• Title/Summary/Keyword: genre

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A Study on the Application of Motion Graphics Animation in Opening Titles of Noir Dramas

  • LinLin Huang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.278-283
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    • 2024
  • As the introductory content of televison series, the opening titles are crucial for helping the audience quickly grasp the tone of the narrative. With the continuous integration of the televison production industry and digital computer technology, motion graphics, featuring its unique dynamic graphic design, offers new avenues for title sequence creation. This paper dives into the application of motion graphics in the title sequences of noir genre television series, analyzing aspects such as visual style, content presentation, and narrative expression. By comparing early static text title sequences with motion graphics ones, this paper reveals the advantages of motion graphics in designing opening titles for noir genre television series and examines how it enhances visual impact and improves audience experience. This study not only enriches the creative techniques for title sequence design, but also provides valuable insights for future creations.

A Study on the Characterization of Otome Games

  • XiaoHan Zhang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.284-289
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    • 2024
  • In recent years, Otome Games, as a popular game genre, have a considerable number of players in the game market and gained high profits. This paper explores the characteristics and influence of Otome Games by analyzing the audience group characteristics, narrative structure, audiovisual design, and other aspects of Otome Games. The study shows that Otome Games attract young women through immersive relationship experiences and diversified plot directions, but there is a trend of templatization in audiovisual design. Nevertheless, the genre's emphasis on high realism and sophisticated simulation systems continues to deliver a compelling immersive experience, making these games an integral part of players' lives.

The Analysis on the Characteristics and the Structure of the Semi Automatic Dongdahoe Loom (전통 반자동식 동다회직기의 특성과 구조 분석에 관한 연구)

  • Park, Yoon Mee
    • Journal of the Korean Society of Costume
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    • v.65 no.6
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    • pp.15-24
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    • 2015
  • Dahoe is a traditional Korean term for cords and Dongdahoe for round cords. The main purpose of this study is to analyze the structure of a semi-automatic loom depicted in the paintings of Jun Geun Kim, and verify whether it actually worked or not. Jun Geun Kim is a genre painter of the late Joseon Dynasty. His nom de plume is Gisan and he drew genre paintings for foreigners who visited Korea in the late 19th century. These paintings are important in understanding the lifestyle and custom of the times. His paintings at the Staatliche Museen zu Berlin in Germany and the British Museum in England both depict a semi automatic loom that operates two looms at the same time. This is a unique loom that is not found in any other country and currently no artifacts of such loom exist in Korea. The study went through the following steps: We first analyzed the structure and the operating mechanism of the loom in the painting. The structure of each parts and their roles were also analyzed. Then a loom that was similar in structure and size was made to check if it was operational. The loom depicted in the paintings had some problems, and adjustments to fix the said problems were made accordingly. Wood was primarily used to make the $80{\times}90cm$ loom. The loom was used to make Dahoe and the study confirmed that there were no differences between the handmade Dongdahoe and the Dongdahoe made with the semi automatic loom.

A Study on Ordinary Costume For Woman in the Late Chosun Period-Focused on Shilhak Scholars' Viewpoints on Costumes and Costumes in genre paintings- (조선후기 여자 일상복의 변천에 관한 연구-실학자의 복식관과 풍속사를 중심으로-)

  • 양숙향;김용서
    • Journal of the Korean Society of Costume
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    • v.39
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    • pp.167-179
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    • 1998
  • The objective of this study is to examine the costumes of the period covered in the writings of Shilhak (practical science) scholars and to research the history of costumes and their characteristics by examining how they are worn in genre paintings which are said to describe the actual life of the period. This should be studied in order to correctly establish the history of costumes. To begin with, through the writings of the representative Shilhak scholars who are thought to have affected the changes in ordinary costumes for woman, this study examined how ordinary woman of the period looked in their costumes and how they regarded various costumes they had. Then, how their viewpoints of costumes influenced ordinary costumes was investigated. Not only relics, but what was commonly worn, as they appeared in the genre paintings that contain information about daily living of that period, were researched chronologically. The results of this study showed that the change in ordinary costumes for woman in the late Chosun period was affected by Shilhak scholars who had ideologies of Shilsakusi (use of positive methods in studying), Yiyonghusaeng (the promotion of commerce and industry and the development of techonologies), and Ky ngsech'iyong (pursuit of stability in a rural economy). Moreover, after those changes there were many more changes. However, the criticism of costumes of that time and the will of revolution affected some time, costumes changed directly. The forms of the costumes had been changed in a variety of ways following the tendencies of the times, but the origin of today's hanbok (Korean traditional dress) had already been fixed in the late Choson period. Yet, today's hanbok are for special occasions, not worn as ordinary clothing. Thus, there are several reasons why the hanbok is not suitable for daily life. One of the reasons is that Korean could not cope with the western costumes indepen-dently imported during Japanese occupation in the last period of the Choson Dynasty and con-tinuing the Japanese Colony. Thus, only a part of the ordinary costume of the late Choson period has remained until now.

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Mixed sense of the media installation work (미디어 인스톨레이션에서 나타나는 혼성적 감각에 대한 연구)

  • Bang, Eun-Jung;Choi, Young-Sun;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1156-1159
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    • 2009
  • Since the middle of the 1960's, revitalization of the media art has showed a new paradigm shift as a alternative to existing art genre. According to advances in technology the form of art becomes various. Nowdays, art work which is mixed with media and other genre is popular because of hybrid culture. The image medium has flexibilty to incorporate with other genre because of medium character. The media installation that applied the image medium means to mixed work of sculpture and media. The sculpture and media has been broadened the field through the media installation. this study discuss art works projected image on sculpture among various media installation works. The materiality of the sculpture and the vision of the image mix up each other. It is associated with M. Merleau-Ponty's sens theory.

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A Study on the Beauty Culture of Chosun Period Appearing in Korean Genre Painting (조선후기 풍속화에 나타난 미용문화의 특성)

  • An, Jong-Suk;Lee, Sang-Eun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.3
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    • pp.73-85
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    • 2006
  • The purpose of this study is to consider the characteristics of beauty culture in the latter period of Chosun Dynasty from the viewpoint of public morals and find out how characteristic beauty culture was developed along with traditional culture. Therefore, the clothes, the make-up, the style of beard and hair were examined and the beauty culture of women in the latter period Chosun Dynasty was considered. The changes of the beauty culture on the genre painting and the characteristics of the latter period Chosun Dynasty were analyzed. Conclusions are as follows ;First, in case of woman dress, the Korean Jergori was short and the Chima was too long. Due to the diversification of wearing, the underpants play as a decorations. Second, the hair which focus on the cleanness and the sanitation and the skin maintenance method were important. The make-up focus on make-up with powder which emphasis on the slim and round eyebrow, the small and thick lips for the beauty look of the latter period Chosun Dynasty. Third, a unmarried woman did the braids('Taun Muri') and a feme covert did 'Unseen Muri'. As people cling to the big and head of hairs gradually, the chignon('Terae Muri') was in fashion. The beauty culture in the latter period of Chosun Dynasty clothes and cosmetic treatment style were generalized through nobility, common people, lowly people. The imitation mentality which follow after Gisaeng style that led the fashion of that period was shown up. With understanding the beauty culture of the latter period of Chosun Dynasty, the study on the traditional beauty culture should be revitalized. This study help to uplift the pride on Korea traditional culture and to promote the globalization of Korean culture.

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Making a Well-made Story in Choi Dong Hoon's Films with Ten Million Audiences (최동훈 천만 관객 영화의 잘 짜여진 이야기 구성)

  • Bae, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.57-72
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    • 2018
  • Choi Dong-hoon's films tend to have not been well treated academically in Korea. But from the point of view that his works have succeeded in box office and survived in the market for some reason, there seems to be new possibilities to treat them. In this paper, the two movies with ten million audiences, and that are Choi's original scenario and caper film genre are tried to examine the success factors in box office on "making well made story". Often, well-made films have both genre-customary and creative aspects. Choi Dong-hoon's movies are the same. and faithfully follow the rules of caper film genre. At the same time, these two films have complex adaptive systematic creativity, in which multiple characters are self-organizing with their story patterns actively. And since there is a proper coexistence of customary and original aspects in the and , these two films are seemed to be at the edge of the chaos, which is the most market adaptable.

A Study on Space of Conversion Communication Method through Materials in Commercial Space - Focusing on Domestic and International Commercial Spaces in 2008~2012 - (상업공간에서 재료를 통한 공간의 컨버전 소통 방법 연구 - 2008~2012년 국내·외 상업공간을 중심으로 -)

  • Ji, Ju-Yeon;Seo, Ji-Eun
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.194-202
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    • 2013
  • Commercial spaces are very sensitive in terms of trend and uniqueness, and many elements expressing space coexist together with brilliant ideas aiming to attract consumer attention and even induce sudden desire of purchase. Coexistence in space is expressed in various ways and out of those ways, representation by material is especially apparent. The application of material does not individually influence the expression of space, but the characteristics of multiple materials applied contribute to the distinction of space through mutual communication. This study intends to analyze how conversion is centered to express the distinction of space through materials communicated in space. The detailed study results are as follows. First, the conversion expression method of material resulted as 'Substitution', 'Contrast', 'Assimilation', 'Creation'. These four was divided and analyzed into 'Time', 'Space', 'Genre'. As a result of this analysis, such significances were shown as 'Contrast' in 'Time', 'Substitution' in 'Space', and 'Assimilation' in 'Genre'. Second, the conflict due to heterogeneity by conversion of 'Contrast' in 'Time' through past and current materials appeared to induce interest amongst consumers. Third, within 'Space', 'Substitution' of natural/artificial materials was noticeably applied. This is evaluated as a constructive way of expressing natural forms into artificial forms further intending to provoke attention and stimulate emotion. Fourth, in conversion through 'Assimilation' in 'Genre', rather than using materials only from other areas, synchronizing it by combining architectural materials is an effective method. Such results are thought to be a distinctive design method that draws attention of customers by communicating disparate materials in commercial space. Thus, the study results are expected to be utilized as an elementary resource in designing commercial space with character and high satisfaction.

The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.