• Title/Summary/Keyword: Korean visual media

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Culinary Narratives on the Global Stage: Analyzing K-Food's Cultural Capital through Netflix's 'Black and White Chef

  • Taek Yong YOO;Seong-Soo CHA
    • The Korean Journal of Food & Health Convergence
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    • v.10 no.6
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    • pp.9-15
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    • 2024
  • This study examines the representation of Korean cuisine (K-Food) in Netflix's "Black and White Chef: The Culinary Class War," exploring its implications for K-Food's cultural capital in the global culinary landscape. Through qualitative analysis of the show's content, including narrative structure, visual representations, and culinary discourse, we investigate how K-Food's cultural capital is constructed and disseminated through global media platforms. The research draws on theoretical frameworks from cultural studies, media studies, and food studies, particularly Bourdieu's concept of cultural capital and theories of culinary globalization. Our findings reveal a complex portrayal of K-Food that simultaneously reinforces and challenges traditional notions of culinary cultural capital. The show navigates tensions between tradition and innovation, authenticity and adaptation, and local and global identities, reflecting the "glocalization" process in ethnic cuisine globalization. Furthermore, the study highlights how the show's unique 'black spoon' versus 'white spoon' narrative provides insights into the intersection of social class and culinary practices. The research contributes to the growing body of literature on food media and cultural globalization, offering practical implications for culinary professionals, policymakers, and media producers involved in K-Food's global expansion. It also suggests future research directions, including studies of comparative analyses of K-Food representations across various media platforms.

A Study on Visual Identity of Professional Baseball Uniforms in Korea, America, and Japan - Focused on Color - (한·미·일 프로야구 유니폼의 비주얼 아이덴티티 연구 - 색채를 중심으로 -)

  • Lim, Songmi;Lee, Misuk
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.117-135
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    • 2013
  • With the growth of mass media, professional baseball teams have strived to keep up team's tradition and individuality and build a distinctive image through sports marketing using visual identity. Among others, a baseball uniform is used as a sports marketing tool more than an uniform. Uniform color acts as a distinctive element in team's uniform design and is effective to raise attention, manifest a positive image to spectators, and increase trust and affinity. This study aims to compare and analyze color characteristics and images of professional baseball uniforms in America, Japan, and Korea as visual identity. For this, literature review was made on the history of baseball, uniforms, sports marketing, and visual identity, and then color characteristics and images were analyzed on professional baseball away uniforms in Korea, America, and Japan collected in Internet and official web sites. The results are as follows. First, for color characteristics of professional baseball uniforms, the most frequently used color was R(V) color in Korea, ltGy color in America, and Bk color in Japan. Second, for color images of professional baseball uniforms, the most frequently used image was a casual image in Korea, a dandy image in America, and a modern image in Japan.

Assessment of Visual Landscape Image Analysis Method Using CNN Deep Learning - Focused on Healing Place - (CNN 딥러닝을 활용한 경관 이미지 분석 방법 평가 - 힐링장소를 대상으로 -)

  • Sung, Jung-Han;Lee, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.3
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    • pp.166-178
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    • 2023
  • This study aims to introduce and assess CNN Deep Learning methods to analyze visual landscape images on social media with embedded user perceptions and experiences. This study analyzed visual landscape images by focusing on a healing place. For the study, seven adjectives related to healing were selected through text mining and consideration of previous studies. Subsequently, 50 evaluators were recruited to build a Deep Learning image. Evaluators were asked to collect three images most suitable for 'healing', 'healing landscape', and 'healing place' on portal sites. The collected images were refined and a data augmentation process was applied to build a CNN model. After that, 15,097 images of 'healing' and 'healing landscape' on portal sites were collected and classified to analyze the visual landscape of a healing place. As a result of the study, 'quiet' was the highest in the category except 'other' and 'indoor' with 2,093 (22%), followed by 'open', 'joyful', 'comfortable', 'clean', 'natural', and 'beautiful'. It was found through research that CNN Deep Learning is an analysis method that can derive results from visual landscape image analysis. It also suggested that it is one way to supplement the existing visual landscape analysis method, and suggests in-depth and diverse visual landscape analysis in the future by establishing a landscape image learning dataset.

Control of Visual Tracking System with a Random Time Delay (랜덤한 시간 지연 요소를 갖는 영상 추적 시스템의 제어)

  • Oh, Nam-Kyu;Choi, Goon-Ho
    • Journal of the Semiconductor & Display Technology
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    • v.10 no.3
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    • pp.21-28
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    • 2011
  • In recent years, owing to the development of the image processing technology, the research to build control system using a vision sensor is stimulated. However, a random time delay must be considered, because it works of a various time to get a result of an image processing in the system. It can be seen as an obstacle factor to a control of visual tracking in real system. In this paper, implementing two vision controllers each, first one is made up PID controller and the second one is consisted of a Smith Predictor, the possibility was shown to overcome a problem of a random time delay in a visual tracking system. A number of simulations and experiments were done to show the validity of this study.

A Study on Korean Monster Characters for Korea Myth (한국신화를 이용한 한국형 몬스터 캐릭터 개발 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.328-331
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    • 2010
  • The ratio of roles, involving characters created by 2D or 3D Graphic Technology, has risen within games, recent animations, movies and the educational sector. However, the "monster character" appears mainly in "Shanghai Ching" and Greek and Roman mythology. To receive worldwide accolade, it is time that we should use our games, movies and animations to present the history and spirit of Korea. I researched Korean myths so as to understand the characteristics a "Korean monster" would need to portray. This also allowed me to visualise the monster and realize the necessary manufacturing processes involved.

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Reversible Image Watermarking with Differential Histogram Shifting and Error Prediction Compensation (차이값 히스토그램 쉬프팅과 오류 예측 보정을 이용한 가역 영상 워터마킹)

  • Yeo, Dong-Gyu;Lee, Hae-Yeoun;Kim, Byeong-Man;Kim, Kyung-Su
    • Journal of KIISE:Software and Applications
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    • v.37 no.6
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    • pp.417-429
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    • 2010
  • Reversible watermarking inserts watermark into digital media in such a way that visual transparency is preserved and then enables to restore the original media from the marked one without any loss of media quality. This watermarking can be applied to quality-sensitive imaging such as medical imaging, military imaging, remote-sensing imaging, and precious artwork, where the original media should be preserved during image processing and analysis. In this paper, a reversible image watermarking technique that embeds message bits by modifying the differential histogram of adjacent pixels is presented. In order to satisfy both high embedding capacity and visual quality, the proposed technique exploits the fact that adjacent pixels in the image have highly spatial correlation. Also, we prevent overflow/underflow problem and salt-and-pepper artifacts by employing a predicted error compensation scheme. Through experiments using various test images, we prove that the presented technique provides perfect reversibility and high embedding capacity, while maintaining the induced-distortion low.

Fast Content-preserving Seam Estimation for Real-time High-resolution Video Stitching (실시간 고해상도 동영상 스티칭을 위한 고속 콘텐츠 보존 시접선 추정 방법)

  • Kim, Taeha;Yang, Seongyeop;Kang, Byeongkeun;Lee, Hee Kyung;Seo, Jeongil;Lee, Yeejin
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.1004-1012
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    • 2020
  • We present a novel content-preserving seam estimation algorithm for real-time high-resolution video stitching. Seam estimation is one of the fundamental steps in image/video stitching. It is to minimize visual artifacts in the transition areas between images. Typical seam estimation algorithms are based on optimization methods that demand intensive computations and large memory. The algorithms, however, often fail to avoid objects and results in cropped or duplicated objects. They also lack temporal consistency and induce flickering between frames. Hence, we propose an efficient and temporarily-consistent seam estimation algorithm that utilizes a straight line. The proposed method also uses convolutional neural network-based instance segmentation to locate seam at out-of-objects. Experimental results demonstrate that the proposed method produces visually plausible stitched videos with minimal visual artifacts in real-time.

Reading Speed Comparison: Paragraphs in Digital and Print Media (디지털 매체와 인쇄 매체에서의 문단 읽기 속도 비교)

  • Ko Eun Lee
    • Korean Journal of Cognitive Science
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    • v.34 no.4
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    • pp.299-314
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    • 2023
  • This study aimed to examine whether there are differences in reading performance between digital and print media by measuring reading speed of paragraphs on print materials and tablet PC. To investigate whether the physical characteristics of the media influence reading performance, the format of text was kept as similar as possible between print and digital media. We also compared conditions in which paragraphs consisted of either long or short sentences to explore if there were differential effects on reading performance based on sentence length across different media. Additionally, reading speed was analyzed based on reading span to investigate whether there were differences in reading performance according to participants' working memory capacity. As a result, reading speed was faster when reading print media compared to digital media. However, there was no difference in reading speed based on the length of sentences composing the paragraphs. Participants with a higher reading span exhibited faster reading speed compared to participants with a lower reading span. Moreover, participants with a higher reading span read paragraphs composed of long sentences faster on print media than on digital media. The findings of this study suggest that visual fatigue induced by tablet PCs and participants' working memory capacity may impact reading speed.

A Case Study for successful game media franchise : The maple story (성공한 Game 원 소스 멀티 유즈 사례에 관한 연구 (메이플 스토리를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.172-174
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    • 2013
  • Today, one of the most important reasons that Media franchise becomes a core part in the visual contents is that they can create added value and profit optimization easily with main source contents. For succeeding in media franchise, outstanding main contents develop and planning ability which can graft main contents onto other genres are required. This paper will analyze media franchise success cases, with The Maple story as the center, will inquire How he succeed in Korea contents market, and will suggest pointing spot of Korea style media franchise. planning ability and several other causes.

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Analyses on Satisfaction and Perception for Space according to Experiencing Interactive Media in Exhibition Halls (인터렉티브 미디어 체험에 따른 전시공간에 대한 공간 만족도 및 인지도 분석)

  • Song, Yoo-Young;Lee, Ji-Hyun;Kim, Soo-Young
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.24 no.3
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    • pp.271-280
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    • 2012
  • This study examines the influence of experiencing interactive media in exhibition halls on the satisfaction and perception for the exhibition space. Field measurements and surveys were performed in two exhibition halls where various interactive media were exhibited. Results imply that experiencing interactive media was important to enhance understanding the information provided by them. In order to improve satisfaction for the exhibition halls, the layout of space need to be organized effectively in a way that visitors easily feel interest in the contents and information exhibited in the space. Also, in order to keep better perception for exhibition space, the information provided in the space should be organized clearly and open to visitors easily. The flow of visitors' traffic in the exhibition space should be perceived easily by the visitors. Multiple linear regression indicated that the space should be organized effectively with good visual composition that surrounds the exhibits in order to improve satisfaction level for the exhibition hall. In addition, various information provided by the media contributed to improve perception for the exhibition hall.