The Transactions of the Korean Institute of Power Electronics
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v.11
no.4
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pp.371-377
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2006
Cold cathode fluorescent lamps (CCFL) show complex characteristics, which make it difficult to drive them in parallel. In this paper, a multi-lamp driving scheme is proposed to drive multiple lamps for LCD back light to reduce output current unbalance. This propose system is composed of parallel CCFLs, series transformers. The driving system adopts only one backlight inverter to drive multi cold cathode fluorescent lamps (CCFL). Moreover the circuit introduces a multi-lamp driving transformer to reduce lamp-current imbalance. The validity of the proposed scheme is confirmed by the simulated and experimental results.
The EBS teaching coaching program, '선생님이 달라졌어요' broadcasted about 30 dramatic teaching improvement cases. The TV program has gained great attention and been used widely as a good example for making some meaningful improvements in teaching. However, there has not been an attempt to research and gather the series beyond the individual coaching examples for the viewers (mainly teachers) to obtain more comprehensive educational insights of the results. This study, therefore, reviews the program and conveys how the overall coaching actually took place, examines changes in classrooms, and discusses the implications the results with theoretical foundations. The researcher selected 12 teachers' coaching cases among 30 ones. Then the reviewers reviewed the program with the 6 categories. According to the results, the coaching took place 6-8 months for each individual teacher. The common difficulty teachers shared was a big gap between teachers' effort for teaching versus 'students problematic behaviors' in class. The overall direction for the coaching solution was 'to improve the relationship with students' first rather than to mainly focus on teaching the content. Students changed and actively participated in the learning process when teachers improved their relationships with the students. The researcher discussed how building good relationships with students greatly affects the improvement in teaching with the 'Needs Hierarchy' and 'Brain Science' theories.
The purpose of this study is to analyze the formative characteristics of women's costumes among the Regency era's elite in the television drama Bridgerton (2020). Its methodology investigates the socio-cultural background and literature on clothing in the Regency era. It also analyzes the formative elements of Daphne's costumes (of the Bridgerton family) and Penelope's costumes (of the Featherington family) representing the upper class. The study reveals that women's costumes had a tubular silhouette consisting of a low neckline, high waistline, and short puffed sleeves. The series expressed well the Regency-era costumes, which were influenced by Neoclassicism and characterized by silk materials, shawls, gloves, belts, a reticule, and hairstyles. Among the formative elements, the Bridgerton and Featherington families' costumes showed distinct differences in color, materials, patterns, accessories, and hairstyles. Daphne's costumes were intelligent and elegant in pastel-toned blues and had small patterns. She carried small accessories and had a natural curled hairstyle. In contrast, Penelope wore decorative and splendid styles in intense colors and large patterns. Her accessories were large and colorful, and she had a strong curled hairstyle. These costumes express the Bridgerton family as aristocratic and the Petringer family as flashy, thereby distinguishing the two families. These research results will be presented as basic data for producing drama costumes in the 19th century to help complete the drama.
This thesis looks into the interpretation of the Korean War and mystery genre in Korea in the 1970s by analyzing the special drama , in which the theme was directly related to the Korean War, airing through MBC in 1979. It begins by finding the change in direction in the 1970s when the world of TV was dictated through the heavy censorship and the memory of the war by the government. It also looks at the intentions of the producer who was taking in the new way and the viewers who also accepted this drama and its reflections. In order to gain some insights into these issues, it compares between the drama "The Last Witness" and the original novel by Seong-jong Kim who holds the same time to see the way in which this is dramatized. The drama, "The Last Witness", was produced with a plan to generate a high-quality special drama which combined both artistry and sense of purpose. Nevertheless, as watching TV became a leisurely past-time during this period, TV dramas become more aggressive and suggestive in order to attract viewers. This ultimately was encored with obstacles due to the regime and the heavy censorship at the time. The genre of special drama that is well known in South Korea, is designed as an art form to satisfy both their unique artistry and its purpose. The conflict is seen between the key elements of the artistic drama crated by the producers and the 'encouraged' elements that often are needed to engage the viewers. Thus, more often than not, special dramas defeat the original intention of national harmony, encouraged by the regime. This is due to the 'novelty' aspect which grows from the effort of bringing enjoyment to viewers whilst also trying to achieve the artistic drama to life. Alongside this, crime element in this drama is designed in a way that visually embodies the process of deduction, becoming a new possibility to secure the reality of the times. However, it was also a paradoxical existence since it was indicated as an example of unrefined culture that lost its original intention. In that way, it is worth to think that detective suspense stories, which were not popular in Korea, influenced viewers as a tv drama series in the 1970s through the various elements that compose the genre. They went through a process of transplantation and acceptance whilst also attempting to satisfy the viewers and their encouraged elements to engage them. As is well known, crime drama in Korea has its own style by mixing anticommunism and detective reasoning. This combination is found in the way in which the genre naturally forms through the elements selected and excluded in the dramatization of "The Last Witness". The point is that the special drama "The Last Witness" can be seen as an intermediate form that shows the tendency of transformation from the detective reasoning form alongside the crime aspects as TV dramas began to include anticommunism messaging and investigation in the 1970s. In conclusion, when the detective reasoning is used as an element in a TV drama, it shows the trust of the public system and it constantly seeks the possibility of circumventing the political interpretation. The memories of the war is seen as a tool that neutralizes the dismal imaginations inscribed on the dark side of society and the system. As a result, "The Last Witness", broadcasted at the end of the Yushin regime in Korea, is a strange result which combines the logic of a special drama and the encouraged characteristics of television dramas. The viewers' desire which is the discussion about the hidden traces from the texts needs to be restored again.
This study was conducted to analyze the contents of the e-book and detail the properties of e-book experience. was written by Anthony E. Zuiker who is famous for American TV series C.S.I. is a thriller and is published for the iPad. This e-book provides three levels of interaction within the book. Zuiker calls this e-book a "Digi-Novel". The readers can choose the level of interaction:novel, digi-novel or ultimate digi-novel. The basic background story is the same. So we can compare the difference of reading experience of three levels. Digi-Novel are differentiated from other e-books through their complex characters. Consequently a well-throughout detailed background story is very important for Digi-Novels. In addition, it enrich the reading experience through the interactive elements and multimedia functions of iPad. Readers can interact with clues, manipulate evidence and listen to audio sounds. This serves to immerse the readers much more deeply in the reading experience and makes readers feel like they are a part of story.
As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.
The term 'noble savage' is a literary stock character that expresses the concept of an idealized person who has not been corrupted by civilization, and therefore symbolizes humanity's innate goodness. Fictional noble savage characters that are raised by wild animals such as Rudiard Kipling's Mowgli or Edgar Rice Burroughs' Tarzan were created over 100 years ago but are still repeatedly reproduced as movies and TV series. Since films that depict noble savages tend to criticize civilization, popularity of these film could be due to the hidden anxiety of masses towards civilization and technology. Characters in commercial films about noble savages tend to be leveled, sharpened, and assimilated as Allport and Postman argued in The Psychology of Rumor. It is probably because films, as mass medium, need to be understood easily to the public. Characters in animations with cartoon style images are more likely to be leveled, sharpened, and assimilated even further than live-actions. Films show social stereotype of the time through assimilation process. Comparing different versions of film based on the same novel about noble savage how those social stereotypes such as gender roles and idea of evil change.
Crossmedia Storytelling is receiving attention as a new style of description in the age of limitless competition and infinite fusion among media. Crossmedia Storytelling specifies a form of storytelling carried out through mixed usage of plural media, such as televisions, movies, and web services. It is different from OSMU strategy in that plays one source of contents according to the characteristics of various media while Crossmedia Storytelling demands users' active participation. Moreover, it is also slightly different from Transmedia Storytelling in the point that narratives of each media are not complete themselves and only through effectively combining plural media can the whole story fully enjoyed. This research aims to analyze how users move among media in terms of Crossmedia contents by examining cases of Swedish interactive drama series , from Australia, and from the United States. To do so, first, the paper looks into the principles of Crossmedia communication and examines that it is based on online word-of-mouth communication, such as viral marketing. As a result, the following was found in the cases of Crossmedia Storytelling: negative stories that arouse users' emotional reactions & users' participation are effective, and the set-up of Sneezer, which causes the knowledge gap, is very important. It was also found that users' participation was actively taking place through online WOM communication in Crossmedia Storytelling.
The Journal of the Convergence on Culture Technology
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v.10
no.1
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pp.165-170
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2024
'K-contents' is in the spotlight worldwide. As the prefix 'K' became popular, interest in K-food(Korean food) also increased. Various studies on K-contents are being conducted, but research on K-food is still very limited. References and articles about K-food are mainly limited to the overseas expansion, marketing status, and sales of domestic brands, and a few research papers deal with only cases of a specific brand's overseas expansion. This paper aims to analyze how K-food is represented in TV unscripted shows and TV series produced in Korea and what their effects are through empirical works. Among the unscripted shows based on food, they are estimated that the point of competitiveness as K contents deal with foreigners' Korean food experiences. Representative examples here are the way foreigners who visit Korea experience Korean food as part of their Korean culture experience, or the type of temporarily setting up a restaurant overseas to sell Korean food to local people. However, the problem with such shows are that it lacks long-term appeal because it is based on the 'Gukbbong(a slang term for 'extreme nationalism')' sentiment. The exposure of K-food in K-contents creates a tremendous advertising effect. It is judged that the current status and analysis of K-contents based on K-food can help establish the direction of future program production and the identity of K-food.
The Journal of the Convergence on Culture Technology
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v.10
no.3
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pp.413-420
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2024
After Friedrich Nietzsche's advocacy of nihilism, many literary works, dramas, and films have depicted aspects of human psychology associated with nihilism. Animation, too, has been used to convey nihilism, with narratives infused with nihilistic themes produced as both TV series and theatrical animations. Particularly, animation, as a visual medium capable of realizing any imaginative image unlike other media, possesses distinctive characteristics from live-action cinematography and differs from comics in its temporal properties. Hence, this study aims to analyze how Nietzsche's defined three stages of nihilism are represented within animation characters and how they construct various scenarios, using the anime "Attack on Titan" as a case study. The research unfolds by first examining Nietzsche's types of nihilism and the three stages through a review of literature, while also investigating the portrayal of nihilism in mass media and considering the unique attributes of animation. Secondly, building upon the literature review, the analysis interprets the narrative and constructed world of the chosen case study from a nihilistic perspective, examining four major characters through the stages of passive nihilism, active nihilism, and eternal recurrence. The findings demonstrate that the anime conveys two messages regarding negation and affirmation of one's life and existence, thereby offering viewers an opportunity to deeply contemplate human existence. This study is considered significant as it examines how Nietzschean nihilism is portrayed within the popular entertainment medium of animation.
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