• Title/Summary/Keyword: TV Drama Analysis

Search Result 95, Processing Time 0.023 seconds

A Study on the Uses and Gratifications on the U.S. TV Dramas: Focusing on Comparison to the Korean Counterparts (대학생들의 미국 텔레비전 드라마에 대한 시청동기 및 만족도 연구: 한국 텔레비전 드라마와의 비교를 중심으로)

  • Im, Yang-June
    • Korean journal of communication and information
    • /
    • v.41
    • /
    • pp.303-336
    • /
    • 2008
  • The purpose of this study is to examine the uses and gratifications of the U. S. TV dramas favored by the Korean college students. The uses and gratifications of the U. S. TV dramas are also compared with the Korean TV dramas. In addition, this study analyzes how the motives and satisfactions of students on the U. S. dramas influence on watching patterns of the Korean TV dramas. The results of the factor analysis show that student's motives on watching the U. S. TV dramas are composed of four factors, such as 'Entertainment/Relaxation', 'Getting Information', 'Environment/Companionship', and 'Sexual curiosity'. In contrast, the motives of watching Korean TV dramas are composed of six factors, which are added 'Korean Drama Characteristics' and 'Habitual Time-Spending' to four factors of the U. S. dramas. After dividing the student groups with the heavy and the light watchers, this research shows that three out of five for the U. S. dramas are significantly different, whereas two out of six factors for the Korean counterparts. Finally, the uses and gratifications of the U. S. dramas favored by the Korean college students influence little on the watching patterns of the Korean TV dramas.

  • PDF

Analysis of direct interactive motion picture electronic commerce technology (동영상기반 양방향 직접 전자상거래(DIMPEC) 기술 분석)

  • Min, Byoung-won;Kim, Woo-sung;Oh, Yong-sun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.494-497
    • /
    • 2008
  • DIMPEC, Direct Interactive Motion Picture Electronic Commerce technique is not only that gain additional detail information on the entry properties and actor custom by seeing and hearing VOD and TV drama with internet but also source technology which can buy product using electronic commerce. Also, this is enable to construct in variety platform environment like internet, PDA, MOBILE, Settop box, and this is a technology where competition is very high due to application is possible to satellite DMB, and DMB for ground which is high technology IT. DIMPEC is expected that next generation business model will be formed by combining to user participation, consumption magnification of mobile contents, advancement and intelligence of internet service which is next generation internet business model which combines this technique.

  • PDF

A Study on the Application of Visual Special Effects to TV Dramas; Focus on , (시각특수효과의 드라마 적용사례에 관한 연구 -<태양의 후예>,<미스터션샤인>을 중심으로-)

  • Chung, Tae-Sub
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.3
    • /
    • pp.400-406
    • /
    • 2019
  • This study will explore the reenactment of visual special effects used in TV dramas. The subjects of the study are images that are reproduced in visual special effects through and . Accordingly, we looked at the changes in the way TV dramas were produced according to the times, and looked at the changes in the market. Also, we looked at cases of visual special effects of Korean dramas, and looked at expressions according to the degree of completion of visual special effects. For the purpose of the analysis of the research targets, the images of reproducibility and the flow through reality were analyzed. In the case of , the period setting is realistic, but visual special effects were used to maximize the actor's safety and expression, and in the case of , the visual effects were used to maximize the aesthetic of the period background. In addition, it can be seen that the visual special effects were used for the effect of PPL on the export of images. This shows that the emphasis of reality and image montage techniques are being used to pursue hyperrealism. It is now possible to actively express and use the beauty of TV dramas rather than technical limitations. In addition, the pursuit of realism can actively express the changing times of digital age. This is an active representation of the camera's angle, lighting, and perspective that coincides with the background. The environment of video production is crucial for realistic expressions. The study examined various visual directions and applications. In TV images, we looked at reproduction, which can make a natural period of time by combining. As a follow-up study, we are going to study the changes in the new quadratic image based on the present image representation.

The Analysis of D-CATV VOD Service Users and Their Usage Patterns (D-CATV VOD 서비스 이용자에 대한 분석과 이용행태에 관한 연구)

  • Kang, Won Young;Seo, Chang Ho;Choi, Seong Jhin
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.931-938
    • /
    • 2018
  • D-CATV VOD service provides various contents such as drama and movie with high quality regardless of time and place. As the usage time of the VOD service increases, the viewing time of real-time terrestrial broadcasting is shortened. As the demand for VOD service is high and the number of digital users is increasing, the VOD market is rapidly growing. Therefore this study investigates the age and gender analysis of digital cable TV users and analyzed the usage patterns and audience cases of users. VOD service has been shown to be used by many users for the first time through remote control and free coupons. Non-users of VOD service did not use it because of charge and did not feel the necessity, but some non-users did not recognize the free VOD service.

A Study on the Change of the View of Love using Text Mining and Sentiment Analysis (텍스트 마이닝과 감성 분석을 통한 연애관의 변화 연구 : <공항가는 길>과 <이번 주 아내가 바람을 핍니다>를 중심으로)

  • Kim, Kyung-Ae;Ku, Jin-Hee
    • Journal of Digital Convergence
    • /
    • v.15 no.2
    • /
    • pp.285-294
    • /
    • 2017
  • In this study, change of the view of love was analyzed by big data analysis in TV drama of married person's love. Two dramas were selected for analysis with opposite theme of love story. The sympathy of audience for the one month period from the end of the drama was analyzed by text mining and sentiment analysis. In particular, changes in the meaning of home meaning are identified. Home is not 'a place where a husband and wife play a social role', but 'a place where they can share real sympathy and one can be happy'. If individuals are not happy, they need to break their homes. In this study, the current divorce rate and the question regarding the matter should be considered. But based on Google Trends, in Korean society, interest in marriage were still higher than romance. It means that people prefer to 'a love to get marriage' in Korean modern society, than 'love for love affair'. It seems to be reflection of cognition change, marriage should be based on true love. This study is expected to be applied to the study of trend change through social media.

The Influence of Characters' Aesthetic Elements on Viewing Engagement and Re-viewing Intention : Focusing on the Chinese historical TV series 'The Story of Yanxi Palace' (캐릭터의 미적요소가 시청 몰입도와 재시청 의도에 미치는 영향 : 중국 사극 드라마<연희공략(延禧攻略)>를 대상으로)

  • Han, Ming;Yun, Su-Mi;Choi, Hye-Jin;Kwon, Oh-Hyeok
    • Journal of Digital Convergence
    • /
    • v.20 no.1
    • /
    • pp.369-378
    • /
    • 2022
  • This study analyzed the effect of aesthetic elements of characters on viewing immersion and re-watching intentions in Chinese historical dramas. For the empirical study, frequency analysis, factor analysis, reliability analysis, correlation analysis, and regression analysis were performed using SPSS 23.0 based on the questionnaire of 330 Chinese who watched the historical drama . As a result of the study, it was found that the character aesthetic elements of Chinese historical dramas with hair and costumes had a positive effect on viewing immersion and re-watching intentions. In addition, it was found that viewing immersion had a mediating effect on the relationship between aesthetic factors and re-viewing intention. It is expected that continuous character creation can be expected through various aesthetic elements such as hair and clothes to increase the value of dramas in the future.

Study on Creative Materials of Digital Contents Using Traditional Culture of Art School of PyongYang Ki-Saeng and Ki-Saeng of Chosun Age (조선기생 및 평양기생학교에 관한 전통문화의 디지털콘텐츠 창작소재에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
    • /
    • v.5 no.1
    • /
    • pp.45-52
    • /
    • 2005
  • This paper is re-lighting(reputation) that Ki-saeng is a artist in Chosun age to concern with history, social lives, role, art school of Ki-saeng and Ki-saeng and also is re-light and analysis educate system, rules, curriculum, time table of teaching, graduated album, photos of art school of Pyongyang Ki-saeng. And the using these traditional culture materials of Ki-saeng can create various digital contents of game contents, animation, drama, film and characters. Specially, it is propose to use culture contents that creation and pick out of beauty, talent, social system and art school of Ki-saeng in Chosun age willing to use concept design, scenario of game, animation, drama and film etc.

  • PDF

Analysis on Video Image Effect in , China's Performing Arts Work of Cultural Tourism (중국의 문화관광 공연작품 <장한가>에 나타난 영상이미지 효과 분석)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.6
    • /
    • pp.77-85
    • /
    • 2013
  • This study aims to analyze the effects that video image in Seo-an's , claiming to China's first gigantic historic dance drama, has on the performance; it focuses on investigating which video image is used to accomplish the effects in showing specific themes and materials in . Image is meant by 'reflection of object', such as movie, television, dictionary, etc, with its coverage being extensive. The root of a word, image', is founded on imitary, signifying specifically and mentally visual representation. In other words, video image is considered combination of two synonymous words, 'video' and 'image'. Video is not just comprehension of traditional art genre, like literary value, theatrical qualities, and artistry of scenario, but wholeness as product, integrating original functions of all kinds of art and connecting subtle image creation of human being. The effects of video image represented in are as followings; first, expressive effect of the connotative meaning, reflecting the spirit of the age and its culture. Second, imaginary identification. Third, transformation scene. Fourth, dramatic interest through immersion. Last but not least, visual effect by dint of dimension of performance.

The Trouble Analysis of Electric wave Antenna Using GIS (GIS를 이용한 전파안테나 장애분석)

  • Kang, Joon-Mook;Kang, Young-Mi;Choi, Joon-Seuk;Lee, Ju-Dae
    • Journal of Korean Society for Geospatial Information Science
    • /
    • v.12 no.2 s.29
    • /
    • pp.3-9
    • /
    • 2004
  • The Broadcasting system is very important part of human lift that preceding to people news, nation plan, sport, drama, leisure and politics. The product of maded by brocasting system conveyed the whole country by radio signal. A brocasting station operate the brocast product radio trial network in the mountain. Recently a height of new building, concrete structure is very large and higher then old one. Since one does or says, noise occur to radio and TV signal whole nation. In this study, Taejun Sikjang mountain and Cheunan-Heuksung mountain where occurred radio noise chosen as a sample, and analysis 3D simulation and plane check. Accordingly come to conclusion condition of noise occurred radio antenna.

  • PDF

Cable TV Violence: A Context Analysis (케이블TV에 나타난 폭력성 연구: 폭력의 맥락화를 중심으로)

  • Ha, Sung-Tae;Kim, Chang-Sook;Ryu, Sung-Hoon
    • Korean journal of communication and information
    • /
    • v.41
    • /
    • pp.200-231
    • /
    • 2008
  • This study content-analyzed Korean cable television programs aired from Feb. 6 to Feb. 19, 2007, focusing on the contextual variables linked to violent acts. A total of 657 PAT's (perpetrator-action-target) in the 68 programs sampled were analyzed for characters' age, sex, type, relationship, and motivation, humorization, punishment for their violent acts, and finally reality of violence. According to the results, (1) most violence occurred among male characters, who were at their ages between 20 and 39; (2) more than half of the total violent acts happened among acquaintances including family members; (3) anger, retaliation, personal or group interest, and violence for fun were ranked at the top tiers of the motivation list; (4) most violences were overlooked without punishment; (5) and about 80% of the whole violence were realistic. In terms of program types, (1) female perpetrator and victims appealed more often in drama than the other genres; (2) violence among acquaintances and simple fun as motivation were prevalent most in entertainment programs; (3) every violent act in children's programs was done by unrealistic characters. According to the analysis by program ratings, (1) while least violence appeared in '19 and older', all of the violent acts were portrayed as realistic; (2) humorization were most prevalent in the 'everyone' rating; (3) and female perpetrators and victims appealed most in the programs rated as '15 and older'. Generally, various contextualized violences displayed different distributions according to program types and ratings. The qualitative features of the current findings about cable television violence provide a fundamental data for future studies, which will explore the subsequent effects of violent media contents.

  • PDF