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A Study of TV Drama Clothes Analysis in Domestic Fashion Style - Focused on 2002's TV Drama - (국내 패션 스타일에 반영된 TV 드라마 의상 분석에 관한 연구 - 2002년 이후 드라마 '겨울연가', '옥탑방 고양이', '요조숙녀'를 중심으로 -)

  • Lee Ji-Hyoun;Chung Eun-Sook
    • Journal of the Korean Society of Costume
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    • v.55 no.7 s.98
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    • pp.22-37
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    • 2005
  • The purpose of this study is to analyze TV drama clothes that is reflected in domestic TV fashion style. Frist of all, luxiry look is one of drama cloth's signiture look. It takes a imported brand wear and a high price accessories. Especially, the hero and heroine of the drama 'Fine lady' wear imported brand jacket and a accessories as earrings, shoes and bags are in fashion. Also the hero of the drama 'The room of a roofiop's cat' wear Armani shirts and Kenzo suits. Second, nowadays sportive look is one of fashion trend and young people's representative look. The drama 'The room of a rooftop's cat' has define trends when it comes to training wear. And the training wear is a big hit because of drama 'The room of a rooftop's cat' hero and heroine. Third, utility look shows a practical wear and comfortable wear The utility look's items is shirring T-shirt, cargo pants and jeans. In addition to that drama's hero and heroine make a lots of fashion. The hero of drama 'Winter sonata' of hair style and matching muffler is in fashion. Also TV drama's fashion is a potent influence.

Expression of Good and Evil in Animation Film from a Perspective of Dionysian : Focusing on , a 3D Animation Film (디오니소스적 관점에서 본 애니메이션 영화의 선악 표현 : 3D 애니메이션 <빅 히어로>를 중심으로)

  • An, Se-Ung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.31-55
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    • 2015
  • The purpose of this study is to pay attention to the expression of good and evil which has Been significantly developed out of the existing dichotomous good and evil in animation films and to identify for them. Even though 3D animation films provides us with a sense of realistic existence due to surprising technical powers, the stories contained in such films tend to remain in the limit of family films. However, recently, some films have been presented beyond such limit with a scenario that makes people introspect their inner side. Among them, this study considered the expression of good and evil of , which extended the meaning of didactic morality into the dimension of 'Philosophy of Dionysian yes', as significant for research purpose. More specifically, this study looked at and discussed this film in more details in the aspect of focusing on the value of good and evil for eliminating the boundary of the existing perspective and pursuing positive overcoming. The frame of the concept for discussion used the philosophical statements of Kant and Hegel as well as Nietzsche who explained the meaning of good and evil with Dionysian view. As to the method of research, this study attempted to understand the theoretically related concepts and discuss the meaning, along with the presentation of examples, by inputting such meaning into the expression of good and evil presented in the film. This study has the implication in identifying that an animation film, as a virtual world, plays a role of opening a new prospect for conversion of thought in our real world and expecting a future progress.

Case Study on Artists' Training Program at Walt Disney Feature Animation (디즈니 극장용 애니메이션의 아티스트 트레이닝 프로그램 사례 연구)

  • Paik, Jiwon
    • Journal of Korea Multimedia Society
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    • v.23 no.7
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    • pp.840-849
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    • 2020
  • Walt Disney Feature Animation released high quality films such as 'Frozen', 'Big Hero 6', 'Wreck-it Ralph', 'Zootopia', 'Moana', 'Frozen 2' and not only got high score in box office but showed great CG and visuals. However, making feature animation requires a lot of time, money, and efforts so it is very important to support studios' artists to finish each show within limited budget and time. This paper shows artists' training program such as 'Short Circuit' and 'Bootcamp' that walt disney feature animation provides their artists to improve their creativity and do their jobs artistically and efficiently. Disney's training program not only provides artists various training classes but gives them chances to work on short animation which enhances artistic skills and enable them to work in different departments and experience different tasks. This paper also explains some training cases of CG studios in South Korea and Disney Animations' in-house tools.

A Study of Victor Pelevin' Short Story "Nika" (?레빈의 「니까」 다시 읽기 - 작가의 서사전략과 세계관을 중심으로 -)

  • Choi, Haeng Gyu;Ahn, Byong Yong
    • Cross-Cultural Studies
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    • v.33
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    • pp.287-307
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    • 2013
  • One cat caused a big wave in Russian literature. This cat revived the heroine of Russian classics. Her light breath was scattered in the world, in the cloudy sky and in the cold spring wind about one hundred years ago. And the cat gave an opportunity of turning to Russian classics to Russian readers. Thanks to this cat, a Russian dreamer changed his typical thinking, as well as many ordinary readers start to read works of creator of this wonderful cat. Pelevin accomplished these works with one cat, which he has made. Of course "Nika" is not only caused to make readers to return to Russian classics. I think, the cat and "Nika" are the symbols of writer's purpose in Russian literature. In this study the understanding of "Nika" is following the steps of realization of writer's purpose. In the second chapter it is analyzed to the textual relationship between "Nika" and "Light breath". Apart from existing analyses to be emphasized the succession of thematic aspect of two works as well. Existence of observers to each heroine stress this succession of thematic aspect of two works. In the third chapter it is analyzed the use of technique of mystification in "Nika". This intentional use of mystification has been demanded to read a "Nika" from another point of view(internal speculation of hero-narrator). The purpose of writer was to expose the cognitive error of a human being. I think this purpose was effectively explained by Pelevin's Buddhist world view which was introduced in his several works.

Characteristics of Postmodernity in Chinese Animation Films

  • Cao Yijun;HyunSeok Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.297-306
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    • 2024
  • At a specific juncture in industrial development, animation emerges as a product imbued with discernible features characteristic of the mechanical replication era. Through the integration of technology, it continually gives rise to postmodern cultural traits. Notably, the trajectories of postmodernism in China and Western Europe exhibit divergence. Following the reform and opening up, both postmodernism and modernism found acceptance and became interwoven. Chinese animated films, influenced by postmodernism, actively challenge traditional animation norms, exemplifying postmodern characteristics such as deconstruction, intertextuality, indeterminacy, collage, and diversity. This article endeavors to delve into the discourse surrounding postmodernism in both Western and Chinese contexts. It aims to scrutinize the manifestation of postmodern features, particularly with regard to ethnic elements, traditional mythological texts, and gender representations in Chinese animated films. Consequently, it becomes imperative to contemplate the affirmative adaptation and independent development of postmodernism within the unique Chinese milieu. Building upon an analysis of noteworthy traditional animated film genres and developmental trends in China, this study focuses on animated films from the 21st century, specifically Monkey King: Hero is Back, Big Fish & Begonia, Dahufa, White Snake and Nezha: Birth of the Demon Child. The paper seeks to explore the overarching characteristics of postmodernity reflected in the linguistic environment of postmodernism in China.

An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

A Study on the Evolution of Image Making through Costumes in the '007' Film Series ('007' 시리즈 영화 의상의 시대별 이미지 연출에 관한 연구)

  • Jang, Sung-Eun
    • Journal of the Korean Society of Costume
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    • v.59 no.1
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    • pp.106-118
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    • 2009
  • This research is about the changes in the images of Bond and Bond Girl in '007' Series. And it examined through the social background of England from 1960s to 2000s and the costume in the film. The results were as follows: As the era of young fashion was opened after 1960, there was a big change, but Bond was expressed as a hero who had strong male chauvinism of the English aristocratic circles. However, after 1990s, he wore comfortable clothes and he underwent all sorts of hardships. On the other hand, Bond Girl had the image of a sexual target. However, after 1990s, she had sharp appearance and smart brain. Besides, she had professional ideas of a given work and she was changed into a healthy image. Second, Bond's job was an English secrete agent, but Bond Girl had no particular job in 1960s. In 1980s, various professional jobs appeared and in 1990s and 2000s, the professional job which was directly related with Bond's duties appeared. Third, Bond's upper class image was expressed by tuxedo, suit, black, gray, navy, beige, brown, and ivory. His hair was 2:8 parting or Dandy all black style produced his dignified and neat image. After 1990s, he often had casual dress, which created a comfortable image. Bond Girl was expressed feminine style by bikini, underwear, long dress, sky-blue, violet, black, simple costume. After 1990s, she wore a suite, one-piece, or a combat uniform, which showed her professionalism. especially Bond Girl's red dress was used as a psychological color to express temptation, enemy, and betray.

The Study on the Representation of the Times in the Sports Films of the 1980s (1980년대 스포츠영화의 시대적 표상 연구)

  • Im, Jeong-Sig
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.315-347
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    • 2019
  • (1986) and (1987) represent the society of 1980s in which the professional baseball game was initiated to cover the irrational military culture. The love and marriage of sports players were the headlines of the media, and the yearly salary of the players was the hottest issue of conversation. The military culture is represented in the scenes where the coaches train the failures and inapt players in extreme drills. The films pinpoint the absurdity of military culture and win-at-all-costs mentality. The collapse of the dictatorial leadership at the end of the films is a metaphor for the collapse of the fifth Republic of Korea. The episodes where the players talk about contract money, and the trade of players and sports business were a new phenomenon of the 1980's. The fact that Oh Hyesung of chooses love instead of victory deals a big blow to the secular ambition for money, victory and dictatorial leadership. His option provides catharsis for an audience oppressed under military leadership and success driven ideology. On the other hand, Oh Hyesung of dies right at the moment of winning the world champion. He achieves neither love nor success. While Oh Hyesung of is a symbol of pure love and gives spiritual comfort to the audience, Oh Hyesung of gives a sense of hopelessness to the audience. Both of the two sports films reflect the representation of the 1980's but received opposing reviews from audiences.


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