• Title/Summary/Keyword: Popular Cultural Contents

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Designs to Commercially Utilize Cultural Archetype : based on Patterns Found on the Relics from King Mooryung of Baek-je's Mausoleum (문화원형의 산업적 활용을 위한 디자인 개발 - 백제 무령왕릉 출토유물에 나타난 문양을 중심으로)

  • Kim, Duk-Yong;Shin, Jeong-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.202-214
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    • 2010
  • This paper presents plans to develop cultural archetype into a cultural industry. Though, various types of cultural products are being developed, they're not very popular to consumers and has very limited market. Reason for that is, most of these products are simple replicas of cultural assets or they are focused solely on restoring the traditions without considering trend. This study was focused on patterns found on the relics from mausoleum of king Mooryung of Baek-je. Main focus was the meaning of important patterns as generalized representation of traditional and emotional value. In addition, the study was done with the idea that developing the design of cultural products should be presented in modern style while carrying the traditional value and the story telling elements. The order of developing the design should be, first, forming process based on its original form and the elements, and developing a design motive based on the story the pattern is carrying. Then develop sample products with the motive.

A Social Cultural Approach to Illegal Digital Contents Sharing (디지털콘텐츠 불법 파일공유에 관한 사회문화적 접근)

  • Park, Kyung Ja
    • Knowledge Management Research
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    • v.17 no.1
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    • pp.113-133
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    • 2016
  • Why illegal digital contents sharing happens? This study pays attention to the fact that file sharing is an exchanging behavior between people and it is expanding despite of an illegal behavior and proposes that it is necessary for the phenomenon to be understood from social cultural point of view beyond a personal dimension. Based on the social exchange theory, this study demonstrates effects of file sharing attitudes and continuity, regarding 'group norm', 'popular demand', 'reciprocity' and 'social solidarity' as main factors. The main findings of this study are as followed;- First, it is shown that a tacit agreement of a group on file sharing is a determinant of positive attitude to file sharing and the intent of continual file sharing. Second, it is not found that the social relationship factors that are regarded as potential influential factors on file sharing attitude have effects on file sharing behavior, except for 'group norm'. Unlike previous studies, the results may come from the fact that this study deals with an illegal behavior. The third finding indicates a structural relationship between social relationship factors. When members of a group have more amicable attitude to file sharing including silence or a tacit agreement on file sharing, more people ask illegal sharing of files that they need. Such public demand creates expectation of reciprocity. As reciprocity maintains, social connectedness is strengthened. Then, strong social connectedness escalates the intent to maintain file sharing. It is important to notice that this study promotes understanding of how digital contents sharing happens by structuring and demonstrating influential relationship between characteristic factors of the social relationship.

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The Structure of Taste Repertoires for Cultural Arts (문화예술 취향 레퍼토리 구조 연구)

  • Chon, Bum-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.201-210
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    • 2012
  • This study examines the structure of taste repertoires for cultural arts. The major results are as follows: firstly, the numbers of taste repertoires were 1.66 for type 1 and 4.27 for type 2. More specifically, respondents tended to have movie taste. Secondly, there were socio-demographic differences for taste repertoires for cultural arts. In other words. female respondents to have more taste repertoires than that of male respondents. Also, younger respondents to have more taste repertoires than that of older respondent. Thirdly, blog users tended to have more taste repertoires than that of non-users. It can be argued that blog use may be a determinant of the number of taste repertoires for cultural arts. In addition, although the number of taste repertoires type 1 was determined by tastes for theatre, movie, popular music, musical and photo, the number of taste repertoires type 2 was determined by tastes for theatre, movie, musical and classic contents.

A Study on an effects of China consumers' self-congruence and public-cultural involvement on Hallyu contents evaluation and attitude (중국 소비자의 자기일치성과 대중문화 관여도가 한류콘텐츠 평가와 태도에 미치는 영향에 관한 연구)

  • Park, Se-Jeung;Choi, Jiyeon;Noh, Jeonpyo
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.377-388
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    • 2016
  • The purposes of this study are; first, to supply useful suggestions for the market segmentation of the Chinese market according to individual psychological variables(self-congruence) of customers. Second, it figures out the relative importance of actual self-congruence and ideal self-congruence. Lastly, it reveals whether there are any differences in the preference of attributes according to the popular cultural involvement. According to the results, actual self-congruence had a positive influence on the contents factor evaluation while ideal self-congruence had positive effect on the human and cultural factors evaluation. Also, the human and cultural factor had a positive influence on the purchase intention, as well as content factor and cultural factor had the influence on the word-of-mouth. In addition, the group of highly interested in the involvement at the popular culture was significantly higher in the evaluation on the human and contents factor than the low group.

Cross cultural characteristics of facial attractiveness (얼굴 매력의 교차문화권적 특징)

  • Kim, soo-jeoung
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.677-679
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    • 2007
  • With an assumption that the view point of a given society and time on facial attractiveness can be inferred by analyzing popular stars' faces, the cross-cultural differences in the physical measures of Korean and foreign stars were investigated. A classification model of affective facial impressions was used to obtain the physical measures of the faces and classifying them into a face-type category. The number of face images analyzed in the study were 629 in total: 258 Korean stars, and 200 foreign stars. The results show that the common characteristics found in the cross-cultural analyses of Western and Eastern stars was a babyish impression. Babyish feature was found distinctive also in western male stars, while such trend was not found in Asian male star.

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The Meaning of Hallyu and Its Sustainability in Bulgaria (불가리아 한류의 의미와 발전방향)

  • Song, Jung Eun;Nahm, Kee-Bom
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.19-39
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    • 2016
  • Hallyu in East Europe has been spread since the end of the 2000s and contributed to boost the familiarity and favorability of Korea. Hallyu in East Europe started from Romania and Hungary, Korean dramas and K-Pops spread to Bulgaria. Korea and Bulgaria established a diplomatic relations in 1990; however, people of both countries do not share enough information or knowledge on each other. This study aims to understand the meaning of Hallyu and the ways of building cultural relations through Hallyu based on the cognitions and attitudes toward Korea and Korean culture in Bulgaria. It conducted the Focus Group Discussions(FGD) for 24 Sofia residents in their 20s and 30s. The FGD questions were mainly on the level of familiarity and of impacts of Hallyu in Bulgaria. The Hallyu in Bulgaria is still not so popular although Hallyu has been promoted through the diverse activities of Korean Embassy, Sofia University, Korean language institutions, and the Hallyu fans. The economic and cultural impact of the Hallyu is not yet viable in Bulgaria. In order to be recognized as one of the foreign popular culture in Bulgaria, Hallyu should be promoted with various endeavors for Bulgarian people to experience Korean culture beyond Korean drama and K-Pops based on the understanding of socio-cultural characteristics of Bulgaria. Then, Hallyu will be spread by producing Korean dramas, films, and K-pops reflected by local cultural characteristics in Bulgaria and hybridity of Korean popular culture.

A Study On the Formative Of The Game Character (게임 캐릭터의 조형성에 관한 연구)

  • Oh, Hyun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.91-100
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    • 2004
  • Game industry has emerged as one of the most popular sector among the cultural industries in the digital era. The role of game characters has evolved with the times and today, the characters can even determine the fate and success of the game itself. In early stage, game character nearly didn't contain the character itself because it was for only game, however its importance has been considered more than the contents and scenario of game as game business has been changing gradually. Therefore, the "Formation" of the character that is the core of game, is an important factor that can make different products, is playing an essential role for the improvement in work and productivity of game.

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Cultural Hybridity in SF Film (SF 영화 <매트릭스>에 나타난 문화적 혼성성)

  • Hwang Hye-Jin;Lee Seung-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.92-99
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    • 2005
  • It is not easy to understand that the drama with various aspects of political-economics and psychology in a certain popular cultural contents. People, however, does want to reconstruct the meaning of the real world and the hyper - reality, it means cross of oldness and newness, through the films. We try to analyze in religious/philosophical aspect with hybrid narrative, characters and condensed meaning in series. This try shows a good example way of understanding series which on the border line of newness and oldness.

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The Cultural Effect of Korean Characters and Stages described in Game Contents (게임콘텐츠에서 묘사된 한국 캐릭터·스테이지의 문화적 영향)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Hyangmi
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.83-92
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    • 2017
  • Game users can create cultural images about foreign countries from game contents what they play. Most fighting action games provide various game characters and game stages where the game characters come from. This study analyzes that Korean game characters and game stages of The King of Fighters (KOF) series, one of popular fighting action games. We find that KOF describes Korea negatively in the beginning KOF series but the negative descriptions of Korea were gradually weaken as newer KOF series were released.

A Basic Study for Digital Archiving of Hallyu Popular Culture Contents: Based on the Current Status of Digital Archives (한류 대중문화 콘텐츠의 디지털 아카이빙을 위한 기초연구: 디지털 아카이브 현황 조사를 바탕으로)

  • Baek, Jae-Eun
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.215-238
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    • 2021
  • Hallyu pop-culture contents which has influenced the world has sufficient preservation value as a cultural asset. However, there is still a lack of awareness of long-term preservation of Hallyu pop-culture contents and digital archiving is not in full swing, too. We requires accurate understanding of the concept, characteristics, format, media, and relationship of contents for digital archiving of Hallyu pop-culture content. Thus, this study analyzed and organized the concept, characteristics, and preservation subject of Hallyu pop-culture contents, as basic study for digital archiving of Hallyu pop-culture contents. In addition, we investigated the current status of digital archives (systems/institutions) of Hallyu pop-culture contents and Hallyu pop-culture contents, and presented basic proposal based on the problem factors.