• Title/Summary/Keyword: Pororo

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Success Factors of Animation: A case study of Pororo (애니메이션의 성공조건: <뽀롱뽀롱 뽀로로> 사례를 중심으로)

  • Kim, Doh-Yeon
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.170-176
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    • 2011
  • When the process of planning and production of Pororo is to be analyzed, scientific and meticulous contents planning which considered even cultural discount, and collaborative business partnership which maximized the strength of each participants are found to be the main success factors. Owing to them, Pororo has resulted in continuous profit making through various outlets, the production of series up to 4 seasons, and successful sales in foreign markets. However, OSMU strategy as the key business strategy was not intended from the stage of planning, but was resulted as the business process after good contents were created. In order to have more successful cases like Pororo, and to build a good animation industry ecosystem, efforts by the industry and effective supporting system by the governments should be met.

Animation Character Preference According to Age and Gender of Children (유아의 연령과 성에 따른 애니메이션 캐릭터 선호도)

  • Ko, Young-Ja;Kim, Min-Jung
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.470-479
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    • 2012
  • This study was designed to investigate and analyze children's preference on animation characters according to age and gender of the subjects, by surveying 255 children aged from 3 to 5. The animation characters were represented in pictures, and the reasons of preference were collected through individual interview with the children. The $x^2$ verification of SPSS 18.0 Window statistic program was used to verify the difference in preference. As a result, children aged from 3 to 5 showed higher preference on animations produced in foreign countries than the ones produced in Korea, as Korean animations and foreign-country animations had preference rate of 35.7% and 64.3%, and Korean characters and foreign-country characters had preference rate of 22.4% and 77.6% respectively. Depending on the age of children, there was significant difference among animation characters that the children prefer ($x^2=302.474^{***}$, P<.001), and it was shown that children at the age of 3 showed preference on 'Pororo' of Pororo the Little Penguin, children at the age of 4 on 'Tayo' of Tayo the Little Bus and 'Amu' of Shugo Chara, and children at the age of 5 on 'Shin Chan' of Crayon Shin Chan. It was also revealed that there was significant difference among animation characters according to the gender of children ($x^2=120.864^{***}$, P<.001); boys preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Doraemon' of Doraemon, 'Thomas' of Thomas and Friends and 'Tayo' of Tayo the Little Bus, and girls preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Apple' of Little Princess, 'Amu' of Shugo Chara and 'Loopy' of Pororo the Little Penguin. Through this study, it is hoped that the development of children animation would advance further, and that this study could be used as the preliminary resource.

Value Articulation Strategy of Media and Content Company: Mainly Focused on Iconix's Animation 'Pororo' Case (미디어 콘텐츠 기업의 무형자산 중심 지식재산 가치 연결 전략: 아이코닉스 애니메이션 뽀로로에 대한 탐색적 사례연구)

  • Ko, Young-Hee;Lee, Seo-Hyun
    • Knowledge Management Research
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    • v.17 no.3
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    • pp.181-206
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    • 2016
  • Under the influence of growing popularity of "hallyu" (Korean wave), corporates that have copyrights such as music, movie, drama as their core competitiveness are showing continuing growth. In Addition, they built on contents are rapidly growing, interests in protection and management of intellectual property rights linked to contents are growing. Global contents development corporates are making great efforts to create profits out of copyrights. They could utilize original contents to strengthen brand value use it to produce additional contents in current market. Also they take advantage of existing storyline of the contents and strong brand to explore new markets. This paper looks into Value articulation model by Professor James Conley and analyzed the firms that utilized intellectual property rights to extend the period of protection, strengthen their competitiveness and succeeded in breaking into new market by using the rights they possess. Also, this paper examines the usage of intellectual property rights and business expansion strategy of of Iconix, the Korean entertainment company, which gained tremendous popularity in last ten years using this model. In Value articulation model, Conley classifies the process of exploiting the portfolio of the single product's(or service's) intellectual property right for a period of time into three stages ; value transference, value translation, value transportation. Pororo's strategy of utilizing intellectual property right is suggestive to domestic entertainment companies. Under the influence of hallyu" (Korean wave), domestic contents such as movies, dramas and music are enjoying the high level of popularity recently not to mention animations. In reality, Korean entertainment companies who have no background or experience of Intellectual property rights are not creating enough added values compared to fast growing market. It is believed Iconix's intellectual property rights management strategy will suggest positive aspects to domestic companies. Moreover, I hope various intellectual property rights management strategies including Conley's value articulation are studied and they can make contributions to managing domestic entertainment companies.

A Semiotic Study on Storytelling Structure in Edutatinment -The Educational Animation For Kids, - (에듀테인먼트에서의 캐릭터 중심 기호학적 생성구조 연구 -어린이 대상 애니메이션 <뽀롱뽀롱 뽀로로>를 중심으로-)

  • Song, Mi-Sun
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.669-677
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    • 2008
  • Since the great success of the Disney animations like , the classification of audience target in animation according to an age group started a possibility of edutainment in the industry. Especially, a few animations for preschool children made by Korea have been largely successful in domestic and foreign markets. The study analyzed a distinguished structure of a story stressed by character by Greimas's theories in the educational animation. The animation for kids as this study target is one of successful contents in edutainment. It also analyzed as one of parallel contents in abroad. It is a meaningful study which considers a story structure of the animation as aspects of edutainment contents for preschool children.

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A Study of 3D Stereoscopic TV Animation Production: A Case Study of Pororo, the Little Penguin (3D TV 입체 애니메이션 제작에 대한 연구: <뽀롱 뽀롱 뽀로로> 4 시즌 테스트 제작사례분석을 중심으로)

  • Choi, Sung-Kyu;Oh, Jun-Heon
    • Cartoon and Animation Studies
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    • s.28
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    • pp.101-124
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    • 2012
  • Success of brought a large revolution in the world of cinema and the media market. They have predicted new industrial possibility for 3D Stereoscopic image and trends started to support for producing in the field of various media platform. We can see our domestic technology creates higher added value in the sphere of hard-wear for the market of worldwide home TV electronics. But in reality we are short of effective and organized pipeline of producing and we should analyse cases more for Stereoscopic 3D animations. Therefore in this paper, we present case study on animation made into Stereoscopic 3D animation to build up suitable Stereoscopic 3D TV animations pipeline. We differentiate from any other Stereoscopic content by applying artistic elements and technological elements, especially human factor and 3D Sweetening to elevate the level of 3D Stereoscopic effect for main audience, children. We propose how to strengthen the competitiveness of Korean animation for world animation market.

The Effect of Children's Beverages on Degradation of Dental Resin-Based Pit and Fissure Sealant (어린이 음료가 레진계 치면열구전색제의 화학적 분해에 미치는 영향)

  • Min, Hee-Hong;Kim, Hyun-Jin;Lee, Hye-Jin
    • Journal of dental hygiene science
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    • v.18 no.6
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    • pp.367-373
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    • 2018
  • The consumption of beverages among children is rising. The purpose of this study was to examine the effect of kid's drink on dental resin-based pit and fissure sealant. Pororo, I-kicker, Sunkist kids were included in the experimental groups, and Samdasu was included in the control group. A conventional dental sealant material ($Clinpro^{TM}Sealant^{(R)}$) was selected for this study. Resin specimens (8 mm in diameter and 1 mm in thickness) were prepared according to manufacturers' instructions and the initial roughness (Ra) was then measured. The pH of all the four groups was measured using a pH meter. The specimens were individually immersed in 5 ml of the experimental solutions and stored at $37^{\circ}C$ for 72 hours. Following this, the surface roughness of the resin specimens was measured by Surftest. The concentration of residual monomer released was determined by high performance liquid chromatography (HPLC). The surface morphology of the resin specimen was evaluated before and after storage by scanning electron microscopy (SEM). Data were statistically analyzed using Kruskal-Wallis and Duncan's test. The results showed that all the children's beverages examined in this study contained citric acid. The pH of I-kicker was the lowest ($3.03{\pm}0.01$), followed by that of Sunkist kids ($3.26{\pm}0.02$) and Pororo ($3.47{\pm}0.02$). We observed an increase in the surface roughness of resin specimens after 72 h of immersion in all the beverages tested (p<0.05). There was matrix degradation after immersion, visualized on SEM image, in all the beverage groups. Bisphenol-A-glycidyl methacrylate was not detected after 72 hours, but triethylene glycol dimethacrylate levels were increased in all the beverages tested during the 72 hours by HPLC. These results suggest that intake of beverages containing acid can cause degradation of the resin-based pit and fissure sealants in children.

ViStoryNet: Neural Networks with Successive Event Order Embedding and BiLSTMs for Video Story Regeneration (ViStoryNet: 비디오 스토리 재현을 위한 연속 이벤트 임베딩 및 BiLSTM 기반 신경망)

  • Heo, Min-Oh;Kim, Kyung-Min;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.24 no.3
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    • pp.138-144
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    • 2018
  • A video is a vivid medium similar to human's visual-linguistic experiences, since it can inculcate a sequence of situations, actions or dialogues that can be told as a story. In this study, we propose story learning/regeneration frameworks from videos with successive event order supervision for contextual coherence. The supervision induces each episode to have a form of trajectory in the latent space, which constructs a composite representation of ordering and semantics. In this study, we incorporated the use of kids videos as a training data. Some of the advantages associated with the kids videos include omnibus style, simple/explicit storyline in short, chronological narrative order, and relatively limited number of characters and spatial environments. We build the encoder-decoder structure with successive event order embedding, and train bi-directional LSTMs as sequence models considering multi-step sequence prediction. Using a series of approximately 200 episodes of kids videos named 'Pororo the Little Penguin', we give empirical results for story regeneration tasks and SEOE. In addition, each episode shows a trajectory-like shape on the latent space of the model, which gives the geometric information for the sequence models.

Character-based Subtitle Generation by Learning of Multimodal Concept Hierarchy from Cartoon Videos (멀티모달 개념계층모델을 이용한 만화비디오 컨텐츠 학습을 통한 등장인물 기반 비디오 자막 생성)

  • Kim, Kyung-Min;Ha, Jung-Woo;Lee, Beom-Jin;Zhang, Byoung-Tak
    • Journal of KIISE
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    • v.42 no.4
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    • pp.451-458
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    • 2015
  • Previous multimodal learning methods focus on problem-solving aspects, such as image and video search and tagging, rather than on knowledge acquisition via content modeling. In this paper, we propose the Multimodal Concept Hierarchy (MuCH), which is a content modeling method that uses a cartoon video dataset and a character-based subtitle generation method from the learned model. The MuCH model has a multimodal hypernetwork layer, in which the patterns of the words and image patches are represented, and a concept layer, in which each concept variable is represented by a probability distribution of the words and the image patches. The model can learn the characteristics of the characters as concepts from the video subtitles and scene images by using a Bayesian learning method and can also generate character-based subtitles from the learned model if text queries are provided. As an experiment, the MuCH model learned concepts from 'Pororo' cartoon videos with a total of 268 minutes in length and generated character-based subtitles. Finally, we compare the results with those of other multimodal learning models. The Experimental results indicate that given the same text query, our model generates more accurate and more character-specific subtitles than other models.

A Study on Success Factors of Global Strategy of Cultural Content Company: Focusing on Iconix (문화콘텐츠기업 글로벌전략의 성공 요인에 관한 연구: 아이코닉스를 중심으로)

  • Han, JooHee;Choi, MyeongCheol;Zhang, MengTian
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.337-342
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    • 2021
  • The purpose of this study is to analyze the environment and strategic behaviors of cultural contents companies with a focus on Iconix, and to derive strategic recommendations for Iconix to pursue in order to create a sustainable competitive advantage. As a result of the analysis, Iconix is a vertically integrated development-business system from content planning to business in line with their mission to develop into an all-weather entertainment content provider that can confidently compete with the major players in the US and Europe that are already leading the global market. It is building a strong global business network covering both domestic and overseas markets in stages, taking a high-level global strategy. However, depending on Pororo's success or due to various problems within the organizational structure, it is facing limitations. Therefore, if the various strategic suggestions presented in this study are implemented based on the One Source Multi Channel/Multi Use strategy that can maximize the added value of contents through the participation and business linkage of leading companies in each sector of the entertainment industry, the total entertainment will be stabilized. It will establish itself as a leader in the contents industry.