• Title/Summary/Keyword: drama contents

Search Result 301, Processing Time 0.022 seconds

A Study on the Development Strategy of Jeju Marine Leisure Equipment Industry (제주도 해양레저장비산업 육성 방안에 대한 고찰)

  • Lee, Young-Jin;Song, Young-Min
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.24 no.2
    • /
    • pp.286-301
    • /
    • 2012
  • This study was to consider the development strategy of Jeju Marine leisure equipment industry for facilitating marine leisure tourism industry. For achieving this goal, the case studies related to domestic & foreign marine leisure equipment industry, interviews of marine leisure equipment company, the contents of specialist consultation meeting were used in this study. The strategies for promoting were suggested in progress that step 1 was the expansion of maintenance infrastructure as of a port of call, step 2 was the establishing of marie leisure tourism image, step 3 was the integration of marine leisure equipment industry. More specific suggestions were followed. As an aspect of infrastructure, the expansion of management of marine leisure equipment such as yacht, development of marina having similar image of Jeju were suggested. As an aspect of law/institution, the development of financial support system on the marine leisure equipment, promotion of establishment of professional education institutions were suggested. As an aspect of contents/programs, the hosting the exhibition of marine leisure used equipment of international trade, the development of environmental-friendly program associated with cruise were suggested, Finally, as an aspect of promotion/marketing, the promotions linked with drama & movie industry, the strategy of improvement of negative image to the yacht industry were suggested.

Characteristics of Exports of Korean TV Dramas : Focused on Types of TV Right, Exportation Price, Differentiation between Countries (국내 지상파 방송드라마 해외 판매 특성 : 판권 유형, 거래 단가, 국가 간 차이를 중심으로)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.136-147
    • /
    • 2015
  • In this study, we research for characteristics of exportation of Korean TV dramas during 10 years. During this decade, media environment has been changed significantly : platforms have been increased and viewing attitude have been also changed. We will find out these changes in TV exportation : types of TV rights, price per countries, frequency of trade per countries, etc. For this, export records of 2 Korean TV stations from 2005 to 2014 have been obtained. As a result, export countries have been diversed, price have been increased and types of TV rights also have been various.

A Study on the Breathing Training Method at the Pre-phonation Stage in Beginning Acting Class (기초연기 교육과정에서 발성 이전 단계의 호흡훈련 방법 연구)

  • Choi, Young-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.78-87
    • /
    • 2015
  • An actor should be well-trained at the natural breathing and phonation in order for a good diction. This thesis is focused on the breathing training method at the pre-phonation stage. The past research on the breathing and phonation training was generally for vocal music, yoga, or those which were approached by the medical view point, whereas there are not so many researches which are approached for an acting training even though it is quite important for actors. In addition, such researches have been given an overview of breathing, phonation and diction. Therefore, this thesis which is focused on the breathing training at the pre-phonation stage suggests the natural breathing training method through the imagination and image in the various situations which could exist in the drama.

A Content Analysis of Webtoon Advertising: Focused on Narrative and Expressive Characteristics (웹툰 광고 내용분석 : 내러티브와 표현 속성을 중심으로)

  • Kim, Woon-Han;Kim, Hyun-Jung
    • Journal of Digital Contents Society
    • /
    • v.18 no.2
    • /
    • pp.293-301
    • /
    • 2017
  • This study collects 112 webtoon advertisements by Google extended search to reveal the narratives of webtoon in persuasive communication context. The results of content analysis are as follows. First, product categories are found relatively more in number such as content and game, cosmetics, public service announcement than other products. Second, the number of webtoon advertisements has increased these seven years; rather drastic increase is found in 2013. Third, as for the origin, brand webtoon is the largest number of all types. Fourth, there is a significant difference between public interest products and commercial products in absurdity advertising number. Commercial products use a variety of genres such as romance, drama, everyday life, including absurdity, while public interest products focus mainly on everyday life.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.2
    • /
    • pp.118-123
    • /
    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.2
    • /
    • pp.102-107
    • /
    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.4
    • /
    • pp.328-333
    • /
    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

A Study of the Visual Expressions of Traditional Culture in the 3D Animation Chang'an

  • Lei Xu;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.13 no.2
    • /
    • pp.136-141
    • /
    • 2024
  • Chang'an (Chinese: 长安三万里), also known as 30,000 Miles from Chang'an, is a 2023 Chinese 3D animated historical drama film directed by Xie Junwei and Zou Jing.This thesis aims to explore the visual expression of traditional culture in the 3D animated film Chang'an as an example to reveal the reasons for the success of this type of film. The study analyses in detail the design of the character models and costumes, as well as the use of the traditional landscape painting technique of 'white space' in the composition of the screen from the visual aspect. Through the analysis of character design and screen composition, the thesis concludes that the success of Chang'an lies in its elaborate visual design and clever use of traditional culture, which makes it a 3D animation film with both artistic and commercial values. Finally, the thesis concludes that the production of a successful 3D animation film needs to combine the visual elements of 3D animation with traditional culture in order to win audience recognition and achieve commercial success.

Suggestion of OSMU Content New Business Market through Development of Integrated Platforms for Software-oriented Tailored Costume Production (소프트웨어 중심의 주문 형 의상제작 융합플랫폼 개발을 통한 OSMU콘텐츠 뉴비즈니스 시장 창출 제안)

  • Jung, Minsoo
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.8
    • /
    • pp.1021-1026
    • /
    • 2018
  • 3D SCAN enables easy human body measurement via a digital method in the process of film costume production which used to be done manually. Software-oriented computer graphic, which integrates 3D SCAN data in the process of manual film costume production, can induce quick and diverse design outcomes. While, 3D PRINT, which integrates computer graphic data in the process of manual film costume production, can automate the process of special costume production using a digital method. Integration of 3D Scan + Computer Graphic + 3D Print using integrated platforms for tailored costume production as developed in this study allows significant reduction of costume production period and costs. It also allows efficient integration of costume production outcomes in various industries related with OSMU contents in particular. In other words, using it, we can create a new business market that integrates multiple areas of film content, drama content and game content.

Bear Theme Park Design ('곰' 주제공원 조경설계)

  • Woo Jung-Sang
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.33 no.3 s.110
    • /
    • pp.105-113
    • /
    • 2005
  • Human desire is required to be changed variously as time flows. A theme park which is planned to male a good memory including a variety of story, drama, and experience with one of themes is increasingly and currently broaden to be a good economic value of cultural tourism for the local autonomy institution or individual business. The plan for a theme park should be developed to give the tourist satisfaction at studious and ecology educational needs in conformity with our country's distinctive four seasons, its surrounding environment, facilities, and its contents. This design which is called 'Bear theme park' has only one theme focused on a combined effort with a landscape designer and a sculptor. It is estimated that the park must be our country's unique model of a theme park The purpose of this study is to request the designer's direct construction to participate in it by themselves, to solve any problems on the design side, to experience the real construction procedure, and to take the designer's techniques, and skills as soon as the design completed.