• Title/Summary/Keyword: 디지털 유산

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The Role of Archive as cultural memory in the age of Big Data (빅 데이터 시대 문화적 기억 보존소로서의 영상 아카이브의 역할)

  • Cho, Byung-Chul;Yuk, Hyun-Seung
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.1-10
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    • 2014
  • Recently, the value and the status of the digital archives that are built individually in the crossroads of oblivion and memory are due to big data has attracted attention globally is confusing. Video data that contains the cultural memory of the digital archive, such as culture, art, life, society, and social conditions of the time, it is a cultural heritage of national common expressed. Also, it remains a trace of history from the various media just like magazines, books, painting, photography, and film. Digital archive system is one of the best research results of media convergence and it has also a good opportunity to take full advantage of the new opportunities and cultural assets. The collection of infinite information of big data in perspective transient that exist at the same time compatibility of big data, it is trying to dismantle the cultural memory of us. It was asserted that must meet the criteria which can correspond to via the new digital era, will be applied to preserve the traditional media. The current image archive is necessary to accommodate proper two different directions.

Factors Influencing Depression in Stressed Adults by Age (스트레스 인지 성인의 나이에 따른 우울 영향 요인)

  • Kwon, Myoungjin;Kim, Sun Ae
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.747-758
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    • 2022
  • This study aimed to identify the factors that influence depression in stressed adults by age. Data were extracted from the 7th Korea National Health and Nutrition Examination Survey, covering 3,333 adults aged 20 to 59 years who were highly aware of stress. Linear regression analysis was performed using the IBM SPSS 25.0 program. The study found that in the case of people in their 20s, education level, health-related quality of life, obesity, weight change, smoking, and subjective body type were significant influencing factors, with an explanatory power of 60.3%. In the case of people in their 30s, gender, household income level, living with spouse, economic activity, health-related quality of life, food intake, obesity, alcohol consumption, smoking, and subjective health were significant influencing factors, with an explanatory power of 30.3%. For people in their 40s, household income level, living with spouse, economic activity, health-related quality of life, smoking, aerobic exercise, and subjective health were significant influencing factors, with an explanatory power of 34.4%. For people in their 50s, gender, education level, income, economic activity, health-related quality of life, protein intake, fat intake, high blood pressure, diabetes, weight control, aerobic exercise, subjective health, and subjective body type were significant influencing factors, with an explanatory power of 42.3%. Therefore, as it was found through this study that the factors affecting depression in stressed adults differ by age, it is necessary to establish an intervention strategy for each age when trying to lower depression in stressed adults.

A Study on the Recognition of Inheritance Tax by Individuals (개인의 상속세 인식에 대한 연구)

  • Gui-tae, Yun;Young-bae, Park
    • Journal of Digital Policy
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    • v.1 no.2
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    • pp.25-40
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    • 2022
  • This study analysed the effect of inheritance tax on households in reality and to improve it if there is an unreasonable aspect compared to countries around the world. The study conducted a one-on-one face-to-face survey on adults living in major cities across the country for 31 days from 1st of September to 10th of October, 2022. The collected data was analysed using SPSS 25.0 version and noted that 1) they preferred the abolition of inheritance tax, but hoped to improve it when maintaining it, 2) it was necessary to expand the deduction limit, abolish spouse deductions, and 3) prefer the inheritance acquisition tax system. Finally, it was found that they wanted to Extension of installment period of inheritance tax and introduce the tax deferred system.. This suggests that there is a perception that the overall revision of the inheritance tax system is necessary to maintain the inheritance tax. The significance of the study is to provide the basis for discussions on the improvement of the inheritance tax system in Korea, which does not reflect reality.

Study on the Realization of Tourism Culture Welfare by Using Confucius Heritage - Based on Confucian Buildings - (유교유산을 활용한 관광문화복지 구현에 대한 연구 - 유교건물을 중심으로 -)

  • Oh, Seung-ha;Jo, Won-seob
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.1
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    • pp.90-99
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    • 2016
  • The present study investigates the realization of tourism culture welfare by using Confucian heritage. From June 13 to November 7, 2014, site surveys and interviews were conducted for hyanggo (hyanggo: Confucian temple and school to teach students in Joseon Dynasty period), seowon (seowon: a memorial hall for Confucianist services to honor distinguished scholars and statesmen) and nujung (nujung: outdoor pavilion or gazebo) located in Youngwol -gun. Questionnaire pertaining to site survey and in-depth interviews for the building owners and managers was used to collect necessary data and scientific investigation was performed for analysis. As a result, the historical background was found to be culturally valuable asset for both region's tourism and culture welfare. Secondly, hyanggyo and seowon were found to exhibit traditional Confucius cultural form, while nujung exhibited a rare architectural trait. Hence it seems necessary to develop a different social tourism resource specialized for nujung. Thirdly, the rendering of Confucius heritages to tourism culture welfare resources thus far seems to be insufficient; hence, development and operation of marketing programs will be necessary. The implications of the present study require succession and modern reinterpretation of Confucian heritages for further development into digital tourism that will encompass Confucian culture and today's culture. Furthermore, studies of the tourism culture welfare policies that will promote the co-existence with the region will be needed.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

A Study on the Application and Development of Contents through Digitalizing Korean Patterns (한국문양의 디지털컨텐츠 개발과 활용에 관한 연구)

  • 박현택
    • Archives of design research
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    • v.16 no.3
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    • pp.201-210
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    • 2003
  • The world is preparing another unseen war, that is, the cultural war of digital economy which will dominate the new millenium. As the “contents”, which are composed of various ingredients of media, gain vitality, the developed nations are in preparation of the war with the “cultural industry” weapons. The digital economic experts say that the left out nations will become economic colony in the new millenium age. The most important characteristics of cultural industry is the unity of creativity and culture which is all the more improved on the basis of the culture created upon knowledge. This leads to competition between nations or regions, and to survive one has to develop the industrial structure through cognition of its own cultural value. Furthermore, it is not a short-term development and investment of cultural products but a study on the method to graft the cultural value to the industry itself. The multi-media period does not accept an independent medium, and the contents products are becoming the leading industry since il is proved that they last semi-permanently in the digital world. The victory lies in the quality and quantity of the contents as the high ability and variety of the technology of media advance in accordance to the market principles. Since the culture, science and economy are becoming one complex structure, all nations of the world are trying the evolve a unique design of their on culture on the basis of the global universality. In consequence, we should excavate a uniqueness from our cultural heritage and develop into a korean design which will be recognized in the world market. The value of our cultural property should not only be used as academic and research purposes but should be re-evaluated with modem view, recognized as the core element that decides the quality of life and developed into exclusive designs. The korean designs represent the mould concept of our people which evolves from the mould or shape alphabet of Korea To meet the requirements of the changing world and in preparation of the cultural competitive age, it is never too early to make a data on the korean designs through their analysis and evaluation.

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A Study on the Digital Drawing of Archaeological Relics Using Open-Source Software (오픈소스 소프트웨어를 활용한 고고 유물의 디지털 실측 연구)

  • LEE Hosun;AHN Hyoungki
    • Korean Journal of Heritage: History & Science
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    • v.57 no.1
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    • pp.82-108
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    • 2024
  • With the transition of archaeological recording method's transition from analog to digital, the 3D scanning technology has been actively adopted within the field. Research on the digital archaeological digital data gathered from 3D scanning and photogrammetry is continuously being conducted. However, due to cost and manpower issues, most buried cultural heritage organizations are hesitating to adopt such digital technology. This paper aims to present a digital recording method of relics utilizing open-source software and photogrammetry technology, which is believed to be the most efficient method among 3D scanning methods. The digital recording process of relics consists of three stages: acquiring a 3D model, creating a joining map with the edited 3D model, and creating an digital drawing. In order to enhance the accessibility, this method only utilizes open-source software throughout the entire process. The results of this study confirms that in terms of quantitative evaluation, the deviation of numerical measurement between the actual artifact and the 3D model was minimal. In addition, the results of quantitative quality analysis from the open-source software and the commercial software showed high similarity. However, the data processing time was overwhelmingly fast for commercial software, which is believed to be a result of high computational speed from the improved algorithm. In qualitative evaluation, some differences in mesh and texture quality occurred. In the 3D model generated by opensource software, following problems occurred: noise on the mesh surface, harsh surface of the mesh, and difficulty in confirming the production marks of relics and the expression of patterns. However, some of the open source software did generate the quality comparable to that of commercial software in quantitative and qualitative evaluations. Open-source software for editing 3D models was able to not only post-process, match, and merge the 3D model, but also scale adjustment, join surface production, and render image necessary for the actual measurement of relics. The final completed drawing was tracked by the CAD program, which is also an open-source software. In archaeological research, photogrammetry is very applicable to various processes, including excavation, writing reports, and research on numerical data from 3D models. With the breakthrough development of computer vision, the types of open-source software have been diversified and the performance has significantly improved. With the high accessibility to such digital technology, the acquisition of 3D model data in archaeology will be used as basic data for preservation and active research of cultural heritage.

A Study on the Cultural Interpreters and Muti-phased Tourism (관광유형다변화에 따른 문화해설사양성에 대한 제언)

  • Lee, Seung Jae
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.467-474
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    • 2014
  • This paper concerns the cultural tourism and the importance of cultural interpreters. Globalization has become a key word of 21st century, so the volume of tourists has been increasing. Furthermore, as the Korean wave has expanded to the world, more people are interested in Korea and Korean culture, and we observed the obvious increase of tourists. International tourists visit Korea with a variety of purposes, and their travel types are also diversified. This paper analyzes tourists' behavior based on the data provided by KNTO and briefly examines the cultural interpreters in 5 major organizations. Then considering the specific roles of the guides based on the Cohen (1985) and Lee (2011), I propose that the government should give more focus on the professional foreign language speaking interpreters for culture. As for an alternative to the present volunteering system for foreign languages, I strongly suggest multi-culture families or international students staying in Korea, for the wiser use of their abilities, their easy adaptation to the new world, and the peaceful coexistence.

Responsive Digital Heritage Experience with Haptic Deformation (햅틱 변형을 이용한 반응형 디지털 문화 체험)

  • Lee, Beom-Chan;Park, Jeung-Chul;Kim, Jong-Phil;Lee, Kwan-H.;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.210-218
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    • 2006
  • 본 논문은 광주과학기술원(GIST)에서 개발하고 있는 전남지역 '운주사'의 천불천탑 설화를 근간으로 한 반응형 가상 문화 체험 시스템(Responsive Multimedia System for virtual storytelling)의 햅틱 변형 상호작용에 관한 것이다. 기존의 디지털 문화재 체험 시스템은 사실적인 체험을 제공하기 위해 시각 및 청각 기술 개발에 많은 연구 및 노력이 이루어져왔다. 그러나 최근 인간의 인지 체계의 중요 요소인 촉감 상호작용의 중요성이 증대 됨에 따라, 본 논문에서는 가상 문화재 체험을 위한 햅틱 변형 알고리즘 및 상호작용 시스템을 개발하여 가상 불상을 만져보고 그 표면을 변형시키게 함으로써 몰입감을 증대하고 재미를 주는 시스템을 제공하였다. 아울러 체험의 몰입감 증대를 위해 본 시스템은 시/청각과 더불어 청각 효과를 가미하여 체험 시 발생되는 주변 환경의 소리(새, 물, 바람소리)를 제공하고, 기존의 문화체험 시스템과의 차별성을 위해 3 차원 입력장치를 이용하여 체험자가 직접 가상 불상을 변형시키면서 체험자 고유의 작품을 만들어낼 수 있는 상호작용을 제공한다. 따라서 제안된 햅틱 변형 상호작용 시스템은 체험자의 능동적 참여 및 흥미 유발을 통하여 문화 유산에 대한 교육적 효과 및 관심 증대에 기여할 수 있을 것이라 여겨진다.

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A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.465-472
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    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.