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대중문화 콘텐츠를 활용한 관광지 스토리텔링 (Tourist Destination Storytelling using Popular Culture Contents)

  • 최인호
    • 한국콘텐츠학회논문지
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    • 제8권12호
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    • pp.396-403
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    • 2008
  • 최근 들어 영상과 음악을 중심으로 한 대중문화 콘텐츠와 관련이 있는 관광지가 관심을 끌고 있다. 지방자치단체에서는 드라마나 영화 촬영을 위한 세트장 건립을 활발하게 추진하고 있고, 관광자들은 대중문화 콘텐츠를 통한 관광지에 대한 관심을 직접 방문을 통해 체험하고자 한다. 관광지는 관광자들의 체험과 관광지가 제공하는 체험 요소들이 모여 형성된 공동의 의미체계이다. 본 논문에서는 관광 스토리텔링에 관한 개념화를 시도함과 동시에 대중문화 콘텐츠를 활용한 관광지 스토리텔링 활성화 방안을 모색하고자 한다.

힙합문화의 음악적 특성 변화가 대중 패션에 미친 영향 (Effects of the Musical Characteristic Change of 'Hip-hop' Culture on Popular Fashion)

  • 박한힘
    • 복식문화연구
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    • 제19권2호
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    • pp.416-429
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    • 2011
  • Most of precedent studies related to hip hop culture and fashion, which have been conducted till now were progressed under only theoretical background of hiphop, not the changed status of hiphop currently. Practical studies explaining the status of hip hop in popular culture, especially, the area of popular fashion are insufficient. Therefore, this study was conducted by focusing on cultural characteristics and musical characteristics by the stream of period, for which concept hip hop is accepted to people currently and which effect it makes on the area of fashion. Especially, the study was progressed by dividing periodical background into before and after the 2000s because there was the most noticeable change for the genre of hip hop in that period. Because of the appearance of 'Alternative hip hop' which is a sub-genre of hip hop music, hip hop music was changed to be more popular. Also, hip hop fashion also showed big changes. Hip hop fashion before 2000s had showed poor conditions, resistance, complex and alienation of them by their fashion. On the other hand, hip hop fashion after 2000s also showed popular characteristics because of high-level environment and social status. This study intended to understand and grasp hip hop as a kind of cultural situation coexisted by many-sided characteristics as well as redefine the changed concept and contents of new hip hop currently.

현대 복식에 내재된 Appropriation의 의미 연구 (A study on the Moaning of Appropriation Inherited in the Modern Costumes)

  • 이효진
    • 복식
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    • 제51권4호
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    • pp.141-163
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    • 2001
  • This study was to analyse the meanings of the appropriation inherited in the modern costumes from the latter of the 20th century to the present. According to the dictionary, the meanings of a word. "appropriation" is to steal something, used in order to avoid saying this directly. The sorts of the appropriation represented in the works of Art was as follow : First. the reconstruction by the imitation of the works of a great master or partly induction of the works of a great master Second, the introduction by the history, modern art, the image of popular culture Third, the imitation by the works of photograph, etc The appropriation in the modern costumes could be distinguished as two facts : First, the appropriation of the image of popular culture, 1) the way by the induction of popular factors of the extremely routine, commonplace character 2) the way by the citation of critical sentence of society, complaint message of the situation of times. Second, the reinterpretation of the past works : 1) the way by the reinterpretation of a great artist′s works, or popular works. In accordance with its change of a standard of value of the beauty, the products of modern culture, called the artificial second image, that is, popular factor, ready made factor, a signboard, a trademark etc, was appropriated in modern costumes and was reinterpreted by the works of fashion designer′s empathy. We can say that the modern costumes is not only the products of creative, original action of fashion designers but also the mirror of times, having relationship with society.

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대중스타와 청소년패션 - 05~09년도 국내 TV매체 속 대중가수를 중심으로 - (Popular Celebrity and Adolescent Fashion - With a Focus on Popular Singers Appearing on Domestic TV in 2005 to 2009 -)

  • 윤진아
    • 한국의상디자인학회지
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    • 제11권3호
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    • pp.59-72
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    • 2009
  • The purpose of this study was to establish objective data for marketing of industries and product development design by researching popular singer fashion of Korea, investigating the preference for popular singer design in street fashion among adolescents on the basis of the research, and drawing an conclusion. To analyze street fashion, total 190 young men and women in their 20s, including teenagers, were surveyed mainly in downtowns around Daehakro, Gangnam and Hongik University. First, in relation to the upper garment, men were found to wear T-shirts and hood T-shirts the most, while women were found to wear T-shirts and one-piece dress the most. Second, in relation to the lower garment, the ratio of those who wore skinny clothes was high both among men and women. Third, in relation to the outer apparel, the ratio of men who wore casual jacket and hood zip-up was high, while the ratio of women who wore tailored jacket and leather jacket was high. Fourth, in relation to shoes, the ratio of men who wore sports shoes was high, while the ratio of women who wore heeled-shoe was high. Fifth, it was found that plane pattern was preferred the most. As it was stated above, the findings of this study on the effect of entertainers' fashion on adolescents through street fashion indicated that the number of adolescents who imitate the fashion of entertainers increased.

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국내에서 제작된 인기 YouTube 채널 분석 (Analysis of Popular YouTube Channels Created in South Korea)

  • 한석희
    • 한국인터넷방송통신학회논문지
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    • 제18권2호
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    • pp.11-17
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    • 2018
  • 본 연구는 국내에서 제작된 인기 있는 YouTube 채널들의 특징들을 탐구한다. 과학과 기술이 발달함에 따라, 일반인들도 동영상을 촬영한 뒤, 자신의 영상을 업로드를 할 수 있는 상황으로 변화였다. 전 세계적으로 인기 있는 동영상 제공 서비스 사이트 YouTube에서, 국내에서 인기 높은 YouTube 채널들의 특징들을 조사한다. 구체적으로, 1) 구독자 2) 시청 항목의 인기 채널 100개를 조사 한 뒤, 1) 가장 높은 구독자/시청 숫자 2) 비디오 개수 3) 시청/구독자 숫자 4) 장르 5) 제작자로 나누어 탐구한다. 이를 통해, 한국에서 인기 있는 YouTube 채널들의 다각적인 모습뿐만 아니라 한국 멀티채널네트워크(MCN) 시장을 전망한다.

Afreeca TV의 인기 채널 특징 탐구 (Exploring the Traits of Popular Channels of Afreeca TV)

  • 한석희
    • 한국인터넷방송통신학회논문지
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    • 제17권2호
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    • pp.33-38
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    • 2017
  • 본 연구는 현재 한국에서 가장 대중적인 인터넷 방송 Afreeca TV에서 나타나는 인기 채널에 대하여 탐구한다. 기술의 발전으로 인해 일반인이 장비를 통해 개인 방송을 할 수 있는 시대가 도래 하였으며, 이에 따른 다양한 학술적 논의가 태어나고 있다. 인터넷 방송은 기존의 미디어와는 다르게, 시청률의 개념은 존재하지 않으며. Afreeca TV는 특정 공식을 이용하여 인기 채널을 집계한다. 이러한 상황에서 본 연구는 Afreeca TV에서 나타나는 인기 채널을 1) 성별 2) 프로필 사진 3) 장르 4) 애청자 5) 팬클럽 6) 서포터 7) 방송시간 8) 누적 시청자의 방식으로 구분하여, 어떠한 특징이 있는지 살펴보도록 한다. 더 나아가, 인터넷 방송의 미래에 대해서 고찰한다.

The New Korean Wave in China: Chinese Users' Use of Korean Popular Culture via the Internet

  • Ahn, Jungah
    • International Journal of Contents
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    • 제10권3호
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    • pp.47-54
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    • 2014
  • Although the Korean Wave originated in China, its presence in this country had been faltering for some time. Recently, however, Korean Wave star centered K-drama via online video websites, Korean Wave TV programs with high ratings, and idol group centered K-pop with glocalization strategies are all popular in China once again. The purpose of this paper is to explore Chinese teens and twenty year olds as the main consumers of Korean popular culture and the how preferred genres, motives, and behaviors of Korean pop culture use and Korean image affect one another. According to the study results, media use via online video service was most common, and among the preferred genres, K-drama has the highest usage rates. In addition, it was discovered that motives and behaviors associated with the use of Korean pop culture had a considerable influence on a positive Korean image.

의류업계 광고전략과 가수들의 패션에 관한연구 (A Study on the Apparel Advertising Strategy and popular music singer)

  • 정은숙
    • 복식
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    • 제29권
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    • pp.183-196
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    • 1996
  • Study on the Apparel Advertising Strategy and Popular Music Singer. From the 1990s popular musics begin to reflect modern fashion. Especially those dance musics such as Rap or Reggae captivate teenagers through the mass media. So middle-low price causal cloth-ing companies hire the most popular singers as their role model. this marketing strategy succeeds to increas their sales and now many companies compete to engage famous singers,. in western countries where the music and the fashion have interacted for some times famouse singers express their personalities through the clothes they wear. The consumers try to imitate them by puchasing smiliar clothsing. And it makes the apparel company to produce more goods. However if those companies continue to be shiortsighted in terms of increasing sales in the shortrun with out their personality and differentiation brand concept. they will only instigate the teenager's consumptionand they'll fail to create their own fashion-style.

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대중가요를 통한 바다경관 체험에 관한 연구 (A Study on an Experience of Seascape through Korean Popular Songs)

  • 채혜성;권차경;이동화;강영조
    • 한국조경학회지
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    • 제27권4호
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    • pp.73-79
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    • 1999
  • This study is on the production and the classification of a new appreciation methods of seascape through materials in the words of Korean popular songs. In advance, it is necessary to understand the popular songs as collective representation and the songs are analytic data. In this study, some essential elements of seascape in popular songs are analyzed and classified. They are; 1. visible elements-weather, time, season and object. 2. all senses-vision, audition, olfaction, tactile sense, and spatial sense. 3. the line of vision-static line of vision and dynamic line of vision. In this way data is produced, and then the result of this study makes appreciation methods of seascape developed. In this way, this study results in developed appreciation of seascape. This study on new understanding of appreciation methods of seascape is on the basis of a design method of water-front that is considered a visible scene, not a design of construction elements.

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패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계 (Correlation between On-line Game and Popular Stars - Focused on Fashion -)

  • 손이정;이인성
    • 한국의류산업학회지
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    • 제10권6호
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.