• Title/Summary/Keyword: Indie

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Tendencies of anti-fashion in Kinfolk magazine (Kinfolk 매거진에 나타난 안티패션(anti-fashion) 경향)

  • Lim, Ahreum;Yim, Eunhyuk
    • The Research Journal of the Costume Culture
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    • v.25 no.5
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    • pp.629-647
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    • 2017
  • As fashion has concentrated increasingly on inner values, it has become more directly connected with human life and society. This study analyzed anti-fashion, a movement that resists mainstream society and culture, which it views as causing inner conflicts such as competition, mammonism, consumerism, and egoism by fixating solely on the pursuit of growth and improvement. The study examined Kinfolk, an independent lifestyle magazine, to determine the essential values and principles that comprise this movement's refusal of mainstream modern society. The analysis of Kinfolk identified the following characteristics of, the Kinfolk lifestyle: essentialism, nature-friendliness, retro sensibilities, socio-ethical awareness, and diversity. Essentialism refers to the pursuit of essence, brevity, innovation based on tradition and slow life. Nature-friendliness involves communion with nature and humanity, animal-friendliness, de-industrialization, de-urbanization, and nomadic behavior. The components of the retro sensibility include nostalgia, and interests in vintage culture, and handcrafts. Diversity encompasses commonplaceness, various subcultures, agelessness, genderlessness, acceptance of other cultures, and new understanding. The analysis identified the tendencies of anti-fashion in Kinfolk magazine as simplicity, naturalism, resistance to novelty, ethics, and inclusiveness. Anti-fashion pursues the essential values of human life that have been lost or forgotten in modern society. It is important to pay constant attention to the values of minority, non-mainstream and indie cultures that represent anti-fashion. It exerts considerable influence and has great potential as an area for the development of various style-based paradigms rather than as a single fashion direction.

S.O.S : Shield of Steam Protection Based on API Call Birthmark in Online Game ESD DRM (S.O.S : Shield of Steam API 콜 버스마크 기반의 온라인 게임 ESD DRM 보호)

  • Oh, Dong Bin;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1297-1307
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    • 2018
  • The rise of Online game ESD(Electronic Software Distribution) like Steam, the method of game piracy are more diversified. In Online Game ESD, Software DRM is applied to game because we have to play in offline situation, but it is easily bypassed due to low security level. In this study, we analyze crack files of pirated games to learn how to bypass Steam DRM and to establish countermeasures for based on API call birthmark. The generated birthmark showed more than 85% resilience in representing crack groups and 95% credibility in detecting cracked games. With this study, it is possible to enhance the security of the online game Electronic Software Distribution platform, and to provide a high level of game piracy protection for indie game developers, especially those who can not purchase Third Party DRM to protect their own games.

A Case Study of University Convergence Classes on Learners' Creative Ideas : Focusing on the development journal of the indie game of 'Woody' (대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 : '우디'의 인디게임 개발 일지를 중심으로)

  • Kim, Seong-Hee;Lee, Kyeong-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.153-160
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    • 2021
  • In recent universities, the new-normal era. There is a growing interest in nurturing creative thinking learners who have converged thinking necessary for the AI era based on big data. This study intends to propose the expansion of science liberal arts education necessary to meet the education needs of these universities. To this end, first the status of convergence education in universities and the elements necessary for the learners' creative ideas were examined. Second, learners who took a convergence lecture at a university will look at the development case of in which convergence thinking, creative thinking, and gaming are implemented. Based on this, we would like to propose an expanded organization and operation of science liberal arts education as a way to enhance the creative thinking of learners and their competencies through convergence classes at universities.

An Analysis of Uncanny Valley Effects in Virtual Character Graphics -Focusing on the character modeling of Unreal Engine Marketplace- (가상 캐릭터 그래픽에서의 언캐니 밸리 효과 분석 -언리얼 엔진 마켓플레이스의 캐릭터 모델링을 중심으로-)

  • Ji-Won, Seo;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.1-6
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    • 2023
  • Uncanny Valley is a theory proposed by Japanese robot engineer Masahiro Mori in 1970, and refers to the point where the likability drops sharply when the appearance of a robot becomes very similar to a human being without a fully equipped robot. In this study, the theory of existing literature, related papers, and experimental data were analyzed to examine the Uncanny Valley effect that affects character design. The purpose of this study is to analyze whether the Uncanny Valley effect is applied to modeling virtual characters distributed in the Unreal Engine Marketplace. To this end, 15 characters were selected based on the similarity with humans in the Marketplace of the Unreal Engine, and similarity with humans and likability were investigated and analyzed. As a result of the experiment, it was confirmed that the Uncanny Valley effect was similarly applied to virtual character modeling, and through this, guidelines for the use of characters by indie game developers or individual developers using Unreal engines were presented. In addition, through result analysis, we tried to examine the direction to be pursued when designing characters.

A Study of Origination and Genealogy on Street Style according to Anthropology (인류학적(人類學的) 분류(分類)에 따른 스트리트 스타일의 발생(發生)과 계보(系譜)에 관한 연구(硏究))

  • Lee, Young-Jae
    • Journal of Fashion Business
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    • v.11 no.4
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    • pp.183-203
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    • 2007
  • This study aims at providing useful fundamental information to re-establish the theories of modern fashion by examining the origination and genealogy of street style. The street styles focusing on caucasoid have a variety of genealogies such as western type, beat, teddy boy, hippie, skinhead, punk, neuron-mantic, indie kid, riot grrrl, grunge and techno cyber punk. In the same period, on the contrary, the streets styles focusing on negroid are zootie, hipster, modernist, rude boy, two-tone, rastafarian, funky, B-boy, fly girl, raggamuffine, bhangra, and acid jazz, which are seen as the culture of the large cities formed along Atlantic Ocean and Caribbean sea like England, America and Jamaica. These have root as the main fashion in western society. Ironically, most of the subculture concentrated on the whites were racists. Because of such a reason, the street styles have been formed as resistance culture that was unable to sympathize with their society and characteristics by distinguishing the whites and the colored people. Zootie or hipster that is one of the street fashion styles was formed in the 1940-50s, while the colored people who lived in the west Indies migrated to England or America. As a minimal modernist style called Ivy look in US, in that time, anti-culture formed by teenagers in whitey, teddy boy and mods fashion can be strictly different from the zootie and hipster. The colored people's street styles of the 1960s developed into aggressive and hard forms from the rude boy and two-tone while their resistance toward the whites was stronger. The rastafarian style researched the peak as the colored people's traditional ethnic characteristics or resistance intention for their freedom in the 1970s. In that time, The colored people's street styles of the 1960s developed into aggressive and hard forms from the rude boy and two-tone while their resistance toward the whites was stronger. The rastafarian style researched the peak as the colored people's traditional ethnic characteristics or resistance intention for their freedom in the 1970s. In that time, the street styles of the whites were mostly the skinhead or hippie. Most of them were racists toward the colored people. The punk type on shown on the whites focused on luxury and exaggerative costume. On the contrary, the funky style of the colored people focused on aggressive nihilism and form. With B-boy, fly girl, reggae, rap music, and break dancing in the 1980s, the subculture gradually told on the high fashion as well as the culture between the whites and the colored people. From such aspects, the colored people tried to maintain their unique traditional characteristics. However, their individual values surged by the coming young generation excluded the colored people's characteristic street styles. Focusing on gender, violence and private success among their major concerns, the raga muffin style that represents multi-races and multi-cultures was formed. The jazz style in the 1990s showed cold post-modernistic eclecticism different from that of the 1940s-50s. Simultaneously, the various classes appeared their street styles by emphasizing on each personality. Now that we are living in multi-cultural society, a human race or nationalism concept is getting obscurer. There is no obvious boundary line in the differences between human race and its fashion.

Macro Analysis on the Supply and Demand of New-coming Directors in the Korean Movie Industry over the Years (1971-2016) (신인 영화감독의 한국영화시장 진출에 대한 거시 분석)

  • Kim, Jung-Ho;Kim, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.132-146
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    • 2017
  • Over the years(1971 to 1987), only 20 Korean film production companies had been granted the exclusive rights to make Korean films in Korea and to import foreign films with a quota system. They had been making trashy Korean movies to secure import quotas of foreign films. Newcomer's entry of market had also been limited and the growth of Korean films through innovation had been hampered. In the same period, The annual number of Rookie director is 10, the portion of debut films of all Korean films is 10.62%, and the audience portion of debut is only 10.5% of Korean movie audience. From 2004 to 2016, total number of rookie directors is 874, and 61.72% of 1,416 directors who made his debut over the 46 years from 1971 to 2016. This is far more than the number of directors who debuted for the last 32 years. From 2004 to 2016, the annual number of rookie directors is 62.15 and their debut film occupies 39.58% of the total amount of Korean movies released and 32.8% of the audience number. Since the full opening of the domestic market to foreign films industries in 1988, the liberalization of independent film production in 1999, as a result of innovation of a competitive system, the Korean movies have been loved by audiences. However, there are concerns that the decline of the screen quota in 2006, the monopoly of the 4 major distributors, increase in indie movies and Semi-adult movies for VOD, could be the potential threat for future innovation in Korean cinema.

Value Chain Model to Stabilize which Low-budget Digital Film Production System (가치사슬 구조로 본 저예산 디지털 영화제작 시스템의 안정을 위한 연구)

  • Kim, Jin-Wook
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.82-89
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    • 2013
  • The phase in digital technology expedited low-budget digital film productions in the Korean film industry; hence the international film festivals circuit became the launching pad for Korean directors as they built their reputation and careers around the critical acclaim. Pieta (Kim Ki-Duk)'s Claim on Golden Lion prize at the Venice Film Festival in 2012 would be one of the splendid achievements - the festival is considered to be one of the top the international film festival. However, the increased volume of the low-budget digital film productions are not necessarily proportional to the growth in the quality of the productions. The drawbacks to the production system appeared to be the underlying cause. In attempt to approach the issue, this article explores the production system from 2000 until now. It is illustrated that the value chain model has been transformed from general ones into vertical & horizontal integrated ones. A notable example of successful indie bands-around Hongik university area-, as well the analysis on the low-budget hit productions, especially from the mid-2000's, are introduced as the case studies. The strategies that led the success, such as subsidies policy, the tax benefits on investment firms and production companies, and the aid in international film festival submissions on low-budget digital film productions, are thus examined with further suggestions.

A Study on Aesthetic Characteristics and social communication of Korean Independent Animation (한국 독립애니메이션의 미학적 특성과 사회적 소통방식 연구 - '인디애니페스트' 수상작 중심으로 -)

  • Seo, Soo-jung
    • Cartoon and Animation Studies
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    • s.47
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    • pp.125-148
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    • 2017
  • This paper analyzes Korean aesthetic characteristics of Korean independent animation, which is closely related to artistic and social characteristics, by searching Korean independent animation image for the winner of "Indie AniFest", the only independent animation film festival in Korea. And social communication methods. There are three ways in which Korean Independence Animation shows the way of speaking through award-winning works. The first is a method of expressing feelings, impulses, and desires in a formative way, and a direct and sensuous image as in sign language or sound. In the second method of speaking differently with images, in the third method, It makes the voice of the fringe through the real world of the story sound as a story of reality. Animation is a medium that 'originalizes and communicates meaning' as an image, and has implemented and constructed a new way of speaking, which is different from existing social voices. Nevertheless, it is not easy to find a research that approaches animation from the viewpoint of social and political speech through images. Therefore, this paper is necessary for the balanced development of animation. In addition, this study can contribute to re - examining Korean independent animation from an academic point of view and to discover and evaluate fair value from a wider perspective.

Cartoon Criticism; The subject and the gaze based on Lacan' s theory otherness of vision : focusing on KUBRICK of Kang, Do-Ha (라캉의 시각의 타자성(대상 a)에 근거한 만화비평으로서의 주체와 응시 : 강도하의 큐브릭을 중심으로)

  • Yang, Seung-Kyu
    • Cartoon and Animation Studies
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    • s.26
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    • pp.79-108
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    • 2012
  • This thesis is on the purpose of seeking for the possibility of a mechanism in interpreting, analyzing and criticizing cartoons which are applied to the concept of "the gaze" based on "the otherness of vision", which states a pluralistic visual world. It proves that cartoons are in line with other art works that are the subject to "lack and desire"; the gaze, greets reality and acts as an important criterion of analyzing and criticizing the trend in contemporary art, in which the cartoon expresses the gaze in harmony within its work of art. In this thesis, the artist, Kang Doh-ha structuralized ambiguous and difficult forms of art as he has cumulated experimental minds by working in an indie cartoon plane for a long period of time. Among his works of art, he identified the "invisible world" through his piece "Kubrik". Therefore, he represented: a metaphor and a metonymy, an ambiguously situational expression, an intentional and emotional error, the structure of individuality and integration, and finally tension beyond its meaning through use of 'the gaze' that is both the cause and the subject of a desire in the visible world which Lacan academized when he interpreted and analyzed "Kubrik". The concept of the gaze can be used in a variety of ways to display one another's presence in relation each character, revealing a spot of lack by staring back at readers or audiences and furthermore, to analyze and criticize the hidden side of the art piece by critics. The most important details are the artist's gaze, which is seen in the eyes of the analysis and also his or her criticism of the cartoon, which functions as a metaphoric screen in which the subject himself or herself betrays the law of desires thus enabling the violent and cruel reality to be masked and indulged in plays. This will serve as an element that will lead into an art as well as control the degradation to just a piece of enjoyment with the cartoon remaining only within the visual world.