• Title/Summary/Keyword: Character Industry

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About the Post-Cinematic Characteristics and Desire Shown in a Film (영화 <파란만장>에 나타난 욕망과 포스트시네마적인 특성에 대하여)

  • Son, Seong-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.121-129
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    • 2019
  • This study aims to focus on the text analysis, production methods of text, and reproduction of production methods, based on a film (2010) taken by mobile devices. As a digital film in which the objects and images have no characteristics of index, this work has the post-cinematic attributes in the aspect of consumers' recipience. This thesis paid attention to the interactions between essential change and production/consumption throughout the whole film culture in the receptive aspect. Just as the main character is a mediator-shaman in the film, this film works as a mediating position of cinematic possibility. In this film, there are different kinds of mediation such as mediation of shaman inside the text, mediation of film in the relationship between text and consumers, and consumers' instrumental desire for others'tool outside the text. Outside the text, this relevant film stimulates the imitation desire of consumer subjects as others. In other words, this is connected to the desire of consumers who aim to create a digital film through mobile devices as an author. This is connected to Simondon's thinking in which such technical objects not only generate new relationships, but also become a revolutionary seed that newly collectivizes human society.

The Influence of Senior Citizens' Professional Sports Leader's Leadership on Organizational Immersion and Job Satisfaction (노인전문체육지도자의 리더십이 조직몰입 및 직무만족에 미치는 영향)

  • Son, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.273-283
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    • 2019
  • To identify the relationship between leadership, organizational commitment, and job satisfaction of sports instructor for elderly, this study conducted a research on 199 exercise sports instructors for elderly working at 6 sports centers located in 6 regions of Seoul, Gyeonggi, and Incheon from April 1, 2019 to April 30, 2019. The research results were as follows. First, the leadership of sports instructor for elderly had a significant influence on the organizational commitment. Secondly, the leadership of sports instructor for elderly had a significant influence on the job satisfaction. Above results showed that leadership of sports instructor for elderly is an important factor that enhances organizational commitment and job satisfaction. Thus, it is necessary to provide leadership education on sports instructors to develop upright character and capability. This would result in promoting elderly's participation in sports for all, enhancing pleasure, and continuing healthy life in old age. Furthermore, the role of such sports instructors would enhance the quality of life for elderly.

On the Analysis of the Aesthetic Style of Huo Jianqi's Local-themed Films : Take Nuan and Postman in the Mountains as Examples (호젠기 향토를 소재로 한 영화의 미학적 스타일 분석에 관한 연구 : '훈'과 '그 산, 저 사람, 저 개'를 예로 들자면)

  • Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.95-102
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    • 2019
  • This paper mainly studies two films created by Huo Jianqi, Nuan and Postman in the Mountains, and analyzes the aesthetic style of Huo Jianqi's local movies in three parts. The first part deals with the characteristics of Huo Jianqi's local movies and discusses the theme selection, theme performance, character creation and emotional expression of the film. The second part elaborates Huo Jianqi's film and television works from three aspects: picture language, voice language and color language, which further reflects Huo Jianqi's aesthetic style. The third part analyses the puzzlement in the development of local films and how to develop them. With its unique oriental aesthetics, unique perspectives, unique rural scenery and characteristics, Chinese local movies have become the most representative of the overall level and style of Chinese movies. Chinese local film is the reflection and care of Chinese local culture, showing strong regional local culture, regionality is its distinct feature. Since the reform and opening up, with the changes of the times and the renewal of film directors, local films have shown distinct characteristics of the times. Through the analysis of Huo Jianqi's aesthetic style of local movies, this paper hopes to provide some valuable reference and inspiration for the development of Chinese local movies.

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.

Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

A Study on the Costume Color of the Film 『Handmaiden』 - Focused on the Heroin 'Hideko's costumes - (영화 「아가씨」 의상 색채 연구 - 여주인공 히데코 의상을 중심으로 -)

  • Yang, Junghee
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.257-265
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    • 2018
  • This study investigated the colors of the costumes in the film 'The Handmaiden'. The author categorized and examined the hue and tone of the main character's costume as well as provided an adjective image surveyed from the standpoint of the audience in order find if the intended story of the director is delivered to the audience through costume colors. Study method analyzed 25 set costume colors of the heroine 'Hideko'. The color analysis were analyzed by capturing DVD images that showed the costume of 'Hideko'. The colors of costumes were analyzed by recognition through the eyes based on the IRI, Hue, and Tone 120. In addition, the analysis of the IRI adjectives image were conducted through the survey. Costume hue of the heroine 'Hideko' in the film 'The Handmaiden' were black, yellow, white, green, and purple. There were many colorful costumes in the movie. Tones were very pale, deep, bright, vivid, strong, and pale. Chroma were evenly distributed and brightness were distributed in the order high, middle, and low. They were interpreted as the intention of showing the situation and psychology of 'Hideko' in various scenes of the film through various costume colors. Color images of the film 'The Handmaiden' were classified as feminine, mature, classy, delicate, classic, noble, polished, refined, showy, western, mellow, pure, and decorative.

Effect of High-Molecular Weight Organic Compounds on Improvement of Pore Structure of Cement Materials

  • Lee, Woong-Geol;Jeon, Se-Hoon;Song, Myong-Shin;Kim, Jusung
    • Journal of the Korean Ceramic Society
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    • v.56 no.6
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    • pp.534-540
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    • 2019
  • Carbon dioxide emissions involved in global warming are one of the most important issues in the world, and carbon dioxide emissions from the cement industry are about 7% of total carbon dioxide emissions. Thus, reduction in the amount of utilized cement can contribute to a reduction of carbon dioxide emissions. The average life of concrete is 20 ~ 30 years, and if concrete life can be improved by ten years, cement use will be much lower. In this study, we examined the use and effect of fructan from microbes as a method for the densification of the pore structure of cement. The effect of fructan on the hydration reaction and pore distribution, as well as the water absorption of hardened cement mortar were studied. Pores distribution increased in mesopore OPC, and absorption rate was found to decrease with the use of fructan, which has a glue-like and swelling character.

Research on Korean Movie Costume's Transition and Function (한국(韓國) 영화의상(映畵衣裳)의 변천(變遷)과 기능(機能)에 관(關)한 연구(硏究))

  • Kim, Hee-Jung;Lee, Soon-Hong
    • Journal of Fashion Business
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    • v.4 no.3
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    • pp.47-65
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    • 2000
  • The movie costume's function and the role can be defined by reflection of the society and the times, character portrayal, conveyance of image, and creation of fashion. Korean movie costumes have been differentiated from 1950s till 1990s in time period and the results of comparison between the times as follow : Movie and fashion hold same period in common so that sense of fashion is naturally contained in the movie costume. Therefore, excluding special movie that costumes are selected by designer, such kind of trend is notable in the times when costumes mostly selected by actors themselves. Most movie costumes are not designed after predicting up coming fashion by considering movie producing time so that notation between current fashion and fashion in the movie and mostly we see about one year behind fashion style. For FAD, fashion that quickly passes in each season can use costumes in fashion, considering movie producing time and time background, that it lack of trend of fashion in the movie. Korean movie industry lack of having perception of people who are in charge of taking care of movie so that costumes are not properly taken care of and uses only 5% of total movie producing cost. Such that kind having lack of preception and treatment of movie costumes can't expect development of movie costumes.

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