• Title/Summary/Keyword: Idol Contents

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A Study on Fandom and Audience's Subjectivity Types for Female Idol Star (여성 아이돌 스타에 대한 수용자의 주관적 인식유형과 팬덤현상 연구)

  • Hyun, seung-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.327-328
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    • 2012
  • 본 연구의 목적은 TV드라마 출연 여성 아이돌스타의 스타 마케팅 기법과 이에 따른 수용자의 선호유형을 분석해 보는 것이다. 아이돌 스타의 TV방송 드라마 출연은 최근 유행처럼 빠르게 번지고 있다. 철저한 스타마케팅 차원에서 고려된 것이기는 하지만 남성아이돌 스타와 다르게 여성 아이돌 스타가 방송 드라마에서 차지하는 비중은 상대적으로 아직까지 매우 미약한 수준에 그치고 있다. 이는 드라마 소비계층의 차별적 요인도 있겠지만 전반적 여성 아이돌 스타에 대한 수용자들의 인식이 남성 아이돌과는 다른 방식으로 작용한다는 것을 의미하기도 하다. 따라서 본 연구는 남성 아이돌 스타와 차별화된 여성 스타에 대한 수용자 인식유형과 이에 따른 팬덤현상을 주관성 연구방법인 Q방법론을 중심으로 분석해 볼 것이다.

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Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

The Characteristics of User Created Content(UCC) for Virtual Band K/DA (가상밴드 K/DA에 대한 사용자 제작 콘텐츠(UCC) 특성)

  • Zhe, Han;Lee, Hyun Seok
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.74-84
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    • 2020
  • In November 2018, virtual pop band K/DA, with the use of holograms and actual K-pop girl group members, performed its debut album titled "POP/STARS" at the opening ceremony of the League of Legends S8 final, hosted by Riot Games. The fan culture that exists for real singers adapts itself to virtual bands, and K/DA, consisting of virtual characters, encouraging the production of user created content (UCC). However, this form of UCC is different from the most common one, meaning that this type of band generates another way of consuming content. Therefore, this study examines how K/DA's digital characters are transformed and reproduced by UCC and how the original producers' content differs from them. Firstly, the development of this study considers the open characteristics of UCC, such as user type, created motivation, created process, content type and sharing method. In the second part, the virtual idol Hatsune Miku and virtual band Pentakill will be analysed to understand UCC. Thirdly, K/DA will be analyzed as a case study based on three factors: created motivation, content type and sharing method. In this manner, this study aims to explain how UCC for virtual bands reproduce and consume original content and expand their commercial value.

Narrative Analysis of Season2: Based on the Competition and Training (<프로듀스 101> 시즌2의 서사연구 경쟁과 육성을 중심으로)

  • Yu, Lulu;Nam, Yoonjae
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.503-518
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    • 2018
  • This study conducted a narrative analysis on the audition program, season2 which was the most popular in Korean in 2016, focusing on the competition and training participators. Results indicated that the narrative structure of the program had three factors; 1) the competition, 2) training, and 3) audience participation. And, season2 was a talent program employing the process of survival and elimination to develop an idol group with audience participations.

Suggesting implications for the music chart rankings through a study on the correlation analysis between Earworm syndrome and rakings of music charts - Focused on 3rd Generation Idol TWICE's songs (귀벌레 증후군 유발 정도 차이와 음악 차트 순위와의 상관관계 분석을 통한 음악 차트 순위에 대한 시사점 제시 - 3세대 아이돌 트와이스 곡을 중심으로)

  • Lee, seung-yeon;Chung, jae-youn
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.245-246
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    • 2019
  • 본 연구의 목적은 실용음악 전공자와 비전공자 간의 귀벌레 증후군 유발 정도 차이와 음악 차트 순위와의 상관관계를 분석한 것이다. 이를 통해 음악 차트 순위의 이용성을 관찰하는 기초 자료를 제시하고자 했다. 본 연구에 대한 자료를 요약하면 다음과 같다. 첫째, 음악 차트 순위와 귀벌레 증후군 유발 정도 간에는 상관관계가 없는 것으로 나타났다. 둘째, 이와 같은 귀벌레 증후군을 경험하는데 있어서 선율의 반복도, 가사의 반복도, 음원을 접하는 횟수 순으로 영향이 높은 것으로 나타났다. 셋째, 실용음악 전공자의 경우 비전공자보다 귀벌레 증후군을 겪는 빈도가 높지만 그 차이는 미미한 것을 알 수 있었다. 본 연구는 연구결과를 통해 귀벌레 증후군의 유발 정도와 음원 차트 순위는 연관성이 없으나, 음원의 구성 요소와 음원 자체에 노출되는 정도가 많을수록 귀벌레 증후군을 경험할 가능성이 높아지므로, 이러한 두 가지 사실을 통하여 음악의 차트 상의 순위가 높은 정도와 대중들이 그 음악을 접하게 되는 정도가 동일하지 않을 수도 있다는 시사점을 제시하였다.

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The Determinants of Popular Music and Its Relationship with Music Concert Performance (대중음악 흥행결정요인과 공연성과와의 관계)

  • Lee, Nammi;Koo, Yohan;Yoo, Myunghyun;Kim, Jaehyun
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.54-66
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    • 2019
  • The purpose of this research is to examine and identify the factors that influence the outcome of performances in the popular music market. Therefore, this research analyzes music and concert ticket revenue charts, which serve as the most representative success quotient for singers, to delve into the elements that affect concert performance. Also, to secure reliability and validity of this research, 6 years(2012-2017) worth of data from Gaon Chart, a representative domestic music chart, and Interpark, the largest ticket purchasing site, were collected and analyzed. Research model identified how music chart ranking, genre, tv music shows, type of singer (gender and idol), and career affect concert performance rank via multiple regression analysis. The results suggest that music charts, music bands, tv music shows, and career had a significant effect on concert performance and rise in ranking; and the type of singer (gender and idol) had no significant influence. Finally, the result of this research could contribute to the understanding of the market of popular music.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

Webdrama Analysis and Recommendation using Text Mining and Opinion Mining Technique of Social Media (소셜미디어 빅데이터의 텍스트 마이닝과 오피니언 마이닝 기법을 활용한 웹드라마 분석과 제안)

  • Oh, Se-Jong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.44
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    • pp.285-306
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    • 2016
  • With the increase use of smartphones, users can consume contents such as webtoon, webnovel and TV drama directly provided by the producers. In this Direct-to-Consumer era, webdrama services from the portal websites are increasing rapidly. Webdramas such as , , and can be analyzed in real time using responses such as unique users, likes, and comments. The analyses used in this research were Social Media Big Data Mining Method and Opinion Mining Method. Specific key words from webdrama can be extracted and viewers positive, neutral or negative emotion can be predicted from the words. The analyses of popular webdramas showed that the established K-Pop Idol member appearance and servicing portal site greatly influence the views, traffics, comments, and likes. Also, 'Mobile TV' proved the effectiveness as another platform other than television. Mobile targeted contents and robust business models still to be developed and identified. Overcoming these few tasks, Korea will be proven to be a webdrama content powerhouse.

Impact of K-pop on Positive Feeling Towards Korea, Consumption Behaviour and 1Intention to Visit from other Asian Countries (아시아국가에서의 K-pop 이용행동과 K-pop으로 인한 국가호감도 및 한국 방문의도 변화)

  • Kim, Ju-Yeon;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.516-524
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    • 2012
  • K-pop has gained its popularity all over the world, and its popularity is mostly concentrated in Asian countries. Korean wave which has started from Korean dramas has expanded its horizon to K-pop, which centers around idol singers since 2005. The K-pop's popularity is evident from fans imitating singers' dance moves, makeup, appearance, and even trying to learn Korean. This study tries to explore consuming behaviors of Asian K-pop consumers from China, Japan, Thailand and Vietnam, and the main reasons Asian consumers prefer K-pop over their own countries' pop. The study also analyzes on how K-pop influences K-pop consumers to build positive feeling toward Korea and give them intention to visit Korea. The results showed the differences among K-pop consuming behaviors, relationship among attributes of K-pop, positive feeling toward Korea, and intention to visit Korea among four Asian countries. Findings would be the stepping stone that could support K-pop to expand its market to other foreign countries.

The Study on Cooperative Roles between K-Pop and Applied Music (K-Pop과 실용음악의 상호보완적 역할에 관한 연구)

  • Ryu, Eun-Joo
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.412-425
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    • 2017
  • The success of K-Pop music industry continues as there is a new light shedding on the new Korean wave. There is a continuous discussion about the sustainability of the idol's dance music because of its limit in the uniform genre. As a solution to improve the quality of K-pop music, researchers said to supplement it through the change of educational system in the applied music. However, research into how much the education of applied music is contributing to the continuous success of the K-Pop music industry and how each industry is affecting each other was inadequate. Therefore, this study will understand the association between the K-Pop and the applied music, and look into ways that can act as a mutual supplementation for both fields. Subjects of analysis included performing artists, composers, arrangers, lyricists, and singers for songs within the top 100 of the digital total ranking for the past three years in the Gaon chart which is the official music chart for Korea. Then, the study apprehended how many of those subject had relations with the applied music and their activity frequency. As a result, there were a considerable number of K-Pop performers, at 41.74%, who also majored in the applied music. To continue to tendency of Korean wave and develop the Korean popular music, this study will explore roles each industry should cooperate in the future. There were the formation of social atmosphere for increase of consumer's needs to diverse K-pop music and change of education for training its human resources that K-pop industry demand.