• Title/Summary/Keyword: K-드라마

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Die Dramaturgie und Theaterästhetik des Theaters von Park Keunhyung und ihre Einflüsse (박근형 연극의 드라마투르기와 연극미학 및 그 영향)

  • Shim, Jae-Min
    • Journal of Korean Theatre Studies Association
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    • no.52
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    • pp.61-115
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    • 2014
  • Die vorliegende Arbeit macht die $Theaterst{\ddot{u}}cke$ von Park seit Mitte der 2000er Jahre zu ihrem Forschungsgegenstand. Park stellt nun mannigfaltige Verfahrensweise von dramaturgischer Technik und $Theater{\ddot{a}}sthetik$ zur $Verf{\ddot{u}}gung$, damit er den Zuschauer auf die gesamten $Zust{\ddot{a}}nde$ der $zeitgen{\ddot{o}}ssischen$ Gesellschaft aufmerksam macht und auch die Teilnahme daran beeinflusst. Indessen benutzt Park die Theorie des Lachens im breiten Spektrum. So verbindet er das Lachen jeweils mit der Komik des Grotesken, des Paradoxons und der Satire, um dessen Effekt zu maximalisieren. Und die $Theaterst{\ddot{u}}cke$ von Park mobilisieren die $Performativit{\ddot{a}}t$ aufgrund der Aisthetik, damit sie die Grenzen jener semiotischen Interpretation ${\ddot{u}}berwinden$, die auf der sprachzentrierten $Repr{\ddot{a}}sentation$ basiert. Infolgedessen wird jene Kommunikation aufgrund der sinnlichen Wahrnehmung aktiv $eingef{\ddot{u}}hrt$, die sich anhand des Austausches von Energie und $Atmosph{\ddot{a}}re$ zwischen $B{\ddot{u}}hne$ und Zuschauerraum vollzieht. Darum zeigt die $Theater{\ddot{a}}sthetik$ von Park jene mehreren gemischten Merkmale, die die traditionelle ${\ddot{A}}sthetik$ der $Repr{\ddot{a}}sentation$ mit der Verfahrensweise der ${\ddot{A}}sthetik$ der Postmoderne verbinden. Indem Park mit Hilfe von der mannigfaltigen Verfahrensweise von Dramaturgie und $Theater{\ddot{a}}sthetik$ zu einem experimentellen Versuch zu Theaterformen gelangt, treten in seiner Theaterkunst eben das $zeitgen{\ddot{o}}ssische$ verdinglichte Gesellschaftsbild und zugleich die $Negativit{\ddot{a}}t$ als eine $k{\ddot{u}}nstlerische$ Kritik daran in Erscheinung. Vor dieser Folie versucht die vorliegende Arbeit nicht nur die Dramturgie und $Theater{\ddot{a}}sthetik$ von Park zu erforschen, sondern auch das daraus resultierende $zeitgen{\ddot{o}}ssische$ Gesellschaftsbild wissenschaftlich zu $er{\ddot{o}}rtern$.

A Development of Game Scenario Authoring Tool (게임 시나리오 저작도구의 개발)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.29-39
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    • 2009
  • Game scenarios are playing more important role as much as games are getting more sophisticated and expanded in their applications. However, general-purpose tools for production of game scenarios are still not developed. There are similar tools for the production of films or dramas and simple tools for the development of UCG. However, analysis about them shows that they are not suitable for the production of game scenarios. In this paper, we are to develop game scenario authoring tool called 'UMa' suitable for game production and easy to use. UMa is composed of synopsis entry, quest entry, DB entry, communication, display, and control component. Since UMa provides templates to make synopsis, quest, and DB, users can produce them very easily. Especially, characters and items DB are stored independently so that they may be reused to the production of scenarios for follow-up or another game. Using UMa, users can write game scenarios more easily and quickly and cooperate with each other at the same time by Web.

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Images of Law and Reality in TV Legal Series: Focusing on (TV 법정 프로그램에 나타난 법 이미지와 현실구성: <실화극장-죄와 벌>을 중심으로)

  • Lee, Hee-Eun
    • Korean journal of communication and information
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    • v.50
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    • pp.121-142
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    • 2010
  • Can law be combined with television entertainment programs? This paper explores the ways in which law systems and law culture are reflected in and reflect the television legal series. TV legal series, such as legal dramas and infotainment shows, provide platforms for the audiences, who otherwise have few opportunity in real life, to engage with legal systems in societies. Adopting loosely dramatized reality programs, these legal series not only entertain and inform audiences but also educate citizens. This paper combines analyses of theoretical debates on law and television with analysis of TV text. The result shows that , dramatized enactment based on true stories and criminal cases, may have an important ideological role in which fictionalized dramas mask the hard realities and authoritative legal systems. By doing so, TV legal shows play their roles not as mere symbolic representation but as powerful institutions that construct the image of law and reality.

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A Study on the Viewers' Reponses to In-Program Advertising According to TV Program Genre (프로그램 유형에 따른 중간광고에 대한 시청자 반응 연구)

  • Lee, Hyun-Seon
    • Korean journal of communication and information
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    • v.43
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    • pp.282-313
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    • 2008
  • Advertising is both applauded and criticized for its characteristics and roles on society. Advertising environment is changing and developing. The important changes in advertising are fragmentation of traditional media, growth of new media, and increasing clutter. The major issue in advertising and broadcasting system in Korea is reintroduction of in-program advertising on terrestrial television stations. The purpose of this study is investigate the responses of viewers to in-program advertising. This study considers program genre as mediating variable which may affect the viewers' responses to in-program advertising. Independent variables of this study are the insertion of in-program advertising (insertion/non-insertion) and program genres(news/educational/drama/entertainment program). Dependent variables of this study are viewers' responses, attitude towards broadcasting station and attitude towards advertiser. This study was run as a $2{\times}4$ factorial design with 30 subjects per cell, resulting in a total sample size of 240. This study randomly assigned each subject to 1 of the 8 treatment groups. The result of this study shows that in-program advertising induces negative responses of viewers, attitude towards broadcasting station and advertiser. And this study found that viewers showed the negative responses to in-program advertising regardless of program genre. The findings of this study illustrate the need of consideration and planning of in-program advertising to protect viewers' right.

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A Study and the Suggestion of the Costume of Gyeokgu in the TV Historical Drama (TV 역사 드라마의 격구복식을 위한 연구와 제언)

  • Kim, Eun-Jung
    • Journal of the Korean Society of Costume
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    • v.63 no.1
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    • pp.27-41
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    • 2013
  • This study is to examine the costumes of Gyeokgu in different situations and to suggest when and how they should be used in historical drama. Gyeokgu is a type of polo game that was played in Korea and it was also known as Gyeokbong and Bonghee. The accounts of the game show that it was played during the South-North period as recorded in Balhaego, Haedongyeoksa, and Goryeosa until the Joseon period. The scenes of Gyeokgu have been shown in some historical dramas in order to make the story exciting or to show the life of royalty. The costume of Gyeokgu in the South-North period should be suggested Danryeong(團領), Bokdu, and Haw(靴) in a formal situation. The Gyeokgu in the Goryeo period was a sport for royalty. So the Gyeokgu costume in the Goryeo period was required to be worn with Danryeong(團領), Bokdu, and Haw(靴) for the kings and military officers in the early Goryeo period and with Cheollik(帖裡), Balip or Huklip(黑笠), and Haw(靴) from the middle of the Goryeo period. Women could wear Chima(skirt), Jeogori(blouse), Pyo, and Li(履) when they play Gyeokgu in the Goryeo period in the historical dramas. The Gyeokgu in the early Joseon period was a sport for the kings. After the king of Sejong, the Gyeokgu became a martial art for the military officers. The costume of Gyeokgu in the Joseon period should be Red Cheollik(紅帖裡), Kwadu, Jonglip, Gwangjodae(廣組帶), Sagu, and Haw(靴) as recorded in Muyedobotongji in the 18th century. The kings, servants, and military officers could wear the Cheollik and should be made in the different Git(collar), shape of the sleeves, and the proportion of the upper part and the underpart in each period properly. When the citizens play Gyeokgu, they could wear Geon(巾), Baji(pants), Jeogori(shirt), and Gipsin in the late Joseon period.

The Design Development of Man's Royal Costume in TV Historical Drama (TV 사극 <이산>의 현대적 감각의 남자 궁중의상디자인 개발)

  • Lee, Keum-Hee;Lee, Hye-Lan
    • The Research Journal of the Costume Culture
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    • v.17 no.6
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    • pp.1112-1128
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    • 2009
  • The purpose of this study was to develop royal costume design with contemporary taste depending on the character of hero, Lee San, and time flow of TV historical drama and research design discrimination and creative expression. As study methods, the literature study using books and theses concerning costume, fine art, culture and history were used for theoretical background and the empirical study method manufacturing actual costume on the basis of literature and relic were used for dress manufacture. The design concept of costume was modern & chic & clean. The costume was designed through straight silhouette, clean & bright colors excluding prime colors, style transformed to permanent straight pleats on the basis of chulik, 100% silk material focusing on high quality and pattern & decoration of the age of Three Kingdoms. As results, the designs of princess' official rob, day dress and chulik, and emperor's official robe, chulik, military dress and chun-dam-bok were developed. The design discrimination depending on social status change. In the period of princess, black, white, silver and blue were used but in the period of emperor, red, gold and black were used. It was expressed through dragon pattern and extended length used in cloth. The design discrimination depending on character change was visualized through color. Although it is not consistent with historical investigation, contemporary fashion design elements were added to royal costume through color contrast of black & white, permanent straight pleats, velcore, wristlet, extended length and layered-look.

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Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

A Study on Subscriber's Preference Factors through Korea, United States and Japan Webtoon Data Analysis : With Naver Webtoon (한, 미, 일 웹툰 분석을 통한 구독자 선호 요인 탐색 : 네이버 웹툰을 중심으로)

  • Do, Sang-Beum;Kang, Juyoung
    • The Journal of Bigdata
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    • v.3 no.1
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    • pp.21-32
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    • 2018
  • Currently, Webtoon Industry is promising as high potential market from it's high growth trend. The best advantage webtoon propose is that webtoon can provide appropriate service to customers with various needs. For this feature, webtoon industry is expanding throughout the world. This situation may give a great chance for authors and webtoon service corporation to export webtoon contents. Also, this situation could be an opportunity for webtoon to become a new "Korean Wave" contents. For successful advance to market, a close analysis for customers of exporting countries. In this research, we collected the data from Naver Webtoon and analyzed the features of webtoons and webtoon subscribers according to countries. With this research, it would be possible to find out specific methods and variables which affect the preference of webtoon subscribers.

Timeline Tag Cloud Generation for Broadcasting Contents using Blog Postings (블로그 포스팅을 이용한 방송 콘텐츠 영상의 타임라인 단위 태그 클라우드 생성)

  • Son, Jeong-Woo;Kim, Hwa-Suk;Kim, Sun-Joong;Cho, Keeseong
    • Journal of KIISE
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    • v.42 no.5
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    • pp.637-641
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    • 2015
  • Due to the recent increasement of user created contents like SNS, blog posts, and so on, broadcast contents are actively re-construction by its users. Especially, on some genres like drama, movie, various information from cars and film sites to clothes and watches in a content is spreaded out to other users through blog postings. Since such information can be an additional information for the content, they can be used for providing high-quality broadcast services. For this purpose, in this paper, we propose timeline tag cloud generation method for broadcasting contents. In the proposed method, blog postings on the target contents are first gathered and then, images and words around images are extracted from a blog post as a tag set. An extracted tag set is tagged on a specific timeline of the target content. In experiments, to prove the efficiency of the proposed method, we evaluated the performances of the proposed image matching and tag cloud generation methods.

A scene search method based on principal character identification using convolutional neural network (컨볼루셔널 뉴럴 네트워크를 이용한 주인공 식별 기반의 영상장면 탐색 기법)

  • Kwon, Myung-Kyu;Yang, Hyeong-Sik
    • Journal of Convergence for Information Technology
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    • v.7 no.2
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    • pp.31-36
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    • 2017
  • In this paper, we try to search and reproduce the image part of a specific cast from a large number of images. The conventional method must manually set the offset value when searching for a scene or viewing a corner. However, in this paper, the proposed method learns the main character 's face, then finds the main character in the image recognition and moves to the scene where the main character appears to reproduce the image. Data for specific performers is extracted and collected using crawl techniques. Based on the collected data, we learn using convolutional neural network algorithm and perform performance evaluation using it. The performance evaluation measures the accuracy by extracting and judging a specific performer learned in the extracted key frame while playing the drama. The performance confirmation of how quickly and accurately the learned scene is searched has obtained about 93% accuracy. Based on the derived performance, it is applied to the image service such as viewing, searching for person and detailed information retrieval per corner