• Title/Summary/Keyword: 미디어의 관광 콘텐츠

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Factors Associated with the Time Use in Leisure Activity and Social Gathering of the Youth - Focused on the Effects of Engaging Role Types of the Youth - (청년의 여가시간과 교제시간에 대한 영향요인 탐색 -청년 역할유형의 영향을 중심으로-)

  • Joung, Eun-Hee;Joo, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.623-639
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    • 2020
  • This study explores the factors associated with the amount of time use in leisure and social gathering activities. The analysis shows that the engaging role types of the youth, for example housekeeping and care giving, or working on the paid job are associated with the amount of time use in leisure activities. However, the factors related to time use in social gathering activities are the engaging role types of youth as well as the socializing opportunity. Compared to the other role types of the youth, the youth who are preparing for a job and is not engaged in employment, education, and training(NEET) spend more time in media leisure, travel and cultural activities, sports and reports activities, however spend less time in social gathering compared to students. The youth who have a job spend the least time in all of the leisure activities except travel and cultural activities for a weekend. Policy should remove the barriers in leisure activities and increase the opportunities for socializing.

Study on Deduction of Operation Strategies for Specialized Library in Dong-gu, Incheon (인천광역시 동구 특화도서관 운영전략 도출에 관한 연구)

  • Noh, Younghee;Chang, Inho;Kang, Ji Hei;Kim, Dongseok
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.39-63
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    • 2021
  • This study suggested following specialized strategies to be operated in additionally constructing a library, based on a variety of cultural properties and contents, which exist in Dong-gu, Incheon, and the Dong-gu development zone proposed by 'Dong-gu Master Plan 2022'. First, it attempted to select specialized themes based on local characteristics such as cultural properties and contents by each region, by dividing Dong-gu in Incheon into four areas: culture tourism/theme tourism, historical culture, central commercial and infrastructure industry area. Second, it proposed a specialized theme and strategy for children's library to be completed in 2022 by considering the local characteristics. Third, it also suggested the specialized strategy which the representative library should pursue, by considering the social characteristics of Dong-gu.

A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

Examining News Report Research Trends Using Keyword Network Analyses (국내 뉴스 보도 연구 동향에 관한 주제어 연결망 분석)

  • Cho, Yiyoung;Ahn, Dohyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.278-291
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    • 2016
  • This study examined research trends via network analyses of keywords appeared in academic research articles about news reports in South Korea during the last 10 years from 2006 to 2015. Keyword network analyses of 4410 keywords from 1108 articles suggested that framing, agenda setting, third-person effect, selective exposure, and uses and gratification were main theories but most studies used framing theory. Research areas included news reports on politics, economics, science, world issues, or tour. However, research on news reports covering culture, sports or daily life were not identified. In terms of media, research on both traditional and emerging media were ample. Research on broadcasting new, online news, and social media were frequently observed.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

Culture-Driven City Brand Communications via the Strategic Visuals

  • Kim, Seo Young;Hands, David
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.89-109
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    • 2018
  • This paper aims to offer a conceptual framework in the context of culture-driven city branding through strategic design from a cross-disciplinary approach. The key findings identified the followings: Firstly, the phenomenon of culture-driven city brand creation and the use of design value of primary attractions. Secondly, the impact of the design contents of new media in supporting city brand creation. Lastly, the importance of image/text relationships through applying coding theory to enhance city brand communications.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

Design and Implementation of Augmented Reality based Food Menu Guidance System (증강현실 기반의 음식 메뉴 안내 시스템 설계 및 구현)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.3
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    • pp.573-578
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    • 2020
  • Recently, as competition in the food industry intensifies, restaurants offering unusual foods are increasing. However, the information provided by the menu is limited to the ingredients and prices of the foods, which does not help the guests choose the menu. In order to solve this problem, this paper proposes a food menu guidance system using augmented reality technology. The proposed system combines augmented reality technology and video content to provide information about food on the menu as a video. Therefore, it provides more realistic and vibrant images than the existing menu board provides food information in a simple image format. In addition, the proposed system is expected to be applied to tourist attractions, museums and galleries as a new type of guidance system beyond the limitations of text and image-oriented brochures.

A Study on the Development of the 『Guunmong』 Story's Digital Image-Contents by Collective Intelligence (집단지성기반의 『구운몽』 디지털 이미지 콘텐츠 개발 방안 연구)

  • Lee, Jung-Gon;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.501-512
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    • 2019
  • The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.

Cultural and Economic Effects of Long-term TV Drama Contents -A Case Study on "From the Northern Country," a 21 year lasting TV Drama of Fuji Television Network Inc., Japan- (장기 기획(長期 企劃) TV드라마 콘텐츠의 문화.경제적 효과 -일본 후지TV의 21년 장기기획 TV드라마 '북쪽 고향에서(北の国から)' 사례 분석-)

  • Yun, Hee-Ill
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.176-189
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    • 2010
  • This study focuses on the cultural and economic effects created by long-term TV dramas that run more than 20 years. The result of this study shows that long-lasting TV dramas have significant influence in increasing audience ratings of TV broadcasting companies. An analysis of Fuji Television's "From the Northern Country" shows that the drama's audience rating has more than doubled at the end period in comparison to that at the beginning stage. The analysis shows that long-term dramas also greatly contribute to the improvement of nation's cultural capability including contents development competence by producing media contents related professionals such as actors, actresses and dramatists. Fuji Television picked an actor and an actress for the drama and kept developing their talent and make a cultural accomplishment to produce new talents who compete with performance ability for the Japanese Entertainment Business. In addition, long lasting TV dramas appear to significantly contribute to local economy by promoting tourism industry of the areas where dramas are filmed. By introducing Hurano in Hokkaido which was the main stage of "From the Northern Country" to Japanese people for 21 years, the drama played a decisive role in building Hurano's brand power.