• Title/Summary/Keyword: Character contents

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Celeactor as Cultural Contents : Focused on the Multi-Persona in a South Korean Reality Show Program (셀러엑터를 활용한 문화콘텐츠 : <놀면 뭐하니?>의 멀티 페르소나를 중심으로)

  • Han, Ae-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.45-62
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    • 2021
  • This article examines celeactor as cultural contents focused on the multi-persona in a South Korean reality show program . The celeactor is a form of celebrity and part of a celetoid. Celebrity can be categorized by three forms: ascribed form, achieved form and attributed form. In attributed form, the celetoid suddenly becomes popular through the media. The celeactor is a subcategory of the celetoid. The celeactor is defined by a virtual character that exist in temporary or institutionalized traits of popular culture. The Korean celebrity culture presents Korean intellectual factors, spiritual aspects, tastes, moral virtue, power relationships and traditional hierarchy. In order to examine the features of the Korean celeactor in cultural contents, this article focuses on the multi-persona of celebrity in South Korean popular culture through fantasy, challenge and nostalgia. This article examines the multi-persona of celebrity represented in South Korean popular culture as a negotiated response to cultural identity deconstructed and reconstructed in performance. The research methodology is to analyze a South Korean television reality show program on MBC Hangout with Yoo that represents various sub-characters performed by Jae-suk Yoo, a South Korean comedian and host. As for theoretical underpinning, this exploration joins work on Erving Goffman's (1959) notion of self-presentation and Chris Rojek's (2001) celebrity studies.

The Aesthetics of Conviction in Novel and Film Mephisto (소설과 영화 속 '메피스토'의 사상성 미학)

  • Shin, Sa-Bin
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.217-247
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    • 2019
  • This research paper intends to examine the intertextuality of Klaus Mann's novel Mephisto (1936) and István Szabó's film Mephisto (1981) and how the derivative contents (i.e., film) accepted and improved the schematic aesthetics of conviction in original contents (i.e., novel). In general, the aesthetics of conviction is applied to criticize the state socialism of the artists of the Third Reich or the ideology of the artists of East Germany from a biased ethical perspective. Mephisto is also based on the aesthetics of conviction. Thus, it would be meaningful to examine the characteristic similarity and difference between Klaus Mann's real antagonist (i.e., Gustaf Gründgens) and fictional antagonist (i.e., Hendrik Höfgen) from a historical critical perspective. In this process, an aesthetic distance between the real and fictional antagonists would be secured through the internal criticism in terms of intertextuality. In this respect, the film aesthetics of István Szabó are deemed to overcome the schematic limit of the original novel. The conviction in both the novel and film of Mephisto pertains to the belief and stance of a person who compromised with the state socialism of Nazi Germany, i.e., succumbed to the irresistible history. Klaus Mann denounced Mephisto's character Höfgen (i.e., Gründgens in reality) as an "Mephisto with evil spirits" from the perspective of exile literature. For such denunciation, Klaus Mann used various means such as satire, caricature, sarcasm, parody and irony. However, his novel is devoid of introspection and "utopianism", and thus could be considered to allow personal rights to be disregarded by the freedom of art. On the contrary, István Szabó employed the two different types of evil (evil of Mephisto and evil of Faust) from a dualistic perspective (instead of a dichotomous perspective of good and evil) by expressing the character of Höfgen like both Mephisto and Hamlet (i.e., "Faust with both good and evil spirits). However, Szabó did not present the mixed character of "Mephisto and Hamlet (Faust)" only as an object of pity. Rather, Szabó called for social responsibility by showing a much more tragic end. As such, the novel Mephisto is more like the biography of an individual, and the film Mephisto is more like the biography of a generation. The aesthetics of conviction of Mephisto appears to overcome biased historical and textual perspectives through the irony of intertextuality between the novel and the film. Even if history is an irresistible "fate" to an individual, human dignity cannot be denied because it is the "value of life". The issue of conviction is not only limited to the times of Nazi Germany. It can also be raised with the ideology of the modern and contemporary history of Korea. History is so deeply rooted that it should not be criticized merely from a dichotomous perspective. When it comes to the relationship between history and individual life, a neutral point of view is required. Hopefully, this research paper will provide readers with a significant opportunity for finding out their "inner Mephisto" and "inner Hamlet."

Animated characters of Disney animation using the transformation and alter ego of fantasy (변신과 분신의 환상을 활용한 디즈니애니메이션의 인물표현)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.44
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    • pp.117-141
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    • 2016
  • The various representations are receiving attention in modern society that has so many contents. Among them, the fantasy shows that you can not see in reality. But the intention of these fantasies is not giving a visual fun. The fantasy show the reality through stories that are not in reality. The fantasy that allows readers to continue to make the suspect between the real and the imagination and that suspect arises from the desire of real life. If the desire break the community, the social ideology will collapses. Conversely, if the desire is overturned by community, the social will be maintained. The goal of the fantasy which has the relationships of society is revealed through the various expressions of existence. They are divided into the subject and the other show the inner side of the main character. The subject shows the inner side of the main character by the transformation, alter ego and the other exists. The other shows the desire of the subject by the transformation, alter ego and the strangers. Disney animation studios select the target audience and the message in relation with the society. They choose the original like the fairy tale, myth and change them to satisfy the middle class. The characters of Disney animation says that messages by the expression of fantasy. The subject go through the transformation by twice. The first transformation is antisocial and the second transformation is social. The second shows a complete transformation. The other characters personified show the many kinds of the main character. The other as the alter ego of the main character represents the desire of the subject. They are described as an object of fear and exclusion. They expresses as a dark and menacing looks and hinders the complete transformation of the subject. But they were overthrown by the subject at the end of the story and it strengthen the social ideology. As a result, Disney highlights the value and the moral message of the society by using the representation of fantasy.

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.

An Observation of the Visual Language and the Visual Technology according to the Media Technology (미디어테크놀로지의 발전에 따른 시각언어와 시각테크놀로지의 고찰)

  • 신청우
    • Archives of design research
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    • v.17 no.2
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    • pp.15-22
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    • 2004
  • Recent complex visual culture is the visual world widely magnified according to the images like image, graphics, photograph, movie, and television, etc. by the development of digital technology. Because it conveys meanings and contents inserting sound and letters, it may have multimedia character conveying and communicating information beyond general language and letters. The vision for various images at that time is inseparably connected with language. And imaginative order of image and vision are composed of special way in culture and history. Language is different in society, culture, and history. Accordingly, if visual experience is communicated with language partially, it is difficult to have university. So, role of linguistic order plays an important role in forming and defining the social and cultural differences among the visual systems. Historically various visual and optical devices with this visual language have influenced a lot. These visual technologies are concrete and physical practice determining a way to get together with the subject and the visible object in the visible world. The visual language is connected with dimension like these symbols of images and the dimension like visual technologies to series of historical physical and institutional practices. It determines social visual mode toward object world in one of visual system. Accordingly, this study is to understand visual language with social and historical character according to the changed concept and characters as development of media technology. And it is to explain it in view of visual language as a dimension of symbol and visual technology of institutional and physical practice. After all, it cannot explain the effect on the function and visual mode of visual technology as its technical element only. It also cannot separate with the practice with coherent discourse and the physical and institutional practice. The possibility, technical element of technology contains, does not realize as it is but the effect is always communicated in the social veins and realized with a restriction.

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A Study on the Cognition and Practice of the Delivered Woman and Her Husband for the Fetal Education (산모와 배우자의 태교인식과 실천에 관한 연구)

  • Mun, Hee-Soo;Choi, Euy-Soon
    • Women's Health Nursing
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    • v.8 no.4
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    • pp.583-594
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    • 2002
  • The purpose of this study was to perform the fetal education effectively for the delivered woman and her husband. This study was conducted by the questionnaire survey on 199 delivered women and their 171 husbands at several hospitals located in Seoul and Kyonggi Province from February 28 to March 26, 2002. The contents of questionnaire included the purposes, the cognition and the practice of fetal education. The SAS program was used for the statistical analysis of the data. The character of subject was analyzed by the percentage. The difference between the cognition and practice of fetal education was analyzed by t-test, ANOVA, Wilcoxon rank sum test. The factor analysis affected on the practice of fetal education was adopted by Multiple regression. The results were as follows; 1. In the purpose of fetal education, the well- balanced emotion showed the highest mark. The cognition of fetal education(woman:$4.39{\pm}0.52$, husband:$3.88{\pm}0.70$) and the practice (woman:$3.88{\pm}0.60$, husband:$3.83{\pm}0.70$) showed the relatively high mark, but the score of cognition showed higher than that of practice. 2. In the comparison of the cognition between the delivered woman and the husband for the fetal education the item of the mental or health state would affect unborn baby, which occupied the highest mark in both woman and the husband(woman:$4.81{\pm}0.44$, husband:$4.81{\pm}0.50$). But they were prohibited to eat the deformed food, which showed the lowest mark(woman:$3.19{\pm}1.12$, husband:$3.21{\pm}1.29$). 3. In the comparison of the practice for the fetal education between the delivered woman and the husband, the practice for the healthy baby showed the highest mark in woman ($4.51{\pm}0.71$), which had a statistically significant difference(P=0.025), compared with that of the husband($4.13{\pm}0.99$). 4. In the comparison of cognition and practice for the fetal education, the general character was associated with the duration of marriage, the satisfaction with marriage and the support of husband on pregnancy. The mark was associated with the age of woman, the level of education and the first birth. 5. The significant factors influencing on the practice for the fetal education were connected with the cognition of fetal education, age, satisfaction with marriage, the support of husband on pregnancy, the type of family, the experience of delivery and the state of health during the period of pregnancy. etc. In conclusion, it is indicated to make effort for transforming and developing the traditional fetal education in accordance with the modern fetal education. And it is suggested that the fetal education might be recognized by all members of family, and the importance of husband's role for the fetal education should be informed as well as that of woman's.

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A Study about The Spin-off Phenomenon of Brand Webtoon Storytelling (브랜드 웹툰 스토리텔링의 스핀오프 양상 연구)

The Ecological Character and Sequence Similarity Analysis of 18S rDNA from the Two Species of Grateloupia (Grateloupia, Rhodophyta) in Korea (두 종의 한국산 홍조 지누아리류(Grateloupia filicina, Grateloupia divaricata)의 생태특성과 18S rDNA 염기서열 상동성 분석)

  • Kim, Young-Dae;Jin, Long-Guo;Song, Hong-In;Hong, Jung-Pyo;Lee, Chu;Jeon, Chang-Young;Kim, Su-Kyoung;Kim, Dong-Sam;Han, Hyoung-Kyun;Hong, Yong-Ki
    • Journal of Life Science
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    • v.16 no.5
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    • pp.723-728
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    • 2006
  • The species of Grateloupia filicina, Grateloupia divaricata in East Sea were investigated taxonmically in order to clarify taxonomic position. The ecological character, external morphology, anatomy of vegetative structure. Blade length are $15{\sim}40\;cm$, erect from discoidal holdfast of $3{\sim}10\;mm$ in diameter. Stipe $1{\sim}2.5\;cm$ long, narrowly cylindrical below, compressed above Grateloupia filicina. Main axis are long and compressed, $3{\sim}7\;mm$ broad in broadest part. Colors are scarlet to light red. Blade length are $10{\sim}25\;cm$, erect from discoidal holdfast of $3{\sim}8\;cm$ in diameter Grateloupia divaricata. Stipe are single and simple $2{\sim}5\;mm$ broad. Thallus composed of cortex and medulla in section ; cortex composed of $9{\sim}10$ layers of anticlinally arranged cortical cell, divided into outer, middle and inner parts. Partial fragments of nuclear 18S rDNAs from the two species of Grateloupia (Rhodophyta) were amplified using the PCR reaction and sequenced to compare their similarity. The partial sequences showed 98.9% similarity each other. Grateloupia filicina has 371 bp sizes and Grateloupia divaricata has 372 bp size. The G+C contents of Grateloupia filicina is 54.3% and Grateloupia divaricata is 53.64%.

Presentation and Representation of Modernity in Modern Architecture - On Exclusion of Ornament and Emergence of the surface - (근대주의 건축에서 모더니티 표상의 문제 - 장식의 배제와 표면의 부각을 중심으로 -)

  • Khang, Hyuk
    • Journal of architectural history
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    • v.15 no.4
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    • pp.37-56
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    • 2006
  • Introducing International Style, P. Johnson and H. R. Hitchcock gave three standards to be the Modern, volume and surface, regularity, and exclusion of applied decoration. In spite of the negation of stylistic, formal approach in the Modernist Manifestoes, one usually have understood Modernity in Architecture with its formal character, especially with no ornament and flat, abstract, white surface. Modernism as a new paradigm in architecture have emphasized that there is no representation of anything outside and only present architecture in itself. They said that Modernism only cared about the language of Architecture without figural reference. So apparently there is no way to prove to its Modernity with formal condition. Modernity is in Spirit and contents. But actually we understand well its existence by visual communication This study deals with this difficult situation how Modernity represents itself without visual media and asks the question how simultaneously it presents its thingness and materiality In order to analyse contradictory situation between representation and presentation in Modern Architecture we need to survey the historical process of changing position of ornaments and its meaning in time. With the crisis of representation the role of ornament have seriously changed and divided. It caused the two situation in pre-Modern Architecture. Firstly, Architecture tend to be a high art and formal expression became important much more. The Use of Ornament became a kind of fashion to show the power, class, money. Secondly, Ornament lost its cultural weight and the structure and material aspect became the central in architecture. Rational Structuralism would be the essential character in Modern Architecture. Here the theory of G. Semper and A. Loos on cladding(dressing) and Ornament can help its problems and limits. In the situation without conventional ornament Modernists need to present modernity with new media that only show the thing itself and by that it does not represent any thing else as like the value, idea outside buildings. They believed that only it concerned esthetics and morality in architecture. But in reality it referred to art and machines as like ships, aircraft, and cars. By excluding Ornament and showing the process of clearing, abstract, flat, white surface 'represent' Modernity by the indirect way referring the concept of transparency, reason, sanitation, tectonics, etc. An Ideology and myth intervened architectural discourse to make the doxa about the representation in Architecture. Surface must be a different kind of media and message that can communicate in different way with compared to conventional Ornament. Decorated Shed by R. Venturi and Post-Functionalism by P. Eisenman, that are the most famous post-modern discourse, shows well difficult and contradictory condition in contemporary architecture concerning representation and form, meaning and form.

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Chinese Elements in RPG Game of USA, JAPAN, and KOREA (中国元素在国外RPG游戏角色造型中的应用分析 )

  • Lee, Won-Jung;Shui, Lin-Lin
    • Cartoon and Animation Studies
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    • s.39
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    • pp.349-363
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    • 2015
  • As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.