• Title/Summary/Keyword: 프로그램 장르

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A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

Strategies for Promoting the Korean Jazz Club (한국 재즈 클럽의 활성화 방안)

  • Jang, Moon-Kweon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.107-115
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    • 2019
  • The roots of modern popular music have evolved from blues and jazz music. But now, due to various multimedia developments and the expansion of the online industry, these traditional music is gradually being shunned by the public. When measuring a nation's cultural scale, it does not value only a few genres of popular music. In many advanced countries, music, which has basic artistic value, is trying to support and grow more base expansion in government and businesses, and to meet the needs of consumers. At this time, local jazz and jazz clubs are gradually losing ground, out of dance, rock and ballad music. Everyone should recognize that it is not just a genre of music that is alienated from the trend of the times, but an important part of cultural art that we should develop and nurture systematically. And it should be handled by more media and recognized by the public. Although it is a small market, this paper analyzes the development of jazz music in Korea and various factors that jazz clubs can establish as part of the music industry through analysis of Korean jazz clubs. The artistry and popularity of jazz music, the development of music education programs, the revitalization of government-led performances and the operation of concert halls differentiated from those of broadcasting media will eventually lead to the development of jazz clubs due to the rise of many jazz music lovers. It is also hoped that through the direction of development, we will be able to succeed as a major part of pop culture.

Analysis on the Picture Book Contents and the Strategies for Listeners of EBS Radio Program 'Children Books for Adults' (EBS 라디오 '어른을 위한 동화' 프로그램의 그림책 콘텐츠 및 청취자를 위한 전략 분석)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.315-329
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    • 2014
  • The purpose of this study is to examine a direction for contents choice and transmission strategies of radio literature reading programs. For this, 129 picturebook contents used for EBS program of "children books for adults" in recent 6 months were collected and analyzed quantitatively and qualitatively based on Nicholajeva's societal and aesthetic approach. In terms of external literary elements, there were unequal distribution of published period, nation, company and genre. In terms of literary inner factors, they were excellently reflecting the stream and the tendency of modern children literature. Finally, in the process of turning visual texts into auditory texts, the program used diverse auditory transmission strategies. Based on these results, it is suggested that this program need to take into account reforming the contents selection practice to provide abundant literary experience for listeners and sophisticating the transmission effects adapted for a digital era.

A Study on the Direction of the Elderly Theatre in Aged Society: Around the 'Hoechun Circus' in Dangjin (고령사회 노인연극의 지향점 고찰: 당진시 '회춘유랑단'을 중심으로)

  • Oh, Panjin
    • 한국노년학
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    • v.40 no.2
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    • pp.359-377
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    • 2020
  • The purpose of this study is to examine the direction of the elderly theatre by analyzing an example of the elderly theatre program which is attempted in a way of the welfare of senior citizens in terms of cultural support. To this end, the 'Hoechun Circus' composed of elderly women in Dangjin, South Chungcheong Province, was investigated and analyzed. Research methods uses a case study, performance theory, and peer review strategies to increase the validity of the study. The results of the study are as follows: Firstly, the elderly women intended to communicate with children and adolescents through performance; Secondly, they wanted to communicate with other physically uncomfortable elderly people; Thirdly, they also attempted to communicate with young or middle-aged as well as all residents; Fourthly, they experienced a new genre of theatre to identify themselves in a different ways and enhance their sense of accomplishment and spent their old age pleasantly and informally. Based on these findings, the following suggestions were made. First, we should expand the theatre programs of senior citizens which benchmark the 'Hoechun Circus'. Second, various cases of elderly theater should be studied and policy research to support such elderly theatre is necessary. Besides, educational courses to train elderly theatre experts should also be developed. Third, it should also seek ways for the program to move beyond regional limits and interact with organizations at home and abroad. Fourth, there is room to explore new ways in the field of theater therapy, and the development of sociodrama or psychodrama programs can be an alternative.

A Study on the Systematic TV Drama Production System (방송드라마의 체계적 제작 시스템에 관한 연구)

  • Bae Jin-Ah
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.75-84
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    • 2006
  • In terms of creating widespread popularity and a high value added business, TV drama is recognized as an unrivaled entertainment content above any other TV program genres Although recently some broadcasting companies have been trying to set up a drama production system, it seems that a well-structured system has not been established, yet. This study analyses the practices and mechanisms of drama producing processes based on the in-depth interviews with the experts in the drama production fields in three major broadcasting companies. It is found that the Korean drama production system is 'a producer-director system' and that the strategies for the windowing effects are not systematically applied from the pre-production stage. For the broadcasting companies to strengthen the competitiveness through drama, the expert-producer system should be introduced, the production elements should be systematically managed, and the multi-use strategies should be effectively established.

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An Exploratory Study on the Satisfaction Factors and Behavioral Intention of the Audience at the Dance Film Festival (무용영화제 수용자 만족요인 및 향후 행동에 관한 탐색적 연구)

  • Kim, Ji-yeon
    • Trans-
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    • v.11
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    • pp.97-116
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    • 2021
  • This study aims to suggest an environment in which audience can play the role of micro-influencers after exploring the factors of satisfaction focusing on audiences who attended the Seoul Dance Film Festival(SeDaFF). In order to meet the research goal, among the audiences who attended SeDaFF, articles mentioning this festival on their SNS were collected and this data was analyzed using the LDA topic model. As a result, the most important satisfaction factor when visiting a dance film festival was the program. It might seem cliché to discuss the importance of programs at film festivals, but through the examination, this study made the case that if the satisfaction factor is met, it is still possible to influence the behavioral intentions and reinforcing the role of a micro-influencer even in a genre with a strong artistic nature and a limit to audience development. Furthermore, this study was intended to contribute to broadening the scope of research on the audience.

The Work Identity and Labor Experience of the Broadcasting Scriptwriters : Focusing on the Auto-ethnography that Reflects the Experiences of the Scriptwriters (방송 구성작가의 업무 정체성과 노동경험: 구성작가들의 체험이 반영된 자기기술지 분석을 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.645-661
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    • 2021
  • Scriptwriters have appeared in Korea's broadcasting production system for more than 40 years as a key producer. This study specifically investigated the work identity and labor experience of scriptwriters who have played countless roles from planning and organizing programs in various broadcast genres such as non-drama informative program, entertainment, news, and radio to script writing. As a result of examining the work identity and labor experience of the scriptwriters based on the auto-ethnography of the 20 scriptwriters working in the field, they felt that they had an " indispensable" program producer and a media culture producer and at the same time felt that they were taking on tasks that were unclear. They felt that the cause of this inequality was a problem of the production system and employment type, but they recognized that they could not be solved individually, and they were developing their own skills or building connections to get work, and expanding their areas unconditionally.

모바일 리뷰- 휴대폰으로 즐기는 보드게임 세상

  • Im, Yeong-Mo
    • Digital Contents
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    • no.12 s.139
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    • pp.86-89
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    • 2004
  • 보드게임들이 테이블을 떠나서 휴대폰 안으로 속속 들어와 선을 보이고 있다. 판 위에서 주사위나 카드, 나뭇조각과 각종 말들을 가지고 즐기던 보드게임은 건전하고 신선한 엔터테인 문화로 자리 잡았으며, 보드게임 카페라는 새로운 문화공간을 만들기도 했다. 남녀노소가 한데 어울려 즐길 수 있고, 이기면 즐겁고 져도 불쾌하지 않은 놀이문화로써 많은 사람들로부터 사랑을 받고 있다고 할 수 있다. 일반 PC게임이나 온라인게임, 플레이스테이션이나 X박스 게임처럼 화려하고 빠르고 중독성이 강한 요소는 없지만, 보드게임 하나하나가 담고 있는 독창적인 게임 룰과 시스템, 그리고 각종 변수와 분위기, 게임 디자인 등은 새로운 매력을 느끼게 하기에 충분하다. 이러한 보드게임이 모바일게임 버전으로 하나 둘 발표되고 있다. 일전에도 국내 보드게임의 대표작인‘부루마불’이 네트워크 버전으로 발표된 바 있으며, 뱀주사위 놀이 역시 모바일게임으로 나와 이슈가 되기도 했고, 흔히 보드게임이라 불리는 것에 포함되지는 않지만 엄밀히 말하자면 보드게임 장르인 장기, 바둑, 오목, 각종 카드게임(고스톱, 맞고, 포커 등)은 일일이 나열할 수 없을 만큼 많이 쏟아져 나와 있다. 보드게임의 대명사 모노폴리가 타이쿤 형태를 띠고‘모노폴리 타이쿤’이라는 이름으로 발표되고, 보드게임 카페에 들르면 결코 빼놓지 않고 하게 되는 할리갈리 역시 모바일 환경에 맞추어‘할리갈리 모바일’로 출시됐다. 이와 함께 본격 추리게임인 보드게임 클루의 기본룰을 이용하면서 TV 방송프로그램의 형태를 접목한‘SBS X맨을 찾아라!’라는 게임도 출시를 앞두고 있다. 이번 글에서는 보드게임을 모바일로 즐기고자 하는 사용자와, 보드게임을 모바일 버전으로 기획하고자 하는 업체를 위해서 모바일 속으로 들어온 보드게임들은 어떤 식으로 적용됐는지 살펴보고자 한다

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Study of Integrated Scheduling Guide in Terrestrial DTV (지상파 DTV 기반의 통합편성가이드에 관한 연구)

  • Moon Nam-Mee;Jang Ho-Yeon
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.311-319
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    • 2006
  • Platform operators adopted ATSC standard send only their own channel program schedule information, so in order for the viewer to see other channel information, they have to tune the channel to the other. This issue arises from the operators' lack of bandwidth and the business interest conflicts between the platform operators. This paper guides how ATSC standard could be used within Xlet based application to display other channel information through the ISG (Integrated Scheduling Guide) technology via interactive return channel services. Its own channel information can be displayed by using on-air PSIP (Program and System Information Protocol) data.

Performance Evaluation of MCLT-based Audio Watermark in DTV System (DTV 시스템에서의 MCLT 기반 오디오 워터마크 성능 평가)

  • Jeong, Youngho;Lee, Misuk;Lee, Taejin;Kim, Huiyong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.219-222
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    • 2017
  • 본 논문에서는 DTV 시스템을 대상으로 PN 시퀀스를 이용한 MCLT(Modulated Complex Lapped Transform) 기반 오디오 워터마크 알고리즘에 대한 BER 및 PEAQ(Perceptual Evaluation of Audio Quality) 성능 평가를 통해 오디오 신호 압축에 대한 워터마크의 강인성 및 워터마크 삽입에 따른 오디오 품질 열화 정도를 분석하였다. 이를 위해 오디오 신호 특성을 고려한 프로그램 장르별 시험용 방송 콘텐츠를 제작하고, Lab. Test 를 위한 DTV 송수신 시스템을 구축하였다. 오디오 인코딩 비트율 변화에 따른 성능 평가 결과, 광고 콘텐츠를 제외한 평균 BER(%)에서 192kbps 비트율이 128kpbs 비트율에 비해 0.0767 더 우수한 성능을 보였다. 오디오 워터마크 삽입에 따른 객관적 음질 평가에서는 PEAQ 점수가 약 -0.2 로 원래 오디오 신호와의 품질 차이가 매우 작은 것으로 나타났으며, 또한 DTV 시스템상의 신호 압축에 의해 발생하는 오디오 신호의 품질 저하 이외에 워터마크 삽입으로 인한 추가적인 음질 저하는 거의 발생하지 않는 것으로 분석되었다.

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