• Title/Summary/Keyword: Korea Drama

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Influence of the Change of Advertisement Policy in Broadcasting Industry (광고제도 변화가 방송 제작산업에 미친 영향)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.138-147
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    • 2015
  • The primary focus of Korea's advertisement policy has been on the securing of stability in the market through building categorical entry barriers whenever a new broadcaster came into the market. But the recent contraction of the advertisement market is pressing the policy makers to lift the categorical barriers to create one large-enough market. This change in the policy and the market, in turn, is triggering heightened competition among drama producers to get advertisements, at times, even at the expense of cost efficiency. The market is supposed to search for its own equilibrium in principle. This means that players, who fall behind, should be left to die out and exit, and the patient policy to let the market function on its own should be institutionalized. Separately, the fee-based public broadcasters should be banned from running advertisements.

IT innovation and the Korean Culture Wave(Hanrhyu) (IT 혁신과 한류열풍)

  • Kim Yoon-ho;Song Hag-hyun;Yoon Byong-min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.4
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    • pp.698-702
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    • 2005
  • As a rapidly progressing of globalization and real time Prcessing in market, Korea's IT is developing, which is aimming at world market. In addition, propagation of cultivation is forming natually by lead to CT in the Asia. Latest in '90's hallyu(korean culture wave) was generated from in the east-north China province and moved to the east south Asia. It is also spreading form TV drama, music to movie, game, food, fashion and so on. This paper analyzed the outcome related with hallyu and IT innovation in knowledge-based economic society. It also addressed some effective strategies for advancing world market incorporating hallyu waves into IT.

A Study on Facial Expression Acting in Genre Drama - with Focus on K-Drama Voice2 - (장르 드라마에서의 표정연기연구 - 드라마 '보이스2'를 중심으로 -)

  • Oh, Youn-Hong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.313-323
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    • 2019
  • For the actors on video, facial expression acting can easily become 'forced facial expression' or 'over-acting'. Also, if self-restraint is emphasized too much, then it becomes 'flat acting' with insufficient emotions. By bringing forth questions in regard to such facial expression acting methods, this study analyzed the facial expression acting of the actors in genre dramas with strong commercial aspects. In conclusion, the facial expression acting methods of the actors in genre dramas were being conducted in a typical way. This means that in visual conventions of video acting, the aesthetic standard has become the important standard in the facial expression acting of the actors. In genre dramas, the emotions of the characters are often revealed in close-up shots. Within the close-up shot, the most important expressive medium in a 'zoomed-in face' is the 'pupil of the eye', and emotions are mostly expressed through the movements of the eye and muscles around it. The second most important expressive medium is the 'mouth'. The differences in the degree of opening and closing the mouth convey diverse emotions along with the expression of the 'eye'. In addition, tensions in the facial muscles greatly hinder the expression of emotions, and the movement of facial muscles must be minimized to prevent excessive wrinkles from forming on the surface of the face. Facial expressions are not completed just with the movement of the muscles. Ultimately, the movement of the muscle is the result of emotions. Facial expression acting takes place after having emotional feelings. For this, the actor needs to go through the process of 'personalization' of a character, such as 'emotional memory', 'concentration' and 'relaxation' which are psychological acting techniques of Stanislavsky. Also, the characteristics of close-up shots that visually reveal the 'inner world' should be recognized. In addition, it was discovered that the facial expression acting is the reaction acting that provides the important point in the unfolding of narratives, and that the method of facial expression and the size of the shots required for the actors are different depending on the roles of main and supporting characters.

Types of Consumption Values and Art Appreciation of University Students in Seoul (서울시 대학생의 소비가치 유형과 예술상품 소비 -공연예술 및 미술전시회 관람을 중심으로)

  • Cho, Soo-Hyun;Lee, Yon-Suk
    • Journal of Family Resource Management and Policy Review
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    • v.10 no.1
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    • pp.83-105
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    • 2006
  • The purposes of this study were to classify types of consumption values and to examine 5 types of art appreciation of university students in Seoul. Five types of art appreciation included fine art exhibition(including photographs, architects, calligraphy works), classical and opera performance, traditional Korean music performance, drama and musical performance, dance performance. The sample for this study consisted of 422 university students of five universities in Seoul. The data were collected using the structured questionnaires. The statistical methods used for the analysis were descriptive statistics, chi-square, factor analysis, and cluster analysis. The major findings are as follows. 1. The result of factors for consumption values of students emerged four factors. These were called as 'materialism', 'honor centered', 'family centered', 'hedonism' value. 2. The cluster analysis was conducted based on these four factors. The result showed 3 groups of consumption value which were called as 'material' honor value group', 'family value group', 'hedonic value group'. 3. The consumption value of university students did not significantly differ according to their demographic variables. 4. The behavior of art appreciation of university students significantly differed by their demographic characteristics and consumption value. The material' honor valued group showed the least chances to make decisions on art appreciation for one's own, which reflected that this group appreciate art to satisfy their honors rather than to enjoy art itself. They also showed the most chances to consider the renownedness of the art work or artists among three groups. And they showed the least chances to pay for the tickets for art appreciation, all of those meant that they appreciate arts unvoluntarily in situational condition. The family valued group showed the most chances to pay for the tickets when they appreciate arts. And therefore they were most susceptible for the prices. The hedonic valued group showed the most interests in art. They decided to appreciate art for their own, and they considered the contents and the highness in the level of the art the most when they appreciate art. And they show the most intention of participation in drama/musical performances, which reflect their interests in hedonic values. Based on these results of this study concluded that the consumption values of university students affected their behavior of art appreciation. Thus, university students' behavior on art appreciation can be effectively developed by education according to their consumption values.

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Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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The History and Performative Aspect of Bhutan Paro Tshechu (부탄 파로 체추 <참>의 역사와 연행양상)

  • Jeon, Kyung-Wook
    • (The) Research of the performance art and culture
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    • no.37
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    • pp.327-363
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    • 2018
  • Bhutan's mask dance drama, Cham is performed in the festival of Tshechu. Originating from the 17th century, Tschechu is a religious ritual as well as a traditional festival held to commemorate the birth of Padmasambhava, who spread Buddhism in the kingdom of Bhutan. Bhutanese Cham and Tibetan Cham share similar traits in their content of , , and in their characters of Pawo and Pamo. Meanwhile, , , , , , , , are distinctive performances of Bhutanese cham. Moreover, the clown character Atsara in Bhutanese cham is a character that does not appear in the Tibetan Cham. Atsara, a humorous character, can be identified by its use of a long phallus ornament on the head or by a distorted face mask with a phallus in its hand. Bhutanese Cham, originally from Tibet, is a religious mask dance drama handed down in Lamaism temples. In later generations, new performances reflective of Bhutan's history, myth, legends, and religion were added in large amount. Thus, the Cham of Bhutan now has very independent and characteristic aspects.

Research on performers of Songpa Sandae-nori before and after the designation as cutural heritage (<송파산대놀이> 문화재 지정 전후 연희자 연구)

  • Lee, Hyo-nyoung
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.783-837
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    • 2018
  • This study examines the lives and the performances of the people who participated in Songpa Sandae-nori(a korean traditional mask dance drama) before and after the designation as cultural heritage, and reviews the changes and the inheritance patterns of the mask dance which appeared in the lives of the performers. Chapter 2 reviewed previous debates about the derivational theory and the players of Songpa Sandae-nori before the flood in 1925, and discussed on awareness and the characteristics of the performers found through the review. Then the study went on to the inheritance patterns of the drama before the designation, focusing on the figures of Dolmari(a name of village in Songpa, Seoul) players who led the stage after 1925. As a result, the missing part of the activities and the lives of Dolmari performers have been more clearly identified, especially about Lee Beomman, Yeo taesan and Eum Joongeun(the main performers of Songpa Sandae-nori). Chapter 3 is about the inheritance patterns of the cultural heritage after the designation, and Heo Hoyoung was the main focus of the discussion. The researches so far have admitted his great contributions to the designation of cultural asset, although they have not proved how. After investigating various records and combining the testimonies of his students and locals, Heo Ho-young was found that he did not only gave plays of Songpa Sandae-nori but also actively engaged in the field of various traditional arts. Furthermore, jokes, dances, and masks left by him are considered to be evidences to reassess his performances.

A Study on the Style of Expression in Performance-art Costuming - Focusing on Musical Costumes - (공연 예술 의상의 표현 방식에 관한 연구 -뮤지컬 의상을 중심으로-)

  • Kim, So-Young;Kim, Kyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.147-162
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    • 2011
  • The performance-art costume is a tool for expression that can dynamically display the intention of a production. The purpose of this study is to examine the whole costume for performance arts targeting musical works, to which were added such elements as music, dance, and drama, among performance arts in several genres. This study aims to consider how the symbol contained in the costume was intended to be expressed by inferring a change in performance costume and character as the stage costume. Accordingly, the following research problems were established in this study. First, Which role does the costume play in performance art? Second, into which types can the performance-art costume be classified depending on the kind of performance art? Third, what is the expressive method for the performance-art costume? To examine the types of performance-art costume, the acting costume, the singing costume, the dancing costume and the rhythmic performance costume were considered. As a result, the performance costume can be seen to have been designed through the effect of a change in color by lighting, through the differentiation of character caused by excessive decoration, through the differentiation in material for free movement, and through symbolic expression.

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A Study on the Fashion Image Coordination of Modern Men (현대 남성의 패션이미지 연출에 관한 연구)

  • Lee, Eun-Sook;Kim, Sae-Bom
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.93-109
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    • 2012
  • The purpose of this study is to examine the modern men's fashion coordination to see the image in the center of TV dramas in terms of Habitu that is formed within hierarchy and class. The subjects range is included fashion style, color, accessories, hairstyle and appearance. 950 pictures used in the analysis sheet. In research methods, content analysis and basic statistics were used. The results of this study were as follows. First, the hierarchy image formed by Habitus is significant difference. The upper layer is coordinating elite luxurious and prestigious image of the fashion styles. The middle layer is coordinating neat and capable image. The lower layer does not care about the appearance and image appearing weary life is coordinating. Second, the class image formed by Habitus, CEO often interests in fashion image coordination. Senior executive is represented clean and luxurious image. General white color dresses in a suite such as office look. Blue color does not care about the fashion coordination and is expressed an easy dress for labor. Architects of the unstructured free-spirited image is represented. Physician and resident physician dress in shirts, no pattern tie, pants, robe. And they is coordinating neat and tidy attire to represent professional and reliable image.

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Influence of Personality Types on Ttelevision Contents Preference (개인성향과 텔레비전 프로그램 유형 선호도의 관계 연구)

  • Yang, Moon-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.230-240
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    • 2011
  • The personality types has been emphasized as one of the influential factors for the program selection by viewers in the multi-channel and multimedia era. However, there have been few empirical studies on this issue. The current study investigated how the audience personality influence the program preference. Specifically, this study focused on both need for cognition and sensation seeking which are related to the television viewing motivation. To examine the influence of personality on program preference, four types of drama and five types of entertainment programs were used. The results of the web survey showed that viewers personality type seem to have effect on their program preference. Indeed, it appeared that there was positive relationship between need for cognition and sensation seeking. The implications of this study's findings were discussed.