• Title/Summary/Keyword: Chinese Movies

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A Study on the Perception and Preference of the Korean Kimchi by the Chinese International Students in Jeonbuk Area (전북지역 중국 유학생의 김치에 대한 인식 및 기호도 연구)

  • Meng, Bing Xu;Lee, Young Sook;Kim, Yong Suk;Rho, Jeong Ok
    • Journal of the East Asian Society of Dietary Life
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    • v.23 no.3
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    • pp.273-281
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    • 2013
  • The study is being conducted to investigate the perceptions and preferences of the Korean kimchi by the Chinese international students in Jeonbuk area. Self-administered questionnaires were collected from 197 male (48.9%) and 203 female (51.1%) students. Statistical data analysis is being completed using SPSS v. 12.0. Approximately 95% of Chinese female and 91% of male students know about kimchi before coming to Korea through the Korean movies and dramas. The perceptions for kimchi according to the residence period showed a significantly difference 'kimchi is a nutritious and health food' (p<0.05), 'kimchi has good taste but too hot to eat' (p<0.05), and 'Kimchi is difficult to eat because of the smell' (p<0.05). Approximately 52% of Chinese female and 44% of male students consumed kimchi once or twice a day. The most popular form of kimchi among the 13 varieties was baech kimchi. Chinese female students preferred the 'kkakdugi' (p<0.05), 'chonggak kimchi' (p<0.05), and 'young radish kimchi' (p<0.05) more than the male students. The most liked reason was the 'refreshing taste' (44.8%) whereas the most disliked reasons were 'unfamiliar with eating kimchi' (28.7%) and 'sour taste' (24.2%). Approximately 85% of Chinese female and 60% of male students would like to experience making kimchis by themselves. Extended kimchi consumptions for Chinese answered 'not too fish-like smell' (36.0%), 'not too overly-ripe' (34.5%), 'not too sour' (25.4%), and 'not too hot' (25.4%). Therefore, in order to improve the awareness for kimchi among Chinese students, we need to relate kimchi with the taste of Chinese traditional foods.

A Study on Chinese Role Image In Hollywood Movies (할리우드 영화에서 나타난 중국인 배역 이미지에 관한 연구)

  • Meng, Xiaoyan;Kim, Hae-Yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.333-334
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    • 2014
  • 할리우드는 전 세계적인 영화의 중심지로 유명하다. 90년대에 접어들어 할리우드 영화중에 중국의 문화 요소와 중국인 배우를 사용하는 경향이 점점 많이 지고 있다. 이 논문은 할리우드 영화에서 중국인 배역을 적용한 사례 분석을 통하여 중국인 배역 이미지가 할리우드 영화에서 어떠한 역할을 하고 있는지에 관한 연구이다.

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The study on the action of Chinese animations by analyzing China's classic movies (중국 고전 영화 분석을 통한 현대 중국 애니메이션의 동작스타일 연구)

  • Shen, bingcan;Choi, Chul-young
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.145-146
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    • 2016
  • 중국애니메이션은 오랜역사를 간직하고 있다. 다양한 미디어와 연출 스타일을 지니고 있는데, 현재 출시되는 작품들은 전통의 계승보다는 외국의 제작스타일의 영향을 많이 받고 우선시하는 경향이 있다. 이에 전통 애니메이션의 애니메이션스타일을 연구해 보고 현실적인 제작스타일의 대안을 찾아보고자 한다.

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Characteristics of Korean Dramas Favored by Chinese Viewers -Focused on Internet Bulletin Boards- (중국인들이 선호하는 한국 드라마의 특성 -인터넷 게시판에 나타난 시청의견을 중심으로-)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.167-175
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    • 2011
  • Increased numbers of Chinese are using the Internet as communications technology develops, and more Chinese are downloading and watching Korean dramas and movies. According to a survey conducted to assess the present state of Korean wave in China, most Chinese young people are watching Korean dramas by downloading them from the Internet. The objective of this study is to see the characteristics of Korean dramas preferred by Chinese viewers: the factors are years of production, diffusers(Broadcasters), types of drama, story topics, main actors, and directors. As a result, Chinese viewers tend to prefer to dramas recently diffused in Korea, miniseries, and comic dramas and romance. Otherwise, broadcasters, main actors, and directors do not influence directly on the choice of dramas of Chinese. Particularly, Korean wave stars in China do not always appear into the dramas favored by Chinese viewers.

Study of Korean Wave's The Origin and the Usage (한류의 어원과 사용에 관한 연구)

  • Jang, Gyu-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.166-173
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    • 2011
  • Asia has shown a tendency that a certain country's culture leads the fashion in turn every 10 years. The trend of Hong Kong movies in 1980's was called 'Hong Kong Wave', the trend of Japanese animation and games in 1990's was called 'Japanese Wave', and then the 'Korean Wave' began in the late 1990's. This term '~Wave(流)' is a Japanese-style term meaning '~way', '~style', '~group', and so on. In the same manner, recent popularity of Taiwanese TV dramas and a particular star that is in fashion in Japan are called 'Taiwanese Wave', and Chinese movies, broadcast, tourism, and etc. are called 'Chinese Wave'. Thus, the term 'Korean Wave' is a part of expression '~wave' used in Japan and it started to be used in the mean time, and was officially used in <韓流-Song from Korea>, a promotion record of Korean pop music, produced by Ministry of Culture and Tourism in Korea. In this paper I propose to correct the error of the term 'Korean Wave', and furthermore, to define a term expressing Korean culture and study for its usage.

Factors Affecting Box Office Performance in China (중국내 극장 개봉영화 흥행에 영향을 미치는 요인)

  • Ki, Seon;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.357-366
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    • 2018
  • This study analyzed the factors affecting box office performance of 200 movies released at the Chinese theater in 2015. The results showed that main actor power, online rating, production power, and Chinese film were sighificant factors which influenced box office, while the distribution power, genre, IP utilization and integration of production and distribution were insignificant. These results mean that online marketing factors such as the popularity index of the main actors evaluated on the internet and the online rating are affecting box office performances in Chinese theaters.

China Film Market Entry Strategy for Success of Movies: A-Hong Kong Co-production, Focusing on the Experiences and Lessons Learned(1956-1982) (중국 영화시장 진출 성공을 위한 연구: 한-홍 공동제작의 경험과 교훈을 중심으로(1956~1982))

  • Kim, Jin-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.136-145
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    • 2010
  • China shows an evident growth in its visual culture in recent years, fueled by its accumulated wealth and the influx of relatively advanced visual culture from Hong Kong. There have been recent attempts to further the economic ties with Taiwan to form a pan-Chinese film market. Considering most Chinese blockbusters are produced by film makers in Hong Kong, it is safe to claim that Chinese films are the extension of Cantonese films. This text examines the past makings of Korean-Cantonese films and their influence. Based on the findings, it explores the necessary efforts on a civil level and the governmental support, required for Korea to make its way into the pan-Chinese film market as an equal participant. Such foundation would protect Korean film market in the midst of fast-changing media scape and serve as a stepping stone for Korea's advance into the pan-Chinese visual market.

The Images of Chinese Traditional Colors and Cultural Preferences -Focus on the Movie Costumes of -

  • Kim, Young-Sam;Jun, Yuh-Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.2006-2021
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    • 2010
  • An authentic national spirit in media (particularly films), traditional images, and color preferences is expressed through movies that are melted in local traditions. This study suggests a direction regarding the characteristics for historical costumes by examining traditional color images and cultural preference in the Chinese film (1987), a representative film that deals with Chinese history and traditions. This movie can illustrate the correlation between the temporal backgrounds and the costumes in the movie with the criteria of Eastern color systems. The results of this research are summarized as follows. First, the image of Chinese traditional colors represented in many parts of and the cultural preferences that underlies their works through the expression of traditional colors. The scenes of traditional costumes and colors express the visual embodiments of the costumes that reflect a specific status, ceremony, or ritual. Second, the traditional colors used in the movie are based on the Yin-Yang theory. Particularly, Red, Yellow, Black is mostly used for ordinary clothing. Third, there are some differences in the use of color arrangements, that change regarding the use of traditional colors according to images and situations that follow the intention of the director. Planning the color arrangements is considered an engaging connectivity between traditions and images in the movie and it is extended or reduced based on cultural preferences. Fourth, the increase and decrease of color arrangements is distinctively represented as the story of the movie proceeds.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.