• Title/Summary/Keyword: Idol Contents

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Convergence of Korean Traditional Dance and K-Pop Dance : An Analysis of Comments on 2018 MMA BTS 'IDOL' Videos on YouTube (한국 전통춤과 K-pop 댄스의 융합 : 2018 MMA 방탄소년단 'IDOL' 유튜브 댓글 분석)

  • Yoo, Ji-Young;Kim, Mi-Kyung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.189-198
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    • 2019
  • This study aims to make meaning of the reactions of the Korean people through the text mining of comments on videos of the December 2018 MMA performance of intro on YouTube. For this, comments on 15 YouTube videos were collected over the past 10 months. With the collected data, a total of 5,135 comments were analyzed through crawling using the Python and BeautifulSoup programs, data was refined over a total of 3 sessions, and a final total of 5,080 comments were used as analysis material. A mining technique was used for data analysis and the process of refinement, analysis, and visualization was achieved using the Textom program. Research results showed that keyword analysis showed the keywords of 'performance', 'Korea', 'video', 'top', 'cool', 'dance', 'idol', 'legend', 'love', and 'gratitude' in that order and keywords such as 'patriotism' and 'Olympics' also appeared frequently. N-gram analysis showed that comments with contexts such as 'a top performance that will remain a legend among Korean idol performances', and 'an idol performance that displayed the traditional culture of Korea' were in higher ranks. Based on such keyword analysis results, topic modeling was applied and 5 top keywords were extracted from a total of 5 topics. Analysis results of topic contents and distribution showed that topics in the comments of this performance's videos largely consisted of the 3 reactions of 'high praise regarding the stage performance', 'affection towards the fusion and artistic sublimation of Korean traditional dance', and 'gratitude towards the uploading of cool dance videos'

An Analysis of K-POP Stars' Images in Chinese Social Medias (중국 소셜 미디어에 나타난 K-POP 스타들의 사진 이미지 분석)

  • Yin, Jing;Yang, Jong-Hoon;Lee, Sang-Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.71-82
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    • 2021
  • The main purpose of this study was to investigate K-pop stars' images in photos presented by social networks in China. In this study photos of K-pop stars were collected from a community site of Baidu as one of the biggest portal sites and were five idol groups (EXO, IKON, T-ara, Wonder Girls, and Girls' Generation) which have beeb getting famous in China. For this musical styles and backgrounds of the K-pop idol stars were scrutinized in brief and explored in respect with its images. The results of the study were follows: First, the overall pictorial images of K-pop boys' groups were characterized in masculine and stylish images emphasizing the western appearance. In case of K-pop girl groups, sexy, gorgeous, feminine and youthful images were identified. In conclusion, K-pop idol stars is contributing to expand Korean pop arts into Chinese public culture as Chinese people produced and circulated the pictorial images of K-pop stars and facilitated consumption activities of K-pop contents.

Analytical Study on the Correlation between the Functionality of Virtual Idols and Fan Satisfaction under the Chinese Market

  • Hou, ZhengDong;Kim, KiHong;Ren, YuShi
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.28-38
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    • 2022
  • Virtual idols have aroused wide attention as a novel product of the idol industry in the digital era over the past few years. The population of China determines that virtual idols have a huge fan market. As a digital cultural product closely connected with fans, virtual idols are im-portant to gain insights into the correlation between fan satisfaction and virtual idol functions. In accordance with the KANO demand model, this study first classifies and explains the specific functions of virtual idols into four quadrants, including attractive, must-be, 1D (One-Dimensional), and indifferent. Subsequently, the satisfaction of fans of virtual idols with specific functions in each quadrant are analyzed using a questionnaire. This study suggests that virtual idols have one at-tractive quality, three 1D quality, two must-be quality, and five indifferent quality functional elements. This study qualitatively analyzes the functional elements of virtual idols through fan satisfaction based on the KANO model, which provides valuable help for future research in the field of virtual idols and producers in this field.

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.

Analysis on the Spectacles of K-POP Hologram Concerts -Focus on Contents of SM Entertainment- (K-POP 홀로그램 콘서트에 나타난 스펙터클 분석 -SM Entertainment 콘텐츠를 중심으로-)

  • Han, Hye-Won;Jeong, A-Ram
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.740-749
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    • 2016
  • Hologram technology is widely applied in entertainment contents for public, no more remained in specific technological area for minority experts. Expecially, K-POP entertainment contents increasingly adopt hologram images. These contents use hologram technology as a part to arouse spectacles or represent idols as hologram characters. In this study, spectacles and aura of K-POP hologram concerts of SM Entertainment which runs stably in certain period were analyzed, so that it could recognized the differentiation strategy distinguished only in hologram concerts. Thus, the setting of hologram concerts alienates seats from the stage so that maximize distance, and the aura of idol characters strengthens through fantasy of escape from reality. Hologram concerts maximize fantasy through exposing tricks rather than concealing it. Hologram concerts enhance image of Korea as ICT leader, overcome physical and geological limitation of 'Korean Wave' to globalize, and propose examples of popularization of convergence contents.

A Study on the mixed using technic of arrangement in Korean Idol Music - Focusing on the analysis of TWICE's song - (한국 아이돌 음악 편곡에서의 기법적 혼용에 대한 연구 - 트와이스의 곡 분석을 중심으로 -)

  • Ryu, jae-hack;Chung, jae-youn
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.29-30
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    • 2019
  • 본 연구에서는 아이돌 음악 중 타 장르를 연상하게 하는 일부 기법이 혼용된 사례를 분석하였다. 해당 사례에 해당되는 곡 중 여러 차트의 10위권 이내에 기록된 트와이스의 'OOH-AHH하게'와 'Cheer up'으로 한정하였으며, 이 결과를 통해 아이돌 음악의 한 편곡의 특정 유형과 음악적 유행의 일정 부분을 파악할 수 있었다.

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A Case Study on the Expansion Transmedia Storyworld of K-POP Idol Group : Focusing on Reboot and Homage (K-POP 아이돌 그룹의 트랜스미디어 스토리월드 확장 사례 연구 :리부트와 오마주를 중심으로)

  • Choi, Yoon-Young;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.723-733
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    • 2021
  • 'Reboot' and 'Homage' are using as creative techniques in traditional storytelling media fields such as movies or dramas, but the possibility of expanding the transmedia story world has not yet been presented. This study was written to present a new concept of transmedia story world expansion type using the 'Reboot' and 'Homage' methods. 'Reboot' and 'Homage' are typical storytelling methods of K-POP idol groups that need to develop content. I selected , , and , which have built their story world, and examined both the narrative creation section and the marketing application section. The result of the study is as follows. First, EXO is an example of a reboot case. They set the original set as 'past' and insert the new storylines. Second, BTS is an example of a character's reboot. They built a story world by paralleling 'Idol BTS' and 'Character BTS'. Third, Wanna One is an example of the original story world's homage. They reorganize the story world of and attracting the attention of the existing audience. Fourth, BTS is an example of other media homage which reinterprets the meaning of BTS characters and story world by using the meaning of classic works.

A Study of K-Pop Girl Group's Graduation System through the Application of the Scapegoat Mechanism - Focusing on <9 Muses of Star Empire> - (희생양 메커니즘 적용을 통한 케이팝 걸그룹의 졸업제도 연구 - <9 Muses of Star Empire>를 중심으로 -)

  • Lee, Hark-Joon;Kim, Jeong-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.63-71
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    • 2020
  • K-Pop is powerful. Once considered to be at the periphery of global music scene, it is now reaching the whole world. Not surprisingly, the media, domestic and foreign, have scrambled to unlock the secrets of K-Pop's phenomenal growth. In doing so, they have not failed to highlight the underside of its success, such as cut-throat competition among idol-group members and the programmed member replacement by their agencies. One of the most notable characteristics in this process is called, in their business jargon, 'the graduation system'. This paper attempts to explicate this management practice unique to K-pop industry. To do so, this paper draws on Rene Girard's work on desires, particularly his notion of mimesis, violence and the scapegoat mechanism. Based on a documentary film, interactive online sites and a monograph that have chronicled how the K-pop girl group <9 Muses> have 'graduated' during their debut process, this paper applies, as its main analytical tool, the scapegoat mechanism and attempts to explore on its basis what 'the system' entails for the K-pop industry in general and the actors working within it in particular.

An Analytic Study on Latin Rhythm of K-POP (K-POP의 라틴 리듬 차용 분석 연구)

  • Lee, Yoon-Sang;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.45-52
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    • 2019
  • This study focuses on analyzing rhythms revealed in music songs of Korean third-generation idol girl groups. The development of genre and development of rhythm continues and the rhythm of Third World music is strong worldwide. The development of genres and rhythms continues and the rhythms of the Third World music are winning big popularity world wide. In the past, Third World rhythms were used only in countries where rhythm originated and neighboring countries, and the rhythms between countries were combined to occur in various conersence composite forms. In the past, the Third World rhythms were used only in rhythm-oriented countries and neighboring countries, and the rhythms between countries were combined in various and composite forms The changes in the global music market and the structure of the Korean pop music market show the same pattern in the local pop music genre. This study analyzes the phenomenon in which the Dembow rhythm and the tresillo rhythm, one of the rhythms of the Third World music, are concentrated in third-generation idol music, and notes that a certain number of combinations appear in rhythms and melodies. Moreover, this study identifies and compares the origin, the structure and the application cases of the Dembow rhythm and the tresillo rhythm by analyzing 12 songs of Korean third-generation idol girl groups. A game, as a sort of media like a movie, may be subjected to an ambivalent evaluation in accordance with the quality of each content. In this regard, it is necessary to have an active discussion about which game has desirable contents. Emotion which is an influential factor on interaction among players in game design needs to be approached from a social perspective. Also, based on social emotions associated with players, a significant relationship between emotional vocabularies and game emotions should be understood in comparison with social emotions within the game. based on social emotions regarding players As a result, social emotions within the game exhibited differences from the meaning of the terms. It is supposed that this result was caused by the ethical standards and differences in the real world. Accordingly, for qualitative enhancement of games, it is required to utilize the contents of this study, since emotions within the game are based on social emotions regarding players.

The New Korean Wave in China: Chinese Users' Use of Korean Popular Culture via the Internet

  • Ahn, Jungah
    • International Journal of Contents
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    • v.10 no.3
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    • pp.47-54
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    • 2014
  • Although the Korean Wave originated in China, its presence in this country had been faltering for some time. Recently, however, Korean Wave star centered K-drama via online video websites, Korean Wave TV programs with high ratings, and idol group centered K-pop with glocalization strategies are all popular in China once again. The purpose of this paper is to explore Chinese teens and twenty year olds as the main consumers of Korean popular culture and the how preferred genres, motives, and behaviors of Korean pop culture use and Korean image affect one another. According to the study results, media use via online video service was most common, and among the preferred genres, K-drama has the highest usage rates. In addition, it was discovered that motives and behaviors associated with the use of Korean pop culture had a considerable influence on a positive Korean image.