• Title/Summary/Keyword: Character contents

Search Result 1,124, Processing Time 0.026 seconds

Method of Using Disease in Television Drama (인기 TV 드라마에서 질병을 활용하는 방법)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.8
    • /
    • pp.351-365
    • /
    • 2017
  • Illness has long been an important plot device in Korean dramas. In earlier years, the device typically was supposed to be in the form of a terminal bodily disease occurring for the female main character toward the end of the story. On the other hand, the latest trend is to situate a mental illness for the male lead character at the earlier part, and use it as a tool to build characters, construct causal relations and set the intense tone for the overall story. The mental illness as a plot device helps to provide a series of reversals, revelations and turnarounds, giving viewers a stronger sense of intensity, empathy and identification. While the illness used to play the role of a deus ex machina to make a big emotional finish, the latest adoption of the mental illness as a main plot device has enhanced the flexibility of the plot and the effect of versimilitude in dramas. These noticeable changes make one suspect that the focus of Korea's drama contents might have already begun to grow out of the conventional soap operas into different genres.

Analysis of Chinese Game Cosplay Photography - Focused on 'Qiwei Zoe' - (중국 게임 코스프레(cosplay) 사진 연구 - '칠미조(七味zoe)'를 중심으로-)

  • Jin, Tao;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.11
    • /
    • pp.470-478
    • /
    • 2017
  • Costume play is an act of imitating the appearance or behavior of characters in digital games, cartoons or animations. In recent years, cosplay culture has become popular in China as the digital game is made into a movie. The number of cosers has also increased. Especially, Qiwei Zoe has been very popular among cosers because her cosplay photography reflects the understanding of the cosplay culture. A number of cosers admit that her work shows a commercial and artistic potential of cosplay photography. This paper analyzed how she maintains the contents of the original but creatively reimplementing them. She shoots the fantastic image of the character like it really exists in reality so that she can avoid excessive editing work. She emphasizes the character's action that symbolizes its personality and utilizes a variety of outdoor shooting locations similar to the original scenes. We also discussed how cosplay photographers can create cosplay photography by maintaining its artistic features.

A study on constitution of Mania based on Character construction -Specially in Animation 'Fullmetal Alchemist'- (캐릭터 구조에 의한 매니아 형성에 관한 연구 -애니메이션 '강철의 연금술사'의 캐릭터를 중심으로-)

  • Lee, Ga-Young;Park, Yoon-Sung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.54-58
    • /
    • 2006
  • As media and product became variety, the propensity of the people are coming to be various. To search for some popularity in this various life, we can find the class called 'the maina.' Todays, worlds are changing so fast that the masses can only have short life but if the Mania takes shape, becomes longer as natural. Also the hundreds of animations are broadcasted in a day, almost of them are forgotten in memories. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character. We can know the audience were not just like it, but they get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking. Also, various contents of Fullmetal Alchemist means had enough customers.

  • PDF

A Study on Architectural Results and Specific Characters of according to an Agreement Method in Housing Complex Plan - Focused on the Bong Mu-dong Town House in Daegu (집합주택계획에서 협의방식을 통해 나타난 건축적 성과와 특성에 관한 연구 - 대구광역시 '봉무동 타운하우스'를 중심으로 -)

  • Lee Jeong-Ho;Yoon Young Do
    • Journal of the Korean housing association
    • /
    • v.17 no.1
    • /
    • pp.145-153
    • /
    • 2006
  • Making of agreement with participation subjects is important process laying stress on presentation and a reasonable design guide line to form space order grant and synthetic space in Housing Complex plan. This study analyzed residing application specific character of design guide line that is presented to architects in general planning laying stress on plan only of 'Bongmu-dong town house' and design agreement of by architectural result that appear analyze. Result that analyze is as following: 1) Confer in 18 plan contents and integrate design or was adjusted. Being main conduct and unit plan and residing only in plan many negotiations accomplish. Architect who confer most Designs of 5 architects is 'Jean Michel Wilmott' and 'Shigeru Ban' 2) contents that confer much in plan main conduct and unit generation were details plan. Contents that is conferred with many architects are about door/core/rooftop be and asked a question about proper size of entrance. Negotiation about size was expose to the tribe of knowledge about element that do furniture and detail of necessary each space in life style of our country. We must present furnitures or detail element that appear by emotion of our country and detailed item of furnitures' size etc.. in guide line. It is immediate that creation of guide that architects can approach easily for lacking abroad architects of interests by code difference in each country is pressing. 3) In residing plan 4 architects of 5 architects applied similarly guide line in design. Most architects look by active support that make synthetic housing complex. and this is construed that act positively to make by unified residing. That plan of woods or landscape architecture and security of green area space are thing to approach on 'Environment-friendly mode of life residing only' that is general planning subject of 'Bongmu-dong town house'. 4) common question items of architects guide line of though is refered definitely when make out effective interests plan. So that can overcome legislation difference, countermeasure to make understood construction code of our country is pressing

The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.271-289
    • /
    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

Meaning of 'Labor' and Aesthetic in Dardenne Brothers' Films (다르덴 형제 영화에서 '노동'의 의미와 형식미학)

  • Ahn, Soong-Beum
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.9
    • /
    • pp.93-105
    • /
    • 2012
  • Dardenne brothers' films deals with minorities' issues who are shoved out to periphery of society, and especially takes interest in value-deprived human life in labor market of today. This study examines such social awareness of Dardenne brothers targeting their latest works awarded in Cannes Film Festival, , , , , . And analysis is attempted about Dardenne brothers' unique formal aesthetical style that exactly captures such social awareness. In Dardenne brothers' films a person shows up who faces abject matter of living. Their agony is closely connected to unemployment, and shows images of irresistible anxiety and alienation. Dardenne brothers' images are not only simple platform with contents embodied, but designed form showing essential thematic consciousness. Location and gaze, motion of camera capturing a character makes us to reflect the situation a character is facing in the world. There are almost no regard about plots, no dramatic devices, superficial and even straightforward, but Dardenne brothers' films have such independent formal aesthetic, which makes able to give endless tension.

Purchase Intention depending on Appraisal of Outward Visual Elements in Superhero Action Figures (슈퍼 히어로 피규어의 외형적 시각요소 평가에 따른 구매의도)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
    • /
    • v.18 no.3
    • /
    • pp.543-550
    • /
    • 2017
  • Superhero films have formed a new genre convention encompassing all the generations. Figures derived from image contents are solid figures produced by means of professional figuration skills. Possession of figures has a symbolic meaning as a medium connecting the imaginary world and real one. From this perspective, figures hold an important position as a character product derived due to market expansion of the content industry. In this context, the study, which analyzed how appraisal of outward visual elements in superhero action figures might affect consumer's purchase intention, aimed to identify their purchase patterns. For this, the study established colors, types of physical body, facial figures and motions as independent variables for appraisal of outward visual elements, and purchase intention as a dependent variable and then conducted a multiple regression analysis. As a result of the analysis, the study found that colors, types of physical body and facial figures had a positive influence on purchase intention, while motions had no significant influence.

A Study on the Family Animation Characters - Focused on the (가족애니메이션 캐릭터 연구 - <심슨 가족>을 중심으로)

  • Yoon, Hye-Yung
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.35-43
    • /
    • 2019
  • There has been not the research on the reason of success based on the characteristic of narrative and characters of , I defined the major characteristic of this genre as family animation, and aimed at researching strategic character and narrative. The characteristics of each characters are identified, and compared with other animation, soap opera, and sitcom. The portion that characters participated in the narrative was analyzed, and the relationship between the point and viewers was also researched in the specific episodes. 1) The characters against the ideal ones function to satirize the fixed idea pursued by the mass, and stimulate the viewers' desire. 2) All the characters are protagonist and sometimes antagonist, or advisor. The circulating position expands the target of viewers, and decreases the cultural discount. 3) It produces a couple of layered narrative, then children, teenagers, and adults enjoy the each different depth of the narrative, resulted in the target expansion. Considering on the limit of theme and target in Korean animation, I expect the findings above will enable to produce more valuable and consistent contents. Later, characters in the Korean family animation is to be researched and the expandability and sustainability would be ensured.

A Study on Family Character in American TV Animation -Focused on (미국 TV 애니메이션의 가족 캐릭터 연구 -<심슨 가족>을 중심으로)

  • Yoon, Hye-Yung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2011.05a
    • /
    • pp.105-106
    • /
    • 2011
  • <심슨 가족>은 미국 뿐 아니라 전 세계적으로 독특하고 예외적인 작품으로 평가된다. 매우 미국적이지만 전세계적으로 대중적이며 또한 다양한 OSMU로 큰 수익을 확보한 이 작품은 가족 애니메이션으로서의 성공적인 스토리텔링 전략을 내세우고 있는데, 그 중 하나가 캐릭터라는 것을 확인할 수 있다. 먼저 기존의 가족 구성원으로서의 역할과 이미지를 전복해 패러디와 의외성을 부여하고 모든 세대를 타겟화 하기 위해 각각의 캐릭터가 사건에 참여하는 일정한 비중을 유지한다. 또한 캐릭터의 직업과 새로운 미션을 매번 달리 설정하며 이를 패턴화한다. 이러한 캐릭터 스토리텔링의 특징과 효과를 논의해 가족을 소재로 하는 애니메이션 콘텐츠의 기획과 제작 과정에서 중요한 부분을 통찰하고, 성공적인 캐릭터 창작과 OSMU 활성화를 위한 단초를 제공하고자 한다.

  • PDF

A Study on Contents Analysis of MMORPG (엠엠오알피지 콘텐츠 분석에 관한 연구)

  • Kim, Seo-Young;Park, tae-Soon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.167-171
    • /
    • 2006
  • This essay suggests frame of analysis about MMORPG and analyzes 3 representative games. That frame has 7 categories and more divisional analysing ietms. The 7 categories are community orientation, PK orientation, convenient usability of item, variety of character, balance, convenience of interface, aesthetics of graphic and sound. The result of analysis is quite correspond with empirical and general information. That is, Foreign games have multiple game factor and high asthetics of graphic and sound, Domestic games have good convenience of interface and well adapted balance.

  • PDF