• Title/Summary/Keyword: 문화소재

Search Result 1,120, Processing Time 0.034 seconds

종합 서평-최수철.김영현.최인석의 소설집

  • Choe, Seong-Sil
    • The Korean Publising Journal, Monthly
    • /
    • s.252
    • /
    • pp.30-30
    • /
    • 1999
  • 세 작가의 작품은 모두 주변인물에 대한 순간적인 인상을 이야기거리로 삼아 80년대를 반추하거나 90년대의 지리멸렬한 삶을 비판한다. 인간에 애증이 뒤섞인 이들의 언사는 단순한 소재를 통해 이전과는 다른 방식의 삶을 이야기하려 한다.

  • PDF

프린팅 월드 - 스마트사회에 공헌하는 일본인쇄산업<10>

  • Kim, Sang-Ho
    • 프린팅코리아
    • /
    • v.14 no.6
    • /
    • pp.124-127
    • /
    • 2014
  • 최근 일본에서는 라벨, 날염등 특수소재에 인쇄하는 특수인쇄가 확대되고 있다. 소량 개인 맞춤형 인쇄가 증가함에 따라 소형 잉크젯 또는 디지털 인쇄기로도 대응이 가능하기 때문이다.

  • PDF

전자종이가 인쇄의 '킬러 앱' 될 수 있을까?

  • Jo, Gap-Jun
    • 프린팅코리아
    • /
    • v.13 no.9
    • /
    • pp.62-65
    • /
    • 2014
  • 전 세계적으로 인쇄에 대한 패러다임이 바뀌고 있다. 소재의 벽이 허물어지고 있으며, 모바일 전자기기를 통한 콘텐츠와 정보의 이동이 더욱 대중화되고 있다. 이외는 다른 듯 비슷하고, 유사하지만 확연히 구분되는 특성을 보유한 전자종이에 대한 관심이 미국을 중심으로 커지고 있다.

  • PDF

탐방-신안테크

  • Jo, Gap-Jun
    • 프린팅코리아
    • /
    • s.45
    • /
    • pp.96-98
    • /
    • 2006
  • 가산디지털 단지에 소재한 신안태크(주)(대표 김순호)가 최근 대한교과서에 독일 WEKO사의 RFS(용지 신축 방지 시스템) 및 로보트팔레이타이저, 두산동아와 재능인쇄에 용지파일러 등을 공급하는 등 인쇄사의 공장 자동화 사업에서 명성을 높이고 있다.

  • PDF

A Study on the policy of activate Baekje Cultural goods -focus on Gongju-Buyeo national museum- (백제문화상품 활성화 정책에 관한 연구 -공주.부여 국립박물관 중심으로-)

  • Shin, Dae-Teak;Park, Seung-Chul
    • Journal of Digital Convergence
    • /
    • v.10 no.5
    • /
    • pp.333-338
    • /
    • 2012
  • Cultural goods is carrying nature and value above-mentioned a commodity to what a cultural element was commercialized. And it produced for the purpose of manufacture for popular sales and supply, and holding commercial character. Specially, cultural goods of a museum keeps a good memory to a sightseer, and broaden an educational experience, and the source of profit becomes it to a seller a producer. This cultural goods as they all include the artistic historical figurative background that they are displayed directly and got twisted up to collection have background which became a motive. Cultural goods can acquire cultural difference in globalization and have to be based on the soil of cultural heritage, starting around various cultural materials through practical value to a modern life. Internationally, cultural goods using a culture material development have competitiveness of nation as in it. Therefore, Baekje cultural goods need national and positive aid from the government with the customer satisfaction index considering the modern design, an age group, an internal and external commodity as the difficulty of various commodity development and managing museum shop. Furthermore, like overseas museum shop, if we are practically using on-off line, continuous promoting our commodity, and marketing strategy such as a membership system when buy our cultural goods, a special discount event etc., we can contribute to activate local economy as a museum shop when we have responsibility of the function and the part.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
    • /
    • v.12 no.5
    • /
    • pp.460-479
    • /
    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

How Different Material of Wood Deck Impact Workability and Defect Occurrence (목재데크 소재의 차이가 시공성 및 하자발생에 미치는 영향)

  • LEE, Hyukjae
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.1
    • /
    • pp.463-469
    • /
    • 2020
  • People enjoy more leisure time these days as the government introduced the workweek last year and there is a growing interest on living healthy life. Amidst such change in society, trekking in forest has gained popularity along more people spending leisure time by walking for health. As a result, there are many scenic trails being built using wood deck. Usually certain parts of trails are built with wood deck where the path maybe too dangerous for walking or where nature needs to be protected. However wood material used for deck is easily prone to defects which can lead to safety issues. This study aims to understand the differences by materials used for wood deck and to investigate a link between different materials used and causes for defect occurrence. And further, the study aims to identify materials and construction methods for high workability and safety. The study was able to conclude that different materials used and different construction methods of applied for wood deck yield different results in terms of workability and defect occurrence.