The purpose of this study was to examine the process to manufacture costume design of main female characters of TV historical drama and suggest the costume, which is developed with contemporary taste. As study methods, the literature study using books and theses concerning costume, fine art, culture and history were used for theoretical background and the empirical study method manufacturing actual costume on the basis of literature and relic were used for dress manufacture. The study results were as follows. The costume was decided by researching historical investigation material on the basis of synopsis, grasping director's basic intention, setting design direction, preparing design map of each character, selecting style, detail, fabric and color, manufacturing sample and performing camera test. The design concept of was Modern & Chic & Clean, short & fitted chogori, chima with wide & abundant cocoon silhouette, clean & bright colors and 100% silk fabric. For the design discrimination of royal semi-formal costume, color was used to symbolize character and pattern was used to symbolize social status. In addition, detail change was adopted depending on the body shape of actor and there was almost no design discrimination in silhouette and fabric. Petticoat of the west, modernization of transitional pattern and change of detail were adopted as design elements to add contemporary taste.
The purpose of this study is to produce an essential guideline for making costumes for traditional Korean mask plays by doing a comparative analysis between traditional Korean mask plays and Italian 'Commedia dell'arte'. The results of this study are as follow. The costumes of Korea's mask plays were mainly used to show difference in social status. Analysis showed that costume features, such as color, fabric, and silhouette, were not important to the traits of the character. On the other hand, the costumes in the Italian 'Commedia dell'arte' were used to express the characters' traits. The colors, fabric and silhouettes were exaggerated compared to everyday wear. This enhanced the looks of the character, and it kept on developing with the demands of the culture consumer. This study was performed to support further development and success of traditional Korean mask plays.
Two species of Moroco oxycephalus and M. lagowskii were studied to examine patterns of genic variation and morphological difference within and between populations of two species, and to clarify their taxonomic status and geographic distribution. The number of scales above lateral line(SAL) was the key character to classify these species. On the average, M.lagowskii had 22 or more SAL whereas M.oxycephalus had 20 or less. Previously known character of the position of dorsal fin was found to be not appropriate to distinguish them. Five loci, Gp, st-1, Est-2, Est-3 and Got-1 , showed fixed difference electrophoretically between two species and these could be used as genetic markers to identify them. The degree of genic variation of M. oxycephalus was four fold higher(H=0.032) than that of M. lagowskii(H=0.008) but both species were far less than the average genic variation of freshwater fish in general. Rogers' genetic similarity coefficients between two species were S=0.692 and their presumed divergent time was estimated to be sbout 1.8million years ageo. Detailed survey of the geographic distribution of thses revealed that M.lagowskii was distributed in northeastern part of South Korea(Ganseong , Gangreung, Wangsan, and Oggye) and M. oxycephalus was occupied rest of the peninsula. The distrance between Oggye, the southern limit of M. lagowskii distribution , and Samwha (near Samcheog), the northern limit of M.oxycephalus, was aobut 15 Km apart and no symparty was found in between.
Journal of Information Technology Applications and Management
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제29권1호
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pp.59-70
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2022
Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.
Since Korea open her ports to the West, she had undergone a great change under the alien influences both on the macro-social and micro-social aspects. This study aims to review the korean housing, corresponding with the everyday life, during the period of transition between the 1876 - 1910 and to interpret its process of modernization and the meaning of modernity. With regards to understand the holistic human relationship and place pf living through history, this study takes the Nobert Elias' Civilization Theory as a theoretical basis. References were therefore, made to various records of foreign missionary at the time, with respect not only to macro sociological changes but also to changes of everyday life. It is of course to take physical and structural aspects of housing architecture into consideration. These works, thus, led to presuming the housing culture of said period. In order to investigate modern character of korean housing, distinctively represented by spatial structure, considerations were made to various architectural examples according to the social and residential status both in urban and rural area. As a results, this paper came to the remarks as follows; 1. It is understood, that the process of modernization is a part of the process of civilization as synthetic process. It is integrated with the change of socio-cultural aspects and everyday life. 2. Korean housing in the said period shows various different residential status and grade of civilization according to the social status as well as economical status. Modern housing was not in general yet. 3. Housing for high classes and middle classes in Seoul shows a tendency of assimilation and imitation after western model. But some examples within the housing of high classes represent its own modernity, that is based on the rationalism and equalization 4. In the housing of lower classes, it was very far from the benefits of civilization. It could analogize from the immature control of disgrace, from undevelopment of individual territory and from uncultivation of rationality in the housing space.
The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.
Each and everything named fashion together with clothes were limited in the boundary of women and men's wear has been slow and narrow in changing speed compared to women's, even there are some differences in accordance time. But maintaining the basic features, men's wear in the latter 20th century has undergone diverse change in the part of materials such as various synthetic fiber, glass, metal, artificial leather and the see-through fabric able to seeing the body wearing the clothes. Therefore, the aim and definition of this study is to present the systematic framework giving help to develop men's wear design newer and more various by considering moulding of materials which existing men's wear could not show up and by grasping material trend of men's clothes in 1990s. The results of the study were summarized as follows : (1) Material containing lustering is categorized as Velvet, Silk, Lustering materials by synthetic fiber and Lustering materials by additional substance. The Velvet generally acknowledged having something to feel womanly image shows the bisexual character coexisting feature of men and women after grafting with men'fashion. The Silk was endowed the role as means of pleasure to express beyond boundary of sex breaking the existing consciousness which men should wear male clothes, not considering differences between men and women. The lustering made by synthetic fiber expressed modern sensitivity aesthetically to the suit. The lustering materials made by additional substance is seen mixed masculine character with womanly character. (2) See-through materials are acknowledged as decadence beauty caused by expanding subjective awareness in beauty. (3) Materials by the sorts of Net is categorized as Lace, Knit The Lace expression seemed to emphases the human liberation of men and women and the humanity from liberation of subjecthood. The Knit can be felt both woman's image and man's image as bisexual image, not raising only one side sex. (4) Elastic materials offered the opportunity to approve exposure in a time when exposure of men's body was not granted ethically. (5) Leather was shown as indication of social status and inferiority and expression of collective resistance against sexual stagnation of men and women.
In the market of First Person Shooter (FPS) games, Massively Multi-player Online FPS games (MMOFPS) like 'PlanetSide 2' have been popular recently. Dead reckoning has been widely used in order to mitigate the network traffic overload for the game server with hundreds or thousands of people. This paper proposes the efficient analytical method to calculate the tolerable threshold angle of moving direction, which is one of the most important factors for character status updating when dead reckoning is used in MMOFPS games. The experimental results with game testers shows that the proposed method minimizes the position error for character moving and provides natural direction updates of characters.
This article aims to define the nature of proverbs from a polyphonic point of view and examine different readings of the complement involved in the combination of a proverb with a verb of personal opinion. An utterer of a proverb is not himself the author of the proverb. He may well be a 'speaker' of a proverb, but from a polyphonic view point he is not an 'enunciator' of the principle that underlies it. When we say that a speaker of a proverb is not its enunciator, we do not simply mean that he is not the author of the 'content' of the proverb he speaks: we mean that he is not the author of its 'form' either. The fact that a proverb loses its proverbial character when one paraphrases it proves that its form is not at the speaker's disposal. But a single factor cannot be held responsible for what a proverb is. As an indicator of the 'wisdom of the nation,' or vox populi, a proverb is the achievement of the 'collective enunciator.' The polyphony inherent in the proverb pits a particular speaker against a collective enunciator. This collective character of the proverb as a vox populi comes from its character as a phrasal denomination. Given that a proverb reflects a collective judgment and not a personal opinion, how do we interpret the combination of a proverb with a verb of personal opinion such as I think that ...\ulcorner Such a combination gives rise to readings at distinct levels: two types of metalinguistic reading and a reading based on the content of the proverb. The first level of reading, being applicative in nature, can be local or general, depending on the speaker's opinion as to the applicability of the proverb to a situation, particular or general. These applicative readings always involve polyphonic dissociation between the speaker and the enunciator. The second level of reading, which depends on the content of the proverb, is the result of the operation of deproverbialization, which makes the proverb lose its denominative status to preserve only its status as a generic phrase. The proverb, thus deproverbialized, looks like the series 'NP + VP.' For this reading, the speaker of the proverb takes into consideration the possibility of attributing a predicate to a nominal syntagm. Here occurs an identity between the speaker and the enunciator. It is not the case, however, that one can deproverbialize just any proverbs. In approaching to a locally typifying generic phrase, a proverb admits of being deproverbialized by an opinion verb only when its form does not render it difficult, either syntactically or metaphorically, to incorporate that proverb into the relevant combination, and when the proverb intrinsically possesses the traits that meet the conditions for the use of the opinion verb at hand. One can also maintain, based on the notion of deproverbialization, that a proverb expresses a collective judgment, a deproverbialized individual judgment.
Defining prediction variables related to metamemory for the adults in aging process has worthwhile meaning from the perspective that the produced results can be helpful to reducing the difficulty of memorizing efforts and it can also enhance quality of life of aged. This study attempted to analysis relationship between perceived health status, depression, memory self-efficacy and meta memory for the subjects of middle age and old age adults. This study was designed by adopting descriptive correlational analysis method for the 468 middle and old age adults who are living in Seoul. Samples were selected by convenience sampling. Data collection was done over 1 month period in june 1998. The instruments used in this study were health status measuring scale including depression measuring scale, memory self efficacy measuring scale and metamemory measuring scale which were verified for reliability. Data collected were analized by using SPSS for frequency, Peason correlation, t-test and ANOVA according to the variables character and the study purposes. Results of the study were as follows. 1. Relationship between perceived health status, depression, memory self-efficacy and metamemory. Relational analyses between perceived health status, depression, memory self-efficacy and metamemory supported the hypotheses of 1st, 2nd and 3rd(p < .01). These results suggested that the aged perceived great health status then their memory self-efficacy, and metamemory showed the high scores. In the case of depression when its level became decreased metamemory was inclined to increased. Thus, it is identified that strong relationship exists between these variables. 2. Perceived health status, depression, memory self-efficacy by subject's general characteristics. Scores of perceived health status were high in the group of man compared to the group of women, and also highly educated group showed great perceived health status. Group of persons having occupation showed high score of perceived health status and low depression score. The score of memory self-efficacy and metamemory showed higher in the middle aged than the old aged. The high scores of memory self-efficacy and metamemory were found in the group of highly educated people and who have continuing education. The high scores of memory self-efficacy were found in the group of persons having their job and high metamemory scores found in the group of persons having religion. In summary, the greater perceived health status and memory self-efficacy, the more metamemory scores were likely increased and the more depression level was decreased, the more metamemory was likely increased. Also it was found that general characteristics like educational level, continuing education and religion influenced the metamemory of the aged. Therefore, prevention the aged from getting depression and activation of health promotion are needed to delay time of memory loss.
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