• 제목/요약/키워드: Character Industry

검색결과 522건 처리시간 0.024초

에듀테인먼트에서의 캐릭터 중심 기호학적 생성구조 연구 -어린이 대상 애니메이션 <뽀롱뽀롱 뽀로로>를 중심으로- (A Semiotic Study on Storytelling Structure in Edutatinment -The Educational Animation For Kids, -)

  • 송미선
    • 디지털콘텐츠학회 논문지
    • /
    • 제9권4호
    • /
    • pp.669-677
    • /
    • 2008
  • 90년대 디즈니 애니메이션의 대성공 이후에 나타나기 시작했던 애니메이션 시청 대상의 세분화는 에듀테인먼트의 가능성을 여는 시발점이 된다. 특히 미취학 아동 어린이를 대상으로 한 애니메이션의 등장은 국내에서 순수 제작된 애니메이션이 국내에서의 성공은 물론 해외에서도 인정받는 에듀테인먼트 콘텐츠가 되는 쾌거를 얻게 되었다. 본고는 어린이 대상 애니메이션이자 에듀테인먼트인 <뽀롱뽀롱 뽀로로>를 중심으로 나타나고 있는 캐릭터 중심 스토리텔링에 대한 개념과 행위소 모델을 통해 스토리텔링 구조를 분석하였다. 분석 과정에서 해외의 유사 콘텐츠로 <토마스와 친구들>을 부연 설명하였으며, 이를 통해 에듀테인먼트 스토리텔링 특성을 도출하고, 스토리텔링 생성에 나타난 기호학적 구조를 연구 하였다. 어린이 대상 콘텐츠에 대한 스토리텔링 생성구조에 대한 본고의 연구는 향후 에듀테인먼트 관점에서의 스토리텔링 연구의 가능성을 여는 기반으로서 의미를 지닌다.

  • PDF

1980년대 한국 여성 기성복 광고에 표현된 여성의 이미지 (Female Images Portrayed in Advertisements for Mass-Produced Women's Clothing in the 1980s Korea)

  • 신혜영;김민자
    • 한국의류학회지
    • /
    • 제34권5호
    • /
    • pp.831-843
    • /
    • 2010
  • This paper examines the advertisements for mass-produced women's clothing, which appeared in the 1980s issues of the fashion magazine Wolganmeot. This study explores the communicative aspect of fashion advertisements of the 1980s as a platform for complex and dynamic interactions between fashion brands, female consumers, and the rapidly changing social, cultural, and economic conditions of the period. The research focuses on advertisements in the formal and character casual categories that targeted young, urban, and career-seeking women. Based on the analysis of the visual and textual elements of the advertisements from a pragmatics perspective, this paper concludes that fashion brands sought to highlight an 'intelligent', 'urban', and 'individualistic' image of women. It also proposes that the prevalence of assertive and straightforward textual elements, copies, indicates the efforts of fashion brands to stabilize and reinforce the advertising messages in the fast-evolving landscapes of the fashion industry and changing consumption habits.

The Silver Cycle and Fluxes in the Ocean

  • Ju, Se-Jong
    • Journal of the korean society of oceanography
    • /
    • 제32권3호
    • /
    • pp.156-161
    • /
    • 1997
  • The biogeochemical cycle of silver has rarely been reviewed, even though the silver ion (Ag$^{\times}$) is extremly toxic to some organisms. Its concentration is still rising sharply because of increased anthropogenic activity, specifically the discharge from the film industry (mainly, silver thiosulfate: Ag (S$_2$O$_3$)${^3-}_2$). Recently, a number of researchers have quantified the major fluxes and reservoirs of silver in the open ocean, bays, and estuaries. A review of the available information for Ag cycling in the open ocean shows that the riverine input (from human activity and weathering processes: 7${\times}$10$^6$ kg/yr and 5${\times}$10$^6$ kg/yr, respectively) is the dominant source of Ag to estuarine and coastal regions. Most of the silver (90% of riverine input silver) is removed in coastal sediments by the physical-chemical character of silver due to its high partitioning with particulate matter. On the other hand, in the open ocean the atmospheric input (wet and dry deposition: 1.48${\times}$10$^6$ kg/yr and 1.94${\times}$ 10$^5$ kg/yr, respectively) becomes more important as a source of silver than riverine input. The residence time of silver calculated from available data is 1250 yrs in the deep ocean below 500 m, but only 3 yrs in the surface ocean.

  • PDF

3차원 곡면에 정밀 인쇄를 위한 공정 변수에 따른 이미지 보정에 관한 연구 (A study of correction dependent on process parameters for printing on a three-dimensional surface)

  • 송민섭;김효찬;이상호;양동열
    • 한국정밀공학회지
    • /
    • 제23권2호
    • /
    • pp.181-190
    • /
    • 2006
  • In the industry, three-dimensional coloring has been needed for a realistic prototype. The Z-corporation developed a 3D printer which provides a three-dimensional colored prototype. However, the process cannot be adopted to models fabricated by other rapid prototyping processes. In addition, time and cost for manufacturing colored prototypes still remain to be improved. In this study, a new coloring process using an ink-jet head is proposed for color printing on a three-dimensional surface. Process parameters such as the angle and the distance between the ink-jet nozzle and the three-dimensional surface should be investigated through experiments. In order to minimize the distortion of a 2D image, the correction matrix according to the sloped angle is proposed and obtained by analysis of printing errors. An image on the doubly curved surface is printed so as to verify the proposed method. As a practical example, a helmet is chosen for printing images on the curved surface. The practical applicability of the correction matrix is then demonstrated by printing the character images on the surface of the helmet.

자포니슴(Japonisme)에 나타난 복식미 연구 (A Study on the Aesthetic Consciousness of Japonisme)

  • 고영숙;조규화
    • 패션비즈니스
    • /
    • 제13권2호
    • /
    • pp.30-49
    • /
    • 2009
  • This study was intended to research how such Japonisme affected the western fashion and to consider that the unique Japanese fashion was implemented in the western mode as the traditional aesthetic sense got jointed with the western culture together and was expressed as the modern Japonisme beauty. The beauty of 'Date' was the aesthetic sense created focused on the noble culture of public family. On the contrary, 'Iki', 'Wabi', 'Sabi' and 'Shibusa' is the Japanese lower middle class's universal living aesthetics. 'Kawaii' is influence on an animation, cartoon and character industry as well as the whole world’s fashion style as one of the common aesthetic sense of the world people in the modern time. That is, Japanese fashion designers expressed the human body with such the aesthetic sense by the design of shape, space, fusion, amusement through clothes. It could be concluded that they created an autonomous amusement’s design world over the visual beauty of human body.

게임 내 캐릭터 뽑기 사용자의 과금 심리 분석 : 퍼즐 앤 드래곤을 중심으로 (Psychological Analysis on Consumer Sentiment for Gacha)

  • 김소울
    • 한국게임학회 논문지
    • /
    • 제16권3호
    • /
    • pp.77-86
    • /
    • 2016
  • 게임 산업 시장이 모바일 게임중심으로 변화하며, 모바일 게임 상의 가상전자화폐 구매는 게임업체의 주요 수익창출요소가 되어 왔다. 특히 확률게임 원리가 도입된 캐릭터 뽑기 시스템은 가상전자화폐를 이용한 대표적인 수익창출요소이다. 본 연구에서는 그러한 게임업체 가운데서도 이례적인 매출을 기록한 일본의 겅호 엔터테인먼트의 모바일 게임 퍼즐 앤 드래곤의 캐릭터 뽑기 시스템에 과금하는 사용자들의 심리를 분석하였다. 연구의 결과 도출된 세 가지 심리적 요인은 다음과 같다: (1) 갓 페스티벌의 확률게임에 적용되는 도박적 심리반응 추구와 인지적 오류의 발생 (2) 기간한정 갓 페스티벌과 콜라보의 희소성메시지의 전달을 통한 반응심리 (3) 친구시스템 및 캐릭터 콜렉션을 통한 개인적 만족감의 추구.

从 《漂海录》 中人物形象看明朝社会现象 (A Study on the Social Phenomena of the Ming Dynasty from the Description of Characters' images in the Work of "Piao Hai Lu")

  • 최창원
    • 산업진흥연구
    • /
    • 제3권1호
    • /
    • pp.73-77
    • /
    • 2018
  • This paper written by Choi Bu based on "Piaohailu". This book consists of 3 volumes and it is his travelogue; Choi Bu has departed from Jeju Island to Naju, Jeolla province in the end of 1487, but it drifted on his way, so arrived to Zhejiang Province, China(Mid-Ming Dynasty) in early 1488. In this place, he interrogated with a reason for Japan pirates, but he released soon. And his waterway journey from Hangzhou to Beijing, he had received the award in Beijing which is the grace of the Emperor;and his land route journey from Beijing through Liaodong to Uiju, Pingan Province. Afterwards, this book had been translated in Japanese, English etc; and it had been awarded an alias of 'Chaoxian's Marco Polo'.From the description of the characters in the Mid-Ming Dynasty in the work of Pyohae-rok, the essay makes a study on the knowledge of ancient Korean scholars to China, and looks at the different social and political aspects and characteristics of the Ming Dynasty from the eyes of Korean scholars. It summarizes that when we face history squarely, it is important to refer to and draw on the foreign works recorded by ancient Korean scholars.

소비자 구매의사결정과정 기반 IMC전략 : LG하우시스 브랜드 Z:IN 사례 (IMC Strategy Based on Consumer's Purchase Decision-Making Process : LG Hausys Brand Z:IN Case Study)

  • 이재진
    • 산업경영시스템학회지
    • /
    • 제43권3호
    • /
    • pp.135-142
    • /
    • 2020
  • In this study, the case of brand IMC communication of LG Hausys' total interior solution brand Z:IN was dealt with. The target consumer of the Z:IN brand is a general end consumer and also shows the character of industrial goods. Accordingly, there should be a unique aspect that brand management and communication methods must be made from more angles. For many companies which are active in the industry, this case study should be significant. This case study was researched in terms of consumer's purchase decision-making process and consumer participation and experience. Brand Zi:in developed a brand communication strategy following the flow of the consumer purchasing decision process. And the brand actively induces consumer experience and participation so that consumers can communicate more closely with the brand. Brand communication from the perspective of consumer purchasing decision-making and consumer experience and participation is a crystal that fully considers LG Hausys' products, markets, and competitors, and will be an effective strategy to continue to preoccupy the market not only in the present but in the future.

미디어의상 디자인에 표현된 미메시스 연구 (A Study of the Mimesis in Media Costume Design)

  • 양수미;권미정
    • 한국의류산업학회지
    • /
    • 제13권3호
    • /
    • pp.309-320
    • /
    • 2011
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in media costume design. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for media costume design. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and media DVD, video, fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the external representation mimesis, the internal symbol mimesis and the multiful meta mimesis. In media costume, the representation mimesis included design historical point of view, a period that of 1900s and ancient representation mimesis. The internal mimesis included symbol of religion, character, riches, psychology and fear mimesis. The multiful meta mimesis included hybrid and distortion mimesis. Analysis on the mimesis expressed in media costume design fashion may provide an excellent method for understanding human aesthetic in costume.

자기모니터링과 자기의식이 화장 태도에 미치는 영향 (The Effect of Self-Monitoring and Self-Consciousness to Cosmetic Attitude)

  • 이지영;박길순
    • 복식문화연구
    • /
    • 제19권4호
    • /
    • pp.766-779
    • /
    • 2011
  • The purpose of this study is to find the levels of self-monitoring, self-consciousness and cosmetic attitude of female university students and to analyze the relationship between the levels of self-monitoring, self-consciousness and cosmetic attitude in an effort to strengthen external human beauty. The respondents were 264 university women attending a university Chung-Cheong Province in Korea. In this study, a questionnaire method was used. The questionnaire consisted of SMS(self-monitoring scale), the(self-consciousness scale), and a measurement of the cosmetic attitude. Earlier studies were used to create the measuring instruments with some adjustments for the purpose of this research. Factorial analysis, correlation analysis, multiple regression analysis were carried out with SPSS 18.0. The cosmetic attitude consisted of four factors, and those factors were related to self-monitoring and self-consciousness. The Four factors were happiness with change, manners to others, the instrument of change, and conformity. It was found that the cosmetic attitude reflected the personal internal mental states; hence, the cosmetic attitude was used as method to express the internal mind. Determining the correlations between self-monitoring, self-consciousness and the cosmetic attitude was useful in understanding the personal peculiarity of the cosmetic attitude. Moreover, in the cosmetic industry, it is likely meaningful to investigate the capability whether the variables of self-monitoring and self-consciousness can be applied in an effort to understand consumers' internal character.