• Title/Summary/Keyword: cultural character

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Taxonomic Characteristics of Six Species of Entomopathogenic Fungi Isolated from the Silkworm, Bombyx mori

  • Nguyen, Mau Tuan;Nam, Sung Hee;Park, Hyun Ro;Han, Myung Sae
    • International Journal of Industrial Entomology and Biomaterials
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    • v.9 no.2
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    • pp.229-234
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    • 2004
  • Six entomopathogenic fungus isolates, Beauveria bassiana J57A, Nomuraea rileyi J125A, Paecilomyces farinosus J3A, Paecilomyces fumosoroseus J50A, Metarhizium anisopliae J88, Aspergilius sp. J64A, causing muscardine disease and aspergillosis in the silkworm, Bombyx mori were investigated for their cultural and morphological characteristics (on PDA culture media within 14 days at $24^{\circ}C$). The results showed that they differ each other from the features of cultural characteristics (colony elevation, colony color, colony growth rate) or morphological characteristics (conidiogenous cell structure, phialides, conidia size and shape). Among cultural characteristics, colony color is the easiest recognizable character between isolates. The morphological characteristics of each fungal isolate correspond to the descriptions of current system of classification.

The Dilemma of Cultural Propaganda and Academic Research: New historical drama "Hai Rui's Dismissal" in Shanghai

  • Zhang, Sheng
    • Journal of East-Asian Urban History
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    • v.2 no.1
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    • pp.87-111
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    • 2020
  • Since 1949, The first generation leader MAO zedong liked reading history books and historical biography, It led to criticism and evaluation of history and character be targeted in every movement, before the February Outline(er yue ti gang) had been revoked, the Shanghai society discussed "Hai Rui's Dismissal "basically" within the "learning and using Chairman MAO's works(huo xue huo yong mao zhu xi zhu zuo)" category, with the deterioration of the national political situation, based on the historical drama "Hai Rui's Dismissal" discussions, the dilemma of cultural propaganda and academic research appeared.

Analysis of Sino-American Culture in Disney Animation Mulan

  • ZHEN, ZHAO
    • International Journal of Contents
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    • v.17 no.1
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    • pp.11-17
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    • 2021
  • This article takes Disney animation as the research object to analyze the Chinese and American culture in the animation. The first part introduces the background of the animation. The theme of the animation comes from the long-standing narrative folk song Mulan Ci during the Southern and Northern Dynasties of China, and it introduces the parallel montage of animation narrative. The second part narrates the Chinese cultural elements in Mulan, and expounds on Disney's use and blending of Chinese cultural elements from three aspects of ink painting effect, national costumes and Confucianism. From the perspective of Western culture, the third part analyzes how to integrate Western thought and characteristics, and contrast with Chinese culture in Mulan from three aspects: Mushu, character and hierarchy.

On a Way in which Biographical Film Summons Character and History - Focusing on the Film, The Golden Era - (전기 영화가 인물과 역사를 소환하는 한 방식에 대해 - 영화 <황금시대>를 중심으로)

  • Jin, Sung-Hee
    • Cross-Cultural Studies
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    • v.39
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    • pp.287-308
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    • 2015
  • Biographical film is a genre narrativizing the actual person and history, and reproducing the character and history in a biographical film is in a dimension different from a film focused on a fiction. Discussion between these methods of narrative composition and image reproduction in a biographical film is also, in line with artistic/aesthetic problems and ethical/philosophical theses of the film text. This study discusses the phase of the way of reproduction of the actual person, $Xi{\bar{a}}o$ $H{\acute{o}}ng$ in the biographical film, The Golden Era and the time she lived in a biographical film and how the audience's discussion of the film and socio-cultural discourse differ depending on their attitude towards the cinematic introspection of the text. The narrative structure, the method of image reproduction and cinematic devices of the film, The Golden Era are completely off the point of the general format of the traditional biographical film. In The Golden Era, $Xi{\bar{a}}o$ $H{\acute{o}}ng$ and the history which she lived in did not revive depending on an omniscient subject's selective statement and meta-film structure. Ann Hui removed general, mythic images of $Xi{\bar{a}}o$ $H{\acute{o}}ng$ formed in the field of traditional Chinese culture and reproduced her through multilateral visions of a real, fictional narrator. Each spectator's judgment and interpretation of the film intervene in the multi-layered and sparse descriptions of the actual person's images and the era of the characters. Through this, it is possible to approach the uniqueness and authenticity a historical character, $Xi{\bar{a}}o$ $H{\acute{o}}ng$ and to have an opportunity of multi-layered reflection on how to secure a critical distance and make a perception in historical judgment.

Estimation of 3D Rotation Information of Animation Character Face (애니메이션 캐릭터 얼굴의 3차원 회전정보 측정)

  • Jang, Seok-Woo;Weon, Sun-Hee;Choi, Hyung-Il
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.49-56
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    • 2011
  • Recently, animation contents has become extensively available along with the development of cultural industry. In this paper, we propose a method to analyze a face of animation character and extract 3D rotational information of the face. The suggested method first generates a dominant color model of a face by learning the face image of animation character. Our system then detects the face and its components with the model, and establishes two coordinate systems: base coordinate system and target coordinate system. Our system estimates three dimensional rotational information of the animation character face using the geometric relationship of the two coordinate systems. Finally, in order to visually represent the extracted 3D information, a 3D face model in which the rotation information is reflected is displayed. In experiments, we show that our method can extract 3D rotation information of a character face reasonably.

A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

A Study on the Guideline for the Cultural Goods Design Based on the Characters of the Twelve Horary Signs of Gods (십이지신 캐릭터 소재 문화상품디자인 가이드라인)

  • Mun, Keum Hi
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.601-610
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    • 2016
  • The 21st century is as an age of culture, and cultural goods presenting the cultural spirit of one nation should reflect the tradition, culture, and techniques of that nation. The twelve horary signs of the gods are the creatures of our nation's native religion and thought have existed from the unified Silla period to today. Therefore, many things belong to the category of cultural goods, but in this study the guidelines for the design of cultural goods are limited to the characters of the twelve horary signs. For this study concept and classification of cultural goods, Korean traditional formative special qualities, concepts and composite elements, symbolic meanings and special qualities, personifications, and unique images of twelve horary signs of are researched. According to the results of the research guidelines for the design of cultural goods, images of cultural goods, classifications applying to each subject, the formative special qualities of Korean traditions, personifications, and concepts on the development of cultural goods are presented..

A Study on Promotion plans of the Cultural Contents Industry from a Perspective of Simulacre - Focused on Characters - (시뮬라크르 관점에서 문화컨텐츠산업의 활성화 방안에 관한 연구 -캐릭터를 중심으로-)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.269-280
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    • 2006
  • In the 21st century, a nation's industrial success will depend on her cultural industry. Thus, Korea has been investing much in the cultural contents industry, expecting high. A nation's potential in the industrial contents industry will be determined by 1) IT infrastructure, 2) digital convergence, 3) rich cultural heritage and 4) government's effective policies. Nevertheless, our cultural contents industry is not as much homogeneous as that of the United States or Japan, but only some parts of it have grown much. So, our cultural contents industry is not very stable, which means that it would grow in a short term but not in a long term. One of the ways to promote the cultural contents industry effectively may be derived from Jean Baudrilliard's theory of simulacra. The aim of this study is to review the ultimate simulacra required of our cultural contents industry, focusing on Disneyland which Jean Baudrilliard emphasizes as the most perfect simulacra.

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Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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An Empirical on the Re-purchase Intention and Product Satisfaction for American Image (미국 국가이미지에 따른 제품만족도와 구매의도에 관한 실증분석)

  • Lee, Je-Hong
    • International Commerce and Information Review
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    • v.13 no.1
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    • pp.55-76
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    • 2011
  • America is traditionally friendly to South Korea. Last year in 2008, U.S. exports to South Korea totaled $32.4 billion. The U.S. and Korean must reciprocate economic exchange. The purpose of this study to measure the re-purchase intentions and product satisfaction in America image. The major result of article can be summarized as follows. The factors of this article have been divided into 'society safety', 'industrialization level', 'economic image', 'political image', 'cultural image', and 'the character of a nation'. In the empirical result of the article, the goods satisfaction for America country image would be shown in the results. The first, 'society safety', 'industrialization level', 'the character of a nation' are significantly positive statistically to goods satisfaction. The second, 'economic image', 'political image', 'cultural image' are not as significantly positive statistically speaking.

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