• Title/Summary/Keyword: 시각문화콘텐츠

Search Result 266, Processing Time 0.024 seconds

Analysis of Environmental Evaluation Elements for Universal Design at the Museum: Focused on the Use Evaluation of Visually Handicapped and Non-Handicapped People (박물관에서의 유니버설 디자인을 위한 환경 평가요소 분석 : 시각장애인과 비장애인의 사용 평가를 중심으로)

  • Kwon, Jungin;Kim, Sihoon;Lim, Kyungran;Kim, Kyungmee
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.125-135
    • /
    • 2015
  • As the elderly and the disabled populations increase, the importance of the universal design is more highlighted to form equal and secured environment. Particularly, as the desire for the cultural experience has grown, investment and construction of the cultural space are actively carried forward at the state level, but there are a lot of restrictive elements for the disadvantaged to have the cultural experience in the public facilities. To analyze these elements, investigation into the present conditions and analysis of use evaluation were conducted over the construction environment of museums, the public cultural space, in terms of the visually handicapped and non-handicapped people. Through the literature review, this study understood the concept and principle of the universal design, analyzed and reclassified the existing evaluation elements. As a result of evaluating museums in the country based on the analyzed evaluation elements, the information, environment and supplement points in service were investigated for the visually handicapped to tour museums and remedies were drawn. This study tries to consider these disadvantaged and to suggest evaluation elements and remedies for environment construction, so that everyone can do pleasant activities.

A Study on the Expressional Characteristics and Elements of Contents Using Hologram (홀로그램을 활용한 콘텐츠의 표현특성 및 요소에 관한 연구)

  • Lim, Jung-Hee;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.15 no.4
    • /
    • pp.405-411
    • /
    • 2017
  • The purpose of this study is to identify the visual characteristics of image expression elements of contents based on hologram and to find ways to utilize hologram effectively. Therefore, I intend to analyze the characteristics and cases of hologram, and investigate efficient representation methods of hologram contents. As a research method, I considered the theoretical background of the hologram through the literature investigation and the precedent study related to the hologram technology, and derived the results from the case study analysis. The characteristics of expression of hologram contents are fusion of virtual and physical elements, interaction, visual extension of reality space. It becomes possible to produce scenes that were difficult to visualize, thereby enhancing the interest and immersion of the audience.

A Study on the Women's Hair Jewelry of Chosun Dynasty and a Plan for its Cultural Contents (조선시대 여성수식장신구 연구 및 문화콘텐츠화 방안)

  • Chung, A Young
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2010.05a
    • /
    • pp.483-484
    • /
    • 2010
  • Accessories originated from men's ornamental instinct in the beginning as a body ornament. Women's accessories in the Joseon Dynasty have splendid structure and rich symbolism, so they are enough to be a target of the study for being contents of Korea's cultural archetype. Traditional accessories are the foundation of excellent formative and functional characteristics due to the extreme beauty of crafts. This study aims to develop archetype of excellent formative factors by making traditional accessories digitalized for perpetuation in order to apply them to the culture industry. In addition, it is to prepare the educational foundation by reinterpreting traditional accessories in a modern way. Therefore, this researcher intends to develop constituents of traditional accessories by means of digital images and suggest digital contents methods of accessory techniques by dividing constituents, techniques, materials, symbolic meaning, and attire and wear.

  • PDF

The Value of Culture Contents on Historical Landscape of Apgujung Pavilion (압구정의 역사경관의 문화 콘텐츠적 가치)

  • Kim, Sun-Hwa;Lee, Jae-Keun
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.6
    • /
    • pp.428-441
    • /
    • 2014
  • The Han river flowing the southern boundary of Hangyang city wall was known for scenic remote villa spot. This research is about a study on the historical and cultural landscape value of Apgujung built on hills of the Han river by Han Myeong Hoe in the mid-15th century. The results are as follows. First, the Han river has been a cultural poetical place. Second, the pavilion of west river was built as thatched roof at 1454-1456, while that of east river was erected as grand villa at 1469-1473. Third, there are characteristics of periodical landscape and origin was included on historical and cultural landscape, therefore, Apgujuing-dong has been recognized with the story. Han river where Apgujung was built has beautiful water landscape in spite of the landscape of modem downtown. Fourth, there are placeness and Han river of main landscape text streams nearby Apgujung site. Historical and cultural landscape of Apgujung should be changed, but, the landscape value could be progressed with the application as cultural contents while the Han river flows. It could be cultivated on the application of various culture contents and story of Apgujung when the historical landscape of water system be restored in Han river.

A Study on Culture art education method of lens based media literacy (문화예술 교육방법으로서 렌즈기반 미디어 리터러시에 관한 연구)

  • Ryu, ki-sang
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2011.05a
    • /
    • pp.427-428
    • /
    • 2011
  • SNS(Socal Network Service)미디어로 회자되는 지금의 미디어 환경에서 소통은 미디어 접근성의 중요성과 함께 어떠한 이야기를 가지고 네트워크에 참여해야 하는가에 선택과 집중이 되고 있다. 최근의 미디어 환경은 문화예술 교육안에서도 시각정보 전달을 기반으로 하는 소통구조의 미디어와 예술, 문화, IT가 결합한 컨버전스 형태의 뉴 컬처 미디어에 대한 교육적 인식을 시작하였다. 좋은 교육은 규율과 친밀성에 기반하는데 그 두 가지 모두를 가지고 있는 렌즈기반미디어리터러시는 창의적인 자기표현과 소통이라는 관점을 가지고 문화활동가와 교육생, 교육생의 가족 등 지역사회구성원들에게 사회 참여를 확장시켜 소통의 격차를 줄이는데 일정한 역할을 할 것이다. 이렇게 형성된 모델은 개별 사용자를 넘어 미디어 생산자, 수용자, 유통자 간의 새로운 관계를 모색하는 데 기여할 것이다.

  • PDF

A Study on pipelines of a media content production based on digital reconstruction (디지털 복원에 기반한 영상콘텐츠 프로덕션의 파이프라인 연구 -카이스트 문화기술연구센터 디지털 헤리티지 그룹의 사례연구를 중심으로-)

  • Choi, Yang-Hyun;Kim, Tak-Hwan
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1257-1264
    • /
    • 2009
  • In regard to media contents of digital heritage reconstruction, they are actively produced in museums, art galleries and special exhibitions. However, there is no concrete guideline for the productions and the pipelines are not systematic either. This makes the process ineffective regarding time and cost. Media contents production of digital heritage reconstruction might seem similar to film or documentary production, but it is important to construct its specific pipeline based on its specific purpose. The digital Heritage group in research center for culture technology of KAIST produced media contents which digitally reconstructed various heritages such as Persepolis, Iranian remains, with National museum of Korea, Sukgulam, and Hue, an ancient city in Vietnam, with Cultural heritage administration of Korea. From these experiences and case studies, this paper will present a pipeline model for efficient production.

  • PDF

Comparison of Research Trends in Blended Learning in Korea and China (한국과 중국의 블렌디드 러닝 분야의 연구동향 비교)

  • Xuan, Jin-Rong;Park, Han-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.9
    • /
    • pp.339-348
    • /
    • 2022
  • Blended Learning is one of the most popular methods in education for encouraging active learning and improving student learning effectiveness, and it is regarded as one of the most effective methods for universities to attract students. Based on the cultural dimension theory, this paper examined blended learning research trends in both South Korea and China, which are culturally similar but also differ. The research methods include keyword analysis and visualization. Academic papers on blended learning indexed by WoS, KISS, and CNKI from 1990 to June 2022 were collected and analyzed. According to the findings, since the outbreak of COVID-19, the common research topic of blended learning has been subdivided by forming clusters in various research fields. Korea and China exhibit similarities to global research trends while exhibiting differences based on cultural background. The cultural dimension theory-based analysis reveals a common pattern that is especially long-term oriented. The findings can suggest significant implications for designing what role national culture plays in forming patterns of education and research and for developing blended learning with effective impacts in a multicultural educational environment.

Information Visualization and Interactive Presentation Methods in Media Art (미디어아트에서 정보 시각화와 상호작용 표현 방법)

  • Kim, Gyu-Jeong
    • Broadcasting and Media Magazine
    • /
    • v.21 no.2
    • /
    • pp.36-50
    • /
    • 2016
  • 인간의 생각, 혹은 행동이나 경험을 통한 지식을 포함해서 데이터나 정보는 예술과 문화 영역에 새로운 관점을 일으키는 시각적 표현과 미디어 사이의 소통을 위한 수단이 되고 있다. 정보 와 데이터를 시각화 하는 방법은 예술의 형태를 통하여 다양하게 전개되어 왔다. 최근 예술에서 뉴미디어와 상호작용 기술의 적용은 다양한 데이터나 정보 수집을 통해 미적 표현의 가능성을 확장하거나, 관객이 작품에 능동적이고 직접적으로 참여할 수 있는 몰입 시청각 환경을 제공하며, 또한 직관적인 정보 시각화를 사용하여 상호작용적인 입체적 가상환경의 시공간 개념을 확장한다. 그러므로 관객은 수동적 수용자라기보다는 작품의 환경을 변화시키는 능동적 역할을 할 수 있다. 예술 및 디자인 영역에서 예술가의 뉴미디어 활용은 정보를 정적인 시각화 방법에서 디지털 기반 이미지 처리와 사용자 생성 시각화 방법으로 더욱 상호작용적이고 역동적인 표현으로 변형하고 있다. 미디어아트에서 시각화의 목적은 관객이나 사용자가 예술 작품에 존재하는 정보나 데이터 기반 콘텐츠를 더 쉽고 빠르게 이해하고 상호반응하도록 돕는 것이다. 본 연구는 미디어아트에서 정보나 데이터 시각화를 사용하여 작품과 관객 사이의 상호작용적 소통을 유발하는 다양한 시각적 표현 방법을 알아보기 위하여, 최근 미디어아트 사례들을 분석하는데 목적이 있다. 분석 내용은 관객이 참여할 수 있는 시청각 설치 환경을 구성하는 다양한 상호작용 디자인 방법들을 작품에 적용함으로써 데이터나 정보를 시각화하는 방법, 예술 작품의 구성 요소로서 미적 표현들 생성에 관한 해석, 그리고 미디어아트를 완성하기 위한 실질적인 요인으로서 미디어아트와 관객 간의 상호작용적인 소통이 이루어지는 방법들을 포함한다. 이러한 분석들은 새로운 상호작용 시각 표현의 가능성을 제공하며, 관객이 최근 미디어아트를 미적 예술형식으로 이해하도록 도울 것이다.

A Study on the Graphic Production Technology for AR Augmented Reality Game (AR 증강현실 게임구현을 위한 그래픽 제작기술에 관한 연구)

  • Ko, Ki-Hwan
    • The Journal of Korean Institute of Information Technology
    • /
    • v.16 no.11
    • /
    • pp.123-132
    • /
    • 2018
  • Recently, various methods have been studied and developed to develop the local cultural contents industry. This research has produced a mobile AR augmented reality game that anyone can easily access by developing contents that can be enjoyed with new tourists. It aims to spread 10 million tourists to surrounding tourist attractions by developing a new storytelling-based AR game using the symbol of Jeonju, which is the birthplace of the Joseon Dynasty, and promote economic value-added activities in nearby stores. GPS technology and AR marker-based action augmented reality games will be newly established as cultural contents based on new regional scenarios. Augmented reality games that combine visual resources are increasing values of local brands by playing games at Jeonju tourist attractions.

A Study on the Improvement of Entity-Based 3D Artwork Data Modeling for Digital Twin Exhibition Content Development (디지털트윈 전시형 콘텐츠 개발을 위한 엔티티 기반 3차원 예술작품 데이터모델링 개선방안 연구)

  • So Jin Kim;Chan Hui Kim;An Na Kim;Hyun Jung Park
    • Smart Media Journal
    • /
    • v.13 no.1
    • /
    • pp.86-100
    • /
    • 2024
  • Recently, a number of virtual reality exhibition-type content services have been produced using archive resources of visual art records as a means of promoting cultural policy-based public companies. However, it is by no means easy to accumulate 3D works of art as data. Looking at the current state of metadata in public institutions, there was no digitalization of resources when developing digital twins because it was built based on old international standards. It was found that data modeling evolution is inevitable to connect multidimensional data at a capacity and speed that exceeds the functions of existing systems. Therefore, the elements and concepts of data modeling design were first considered among previous studies. When developing virtual reality content, when it is designed for the migration of 3D modeling data, the previously created metadata was analyzed to improve the upper elements that must be added to 3D modeling. Furthermore, this study demonstrated the possibility by directly implementing the process of using newly created metadata in virtual reality content in accordance with the data modeling process. If this study is gradually developed in the future, metadata-based data modeling can become more meaningful in the use of public data than it is today.