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Papers [1-15] of 100 :: [Page 1 of 7]
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Search results on "KOREAN VIDEO ART":

Term Paper # 97064 SHOPPING CART DISABLED
Korean Video Art, 2007.
A description of video art in Korea.
1,201 words (approx. 4.8 pages), 3 sources, MLA, $ 41.95
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Abstract
This paper explores the emerging popularity of video art in Korea. The writer discusses the reasons for the interest in this art form, and some of the major artists practicing this art form. Several recent exhibitions are described as are some of the works that were part of the exhibits. The author concludes that Korean artists are now taking the world stage to showcase their work, even if some of their creations are only significant to Korean audiences.

From the Paper
"Park Hyun Ki was born in 1942 in Seoul, his focus in art is in the link between spirituality and technology. He explains that his particular interest is in finding the balance between industrialization and culture. The deeper undertones of his art is that he finds in Korean culture the economic growth and the social growth from Western countries have changed it away from traditional values. He sees the video art as a method of using video monitor as an art object, however he has evolved to using a more sophisticated "merging of video and nature". "
Term Paper # 3383 SHOPPING CART DISABLED
Video Art and Video Pornography, 2002.
A comparison between the depiction of pleasure and eroticism in the making of video art and video pornography.
1,680 words (approx. 6.7 pages), 6 sources, $ 54.95
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Abstract
A look at the depiction of human fetish and desire in the making of video art and video pornography. The author argues that the depiction of erotica, pleasure and satisfaction are equally revealed in both types of film making, making the fine line between the two types of styles hard to discern. The author argues that both approaches are valued as forms of entertainment. The author supports this argument by referring to similarities in aspects such as: mechanical reproduction and mass consumption of the creative works.

From the Paper
"Human fetish and desire are very powerful forces behind video art and pornography. Our need for pleasure and expression leads us to all sorts of ends for personal achievement and satisfaction. Erotica and pornography have rich roots in video art. With the emergence of video came the rise in popularity of video pornography. The historical development of video art and video pornography share obvious technological similarities. Ironically these forms of arts and entertainment do not only hold technological similarities but remarkable parallels in the work that was being produced. In this paper I will further blur the fine and almost invisible line between video art and video pornography. This blurring will show that video art and video pornography are equal in their value as products of arts and entertainment."
Term Paper # 65146 SHOPPING CART DISABLED
The Korean War and the Korean War Veterans' Memorial, 2005.
This paper discusses the forgotten war, the Korean War, and describes the Korean War Veterans' Memorial.
1,050 words (approx. 4.2 pages), 3 sources, MLA, $ 36.95
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Abstract
This paper explains that, although statistically the Korean War took more lives than the Vietnam War, the Korean War has been branded as America's "Forgotten War" because it was over-shined by two "greater" wars, the Second World War and the Vietnam War, which dragged on for more than a decade. The author points out that the Korean War is important because it (1) started the end of the communist expansion in the world, (2) laid the ground for the entry of democracy in the states in Eastern Europe and Russia and (3) began the American foreign policy of military intervention to gain or maintain security, freedom and democracy in the world resulting in a number of military conflicts which continues today. The paper describes in detail the Korean War Veterans' Memorial, adjacent to the Lincoln Memorial directly across the reflecting pool from the Vietnam Veterans' Memorial in Washington, D.C., which was dedicated in 1995 by Bill Clinton and Kim Young Sam, then presidents of the U.S. and South Korea.

From the Paper
"The symbolisms in the memorial are brilliant pictures of a war that will never be forgotten. For as long as the memorial continues to exist, the memories of a war, which advanced freedom at the cost of the lives of millions of people, will eternally be thought of and etched in the minds of guests. Moreover, this memorial also serves as a reminder that freedom, though sweet and liberating, must never be taken for granted and must certainly be forever guarded, secured and remain dear in our hearts. It must also be remembered that there are still countries in the world that do not enjoy the rights given by a true democracy. The pursuit for the expansion of democracy must certainly not be abandoned. Still, millions of people are yearning for a free, equal state where social, economic and political justice stands and endures."
Term Paper # 63378 SHOPPING CART DISABLED
Korean Shamanism and Korean Jongmyo Jerye, 2006.
An overview of Korean shamanistic rituals and the Korean royal ancestral rite, Jongmyo Jeryo.
918 words (approx. 3.7 pages), 4 sources, MLA, $ 32.95
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Abstract
This paper presents a comparison of Korean shamanism rituals and the Korean royal ancestral rite, Jongmyo Jerye. The paper explains that the main differences between the two have to do with the (1) spirits the ritual is addressing and (2) the actual purpose for performing the ritual.

From the Paper
"Korean shamanistic rituals revolve around the central figure of the ritual, namely the shaman. A shaman, focal point of our discussion, can be defined as "a person who mediates the relation between the natural world and an animated supernatural world (spirits) for the purpose of gaining some control over or knowledge of natural events" . The presence of a person that connected the mortals and their world to supernatural spirits can be seen present in almost all ancient civilizations. Whether called a priest, a shaman or an oracle, the functions they performed were somewhat similar and were requested by the necessity of the primitive peoples to feel protected and in a relationship with the supernatural."
Term Paper # 1183 temporarily unavailable
Term Paper # 63876 SHOPPING CART DISABLED
Real Art, 2006.
A discussion of what defines art and other questions that are central to the philosophy art.
1,386 words (approx. 5.5 pages), 5 sources, MLA, $ 46.95
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Abstract
This paper examines questions relevant to the creative process and how art is created. The paper looks at how we define art, how we distinguish art from non-art and the place of art in an increasingly pedestrian society. The paper also attempts to explain how it is that society distinguishes art from among the images that are displayed to us through the newspapers, the television, and the internet and discusses whether digital video is as much art as film, or whether film can even be considered art. Finally, through an examination of the thoughts of three people who theorized about art, Walter Benjamin, Marshall McLuhan and Jean Baudrillard, the paper attempts to answer all of these questions.

From the Paper
"His reversal of judgment on the electronic age is never explained very well. Perhaps he became disillusioned with the fraud and the forgery that the Internet could lead to, or perhaps he felt that the electronic age would lead to even more isolation than did the invention of the printing press. Since it is unknown exactly why he changed his mind, it is impossible to say whether or not he agreed with in principle with Benjamin. What is known is that he died with the same contempt for the digital and mechanical reproduction as Benjamin had."
Term Paper # 101055 SHOPPING CART DISABLED
Gender Transgression and Video Game Culture, 2007.
An examination of gender transgression - specifically, the violation of traditional gender roles by females - in video games and video game culture.
2,312 words (approx. 9.2 pages), 9 sources, MLA, $ 71.95
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Abstract
This paper explains that video games represent a site for role-playing in ways that violate both the corporate-constructed gender roles of game worlds, as well as the norms of masculine and feminine in our society. The writer discusses how this analysis applies to a range of levels in video game culture: the design level with its sub-culture of game patch design where users patch existing video games to fundamentally re-design game worlds that reflect distinct constructions of masculinity and femininity and the game play level where both female and male users play games in ways that challenge normative gender roles. The writer's main focus is on female game designers and players, whose interactions with video game culture critically undermines common conceptions of female gender identity.

Outline:
Introduction
Gender Bias as a Methodological Problem
Women Coding Women: The New Gaming Female
Conclusion

From the Paper
"In reviewing the scholarly literature upon gender roles and video game culture, it is important to recognize the operation of gender bias as a methodological problem. Before one can address the subject of video game and gender role transgression among females, one must note the profound degree to which traditional gender biases appear to impact scholarship on the subject of video game culture. Consider, for example, the question of the popularity of video games among males versus females, as well as the view that males prefer "violent" games while female players tend to reject these games for games that better reflect "feminine" qualities. There is a substantial body of research literature that has argued since the late 1980s that video games are a predominantly male cultural preoccupation. Surveys tended to reveal an extraordinary disproportion both in terms of numbers of players and the lengths of time devoted to gameplay. For example, adolescent boys have been shown to be as much as three times more likely to play video games as adolescent girls."
Term Paper # 92500 SHOPPING CART DISABLED
Video Games, 2007.
A look at the video game industry with a focus on Electronic Arts, Inc.
10,338 words (approx. 41.4 pages), 22 sources, MLA, $ 207.95
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Abstract
Electronic Arts, Inc. competes on a global basis in the development, marketing, publishing, and distribution of interactive software games. This paper proposes a study to identify how video game producers compete in their respective markets, with an emphasis on determining how Electronic Arts' past marketing efforts have contributed to its current success and how these trends may affect its marketing initiatives in the future. The study extends to video game producers on an international basis, but focuses on Electronic Arts and its existing and potential markets.

Outline
Chapter 1: Introduction
Statement of the Problem
Purpose of Study
Importance of Study .
Scope of Study Rationale of Study
Overview of Study
Chapter 2: Review of Related Literature
Chapter 3: Methodology
Description of the Study Approach
Data-Gathering Method and Database of Study
Chapter 4: Data Analysis
Chapter 5: Summary and Conclusions

From the Paper
"With thousands of reasonably priced video games available on the market today, consumers of all ages can pick and choose those titles that offer the best action and interface, so video game producers are being constantly challenged to develop more appealing and sophisticated games. While Electronic Arts has not ignored this need, the industry and its supporting technologies are highly dynamic and keeping up with the pace of changes remains an ongoing problem. Furthermore, as the company's global marketing efforts continue to expand, there will be a concomitant need to identify any relevant cultural issues that may affect the ability of the company to compete effectively in a given market. "
Term Paper # 9588 SHOPPING CART DISABLED
Site-Specific Art, 2001.
An analysis of site-specificity in art, focusing on the concept of art that is specifically created for a particular site or space.
1,314 words (approx. 5.3 pages), 3 sources, MLA, $ 44.95
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Abstract
This paper examines art that is produced for a specific site, thereby taking advantage of the unique qualities of that site. The paper provides various examples of works of site-specific art, such as, from the internet, video arena, land, interior, and other genres. The writer also discusses the issue of preserving this type of art.

From the Paper
"Site-specific art must therefore be commodified, due to the significance of its location. Commodification is the process in which a work of art is bought and sold as a commodity. Some artists believe that calling a work of art a commodity, or a unit of trade, is demeaning and reduces its artistic, aesthetic qualities. Site-specific art still retains these qualities, however, such as expression of the artist?s feelings."
Term Paper # 14751 SHOPPING CART DISABLED
Technology-Based Art, 1999.
Examines the theory and practice of the use of machine imagery, digital technology, video, etc.; financing, examples, the impact on the definition of art and aesthetics.
1,800 words (approx. 7.2 pages), 10 sources, $ 63.95
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Abstract
"Since the turn of the century artists have incorporated machine imagery into their art. But, whether they were frightened by the threat of a dehumanized, mechanized society or pleased by the hard lines of factories and machine-made objects, they only borrowed their images and their style for use in traditional art media

From the Paper
"Since the turn of the century artists have incorporated machine imagery into their art. But, whether they were frightened by the threat of a dehumanized, mechanized society or pleased by the hard lines of factories and machine-made objects, they only borrowed their images and their style for use in traditional art media. In the 1960s, however, artists began to expand the boundaries of their media with the incorporation of machines and technological processes into their art.

From radio broadcasts and videotape to functioning mechanical objects and digital computer imagery, the last three decades have seen the increasing use of various technologies to make art. Instead of visual or thematic inspiration for painters or sculptors technology today is used as a part of art, in the service of art, and as forms of art. But these are arts in their infancy and for ..."
Term Paper # 97123 SHOPPING CART DISABLED
Video Gaming, 2007.
This paper discusses the history, advances, concerns and future of video gaming.
2,492 words (approx. 10.0 pages), 9 sources, MLA, $ 75.95
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Abstract
In this article, the writer notes that at the time video-gaming entered society, no one could have guessed the manner in which video gaming would integrate into all aspects of today's world as much as it has. The writer points out that video gaming has been studied and been shown to have both positive and negative effects upon those who play video games. The writer researches the history, advances, concerns and future of video gaming, citing scholarly sources in the research. The writer concludes that video-gaming started out as simply a recreational past-time, but it is presently being used for training employees such as for instruction within the educational sector and for the creation of real-life or simulated activities in the science sector.

Outline:
Objective
Introduction
The History of Video Gaming
The Advances in Video Gaming
Concerns Related to Video Gaming
The Future of Video Gaming
Summary & Conclusion

From the Paper
"Other recent research reported is that of the studies, three in number that were set for release in January by Anderson, Gentile & Buckley. These three studies include a correlational study, an experimental study and a longitudinal study (the first) with children. The experimental study consisted of 161 9-12 year old and 354 college aged students playing violent and non-violent video games. Findings state that violent games increased the aggressive behavior of both groups. The correlational study was conducted by surveying 189 high school students stating findings that those who engaged in games that are more violent also engaged in more behaviors that are violent. The longitudinal study was conducted over the period of a school year and state findings that the children who were witnessed to have increased their aggression were the same children who played more violent video games over the course of the school year."
Term Paper # 29206 SHOPPING CART DISABLED
Censorship of Music Videos, 2002.
This paper discusses the censoring of music videos by state and federal legislators by passing laws to make selling minors music videos with objectionable language, violence or sexual nature, without parental consent, a crime advisories.
855 words (approx. 3.4 pages), 6 sources, MLA, $ 30.95
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Abstract
This paper explains that the censoring of music videos is similar to tactics with movies and video games that failed. The paper points out the reasons for this failure are the same for music videos: Freedom of speech, the questionable validity of studies that warn about harmful affects of violence and sexual content on children and the responsibility of parents versus store owners in supervising youth?s actions. The author believes that this indeed makes the United States a better country for everyone.

From the Paper
"Naturally, those who take the other point of view can point to their own studies, which say that music videos alter sexual views. However, where such studies fall short is that they cannot be conducted in a vacuum. Today's kids are assailed with sexual imagery -- in magazines, ads, movie trailers, and posters. At home, more than half of all television programs -- 56 percent -- contain some sexual material, according to a recent study by the Parents Television Council, a nonpartisan advocacy group. In the last decade, the frequency of sexual interactions more than tripled during primetime viewing hours."
Term Paper # 24426 SHOPPING CART DISABLED
Attachment of Korean Americans to their Homeland, 2002.
An examination of the reasons why many Korean Americans maintain a strong attachement to Korea and the Korean way of life.
1,575 words (approx. 6.3 pages), 3 sources, $ 55.95
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Abstract
Examines reasons why many Korean Americans maintain a strong attachment to Korea and the Korean way of life. Loyalty to homeland vs. assisimilation into U.S. society. Immigrants belief in the Ameican dream and its material benefits. Problems of learning English, communiction and discrimination. Small business ownership and impact on family life. Lack of deep roots in American society. Growth of Koreatowns.

From the Paper
"Korean-Americans maintain a strong attachment to their homeland for a number of reasons, although all of them provide the same benefit--a cohesive Korean-American community in a society which has not yet fully accepted Koreans or Asians without discrimination.
Like other Asians in the United States, Koreans are seen as hard-working, industrious, thrifty individuals who live and work together. All of this is true, although it is often said as if it were a negative set of qualities. The hard-working part of that equation is important in establishing lives in the United States, but it is also a sign of the Korean way of life which has been maintained by Korean-Americans. One aspect of life which Korean-Americans do not miss is low-pay for very hard work at long hours. While the discipline and selflessness which comes from..."
Term Paper # 43393 SHOPPING CART DISABLED
Effects of Korean Culture on Business, 2002.
This paper probes into the Korean culture and the effects its characteristics have on Korean business.
1,400 words (approx. 5.6 pages), 7 sources, $ 53.95
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Abstract
. In order to be a success in the global economy while carrying out business either in Korea or with Korea, one must have a fair idea of what is Korean culture about, its make up and what significance the people of Korea place on its cultural heritage. Our paper will be based on the information regarding Korean culture and its effects on the business. Our proposition will be backed by peer reviewed articles and expertise of the people in the related field.
Term Paper # 17004 SHOPPING CART DISABLED
Video Conferencing, 1999.
An examination of how businesses are now turning to video conferencing to bridge the gaps in communication caused by distance.
1,369 words (approx. 5.5 pages), 3 sources, $ 45.95
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Abstract
This paper presents the history, pros, cons and uses of video conferencing. The paper shows that numerous benefits to both businesses and consumers are provided by video conferencing. For example, video conferencing reduces travel expenses, reduces the distance between separated families, improves working relationships and improves remote job interviews processes. The paper discusses how video conferencing is also proving an invaluable tool in industries, such as the legal, medicinal, and educational fields. It examines the potential problems which could occur with this new technology, as well as several challenges faced by the emerging video conferencing industry including bandwidth limitations, picture quality degradation due to compression and decompression and the level of preparation for presentations at meetings.

From the Paper
"Economic and organization pressures, such as increased local and global competition, has fueled the need to find better and more efficient ways of doing business. Video conferencing seeks to provides a human face to the technological world in which we live and work. It has been available for many years, but until recently, cost has limited its widespread use. "Video conferencing is the combination of dedicated audio, video, and communications networking technology for real-time interaction (Multimedia Telecommunications FAQ).""
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