• Title/Summary/Keyword: Character Industry

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A Study on the storytelling strategy of Animation Studio using Mythology - Based on the comparative analysis of Disney and Dream Works (신화를 활용한 애니메이션 스튜디오의 스토리텔링 전략 -디즈니<미녀와 야수>와 드림웍스<슈렉>의 비교분석을 중심으로)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.25-52
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    • 2017
  • As the expansion of the cultural industry expands, various competitive structures are formed and the methodologies for producing commercial success are being discussed. Among them, Hollywood studios use political relationships and apply ideologies that can produce the best interests. Also, they use a structure that can convey this ideology, which is a mythology. The myth has satisfied the public for a ling time. Campbell suggested that strategies come from the myth, and the ideology emerged as a result of what mythology has to do with existing powers. Disney and Dream Works use the mythology and combine their own values into ideology. Disney and Dream Works choose conflicting ideologies in a different growth background. If Disney is recognized as an educational animation by the ruling class, Dream Works are supported by the public for their actions against Disney. Disney has conservative and patriotic personality, Dream Works is more liberal and progressive. Disney's structure came out first, and Dream Works parodied it. So we can compare Disney and Dream Works with similar myths to create a storytelling structure that embodies ideology. As a result, Disney and Dream Works have been choosing the 9 stages the key of Ideology form the 17 stages of the mythology and reduced them to the introduction, growth and completion. In the first units of the introduction, Disney dealt with the subject of social leaders who sacrificed to the ruling class and Dream Works hinted at the overthrow of the ruling class through the irony. If Disney had deployed colored races in the main characters, Dream Works used a variety of races from the main characters to others. In the second units of growth, Disney organized the process of accepting the value of the ruling class, and Dream Works showed the individual values, not the values of society. In the third units completion, Disney showed the main character who live in the world of the ruling class rebuilded, and Dream Works removed the ruling class and went back to the Individual life. Through the structure of Disney and DreamWorks, we learned how to utilize the mythical structures that transform according to ideologies. The right way to organize works will require the strategic approach to storytelling.

Impact Evaluation of Water Footprint on Stages of Drainage Works (배수공 각 작업 단계별 물발자국 영향평가)

  • Chen, Di;Kim, Joon-Soo;Batagalle, Vinuri;Kim, Byung-Soo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.40 no.2
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    • pp.225-231
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    • 2020
  • Fresh water that can be used by a person of the total amount of water on the planet is increased because it is less than 0.01 % except underground water, ice and snow, etc. water management response need. In order to protect and efficiently utilize water resources, major countries are conducting water footprint studies that can quantitatively estimate the amount of water put into the operating phase of the resource harvesting phase, mainly agriculture. Korea has also recently developed a number of policies in order to cope with water shortages, and in the construction industry, as well as the need for basic research to support it has been emphasized. This study was constructed DB up to the raw material harvesting step, the transport step, the production stage in order to estimate the water consumption of resources to be put into the work process to target the drainage of the road. Water usage estimation method was utilized the method presented in the Water Footprint Manual and the environmental score card certification guide, unit water usage each drainage main method was calculated after estimating the water footprint considering the water character factor, indirect water and the direct water, the water consumption factor of material input to each process. Brown asphalt, rebar, remicon of the drainage material as a result of the water footprint calculation accounted for 97 % of the total. Drainage method is a culvert, a side channel, a culvert wing wall, reinforced concrete open channel accounted for 92.2 % of the total. Drainage total step-by-step calculated water consumption and water footprint was found in order of raw material harvesting step, transport stage, production stage. Water footprint each drainage method or total drainage material calculated in this study can be used as a base data in the agricultural and construction sectors. In order to increase the reliability of the analysis, it is believed that further overseas databases will be needed for continuous review and research.

A Study on Luxury Prohibition of Korean Personal Ornaments (한국장신구의 사치 금제 고찰)

  • 추원교
    • Archives of design research
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    • v.2 no.1
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    • pp.43-62
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    • 1989
  • The luxury is the expression of human being's ornament instinct. In this study, in order to grasp the moulding system of the Korean's personal ornaments, the process of luxury prohibition was reviewed to search for to which direction the ornaments developed in the frame of the prohibited style connected closely to the character of the personal ornaments. The proiod was fixed from the old society to the late Chosun dynasty era. The beginning of the luxury in Korea seems to be the start of the luxury burial at the time of funeral in the age of Koguryo., In the era of Koguryo, 10th year of King Dongmyung (B. C. 28), in the era of Baekje, 27th year of King Koi(260), the prohibition of dress regulation and the style of dress were conducted. The prohibition of personal ornaments in Silla was started from King Bup:Heung, and in the 9th year of King Heung-Duk, the prohibition was conducted in order to correct the luxury of the nobles and set up the social discipline. In the 11 th of King Il-Sung-Ni-Sa-Kum, the use of gold, silver and jade was prohibited in the civilian circles. The prohibition of Silla was succeeded to Koryo era, and in the 7th year of King Kwangjong(956), the system of Baekgwan Gongbok(uniform for government officials) was set up, and the system of Sasek Gongbok(four color official uniform) was set up in the 11 th year of the same King, and the prohibition of the personal ornaments such as crown and band is considred to have been conducted. The prohibition of gold and silver was conducted in the first year of King Sungjong(982), and in the 4th year of King Chungryul(l260), the order of wearing the dress and hat in accordance with the Yusan dynasty and the Mongolian customs were widely circulated in the royal court and vivilian circles. The strong influence of Mongolia made the taste of the traditional personal ornaments laste. The personal ornaments were used for the nobles until the age of the Unified Sillar but even the common people could use them in case they were rich, and such a circumstances made the use of foreign goods inflated. The prohibition of Koryo era was aimed at the prohibition of the foreign goods of luxury, and the classification of the social status.In the age of Chosun Dynasty, the production of gold and silver was feeble indeed but the oute reason of the prohibition was to eradicate the luxurious tendency, elevate the custom of eradicate the luxurious tendency, elevate the custom of thrift, and moreover, the gold, silver and jade were no the products of Korea and the prohibition was conducted but the true reason was afor the tribute tt China and the classification of status. The prohibition of Chosun dynasty was conducted first in the June of the 3rd year of King Taejo The major contents of prohibition was no use of gold, silver and jade, coral, agate, amber, etc. of th, wives of the Dang-Sang-Kwan (Court Nobleman) or their sons and daughters, and the same pheno menon was common even at the time of marriage. The people engaged in the secret trade there of wert beheaded. The personal ornaments in the prohibition were the pendent trinket, Binyo (crossbar) ceremonial ornamental hat, ring, earring, ornamental knife, hat string, hat ornament, belt, etc. Thl luxurious marriage expenses out of the luxury was severe, and lose of the marriageable age because 0 non-preparing the marriage goods was the national evil. The prohibition oC luxury was hard to bt kept to the nobles or rich people, the same as old days and present days. The prohibition of th{ luxury and personal ornaments of Korea had nothing to do with the commons, and it was limited tc the nobles and rich people. The prohibition was aimed to cultivating the custom of frugality by eradicating the luxurious atmosphere, but it was chiefly due to the tribute to the China and tht discrimination of the. status. We can say that the recent personal ornament was the flower of handi craft industry bloomed in the prohibition and regulation.

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Foundational Research on the Market Strategies and Current Status of Children's Indoor Theme Parks with Korean Characters as Their Theme (국산 캐릭터를 테마로 한 어린이 실내 테마파크의 현황 및 시장전략에 관한 기초연구)

  • Park, Seong-Sik
    • Cartoon and Animation Studies
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    • s.28
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    • pp.235-263
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    • 2012
  • Regarding the theme park business as an area of cultural content business, this study focuses on the trend of pursuing indoor theme parks as a small-scale small capital strategy escaped from the existing approach oriented to large-scale outdoor complex theme parks. It is because although existing large-scale outdoor complex theme parks require the capital with the scale of hundreds of billion won and also high-level technique and the latest operational know-how that they have a great barrier for new entry as well as enormous risk, the rent indoor theme parks succeed in market entry with efficient risk management and flexible market strategies. Thereupon, this study examines the current status of the children's indoor theme park market with Korean characters as their theme as a new market among the indoor theme parks and also investigates the market strategies of this market in the two aspects of expansion: the expansion of Korean characters' property value and the expansion of the local theme park market. For that, this article reviewed the advanced researches on theme parks and divided the types of theme parks existing in Korea with the criteria of classification by space and theme or classification by main users. Also, among the children's indoor theme parks with Korean characters as their theme, this study visited five ones located in the capital area to examine the current status. And about two located in the capital area and also four in the local area, the current data were received from the persons in charge of the companies for analysis. Also, with the subjects of spectators visiting the 'DIBO VILLAGE, Cheonggye-cheon' newly opened on April 25th, 2012, the research on satisfaction was conducted for analysis. Through that, this study analyzed the structure of the existing children's indoor theme park business with Korean characters as their theme and suggested the ground to analyze the effectiveness of market strategies being implemented. It is expected that this study will establish the clues of systematic and profound discussion for the indoor theme park business that can be said to be the niche market of the theme park business and allow the small-scale areal indoor theme parks to be examined as a significant business model for the local theme park industry. In the aspect of character business as well, it is expected that this will give a chance to establish a new model of spatial storytelling expansion in terms of the property value of Korean animation characters.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

The Study about Popularization of Gardening and Its Development Process in the UK - Focused on the Royal Horticultural Society in the 19th Century - (영국 정원문화의 대중화 전개 양상에 대한 연구 - 19세기 왕립원예협회(RHS)의 활동을 중심으로 -)

  • Cho, Hye-Ryeong;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.3
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    • pp.47-55
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    • 2016
  • RHS is a core organization with huge influences on the expansion of the base for the garden culture and industry. This study aimed to examine the meaning and value of the professional charity's role through the appearance background and developmental process of RHS. The passion for plant collection in the Victorian Age of the $19^{th}$ century became the background of establishing the society. Such background of the times and the root of the society are deeply related to the British civil garden culture. The consideration of the forming process of RHS and the study can be summarized as below. First, the professional introduction of exotic plants by plant hunters was developed into an organization supporting professional plant research through collection, sampling, and records, which led to the development of horticulture techniques, growth of plant nursery businesses and established the foundation of the civil garden culture in the UK. Second, after John Loudon was involved in RHS, inspired by the press editing more practical information contents, middle-class and women became new patrons to gardening. Therefore, the care of gardens became a source of agreeable domestic recreation, especially to the female sex. Third, $19^{th}$ century plant collection and exhibition was seen in the Chelsea Flower Show which a key role beyond the UK garden culture. Fourth, those acts of RHS and modernity in $19^{th}$ developed British middle-class domestic gardens which have the character of the ordinary and national garden style in the UK. Such history and activities of RHS are connected to the national status as a country of gardens, which suggests clues to practical measures and values we should aim for in order to settle citizen-centered garden culture.

A Study on the Characteristics of Historical Landscape Management Plans for Zhoucun Ancient Mall in Zibo City, Shandong Province, China (중국 산동성 쯔보시 주촌고상성 역사경관관리계획의 특성)

  • Sun, Shu-Zi;Yang, Geon-Seok
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.2
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    • pp.54-65
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    • 2019
  • China government recently tries to preserve not only the famous national historic-culture cities, but also the small and medium-sized cities due to the damages and destruction of the cities by the rapid economic development, urban expansion and the development of tourism industry. Hence, this study chose 'Zhoucun ancient mall' which is one of the hotness of cultural heritage located in a mid-sized city named 'Zhoucun district Zibo city Shandong province' that has continuously cared historical landscapes by the protective policy regarding the city as a historic-culture resource from '80s, and considered the character of the city's development process on how the historical landscapes were well protected. In fact, the protection policy in Zhoucun ancient mall had been started in early '80s, however, the viable plan was established in 2001 entitled 'Historical block protection planning of Zhoucun Da street'. And then, 'Regulatory plan for the ancient mall site of Zhoucun Da street' established in 2008 has expanded the area of the blocks for protection. However, this plan organized area only block-by-block so that the small blocks couldn't have the unity when expanded. Later in 2015, 'Regulation Organization Plan' hastried to expanded the protect-area to solve the unity problem. As a result of the study, the historical landscape management plan of Zhoucun in Zibo city has been systematically changed in 2001 after. In other words, this 2001's plans established buffer zones for the maintenance of protected areas and the surrounding environment. And then the detailed regulatory plan for 2008 led to a concrete urban management plan. After that, in 2015, it was found that the expansion plan to protect and manage the whole area of Zhoucun disrict is to manage the landscape of the surrounding area including the historical landscape of 'Zhoucun ancient mall'.

A Study on the Management of Manhwa Contents Records and Archives (만화기록 관리 방안 연구)

  • Kim, Seon Mi;Kim, Ik Han
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.35-81
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    • 2011
  • Manhwa is a mass media (to expose all faces of an era such as politics, society, cultures, etc with the methodology of irony, parody, etc). Since the Manhwa records is primary culture infrastructure, it can create the high value-added industry by connecting with fancy, character, game, movie, drama, theme park, advertising business. However, due to lack of active and systematic aquisition system, as precious Manhwa manuscript is being lost every year and the contents hard to preserve such as Manhwa content in the form of electronic records are increasing, the countermeasure of Manhwa contents management is needed desperately. In this study, based on these perceptions, the need of Manhwa records management is examined, and the characteristics and the components of Manhwa records were analyzed. And at the same time, the functions of record management process reflecting the characteristics of Manhwa records were extracted by analyzing various cases of overseas Cartoon Archives. And then, the framework of record-keeping regime was segmented into each of acquisition management service areas and the general Manhwa records archiving strategy, which manages the Manhwa contents records, was established and suggested. The acquired Manhwa content records will secure the context among records and warrant the preservation of records and provide diverse access points by reflecting multi classification and multi-level descriptive element. The Manhwa records completed the intellectual arrangement will be preserved after the conservation in an environment equipped with preservation facilities or preserved using digital format in case of electronic records or when there is potential risk of damaging the records. Since the purpose of the Manhwa records is to use them, the information may be provided to diverse classes of users through the exhibition, the distribution, and the development of archival information content. Since the term of "Manhwa records" is unfamiliar yet and almost no study has been conducted in the perspective of records management, it will be the limit of this study only presenting acquisition strategy, management and service strategy of Manhwa contents and suggesting simple examples. However, if Manhwa records management strategy are possibly introduced practically to Manhwa manuscript repositories through archival approach, it will allow systematic acquisition, preservation, arrangement of Manhwa records and will contribute greatly to form a foundation for future Korean culture contents management.

The Effects of Consumer Value Cognition on Benefits and Attributes of Culture-Art Products (문화예술상품 소비자의 가치인식이 추구혜택과 상품속성에 미치는 영향)

  • Shin, Eun Joo;Rhee, Young Sun
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.177-207
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    • 2012
  • Today's consumers perceive consumption as a representation of themselves. It is not simply an act that fulfills a consumer's physical and practical needs. Even in terms of life quality, consumers increasingly want to achieve an emotional and sensible experience through consumption. Consumers now make decisions based on their need to express their position in relation to other people, pursue emotional satisfaction, and try to improve the quality of life. Culture-art products that meet such internal and external demands of consumers have made significant improvements in both quantity and quality, because of the social interest and policy support. The recognition of personal and social values of culture and arts has brought about interest in and need for culture-art products. Businesses have agilely embraced such change and actively implemented various marketing strategies utilizing culture and arts. For example, businesses began to sponsor artists who produce culture-art products while building facilities for cultural and art performances or exhibitions. Businesses have also provided performances and exhibitions free-of-charge or at affordable prices. As a result, the supply in the market has started to exceed its demand as is often the case in many of other markets. However, such imbalance has occurred not because of over-supply but because of a lack of demand. Given these circumstances, the government and culture and art related organizations, which had mainly concentrated on the supply side, started to recognize the importance of creating personal and social values in culture and arts. As a result, the government and various organizations are now creating various strategies that include policy measures to achieve their new found goal. Unfortunately however, such efforts are not meeting the expectations. Focusing on above-mentioned circumstances and problems, this study aims to find measures to create demand for culture-art products in the internal conditions of those who consume culture-art products. In other words, given that the demand for culture-art products has not increased despite all external conditions to encourage consumption, this study aims to find the reasons in consumers' value judgment on culture-art products. Though there were recent studies on culture-art products that applied consumer behavior on marketing theories, most of them focused on peripheral aspects such as people's motivation for or satisfaction from watching culture-art events. Hence, there is a need to understand what kind of value consumers perceive from culture-art products and how such value cognition leads to consumption in a comprehensive manner. This study acts as follow-up to a separate study entitled "Qualitative Study about Value Cognition and Benefits of Consumer on Culture-Art Products". The current study aims to extend practical implications that enhance the effectiveness of marketing strategies among the producing and policy agencies in the industry. The purpose of this study is to investigate dimensions of value cognition, benefits and attributes of culture-art products, and identify the effects of consumer value cognition on benefits and attributes. The questionnaire was developed based on the conceptual structure of qualitative research and previous researches. It was composed of value cognition, benefits, attributes of culture-art products and demographic variables. This survey was conducted on-line and off-line among a total of 662 persons ranging from their teens to their 50's who were living in Seoul, Gyeonggi-do, various metropolitan cities, and small and medium-sized cities. The data collected was analyzed by factor analysis and path analysis using SPSS WIN 18.0 and AMOS 16.0. This empirical study found that the dimensions of value cognition of culture-art products were categorized into personal goods, aesthetic goods and public property. This shows that the consumers perceive culture-art products as products that are worthy enough to pay the costs not just for personal benefits but also for their social values. Also the formation of value cognition for culture-art products requires special conditions unlike that for physical consumer goods and services, which simply require marketing stimuli. The dimensions of benefits pursued by consuming culture-art products were found to be composed of four types - pursuit of aesthetic benefits, pursuit of actual benefits, pursuit of emotional benefits, and pursuit of conspicuous character. This result implies that people consume culture-art products not just to pursue pleasure from emotional and intelligent satisfaction as well as social relations, but also to seek the needs and benefits embodied at a social level. The dimensions of attributes of culture-art products had seven different factors, - environmental, price, evaluation, people, artwork, composition, and personal relations - which is plentiful. This is because the attributes of culture-art products are very complicated compared to other consumer goods or services. Since culture-art products include not just cultural or artistic works but also all physical, human, environmental, and systemic elements of the products in a comprehensive manner, consumers perceive everything they experience in the process of consuming culture-art products as part of the products. The dimensions of value cognition was found to affect attributes of the products, mostly using pursued benefits as a mediating factors. This result is consistent with the result of qualitative research, and proves that applying the means-end chain theory in the reverse direction is reasonable. The result can be interpreted that consumers' value cognitions for culture-art products turns into actual benefits leading to consumers' decisions. Furthermore, this result reveals that when consumers choose culture-art products, they take into account the attributes of culture-art products depending on the benefits they pursue. These results confirm that despite their conceptual and abstract attributes, culture-art products have values that contribute to actual benefits for individual consumers and society. Hence, value cognition generates benefits to be pursued and this in turn affects the consumers' choices of attributes on products. Based on the conceptual structure of consumers' value cognitions on culture-art products and its dimensions, it is possible to find detailed methods to provide opportunities for education and training to form and reinforce positive value cognition on culture-art products. And through those methods, it will be possible to develop attributes of culture-art products according to the dimensions of pursued benefits, and allow conceptual products become the subject to valuable consumption in real life. These results provide theoretical understanding of consumer behavior in culture marketing and useful information to culture-art producers, companies that use culture and art, and government agencies that use culture-art as a mean to improve the public perception of quality of life. As a follow up on this study, there should be experimental studies that can develop criteria visualizing the demands of consumers who purchase culture-art products and identify their detailed attributes. Studies that compare characteristics of different areas within the culture-art product category and in-depth studies on a specific area or genre will also be needed. In order to develop marketing strategies for culture-art products, studies on the formation and reinforcement of positive value cognition on culture-art products and education for the development of consumer demand as well as on the development and differentiation of attributes of culture-art products depending on types of consumer groups should also follow.

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