• Title/Summary/Keyword: Genre Analysis

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The Expression Characteristics of the Fantastic Reflected on the Contemporary Fashion (현대패션에 반영된 판타스틱(The Fantastic)의 표현특성)

  • Kim, Dong-Ok;Choi, Jung-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.4
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    • pp.396-407
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    • 2011
  • Various media are expanding the fantastic expression methods and sphere wider than now. As an intermediate for expressing fully self-desires, fashion of the day has surfacing an important concept called fantastic that does not exist and surpasses reality in expressing the ideal body of a desiring body. Goth and cospre are personal expressions of movie costumes that visualize virtual reality as representative of fantastic fashions. The fantastic is a modem concept putting together SF, fantasy, magical realism, fable, and surrealism. Studies in fashion fields related to fantastic have treated fantastic illiberally and peripherally owing to the centering on the SF genre or fantasy. The thesis that dealt with an important fashion as an external favorite as well as the socio-cultural contents of the expressed body in genre expression remains inadequate. In research methods, this study carried out theoretical reviews on the concept and characteristic of the fantastic through literature data that includes local and international theoretical books, monographs, and dissertations that are related to the fantastic. The experimental analysis was executed by collecting fashion works shown after 2000 and included in special fashion editions, collection magazines, Internet materials, and monographs. The results show that the categorization of expression characteristic (according to fantastic spheres) appeared as 5 kinds such as uncanny borderline, cyborg grotesque, heroic superman, myth allegory, and unconscious meaninglessness.

A Study on the Primitivism in Christian Lacroix Fashion (크리스티앙 라크로와(Christian Lacroix)월 의상에 나타난 원시성에 관한 연구)

  • Chu Myoung Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.1 s.41
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    • pp.123-136
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    • 1992
  • The art which has been beginning and existing with the origin of human civilization had originated from human's play impulse, so called instincts incidentally and inevitably. The highly developed material civilization resulted in human alienations, and by turn to the primitive in order to overcome human alienationsalso they obtained creative inspiration from this activity and, in the result, created various animated arts. In this respect, the purpose of the study is to identify the primitivism in Lacroix fashion and the relationship between the modern art and in his design regarding the external plasticity and internal symbolism. For this purpose, 1 analyze the factors of primitivism in Lacroix fashion, and demonstrates the affinity between the primitivism, which is represented in his dress and the modern painting through the comparision and analysis of works, and dresses of Lacroix. Finally, Ican find out the guie close analogy of primitivism between the modern painting and the Lacroix's dress. That is, even the Lacroix fashion and modern painting are in different genre, they pursued the same way in the same category of art, we have a reperception of that fashion can be positioned in line with the art, as its one genre.

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Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach (내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증)

  • Kim, Jung Kyu;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.67-76
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    • 2013
  • By integrating of intrinsic motivation theory and flow theory, this study sought to investigate the causal linkage among optimal balance of video game player's perceived skill and challenge, flow experience, intrinsic motivation and video game genre usage. A path analysis showed that the different types of video game usage were directly influenced by players' intrinsic motivations, which were also reinforced by players' flow experiences of enjoyment. However, the path model with a multiple group approach provided no strong evidence for gender differences in the relationships between the variables of interest.

Factors Affecting Webtoon's Success: An Empirical Study (웹툰(Webtoon)의 흥행 결정요인 연구)

  • Yang, Ji Hoon;Lee, Ji Young;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.194-204
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    • 2016
  • With the fast diffusion of smart media, Webtoon has become popular contents among Korean people. Webtoon's content is being used in various content industries, such as movies and drama, and thus its cultural influence is increasing. Using ordinal Regression analysis, this study tried to find major factors affecting webtoon's success. This study found that readers' rating, number of likes, OSMU, author power, genre, picture style are important factors affecting the success of webtoon. This study has several business implications for the Korean webtoon industry.

A critical analysis of M.M. Bakhtin's Dialogics: A pragmatic and semiotic approach (미하일 바흐친의 대화이론에 대한 분석적 비평: 화용론과 기호학적 접근을 중심으로)

  • Lee, Noh-Shin
    • English Language & Literature Teaching
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    • v.16 no.4
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    • pp.223-238
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    • 2010
  • This article analyzes and discusses M.M. Bakhtin's dialogics with the perspectives of what it emphasizes and how it makes the Russian Formalism and the Marxist literary theory together in his dialogics. This article considers conversion in the literary texts the central idea of dialogics, and it takes place through satire and parody. As Bakhtin stresses in his works, this article also examines the novel as the dominant genre in the nineteenth and twentieth centuries. Such satire and parody shows the ambivalence of the Russian Formalism and the Marxist literary theory. Bakhtin states that novel per se is very conversing. It has turned over the position that has been occupied by epics (poetry) and play for thousands years, and taken it over in the nineteenth century. Thus, novel is a literary genre in which a variety of conversing struggles occur throughout the texts, which makes it different from epics and play. Throughout such analyses and discussions, this paper considers Bakhtin's dialogics a complex of semantic, pragmatic, and semiotic elements.

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Are We Being Globalized?: A Contrastive Analysis of Application Essays

  • Hahn, Hye-Ryeong
    • English Language & Literature Teaching
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    • v.10 no.3
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    • pp.1-20
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    • 2004
  • The findings in contrastive rhetoric research of the twentieth century have shown that different cultures have different conventions in organizing written texts. These culture-related conventions were claimed to influence English texts written by L2 learners, including Asian learners of English. However, due to the massive inflow of the American culture into Asia as well as increased exposure to English in the midst of globalization of the last decade, it is quite probable that the textual gap between the native English writers and Asian EFL writers have been reduced. The present study investigates the changes that have taken place in EFL writer's knowledge of genre-specific writing over the past decade. To this aim, this study compared four sets of application essays written by four groups of applicants (1) native American applicants in 1993, (2) Korean EFL applicants in 1933, (3) native American applicants in 2003, and (4) Korean EFL applicants in 2003. The results suggested that the disparity between the Korean EFL writers' and the native English writers' texts were becoming less noticeable at the macro-level, possibly due to Korean EFL writers' enhanced textual awareness of English genre structures Pedagogical implications are discussed.

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Clustering Character Tendencies found in the User Log of a Story Database Service and Analysis of Character Types (스토리 검색 서비스의 사용자 기록에 나타난 인물 성향 군집화 및 유형 분석)

  • Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.383-390
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    • 2016
  • is a service providing story synopses that match user's query. This paper presents a classification of character types by clustering of character tendencies found in the user log of . We also present a visualization method of showing genre-action relationships to each character type, and investigate the genre-action relationships of the major character types. We found that a small number of character types can represent more than half of the character tendencies and the character types tend to have a relationship to particular genres and actions. According to this properties, it would be desirable to provide supports for creative writing classified by character types.

Specialized Job Drama's Traits and Aspects of Development in 2000's (2000년대 전문직 드라마의 특징과 발전 양상)

  • Lee, Won
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.68-75
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    • 2012
  • The terrestrial television broadcasting has increased the number of the specialized job drama in the programming in 2000's, for overcoming the limit of the materials and reflecting the new sociocultural phenomenon valuing the specialized job. This drama benefits from good audience and huge fans, while the low average rate of audience shows the limit of competitiveness of this new genre. The text analysis clarifies three traits of the specialized job drama. At first, this genre is characterized by the variety of materials and the attempt of realistic description. Then, its narrative structure is organized so as to develop a story based rather on the success of career than on the relation of love. Finally, its last trait lives in the character of the heroes which is a creation based on the narrative structure.

The Current State and the Development Direction of the Studies on Improving of Broadcasting Language (방송언어 개선 연구의 현황과 발전 방향)

  • CHO, TAE-RIN
    • Korean Linguistics
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    • v.74
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    • pp.169-197
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    • 2017
  • The purpose of this paper is to seek the development direction of the studies on improving of broadcasting language, by examining the fruits and the limitations of existing research. Firstly, this paper makes sure that the study on improving of broadcasting language is one of the subtypes of study on broadcasting language. Then the current state of the studies on improving of broadcasting language is analyzed by genre, problem, and assessment standard. According to this analysis, existing research is concentrated too much in certain genres such as current affairs and news, but also in certain problems such as accuracy or publicness infractions. Finally, this paper concludes by suggesting three development directions of the future studies on improving of broadcasting language as follows: (1) Accuracy or publicness related problems need no more studies on themselves but continuous and systematic monitoring and institutional device. (2) We need more interest and research on language used in certain genres such as TV home shopping and commercial break. (3) Fairness or soundness related problems need more studies on themselves, because the judgement or assessment standard of these problems is not only difficult to find out, but also in need of viewer and listener awareness investigation and social agreement procedure.

An analysis of the Space as a Narrative Element in the Horror Game (공포게임의 서사적 요소로서의 공간 분석)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.116-126
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    • 2011
  • In this paper, the horror game is defined as a game that is aimed at causing fear reactions to user. And this paper analyzed narrative elements for studying what causes fear reactions beyond the existing experimental study. This analysis is significant at the point of determining narrative principles in the horror game. So this paper has extracted horror elements from gothic horror novels that established as the 'horror' genre and has considered how these horror elements would be transformed actually in the horror game. So it analyzes how the space and narrative elements as the distinctive characteristics of game are transformed centrally in the case of the 'Silent hill' series(published by Konami Corporation). Furthermore this study will be expected to be a help for clarifying not only the horror game as a peculiar genre but also the relationship between the space and narrative elements in the game.