefore, the systematic support policy for the facilitation of the creative animation, such as, development of professional human resources, creation of outstanding work, formation of market to make the pre-circulation structure and so forth has to be sought. However, animation is an industry, but there is no perception that it is a cultural industry based on the creativeness, not hardware-oriented manufacturing business. Such a lack of recognition, there was no policies to make the market and facilitate the creative animation by the animation of Korea for this period through the long-term plan and investment for independent work production. Such an attempt is newly begun through diverse searches for protection and advancement of creative animation in Korea after 1990s.
The Film Development Fund was established in 2007 to improve the quality of film arts and promote the Korean film and video industry. As a key resource operated by the Korean Film Council, the film development fund provides various projects including support for the promotion of Korean film creation and production, funding in video-specialized investment associations, export and international exchanges of Korean films, and production of small-scale or short films. This study aims to propose ways to reinvent the film development fund, which is in danger of being depleted. Based on such purpose this study examined the status and problems of the current film development fund and reviewed previous literatures and related discussions. Furthermore, the policies of similar overseas organizations for film promotion including French National Film/Video Center (Centre National du Cinema et de l'image $anim{\acute{e}}e$, CNC) and the British Film Institute (BFI) were reviewed to draw a multi-faceted way to replenish the source of revenue for Korean film development fund.
This study is a qualitative study conducted to identify environmental factors that impede emerging artists' ongoing creative activities, focusing on the local cultural ecosystem that they are part of. By doing so, we tried to understand the dynamics between key stake holders in the ecosystem that these young artists interact with and how they build and perceive their own, local cultural environment. The central research question of this study is: what factors impede the continuous creative activities of young artists and what causes them to leave local art scenes? The research was conducted thoroughly on the basis of emerging artists' experience and perspectives and applied to Creative Sector Holistic Model for analysis. The data of this research were collected based on two national-funding projects to support young artists from 2016 to 2018. The main research method of this study was interviews: official and casual interviews were executed with 29 young artists aged 20-34 who work in the fields of painting, literature, sculpture, video, korean traditional music, visual design and crafts. For the analysis of the data, the Creative Sector Holistic Model(Wyszomirski, 2008), which had applied the ecological logic to the creative industries, was applied. The result of this study shows that economic difficulties were not the only hindering factor in their sustainable art-making process. Various impeding factors derived from the local cultural ecosystem have been identified within the Holistic Model, demonstrating that these factors are all intertwined and connected. Thus, analyzing and understanding one's local cultural ecosystem can provide keys to long-term and lasting impacts when a local authorities wish to support young artists for the future of local cultural environment.
The animation is in a boom as the one of rising media content industry of 21st century. So it is very affective to education. For example, in primary or secondary schools, there are extra-animation class after school, and in universities, there are a lot of the department of animation nowadays. In every years, a number of high-educated professionals are coming to the manpower market. This was an affirmative phenomenon for many animation companies to upgrade from OEM(Original Equipment Manufacturing) system to very creative system. They might believed that young, well-educated animators have qualified skills, and creative mind. But, 10 years later, now, there is few professionals who was well-educated in system of Korean animation. Companies still can not hire enough animators. Even if they can find an high-educated person, this person do not have enough skills to do his or her works, so companies need to re-educate this animator for awhile. But, why is very hard to find a skillful new animator? From this question, we will talk about educational condition of animation departments, and condition of employment to markets. And then, we will find the causes of problems which give bad effect to lack of manpower. Finally, we will summarize about policies for supporting animation, so hope to contribute for making better atmosphere for creating animations.
This study reviews the current status of Korean traditional creative music groups that have entered the North American World Music market. It also explores some success factors and strategies behind the artists' sustainable activities in the region as well as improvements needed for the Korean government's support. For the purpose of realistic suggestions, music groups that have entered the North American World Music market and experts in artists' global activities have been interviewed for analysis. The interview questionnaire consisted of the following items: 1. how the music groups reached the North American market, 2. what made them successful, 3. what strategies they used to perform in the region, 4. what challenges they faced, and 5. how the government support could be improved. The study found the following success factors: the groups' participation in Korean and international music markets, existence of a local agency, uniqueness and popularity of Korean music, and possibility to organize workshops. It also identified the following challenges: absence of lucrative touring plans, complicated visa issuance, and limitations of networking. It is hoped that this research will provide useful information for music groups planning to enter the North American World Music market and that it will make some meaningful policy suggestions to relevant organizations.
The Journal of the Convergence on Culture Technology
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v.9
no.6
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pp.365-370
/
2023
Royalty contributed to the development of the non-fungible token (NFT) ecosystem as a reward system that pays a portion of the sales to the creator whenever transactions occur. This study quantitatively analyzes the impact of the abolition of royalties, which is being expanded by some NFT marketplaces, on the NFT market, and qualitatively analyzes the results of the impact. The analysis results are as follows. First, the number of NFT mints is decreasing by causing creators to leave the NFT market and reducing new entry. Second, major NFT projects have refused to trade with marketplaces that have abolished royalties, leading to a decrease in the number of transactions. Third, the abolition of royalties has undermined the motivation of NFT creators to continue to develop their projects, leading to a drop in NFT floor prices. This study is expected to contribute to reducing the current negative impact in the short term by suggesting how the NFT community provides incentives to owners who voluntarily pay royalties independently of the policy of the NFT marketplace. In addition, it suggests that in the long run, fundamental solutions to the problem of abolishing royalties require improvements in technology related to royalty payments, cooperation between NFT marketplaces and NFT creators, and institutional support related to royalties.
The article concerns the relationship between the animation festival and the regional cultural industries. In particular, the article studies the WAF(Web Animation Festival) case, in which has hold since 2004 by the Gwangju Information & Culture industry Promotion Agency in the city of Gwangju. The WAF case will be examined in terms of the promotion of the selected web cartoons and animations in the festival competition. As a result, the competion festival has been managed in connection with the support programs for the promotion of the regional cultural industries. In the process, the Gwangju Information & Culture industry Promotion Agency has sought to connect the selected arts works with the CEOs in the field of content business and media business. The article concludes the WAF need to be reestablished in the context of the development of the Gwangu cultural industries cluster and the reinforcement of the international exchange and networking through the grand project of Asian Cultural Capital Gwangu.
Government policy supporting the fashion industry in Korea has focused on the future development of rising fashion designer's brands, and as a part of this support, several Fashion Creative Studios are presently operated. The purpose of this study is to identify the meaning of these facilities and suggest development strategies for their effective utilization. This paper presents a conceptual understanding based on a literature review, and deduces the direction of Fashion Creative Studios through an exploratory analysis of various case studies and in-depth interviews with five designers, who have graduated from the Seoul Fashion Creative Studio. The results are as follows. Firstly, fashion educational institutions have to provide sufficient information about the Fashion Creative Studios to students. They can also consider adding short-term residencies to the curriculum in which students prepare collections or portfolios for the studios. Secondly, Fashion Creative Studios are required to intensify business and marketing programs to increase real-world support. It would be helpful to provide 1:1 management programs with several segmented stages for the design brands, or connect them to investors who could provide financial support and business expansion. Thirdly, Fashion Creative Studios need to find a way to strengthen textile differentiation and craft characteristics to increase designer brand competitiveness. Broadening participation with textile designers, connecting with experts and ateliers, and promoting collaboration with artists and artisans in the Arts Creative Studios can be further examined to this end.
This study was a literature review to investigate the trends and characteristics of music intervention studies on psychological support for children and adolescents from multicultural families. A total of 19 researches(13 theses and 6 articles) from 2009 to 2018 was reviewed through the selection and exclusion criteria. First, in the general characteristics, researches employing quasi-experimental design and those of one-group pre-post tests scored a higher ratio, and studies for children under the age of 13 also showed the highest percentage. Second, about the intervention characteristics, the goal mainly focussed on self-related factors such as self-identity, self-esteem and self-concept, and with the intervention type, there were mostly found the group activities integrating singing, playing and creating. It is meaningful that this study can be used as basic data developing music intervention programs for them, and suggesting music intervention considering the characteristics of them will be conducted more actively in the future.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
/
2017.10a
/
pp.736-739
/
2017
Recently, makers who do not have huge production equipments and who actually make products that they thought by utilizing digital production tools are emerging as new trends. As these makers shared how to make products, the 'maker movement', an open source manufacturing movement, spread. In the case of the domestic market, the maker movement is being activated through the government's policy support. However, compared to developed countries, there is not enough awareness and environment of maker culture, and only open platform hardware and software are used without specialized education / development equipment or kit for maker. Therefore, in this paper, we implement a MQTT protocol based Internet object maker kit for real service interworking rather than simple data connection through hardware connection.
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