• Title/Summary/Keyword: Character Industry Market

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Analysis on the Trend of the Characteristics of Film Makeup in Each Period (시대별 영화분장 특성에 관한 트랜드 분석)

  • Lim, Hee-Kyung
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.291-296
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    • 2019
  • In the movie market, make-up shows various ways of make up in professional technology as the industry develops. Therefore, it is necessary to analyze the trend of making a movie with a change in the type of movie Regarding the characteristics of makeup in the early days of silent films, the stage makeup was fully used. also in the days of sound films, the realistic and concrete makeup was expressed such as straight makeup, character makeup, Special effects makeup, and digital makeup. With the development of the fourth industry, CGI special effects have become possible not only in the background of movies but also in makeup. In the movie, makeup does not use CGI makeup alone, but it is used in a combination of straight makeup, character makeup, and special effects makeup. That's why a variety of makeup needs to be taught. In the future, the domestic film industry should establish the improvement measures for educating the techniques of prosthetic/digital makeup by securing the sufficient finances to more vitalize the film industry of Korea in domestic/foreign markets.

The Research of Suitability for Introduction of 6 Sigma to the Service Industry - Based on Department store Industry - (서비스산업의 6시그마 도입 적합성 연구 - 백화점 업종을 중심으로 -)

  • 이종관
    • Proceedings of the Korean DIstribution Association Conference
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    • 2000.10a
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    • pp.187-205
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    • 2000
  • 6 Sigma movement is the quality innovation activity which Motorola, a nineteen eighties' top-ranking American company of electronics and communication, has started to survive the Japanese companies' frightening gami-gaze. In early days, it's just applicated for reducing customers' complain by eliminations inferior goods centering round producing activity and filling up the competitive market's demand for price and delivery deadline. Nowaday, 6 Sigma application has created a boom extending to a company's most activity fields without any exact scrutiny of 6 Sigma. Although 6 Sigma movement starts from the question of what customers want not by cutting off the inferiority rate but by cutting out causes of producing inferior goods, the service industry has a special character that makes it difficult to compute the level of Sigma. Thus this research examines suitability for introduction of 6 Sigma to the Service Industry.

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The Partnership between PM and Manufacturers of Shock Absorbers, a Success History

  • Romero, Antonio
    • Proceedings of the Korean Powder Metallurgy Institute Conference
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    • 2006.09a
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    • pp.592-593
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    • 2006
  • Manufacturers of shock absorbers are continuously innovating for improving safety and enhance comfort in cars. The PM industry, as important supplier of components for shock absorbers, has gone along with this evolution by developing the required technology. This paper presents examples of components and technology to meet demanding market requirements. They have been selected by their representative character but there are many other interesting components that we cannot show because of the limited extension of a paper.

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Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion (대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구)

  • Yoon, Kyoung Hee;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.

Comparative Analysis of Competitiveness in the Steel Distribution Industry between Korea and Japan

  • Lee, Jae-Sung
    • Journal of Distribution Science
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    • v.12 no.3
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    • pp.25-32
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    • 2014
  • Purpose - This study reviews changes in the steel export-import structure between Korea and Japan using a trade related index; it focuses on analyzing comparative advantage based on time-series analysis statistics data using the trade intensity index (TII), revealed comparative advantage index (RCA), and trade specialization index (TSI). Research design, data, and methodology - In terms of their economic phase, Korea and Japan have a mutually complementary character. Therefore, this study aims to understand each country's trade structure to strengthen Korea-Japan economic cooperation, examine trade drawbacks, analyze factors that affect trade, and identify ways to improve and expand trade. Results - The results indicate immense potential for mutual cooperation and complementariness, which will yield guaranteed adequate profits comparable to those of any regional economic integrated community. Conclusion - From our viewpoint, Northeast economic cooperation can facilitate industry technological cooperation with Japanese partners in the prevailing environment that is characterized by increasing competition among industries and the need to secure stable resource supplies as well as the expansion of the export market and diversification, which can have significant positive implications.

A Brief Research on the Ten Years of China Fashion Week

  • Luo, Yuexi;Lu, Yue;Geum, Key-Sook
    • International Journal of Costume and Fashion
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    • v.6 no.2
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    • pp.55-61
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    • 2006
  • China became the largest costume industry and export country since 1994. The fashion market in China has been changed from seller's market to buyer's market. During this period, brand has taken an important part. The fashion industry in China is developing on outlook, function, materials and categories. I want to do this brief research on the ten years of China Fashion Week to review the development of China Fashion Week, which is the symbol of China fashion industry. I hope it can be reference for being comprehended by Chinese and other foreign countries. In 1997, China Fashion Week was called Fashion Design exhibition. The title was modified to be China Fashion Week in 2000. In 2003. the title was developed to China Fashion Week (Spring/Summer Collection) and China Fashion Week (Autumn/Winter Collection). In the past ten years, there have been 300 fashion collections, with 600 fashion designers who joined in the competitions, and thousands of models, reporters and photographers, who took part in China Fashion Week. Recently 200 login fashion brands, 300 fashion designers, more than 500 reporters and 50 model management companies have made a relationship with China Fashion Week. The first moment of China Fashion Week- "famous designer project": paying attention to the relationship between the level of fashion designers and the style of brands. Quite a good deal of fashion design became more practical. The second moment of China Fashion Week- "improving Chinese fashion brands ": fashion show was not a kind of stage art but the business dealing for brand during that period. The situation of China Fashion Week now: Chinese Haute Couture is showed wonderfully during China Fashion Week. Fashion contest became the character of China Fashion Week. The contests were for adult fashion designers, new designers, models, and photographers. According to the development between different countries on fashion, the international communication of China Fashion Week became more and more popular and wide. Fashion designers from France, Italy, New York, Korea and Japan had fashion shows in China Fashion Week. The Chinese top fashion designers were showing their work during Paris, Milan and New York fashion shows.

A Study on the Tradeshow Application Strategies of Korean Trade Firms

  • Hong, Seon-Eui
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.52
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    • pp.73-96
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    • 2011
  • The economic globalization has contributed the easy interchangeability of goods and services worldwide and consequently this tendency gives a great impetus to the expansion of exhibition Nowadays there is no dispute that the exhibition industry contains Export Marketing, Sales, Market Research and New product launching. This paper is trade show strategy use for export firms. Therefore, paper discusses theory of exhibition, character and utility. Moreover study to basic strategy of participate in Trade show Participate in Trade show strategies are several point. First, Trade show goal accord to firm's purpose. Second, Devise of trade show competition strategy. Third, Support of government and relevant agency. forth, Trade Show insurance.

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Noncommerciality and problem of a medical corporation under the present law (현행법상 의료법인의 비영리성과 문제점)

  • Baek, Kyoung-Hee
    • The Korean Society of Law and Medicine
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    • v.8 no.2
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    • pp.291-328
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    • 2007
  • Under the present law, a medical corporation has the legalistic character of a noncommercial corporation and its commerciality is restricted by public service. In a recent precedent, however, a judgment has considered the service part in medical practice. The tendency of a precedent is that both commerciality of a medical institution and medical corporation are allowed to be pursued under fundamental order-observance. This change is found in china and india, which consider a medical service as national industry. In the case of ours, the now government demonstrate the industrialization or the market of medical service through promotion of commerciality of a medical corporation. This paper deal with the meaning of a medical corporation and the present condition of medical market under the present law and recommends a tendency of law policy through study of foreign's and our precedent for commerciality of medical advertisement and medical corporation.

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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