This paper examines four genre paintings on the subject of child education by Jean-Baptiste-Sim${\'{e}}$on Chardin(1699-1779). The Governess, The Diligent Mother, Saying Grace, and The Morning Toilette garnered critical attention after they were exhibited in the Salon from 1739 to 1741. After the exhibition, the paintings were made into prints and frequently sold to members of the bourgeois class in Paris. The iconographical details of Chardin's genre paintings have, thus far, been compared to Dutch genre pictures of the seventeenth century. Further, most studies conducted on Chardin's paintings focus on formal analysis rather than the historical and social contexts. Through attempting social-contextual readings of Chardin's educational series, this paper argues that the significance of Chardin's painting series of child education lies in his representation of the ideal French bourgeois family and the standard of early childhood education in the eighteenth-century French Enlightenment period. In each of the four child education paintings, Chardin depicted a mother with children in a domestic space. Even though this theme derives from traditional Dutch genre paintings in the seventeenth century, the visual motifs, the pictorial atmosphere and the painting techniques of Chardin all project the social culture of eighteenth century France. Each painting in the child education series exemplifies respectively the attire of a French gentlemen, the social view on womanhood and the education of girls, newly established table manners, and the dressing up culture in a 'toilette' in eighteenth century France. Distinct from other educational scenes in previous genre paintings, Chardin accentuated the naive and innocent characteristics of a child and exemplified the mother's warmth toward that child in her tender facial expressions and gesturing. These kinds of expressions illustrate the newly structured standard of education in the French Enlightenment period. Whereas medieval people viewed children as immature and useless, people in the eighteenth century began to recognize children for their more positive features. They compared children to a blank piece of paper (tabula rasa), which signified children's innocence, and suggested that children possess neither good nor bad virtues. This positive perspective on children slowly transformed the pedagogical methods. Teaching manuals instructed governesses and mothers to respect each child's personality rather than be strict and harsh to them. Children were also allotted more playtimes, which explains the display of various toys in the backgrounds of Chardin's series of four paintings. Concurrently, the interior, where this exemplary education was executed, alludes to the virtue of the bourgeois's moderate and thrifty daily life in eighteenth century France. While other contemporary painters preferred to depict the extravagant living space of a French bourgeoisie, Chardin portrayed a rather modest and cozy home interior. In contrast to the highly decorated living space of aristocrats, he presented the realistic, humble domestic space of a bourgeois, filled with modern household objects. In addition, the mother is exceptionally clad in working clothes instead of fashionable dresses of the moment. Fit to take care of household affairs and children, the mother represents the ideal virtues of a bourgeois family. It can be concluded that the four genre paintings of child education by Chardin articulate the new standards of juvenile education in eighteenth century France as well as the highly recognized social virtues between French bourgeois families. Thus, Chardin's series of child education would have functioned as a demonstration of the ideal living standards of the bourgeois class and their emphasis on early childhood education in the French Enlightenment period.
The purpose of this study is to analyze the writing tasks included in the newly developed high school English textbooks in the aspects of genre, rhetorical structure, task type, and authenticity in order to find out whether these tasks could contribute to improving Korean EFL students' writing skills. A total of nine textbooks were selected for the study and every writing task in each textbook was analyzed. The results show that various types of genres were incorporated in the tasks, but very few opportunities were provided for students to acquire characteristics of specific genres. In terms of rhetorical structure of text, narration, illustration, and transaction were required most, whereas not a single writing task asked students to use classification or cause and effect. Many of the writing tasks analyzed offered linguistic and/or content support through the use of models, which displays traces of the product-based approach to teaching writing. Lastly, most of the tasks lacked authenticity represented by explicit discussion of purpose and audience. Implications for L2 writing task development and writing instruction in the Korean EFL context are discussed.
This study investigates the positioning of emotional language imagesin popular music genres for developing textile print design ideas. Auditory and synaesthetic imagery were employed to deduct emotional language imageries from popular music genres and analyze differences in emotional language imageries according to popular music genres. Six genres of popular music were selected as stimulus and a survey was conducted to analyze emotional language imagery differences and similarities depending on popular music genres. The results of this study were: The results of the factor analysis and the reliability test on emotional language imagery showed factorial structures that include Lyrical-Feminine, Intense-Masculine, Euphoric-Active, Gloomy-Melancholy, Abstruse-Sophisticated, and Addictive-Continuous. The results of the mean scores of emotional language imagery of each popular music genre showed that respondents tended to perceive that ballad and new age music are similar and hip-hop & rap, dance, and metal-rock are similar. Based on the multidimensional scaling analysis, new age positioned Lyrical-Feminine, metal-rock positioned Intense-Masculine, dance music positioned Euphoric-Active, and ballad positioned Gloomy-Melancholy. This study provides elementary resources to inspire innovative textile prints designed through different characteristics of emotional language imagery according to each popular music genre.
Animation constitutes the core of the media industry, which in turn lies at the center of the cultural industry. It is considered one of the industries where South Korea has the competitive edge over other countries. With the pool of customers getting wider, the genre of animation has become more and more diverse, forming a great market for it. Aware of this trend, this study focused on animation as a part of the pop culture, and on providing corresponding various viewpoints for future cultural studies. This researcher measured the practicality and persuasiveness of this study through Shreck, a three-dimensional C.G. animation which is acclaimed for its success in dismantling the old grammar of animation movies that represent the anti-Disney ideas. This researcher felt it imperative to heed the unique language of Shreck, which contains discourses on various cultural ideologies such as paradoxical structure that pits entertainment that is shown through dismantling of the canon, feminism and antifeminism against each other. This study analyzed the entertaining element of the animation genre by means of the Semiotics of Keith Moxey, thereby attempting to establish a legitimate social status of the genre, whose artfulness has been depreciated in the art society. In chapter II, this researcher examines the chronological development of three-dimensional C.G. animation that has shown a rapid advancement. Chapter III defines the cultural ideology of Shreck by exploring basic theories and texts employed in analysis of art works. This study started with the assumption that defines, from the viewpoint of symbology, the animation text as an aggregate of discourses on entertainment, and competitive and paradoxical ideologies. Then, this researcher analyzed the text and the generation process of meanings in Shreck. Consequently, this study has come to the following conclusions: First, Shreck induces changes of concepts about the canon by means of distorting and reversing the existing animation movies, which seems to reflect in the contemporary tendency of seeking new interpretations of entertainment. Second, Shreck shows up the cognitive changes of our age as to feminism by competing feminism against antifeminism. Although Shreck serves as a venue of competition between the two opposing ideas, it stops short of brushing off women as outsiders in society. Rather, it represents the resistance to the male chauvinism existing in the structures of animation and culture. As shown in the text analysis, Shreck presents an advent of a new ideology critical of the previous animation films. In addition, it reflects in the struggle between the pro-feminism on the part of the viewers and the anti-feminism that lies in the social and culture structure. This study, however, is limited in its scope and selection of subject. First, although this researcher has stressed the importance of understanding the animation as part of the pop culture and conducting researches within the historic paradigm, this study fails to provide an in-depth insight in the impacts that the changes in the C.G. industry and the systematic conditions may have on the three-dimensional C.G. animation genre. Furthermore, this study runs the risk of being understood as pro-American due to its selection of Shreck as its research subject.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.17
no.6
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pp.169-179
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2017
The objective of this study is to identify the influence of utilization of SNS among consumers who watch performance art on their behavioral intention in the future when there has been an increasing usage of SNS among consumers along with an increasing importance of SNS in the field of performance art and also the influence of SNS characteristics on behavioral intention of performance art consumers in the future according to their preferred genres. According to the results of empirical analysis in this study, usefulness, pleasure, and social influence, as SNS characteristics, turned out to positively influence on behavioral intention in the future. According to the result of analysis in difference of influence on behavioral intention in the future depending on preferred performance art genre, usefulness, pleasure, and availability in order among SNS characteristics turned out to influence on behavioral intention in the future in pop-music/entertainment concert. In addition, only usefulness turned out to influence on behavioral intention in the musical. Usefulness and availability in order turned out to influence on behavioral intention in the act. Lastly, only usefulness turned out to influence on behavioral intention in the music/ballet. According to aforementioned results of the study, it implies that SNS characteristics of performance art audiences are influencing on behavioral intention in the future. In addition, since there is a difference in behavioral intention in the future among art consumers in each genre, it is required to differentiate utilization and strategies of SNS in each genre.
Park, Seung-Min;Park, Jun-Heong;Lee, Young-Hwan;Ko, Kwang-Eun;Sim, Kwee-Bo
Journal of the Korean Institute of Intelligent Systems
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v.20
no.6
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pp.884-889
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2010
Recently, a music genre classification has been studied. However, experts use different criteria to classify each of these classifications is difficult to derive accurate results. In addition, when the emergence of a new genre of music genre is a newly re-defined. Music as a genre rather than to separate search should be classified as emotional words. In this paper, the feelings of people on the basis of brightness and darkness tries to categorize music. The proposed classification system by applying VCM(Variance Considered Machines) is the contrast of the music. In this paper, we are using three kinds of musical characteristics. Based on surveys made throughout the learning, based on musical attributes(beat, timbre, note) was used to study in the VCM. VCM is classified by the trained compared with the results of the survey were analyzed. Note extraction using the MATLAB, sampled at regular intervals to share music via the FFT frequency analysis by the sector average is defined as representing the element extracted note by quantifying the height of the entire distribution was identified. Cumulative frequency distribution in the entire frequency rage, using the difference in Timbre and were quantified. VCM applied to these three characteristics with the experimental results by comparing the survey results to see the contrast of the music with a probability of 95.4% confirmed that the two separate.
This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.
Journal of Korean Society of Industrial and Systems Engineering
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v.39
no.3
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pp.90-99
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2016
Forecasting of box office performance after a film release is very important, from the viewpoint of increase profitability by reducing the production cost and the marketing cost. Analysis of psychological factors such as word-of-mouth and expert assessment is essential, but hard to perform due to the difficulties of data collection. Information technology such as web crawling and text mining can help to overcome this situation. For effective text mining, categorization of objects is required. In this perspective, the objective of this study is to provide a framework for classifying films according to their characteristics. Data including psychological factors are collected from Web sites using the web crawling. A clustering analysis is conducted to classify films and a series of one-way ANOVA analysis are conducted to statistically verify the differences of characteristics among groups. The result of the cluster analysis based on the review and revenues shows that the films can be categorized into four distinct groups and the differences of characteristics are statistically significant. The first group is high sales of the box office and the number of clicks on reviews is higher than other groups. The characteristic of the second group is similar with the 1st group, while the length of review is longer and the box office sales are not good. The third group's audiences prefer to documentaries and animations and the number of comments and interests are significantly lower than other groups. The last group prefer to criminal, thriller and suspense genre. Correspondence analysis is also conducted to match the groups and intrinsic characteristics of films such as genre, movie rating and nation.
Dahoe is a traditional Korean term for cords and Dongdahoe for round cords. The main purpose of this study is to analyze the structure of a semi-automatic loom depicted in the paintings of Jun Geun Kim, and verify whether it actually worked or not. Jun Geun Kim is a genre painter of the late Joseon Dynasty. His nom de plume is Gisan and he drew genre paintings for foreigners who visited Korea in the late 19th century. These paintings are important in understanding the lifestyle and custom of the times. His paintings at the Staatliche Museen zu Berlin in Germany and the British Museum in England both depict a semi automatic loom that operates two looms at the same time. This is a unique loom that is not found in any other country and currently no artifacts of such loom exist in Korea. The study went through the following steps: We first analyzed the structure and the operating mechanism of the loom in the painting. The structure of each parts and their roles were also analyzed. Then a loom that was similar in structure and size was made to check if it was operational. The loom depicted in the paintings had some problems, and adjustments to fix the said problems were made accordingly. Wood was primarily used to make the $80{\times}90cm$ loom. The loom was used to make Dahoe and the study confirmed that there were no differences between the handmade Dongdahoe and the Dongdahoe made with the semi automatic loom.
Commercial spaces are very sensitive in terms of trend and uniqueness, and many elements expressing space coexist together with brilliant ideas aiming to attract consumer attention and even induce sudden desire of purchase. Coexistence in space is expressed in various ways and out of those ways, representation by material is especially apparent. The application of material does not individually influence the expression of space, but the characteristics of multiple materials applied contribute to the distinction of space through mutual communication. This study intends to analyze how conversion is centered to express the distinction of space through materials communicated in space. The detailed study results are as follows. First, the conversion expression method of material resulted as 'Substitution', 'Contrast', 'Assimilation', 'Creation'. These four was divided and analyzed into 'Time', 'Space', 'Genre'. As a result of this analysis, such significances were shown as 'Contrast' in 'Time', 'Substitution' in 'Space', and 'Assimilation' in 'Genre'. Second, the conflict due to heterogeneity by conversion of 'Contrast' in 'Time' through past and current materials appeared to induce interest amongst consumers. Third, within 'Space', 'Substitution' of natural/artificial materials was noticeably applied. This is evaluated as a constructive way of expressing natural forms into artificial forms further intending to provoke attention and stimulate emotion. Fourth, in conversion through 'Assimilation' in 'Genre', rather than using materials only from other areas, synchronizing it by combining architectural materials is an effective method. Such results are thought to be a distinctive design method that draws attention of customers by communicating disparate materials in commercial space. Thus, the study results are expected to be utilized as an elementary resource in designing commercial space with character and high satisfaction.
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