• Title/Summary/Keyword: art market

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A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design (중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구)

  • Jin, Chun-Ji;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.119-130
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    • 2013
  • The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

Investigation on the Perception of the Ginseng and Ginseng Products among University Students in Yeongsu, Gangwon-do (강원 영서지역 남, 여 대학생의 건강 기능성 식품인 인삼 및 인삼제품에 대한 인식도 조사)

  • Kim, Na-Young;Chae, Hyun-Seok;Park, Sung-Jin;Yoon, Deok-Ihn;Seo, Kang-Tae;Bae, Hyun-Soo
    • The Korean Journal of Food And Nutrition
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    • v.25 no.3
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    • pp.454-459
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    • 2012
  • The objective of this study was to investigate the perception of ginseng and ginseng products among university students living in Yeongsu, Ganwon-do. 196 university students participated in the survey for our study. The ginseng intakes of male students(59.1%) was significantly(p<0.05) higher than the intake of female students(40.9%). The primary reasons for consuming ginseng were to "Maintain my [one's] health" and to, "Restore my [one's] energy". The reasons for not consuming ginseng were "Taste" and, "Physical constitution". Consumers purchased the following ginseng products at the market: For males, ginseng wine(21.7%), ginseng beverage(17.4%), ginseng candy(17.4%) and ginseng kimchi(17.4%) for females, Korean ginseng snacks(23.3%), ginseng yogurt(20.9%), ginseng candy(14.0%), and ginseng jelly(11.6%).

Developing a Virtual Drone Flight Training Contents for Beginner (드론 기초 운항법 교육을 위한 가상드론 트레이닝 콘텐츠 제작)

  • Park, Min-Ah;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.53-62
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    • 2019
  • A drone market is growing fast. Nevertheless, basic drone flight training contents are not actively developing or studying. For solving this problem, first, the researcher has studied a method of training basic drone flight skills and analyzed various existing drone training contents. Then, the researcher designed a game via the researched method above that trains drone flight skills. The modern gamepad, like an Xbox controller, was key mapped to operate as a standard drone radio controller. Further research will develop drone training content for specialized purpose fields.

A Tent For The Afterlife? Remarks on a Qinghai-Sichuanese Panel

  • GASPARINI, Mariachiara
    • Acta Via Serica
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    • v.6 no.2
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    • pp.61-90
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    • 2021
  • Recent excavations in Qinghai Province, China, have disclosed textiles and artworks from Tuyuhun-Tubo (Tibetan) tombs, dated to the 7th-9th centuries, that suggest artistic and cultural exchanges along an external southern branch of the main Silk Road, between Gansu and Sichuan Provinces, across the Qinghai-Tibetan plateau toward the Himalayas. Many similar textiles, possibly from this area, have appeared lately on the art market and ended in private collections. Although these textiles, dated to the early Tibetan period, follow a popular prototype established in Central Asia in the 6th century, the technical features, colors, and other indigenous elements suggest that they were woven in workshops different from those established between Sogdiana and Gansu. The exhibition "Cultural Exchange Along the Silk Road - Masterpieces of the Tubo Period," organized by the Dunhuang Research Academy and the Pritzker Collaborative Art between July and October 2019 in Dunhuang, Gansu, was a groundbreaking event that gathered scholarly attention on early Tibetan material culture, but a relevant publication is still forthcoming. In my previous work, I briefly discussed a group of silk textiles, possibly from Qinghai or Sichuan, that I analyzed in 2014 in the China National Silk Museum in Hangzhou, Zhejiang. In light of the recent material excavated, published online, or displayed in Dunhuang, in this article, I reevaluate the data previously collected, and discuss in detail the technical and iconographic features of one of the fragments held in Hangzhou. Eventually, the piece was recognized as the ending part of a large panel, which is now in the Abegg Stiftung in Riggisberg, Switzerland.

A Study of Marketing Strategy for Business (기업의 마케팅 전략에 관한 소고)

  • 이종철
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.4 no.5
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    • pp.65-71
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    • 1981
  • The Marketing strategy is basic to the marketing plan for a firm. It encompasses the art and science of employing the means for achieving established marketing goals. The use of the word "strategy" in reference to the performance of marketing operations has been accepted in general usage during the last twenty years by both business practitioners and educators. It has been borrowed from the military vocabulary where it refers to the art and science of employing the armed strength of a belligerent force to secure the objectives of war. A marketing strategy consists of two distinct and yet interrelated parts: 1. A target market ${\cdots}{\cdots}$a fairly homogeneous group of customers to whom a company wishes to appeal. 2. A marketing mix ${\cdots}{\cdots}$ the controllable variables which the company combines to satisfy this target group.get group.

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The State-of-the-Art Review on the Information Technologies for Manufacturing Toward Digital Shipbuilding (디지털 선박생산화를 위한 생산정보기술)

  • 이경호;장윤석
    • Journal of Ocean Engineering and Technology
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    • v.17 no.4
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    • pp.81-85
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    • 2003
  • The industry has undergone a significant change over the last decade: digital business has become a strategy to survive; the extended enterprise is being implemented; parts are made where conditions are most favourable; non-core activities are out-sourced; advanced manufacturing systems and information technologies are introduced to improve manufacturing performance. Suppliers and distributors become part of the supply chain and they all comprise an integrated international co-operative network to provide manufactured goods and support services for a world market just in time, at low prices and with quality surpassing customers' expectations. In this paper, we review various state-of-the-art information technologies for the shipbuilding industry. The successful introduction and implementation of those technologies will be the key enabler for e-transformation in the shipbuilding industry.

A Study on the ′60s Retro Trend Expressed in the 2003/2004 F/W Pret-a-porter Collections (2003/2004 F/W 프레타포르테 컬렉션에 나타난 1960년대 RETRO 패션경향 연구)

  • 김현숙
    • Journal of the Korea Fashion and Costume Design Association
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    • v.6 no.1
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    • pp.94-103
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    • 2004
  • This study is to explore the '60s 'Retro' trend appeared in the 2003/2004 Fall & Winter Pret-a-porter Collections which was held in the 4 major cities, Paris, Milan, London, New York on the February and March of the last year. It is often said that the '60s Retro trend is one of the most powerful fashion trends in the 2003/2004 season, and it really affects the modem fashion market nowadays. From this study, we can find that the '60s fashion mode certainly contains the 5 formative characteristics such as Minimal Look, Pop Art Fashion, Op Art Fashion, Space-Age Look, Femme-Enfant Style, and following these 5 characteristics of the '60s fashion mode the retrospective trend can be developed to finally create the '60s Retro Look presented in the 2003/2004 F/W Pret-a-porter Collections.

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A Study about development direction of Webtoon character goods market (Focus on character and fashion) (웹툰 캐릭터상품 시장 발전 방향에 대한 연구 (캐릭터와 패션의 접목을 중심으로))

  • Cho, Hyung-ik;Park, Kang-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.390-393
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    • 2015
  • 한국에서 웹툰의 인기는 과거에 비교해 볼 때 점차 확대 되고 있고, 한국 만화 시장에서 웹툰의 성장률은 이미 출판만화의 성장률을 뛰어 넘고 있다. 초창기 웹툰은 단행본 출판 이외에 별 다른 수익구조를 내지 못하였으나 현재는 One source multi use를 활용하여 다양한 모바일 게임, 이모티콘 등 다양한 캐릭터 상품이 등장하여 다양한 수익구조를 이루게 되었다. 본 논문에서는 그중에서도 웹툰의 캐릭터 상품에 패션을 접목 시켜 수익을 내는데 성공한 사례들에 주목, 이들의 장 단점에 대해 비교 분석하고 개선 방안을 제안하고자 한다.

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A Study about Drama CD classification and properties. (드라마 CD 장단점 비교와 발전방향에 관한 연구)

  • Cho, Hyung-ik;Kim, ji seong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.384-387
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    • 2015
  • 드라마 CD는 One source multi use의 한 사례로써 성우관련 사업이 잘 연계되어 있는 일본에서 널리 퍼진 콘텐츠이다. 이는 이웃한 한국에도 영향을 미쳐 그동안 한국에서도 드라마 CD가 발표되어 오고 있으나 콘텐츠 분야 마켓 쉐어에서의 드라마 CD는 아직 그 입지가 크지 않다. 본 논문에서는 우리나라와 일본의 드라마 CD 시장의 성장을 비교 분석해보고 어떻게 해서 콘텐츠분야에서 강력한 힘을 발휘하는지 드라마CD의 장, 단점을 통하여 그 원동력을 알아보고 우리나라 드라마 CD시장 산업의 발전 방향에 대해 모색해 보도록 한다.

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