• Title/Summary/Keyword: 문화소재

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The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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정책.제도: 건강기능식품 소재의 개발 동향(II)

  • Han, Dae-Seok;Jang, Yu-Jung
    • 식품문화 한맛한얼
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    • v.3 no.2
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    • pp.162-173
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    • 2010
  • 지난 호에 언급한 건강기능식품의 분류 및 시장현황에 이어, 본고에서는 향후 건강기능식품 소재 개발의 발전 방향에 대하여 중점적으로 살펴보고자 한다.

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인터뷰: 고정일 동서문화사 대표 -"전쟁은 무슨 일이 있어도 절대 안돼" 출판과 인쇄는 문화운동의 중심지

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.10 no.6
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    • pp.92-95
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    • 2011
  • 오는 6월 25일은 한국전쟁이 발발한지 61년이 되는 날이다. 6.25를 겪은 세대이자 '불과 얼음'이라는 6.25전쟁을 소재로 한 소설을 발표한 고산 고정일 동서문화사 대표를 만났다. 고정일 대표는 나이 16세에 출판사를 창업하여 55년을 한결같이 책만들기에만 힘써왔다. 오늘도 다른 사람의 책을 만들고 있으며, 이와 함께 자신의 소설과 동화를 지으며 하루하루를 살아가고 있다.

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Use of Information Gained from Survey of Korean Cultural Properties Overseas -Based on Collections of Overseas Museums (국외소재 한국문화재 현황파악을 통한 자료 활용 방안 - 주요 해외 박물관 소장품을 중심으로 -)

  • Lee, Nan Young
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.131-163
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    • 2006
  • Interest in Korean cultural properties has rising in recent years, not only on the part of existing researcher and scholars but also among the general public. The scope of interest has expand also, no longer being confined to Korea, and has given rise to movements for redemption of cultural properties preserved overseas and plans on how to make use of information about them. Aside from the basic idea that all cultural properties overseas are subjects for redemption, this paper argues that it is time to seek ways to actively make use of information on those cultural properties, and that this must be preceded by dear understanding of the current status through systematic on-site research and investigation of the channels through which they left the country. In addition, it is necessary to look at the issue with a broader perspective. The cultural properties in question must be regarded not as the sole property of Korea, the country that produced them, but as artworks of the world with outstanding universal value, to be protected and utilized by all human beings. From this point of view, this paper organize studies the kinds of Korean cultural properties kept at three major museums in the United Stated, including the Museum of Fine Arts, Roston, and traces the routes and methods by which they were taken out of Korea. Based on the perception of Korean artworks overseas as explained above, the purpose of this paper is to examine materials those cultural properties not only for academic research, but also todistinguish between those properties that should be redeemed and those that should be publicized overseas by clarifying how they were taken overseas, and thus provide basic materials for policy purposes.

Research on the Design of Chinese Online Games in the Application of Cultural Content (문화 콘텐츠를 응용한 중국 온라인(MMORPG)게임 디자인 연구 -돈황벽화를 중심으로-)

A Study on OSMU Type Program Development of Life Cultural Content - A Case Study Focusing on Kimchi Culture - (생활문화콘텐츠의 OSMU형 프로그램 개발 연구 - 김치문화를 중심으로 한 사례 연구 -)

  • Choi, Eun-ok;Yoo, Myung-iee
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.170-175
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    • 2008
  • Kimchi is Korean traditional culinary culture and one of the most representative, Korean cultural archetypes which reflect Korean sentiment and culture. Further, its virtue as a food has drawn attention from all over the world. One thing that you can count as the most important thing in successful cultural content is creative material. Kimchi is a life cultural content with universal quality which is shared with mankind in its culinary culture and originality generated from Korean people and its history. The rich cultural factors of Kimchi, in mental and material aspects, can be a platform for successful content which is globally competitive. Contents of Kimchi culture, which can be applied to various cultural business, has been developed on the basis of its colorful cultural factors. And with the cases used as standards, OSMU type cultural content development process of cultural archetype was suggested. This study was intended to suggest Korean cultural archetype's possibility to be developed into a life cultural content and tried to help building cultural content development process of Korean life cultural archetype.

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Development and Production of Cultural Products Using Jumchi Technique (줌치기법을 활용한 문화상품 개발 제작)

  • Jung, Jin Soun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.83-89
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    • 2022
  • For the purpose of promoting the excellence of Korea's unique traditional hanji around the world, it was intended to promote 'modernization of tradition' by producing and presenting cultural products suitable for modern sensibility using traditional hanji which is widely used in the arts. First of all, using hanji as a material, jumchi hanji was made by jumchi technique. Cut to a certain width according to the cultural products such as laptop case, cell phone case, hat, and bag. Weave the cut jumchi hanji with plaine weave, twill weave, and hexagon depending on the purpose of the cultural products to be made. A cultural products were made by matching the woven jumchi hanji with artificial leather, cotton, and denim.

인쇄역사문화관 유치원생 80여명 단체관람

  • Jang, Hong-Il
    • 프린팅코리아
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    • s.30
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    • pp.90-91
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    • 2004
  • 서울시 영등포 소재 미예뜰 유아스쿨(원장 박임성) 어린이들이 인쇄문화회관 5층에 조성된 인쇄역사문화관을 방문해 우리 민족 고유의 활자 역사를 경험하는 뜻깊은 시간을 가졌다. 이번 방문 행사는 유아스쿨 측의 요청에 의해 이뤄졌다.

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