• Title/Summary/Keyword: Popular Cultural Contents

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The Use of Music for Healthy Elderly : Literature Review (건강한 노화를 위한 음악활용 : 국내·외 연구 고찰)

  • Lee, Yea-Bit-Na;Kim, Soo Ji
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.335-346
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    • 2016
  • This study aimed to review Korean-written and English-written studies on music intervention for older adults in terms of research variables and type of music application. Electronic databases and music-related journals were searched and a total of 40 studies, 19 Korean-written and 21 English-written studies, were included for analysis. The results showed that music intervention studies for older adults began to be conducted in Korea in the late 1990s and have continuously increased thus far, which is similar to studies overseas. Emotional area, especially depression, was targeted the most frequently in both studies in Korea and overseas. While singing of traditional folk song or popular music were applied the most in Korean studies, listening to classical music or relaxing music was primarily observed in studies overseas. While both studies in Korea and overseas used original music frequently, Korean-written studies used live music and showed tendency to select music based on preferences of participants more than studies overseas. These results indicate that growing population of older adults and increased needs for successful aging have been sufficiently reflected in studies on music-based intervention. Cultural and societal factors might affect the differences between studies in Korea and studies overseas. Future studies on music intervention considering cultural and societal needs of this population from multidimensional approach were also suggested.

Analysis of the "Korean Wave" News Frame of Chinese Daily Newspapers: Based on the Analysis of Articles Reported between 2001 and 2010 (중국 일간지의 "한류" 보도에 나타난 프레임 분석: 2001~2010년 기간에 보도된 기사 분석을 중심으로)

  • Yu, Sae-Kyung;Lee, Suk;Chung, Ji-In
    • Korean journal of communication and information
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    • v.57
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    • pp.202-226
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    • 2012
  • The purpose of this study is to analyze how Chinese people perceive the acceptance and spread of Korean popular culture through the analysis of the Korean Wave news frame in Chinese daily newspapers. The result of analysis showed that there was a significant difference in the number of an article appearance in all three daily newspapers by year according to a specific issue including the popularity of Korean Wave-related events, Korean dramas, movies and Korean stars. This reporting trend also appeared in the article format, and all three daily newspapers mainly used an episodic frame to deliver fragmentary Korean Wave trend or personal information emotionally rather than a thematic frame to analyze and interpret the Korean Wave trend in depth. As a result of analyzing dominant news frames using the inductive approach to examine specific contents of the articles, news frames that composed the Korean Wave into the cultural interest frame as 'Interest and attention toward Korean popular culture' and gave positive evaluations were dominant, followed by the economic news frames that explained the Korean Wave from the economic perspective and the political news frames that considered the Korean Wave from the viewpoint of the Chinese Government. These news frames appeared somewhat different according to the publishing purpose of daily newspapers. ${\ll}$People's Daily${\gg}$ which is the official organ of the Chinese Communist Party often covered the political frames to report the policies of Chinese government, ${\ll}$People's Daily (Overseas edition)${\gg}$ often covered economic frames from the overseas perspective and the Jinghua Daily which is a commercial newspaper by nature often handled cultural interest frames to consider Korean Wave as new cultural phenomenon.

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A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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Inscriptions on Bones and Tortoise Carapaces and Digital Age - The View of Digitalization of Ancient Scripts (Hieroglyphic Character) - (갑골(상형)문자의 디지털화 조망)

  • Lee, Joo-Eun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.17-23
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    • 2016
  • I think it is valuable to make Chinese ancient character 'Inscriptions on Bones and Tortoise Carapaces' hieroglyphics popular by combining with the digital. Because Chinese characters are ideograms, it has a huge visual effect. When it is thought over meanings with imaged data by using digital technology, it can be easier to conflate Chinese academia and humanities academia, moreover other academia that uses Chinese characters such as jurisprudence or business administration. I believe not only union of humanities and natural science in the global era can be the best example of the word 'consilience', which I mentioned before, but also people enjoy usability from educations, invention of learning contents or open learning to a cultural field by coming into wide use. Futhermore, it should contribute to changing the image of Chinese characteristics from existing difficult stereotype to positive image.

A Study on the Management System and Participatory Self-Management of the Recreational Fishing in Korea (유어낚시의 관리유형과 자율적 관리진흥에 관한 연구)

  • Lee, Sang-Go;Park, Jeong-Seok
    • The Journal of Fisheries Business Administration
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    • v.36 no.2 s.68
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    • pp.71-95
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    • 2005
  • As one of the most popular outdoor leisure activities in the world, recreational fishing has a lof of significant meaning in terms of social, economic, and cultural views. However, both not considering an indiscreet fishing activity and environment and not thinking our next generation, fishing circumstance has been deteriorating more and more. Unlike Korea, most advanced countries enact various recreational fishing management and support policies in order to keep sustainable recreational fishing and develop eco-tourism through cooperation with government, fishing industries and civil organizations. This paper consist of the following contents. First, the study attempted to investigate how to operate management system of the recreational fishing dividing into in - land fishing and sea fishing respectively. And it exhibits issues and troubles of the realities of recreational fishing management and related fishing laws and ordinances in Korea. And then, it examines various fishing management schemes in representative advanced nations; U.S., Germany, and Japan. Also, it analyzes the advantages and disadvantages of respective recreational fishing management systems; market - based license system, qualification - based management system, and self- regulatory based management system. In addition, after these three systems are adopted to Korea's recreational fishing condition, we analyzes whether respective management systems fit or not. As a result of this, the optimal management for recreational fishing is the participatory self - management scheme in Korea. Finally, in order to support recreational fishing promotion and encouragement, issues and complementary policies with respect to recreational fishing are introduced.

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Personality and Behavior Analysis of the Characters in -With focus on Enneagram Type- (만화 <나루토> 속의 캐릭터 성격과 행동 분석 -에니어그램 유형을 중심으로-)

  • Liu, Si-Jie;Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.43
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    • pp.23-46
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    • 2016
  • Japanese "Manga" (Comics) and animation films are very popular among the audiences from many countries. Japan is creating various new cultural contents through comics and animation films, and it became one of the important economic growth driver. Japanese famous comic Naruto, which had been successfully concluded recently, have achieved great success and gained popularity globally. One of the reasons for the success of Naruto is the various characters in the comic. In, there are various characters with different personalities and characteristics. Characters are important factors that makes the story stands out and delivers the story. Furthermore, the characters in the story often reflect the author's psychology and mind. By analyzing the characters' behavior and personalities, the audience can follow the story more interestingly, and understand the author's message better. The objective of this study is to analyze the Naruto's main characters' personality and characteristics through enneagram. Furthermore, the report explains the success of by analyzing the different behaviors that results from different personalities, and the relationship between the characters.

Analysis of Intertextuality Cases in Games and Animations through "Pix" (를 통한 게임과 애니메이션의 상호텍스트 사례분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.45-54
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    • 2014
  • With the spread of game platforms fueled by the development of smartphones, such classic games as and have been transplanted in smartphone and visual media. Which stirred an issue among gamers because classic games were the materials used. However, there is a lot of room for improvement because it developed from a different viewpoint from the experiences of gamers in many cases. Based on the judgment that the reasons why the experiences of gamers were not reproduced in visual media lay in intertextuality between games and visual media, this study analyzed "Pixels" as a case of good intertexts. The analysis results of intertextuality in the game show that it applied quotation, summary, mending, and satirical travesty to the elements only known to gamers in addition to a simple arrangement of representations and parody, thus succeeding in reproducing the experiences of gamers. It also took into account popular appeal with a fresh direction not familiar to non-gamers.

A characteristic of historical Jing-Ju, through the comparison by each period - Focusing on traditional repertory (조대(朝代)별 비교를 통해 본 역사경극의 특징 - 전통극목을 중심으로)

  • Oh, Kyung-Hee
    • Cross-Cultural Studies
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    • v.26
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    • pp.145-171
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    • 2012
  • The background of historical Jing-Ju is a history, but the history Chinese wants to watch on the stage is the history dramatized by talented actors/actresses, not the history they want to learn. This thesis intends to examine traditional repertories whose background is historical people or accidents, among the lots of Jing-Ju repertories by each period, grasp periods, accidents, people, etc. preferred by Chinese and examine how they were dramatized. The general characteristics of historical Jing-Ju, grasped by each period, are as follows. The first, for the reason that there are lots of historical Jing-Ju in opera repertories, it can be mentioned by Chinese descriptive tradition and historical tradition. As lots of Chinese novels and drama works were written by history, basic models are suggested and clear development is shown, so there is an aspect which is advantageous for dramatization. Also, there are lots of works whose material is history for not only opera but also drama, TV drama because of the characteristics of China where historical books such as "史記", "戰國策", etc. The second, the period which is the background of historical Jing-Ju focuses on 漢 period, 三國 period, 隋唐 period, 宋 period and 明 period. It seems to be reflected by Chinese superiority to some degree if considering Jing-Ju was extremely popular during the 民國 period. The third, there are many characters who have patriotism loyalty among the historical Jing-Ju. It seems to be the result of discovering lots of materials for appealing patriotism in the situation they were dominated by Japan and the West during the 民國 period. The forth, the most single material is "三國志" among the historical Jing-Ju. This material has the factors of traditional idea, loyalty, fidelity, etc, but there are the most interesting characters and they were popularized by novels, etc. The fifth, in the historical Jing-Ju, the contents and character forms can be sometimes changed by character's skill because character's artistic achievement can play a great role for the completion of Jing-Ju.

An Interpretation of Jeungsan's Haewon(解冤) Thought in Film - Focusing on The Way of Peace (1984) - (강증산(姜甑山)의 해원사상에 대한 이해 - 영화 <화평의 길>(1984)을 중심으로 -)

  • Ahn, Shin
    • Journal of the Daesoon Academy of Sciences
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    • v.23
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    • pp.109-152
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    • 2014
  • This paper deals with the artistic expression of religious thought in terms of the uniqueness of different images and creativity. The relationship between religion and art is complicated but popular in modern society. Film becomes the icon of modern culture to enhance the knowledge of religious traditions. Among many Korean religious films, Kang Daejin's work, The Way of Peace (1984) contains the life and thought of Kang Jeungsan(1871-1909), the highest god of Daesoonjinrihoe. First, the film, The Way of Peace, pays attention to the legitimacy of succession from Kang Jeungsan to Cho Jeongsan(1895-1958). Korea was beset with trouble both at home and abroad. China, Japan, Russia, and the US had the colonial desire to conquer the lands of Korea and to explore natural resources. Though the people of Eastern Learning(東學) protested government and Japanese colonialists, Jeungsan applied the principle of non-violence to the world. In order to save all the living beings of the world, he reordered the universe and renewed the harmonic relationship of human beings and their spirit. Second, The Way of Peace proposed the soteriology of peace and change to audience regardless of seekers(道人) or not. Jeungsan transformed the closed society to the open society, changed divided religions to the transcendent truth(道). He empowered the marginalized people such as women, the lowly, the elderly, and the sick, who were oppressed in the Confucian society. And he redeemed the people from the disease by healing all diseases and correcting disorders. In conclusion, The Way of Peace is a good resource of religious education by which we can overcome the religious illiteracy. The knowledge of new religious movements and Daesoonjinrihoe is necessary for us to understand the diversity of human nature. In the near future, the new images of Jeungsan should be created through multi-media and cultural contents for the new generation.

Chinese Broadcasters' Perceptions on Localization of Korean Entertainment Formats in China-Focused on In-depth Interviews on and (한국 예능 포맷의 중국 현지화에 대한 중국내 방송종사자의 인식 -<대단한 도전>과 <달려라 형제>에 대한 심층인터뷰를 중심으로)

  • Wang, Ying-Ying;Choi, E-Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.57-70
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    • 2019
  • Despite both the Korean version of and seemed to be the most popular in China, the and the , which localized the same format, differed at least in terms of viewership. Focusing on these two opposing cases, this study examines the characteristics and considerations of the localization transformation through in-depth interviews with experts in China.. As a result, was positive in terms of character diversification and online media interworking effects. However, the experts recognized that factors such as the confusion of character combinations due to frequent change of performers, frequent absences, conservative characteristics of Chinese state broadcasting that emphasized educational contents, and burden of localization due to changes in mission and challenge form each time were negatively affected. On the other hand, lacked the effect of online media interaction and lack of diversity of performers. However, the use of star actors' celebrities, the merits of actors with the characteristics of Chinese historical and cultural spaces, the use of Chinese flavors and fragrances, and similar types of missions and maintaining a stable composition each time favored localized production formats.