• Title/Summary/Keyword: 창작활동

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The historical significance on the dance activity of Kim Jung yeon. - Centered around Korea dance illustrated guide - (김정연의 춤 활동에 관한 무용사적 의의 - 『한국무용도감』을 중심으로 -)

  • LEE, Jeong Noh;LEE, Ju-Hee
    • (The) Research of the performance art and culture
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    • no.33
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    • pp.303-328
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    • 2016
  • This paper identifies the life of Kim Jung Hyun who was so called kisaeng, a beauty and entertainer in modern times and serves as the study considering what kinds of dances she played going through modern times and the significance works in Korea Dance illustrated guide bear in terms of dance history. Kim Jung Yun who was designated as an important intangible cultural asset for her Korean traditional narrative song in the northwestern provinces (Number twenty-nine. designated in 1971) devoted herself to Korean classical music area after having been designated as cultural asset and became a stranger in dance area. However, in Kisaeng call-office, she had been estimated to learn dancing under the great dancer, Lee Jang Sin, and make efforts on dance activity until the early 1960's. Her works derived from such learning and creation activity came to be part of Korea Dance Illustrated Guide. This study aimed at studying Kim Jung Yun in addition to her works who had not received attention so far but worked on positive lines and made a significant accomplishment in modern dance history in order to reveal her importance status in modern dance history.

A Study on the Creation Proceed of Cartoon Market through Genre-mixed Knowledge-Cartoon (장르융합형 지식만화의 만화시장 창출과정에 관한 연구)

  • Lee, Yong-Hun
    • Cartoon and Animation Studies
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    • s.27
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    • pp.51-78
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    • 2012
  • The types of cartoon market are classified with publishing cartoon(a cartoon magazine & comics) and webtoon. The revitalization of the cartoon market makes cartoonist create many cartoons. By studying many methods for the revitalization of the cartoon market, this paper argues the expanded methods of comics market which is a sort of publishing cartoon market. The expanded methods of comics market are two kinds, one is the revitalization of the comics market and the other is the creation of the comics market. This paper focuses on Genre-mixed Knowledge-Cartoon in order to extend the cartoon market. Also, After studying the Creation Proceed of cartoon market through Genre-mixed Knowledge-Cartoon, we would like to develope the New Creation Model of Cartoon Market. We selected three case(the Real Estate Agency expressed as Cartoon, Let's find an answer in sided figure blank, miraculous English grammar) for this study. With this, we analyzed the case that the matters for analysis is the essential particulars of plan-publishing-distribution's proceed. As a result, we found out the possibility of new cartoon market's creation through Genre-mixed Knowledge-Cartoon. For that reason, we was able to develop 'the New Creation Model of Cartoon Market through Genre-mixed Knowledge-Cartoon'. This paper provides the possibility about the New Creation Model of Cartoon Market through Genre-mixed Knowledge-Cartoon. With this, we will make many plans for creation of Genre-mixed Knowledge-Cartoons. Therefore, This plans will help cartoonists to create the Genre-mixed cartoons.

Cartoonists' Awareness of the Comic Industries Cluster (만화클러스터에 대한 만화창작인력의 인식 연구)

  • Yim, Haksoon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.593-617
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    • 2014
  • This article is aimed at evaluating the comic industries cluster in the cartoonists' perspective in terms of benefits, innovation milieu and loyalty. This article surveyed the 105 cartoonists in the Bucheon comic industries cluster, which has been established since 1998. As a result of analysis, cartoonists evaluated the comic industries cluster in term of facilities, knowledge and information, and social relationship in the positive way. However, the business network with the comic companies, the other contents industries is not established. The communication and collaboration between the cartoonists and local communities is not active in the Bucheon comic industries cluster. In addition, while comic industries cluster is effective in terms of city branding, the comic industries cluster is not effective in terms of economic impacts. In general, cartoonists' loyalty to the comic industries cluster is highly evaluated. The five factors such as knowledge, policy, urban regeneration, facilities are very significant in terms of the cartoonists' loyalty. This article concludes with a discussion of the sustainable strategies of the comic industries cluster in the context of creative city through comic resources.

Devising Methodology of Creative VaQi -Focused on (2017)- (극단 크리에이티브 VaQi의 공동창작 방법론 -연극 <워킹 홀리데이>(2017)를 중심으로-)

  • Lee, Kyung-Sung
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.370-388
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    • 2019
  • From 2010, new keyword of so-called devising theatre in the Korean performing arts scene has emerged. The backdrop is the antipathy to the hierarchical creative environment, the search for a language that can reflect increasingly complex societies, and the influx of new performances from abroad. Of course, devising theatre can be realized in a wide variety of forms in the actual field, so it cannot be defined as one methodology. But commonly all these various forms of the attempts aim to create a democratic relationship among participants, and process-centered breakthrough in the hierarchy of creative materials such as texts, sounds. light and human body. In 2017, Creative VaQi seeks to find new keyword called 'Reality of Division in Korean Peninsula' and to develop it into performance languages experimenting inter-disciplinary devising methodology. The company conducted a walking trip alongside the division line(300km) and tried to achieve the landscape and traces of division. After the walking, they created a specific form and performing contents called "Walking Holiday" out of their experiences. In this thesis, I will analyze the whole process of the devising "Walking Holiday" and examine what kind of result it led to. Furthermore, I, as the director of "Walking Holiday" will continue to discuss new possibilities and limitations of devising theatre methods that the company tries and aim at this time.

Research on Basic Framework of Elderly Medical Residential Area for New Silver Age Group (뉴 실버세대를 위한 노인의료주거단지계획의 기본프레임워크 연구)

  • Kang, Jeong-Ran;Kim, Gyeong-Bae
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.137-138
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    • 2014
  • 노인은 대부분의 활동을 주거 공간 중심으로 보내게 되므로, 노화에 따른 만성적 지병과 신체활동의 기능저하로 말미암아 주거와 의료 서비스의 결합은 노인의 생활에 있어서 핵심적인 요소가 아닐 수 없다. 따라서 주거와 의료서비스를 결합한 노인의료주거단지에 있어 노인의 라이프스타일을 반영한 다양한 형태의 주거생활공간에 대한 연구와 대안모색이 필요하다. 참여와 공동창작으로 이루어지는 유니버설서비스디자인의 프로세스를 본 연구에 도입함으로써 주체적이고 활동적인 서비스의 소비자로서의 노인에 대한 적극적인 대안이 될 것이다.

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Logistic Regression Model on the copyright licence diversification through interindividual Digital Contents distribution (개인간 디지털콘텐츠 유통상의 라이선스 다양화에 대한 로지스틱 회귀모형)

  • Suh, Hye-Sun
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.27-33
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    • 2016
  • I would like to analyze the customers accommodation availability of the provisional 'smart board,' having specific mode and style, as a circulation platform of digital contents with using a statistic model in order to find a way and means to activate legal circulation of convergence individual products. The smart board means a circulation platform for both users' convenience and copyright protection, by being conveniently able to upload personal convergence digital contents or apply various licence to the uploaded contents according to the purpose of use. Under these premises of the smart board, this paper is going to focus on verifying to find out which factors, such as users' profile attributes, contents using behaviors, awareness of licence and etc, influence on the intention of using the smart board of general users by using a logistic regression model.

A Study on Changjak Gukak Composed by the Composers who Majored in Western Music (서양음악전공 작곡가에 의해 작곡된 창작국악작품 연구)

  • Kang, Sun-Ha
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.572-577
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    • 2019
  • This study aims to classify and examine Changjak Gukak composed by composers who majored in Western music and help the composers with the composition of Changjak Gukak. As a result, it was investigated that Korean traditional musical elements have been used on the basis of the traditional or modern Western composition technique. The traditional composition techniques such as motive, theme, keys, homophony, contrapuntal methods, fugue form, sonata form, baroque concerto form and borrowing of Western art works have been used, and the contemporary composition techniques such as timber melody, a-tonality, irregular meter, poly rhythm and aleatory have been used. In addition, it reflects the Korean expression and identity by applying the Korean traditional instruments, Sigimsae, Jangdan, traditional scale and mode, form and melody.

The Expression of Postmodern Pop Art Style in Contemporary American Animation (현대 미국 애니메이션에서의 포스트모던 팝의 표현)

  • Wu, Ying;Chang, Wook-sang
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.727-741
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    • 2022
  • This article focused on contemporary American animation since the 1990s and later detailed clues to the theory that contemporary pop art style influenced contemporary American animation art creation expression and contemporary American animation. Knowing why American animation swept the world summarizes the art creation characteristics of modern American animation. After a combination of theoretical and actual animation works, the main manifestations of the postmodern pop art style in contemporary American animation: exaggerated and superficial shapes highlight character characteristics; rebellious colors reconstruct emotional perception; creation impacts the mass media-dependence; bizarre collage and repetition, embodying the postmodern pop spirit of jokes and spoofs, Etc. Through this, it is expected that the current analysis of American animation will provide new innovative ideas for domestic animation design and increase the competitiveness of domestic animation in international video animation.

Cultural Landscape of Saegumjeong Area as a Recreation Place of Scholars in Joseon Dynasty (조선시대 선비들의 행락공간으로서 세검정 일대의 문화경관)

  • Lee, Jaei;Sung, Jong-Sang;Son, Yong-Hoon;Kim, Tae-Gyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.2
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    • pp.75-86
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    • 2016
  • The area surrounding Segeomjeong, one of the famous pavilions near the capital in the Joseon Dynasty, was a favorite place of scholars to visit and enjoy the beautiful natural landscape. The recreational culture of Segeomjeong area in traditional societies representing the prototype of urban tourism in modern society indicates cultural landscape which is a combination of the surrounding landscape and human activities. At this point, the purpose of this research on Saegumjeong area as a recreation place was to examine recreational activities and landscape elements before restoration. Through the relevant historical literature, there were several recreational activities such as traveling to enjoy scenery, taking a view of stream with waterfalls, doing creative writing of reciting poems and drawing about the greatness of nature and gathering on a broad and flat rock or Tangchundae. Also, the main landscape elements-such as Saegumjeong, stream, broad and flat rocks, pine trees, Tangchundae Peak, and mountains-were extracted through paintings of Saegumjeong drawn before restoration. Consequently, in this study, it was confirmed that the Segeomjeong area was the spot that scholars visited consistently, the center for travel, and the place for communication between scholars and national banquets. This study is significant, in that it drew conclusions on the cultural landscape of the Korean people through the ages and helped to discover the meaning and value of cultural landscape of recreation places based on Korean natural characteristics and cultural climate.

콘텐츠연재 / 디지털 콘텐츠, "마케팅에 죽고 마케팅에 뜬다"

  • O, Ik-Jae
    • Digital Contents
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    • no.7 s.122
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    • pp.136-140
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    • 2003
  • 콘텐츠 비지니스란 엔터테인먼트, 정보, 교육 콘텐츠를 창작하고 디지털로 개발해 디지털 상품화시켜 유통하는 비지니스이다. 콘텐츠 비지니스에서 마케팅이란 콘텐츠 비지니스를 하고자 하는 기업 또는 개인이 콘텐츠를 기획, 제작, 편집해 소비자에게 경험시키는데 관련된 모든 체계적 비지니스 활동이다. 문화산업에서 콘텐츠 마케팅은 문화 마케팅이다. 문화 마케팅은 마케팅으로 문화를 창출하는 것이며, 문화를 마케팅에 접목하는 것이다.

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