• Title/Summary/Keyword: 역사문화 콘텐츠

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Analysis of Korean Drama Viewing in Japanese Viewers -Effects of Historical Recognition with Korea and Japan- (일본 시청자의 한국 드라마 시청에 관한 연구 -한일 역사 인식에 따른 한국 드라마 시청 성과를 중심으로-)

  • Kim, Mi Sun;Yu, Sae Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.44-54
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    • 2014
  • This study explores the influence of viewing Korean TV drama on the Japanese attitude toward Korea. Especially this study focuses how Japanese's recognition about Korea and Japanese history influence the evaluation of Korean TV drama. This study conducts survey on 250 Japanese female viewers. As result, it was founded that the historical recognition of Japanese have positive effects on viewing evaluation and Korea national image. The findings suggests that the historical recognition with Korea and Japan worked a important factor for Korean dram flow. It is necessary to reconsider cultural-diplomatical policy to rectify the historial recognition.

Application Technique of Spatial Information For Cultural Property Protective Zone (명승 문화재 지역의 공간정보 활용 기법에 대한 기초연구)

  • Lee, Won-Ho;Kim, Jae-Ung;Kim, Dong-Hyun;Shin, Hyun-Sil
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.73-74
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    • 2014
  • 일정한 면적을 가지고 있는 문화재지역은 문화재보호구역에 대한 관리가 중요하다. 본 연구에서는 회전익무인기를 이용하여 명승지 내부의 경로를 따라 경로비행 루트를 설정하고 정사투영촬영된 사진과 연속지적자료의 중첩을 통해 대단위 면적으로 구성되는 문화재내부의 지적별 공간정보를 확인할 수 있었다. 회전익무인기의 주기적인 활용을 통해 문화재지역에 대한 지속적인 모니터링과 향후 역사문화환경보존지역의 현상변경 관리 등에도 널리 활용될 수 있을 것으로 판단된다.

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Traditional Aesthetics of Dunhuang Frescoes Visualized in Chinese Animation - Focusing on - (중국 애니메이션에서 구현된 둔황벽화의 전통 예술성 - <하충국, 2013>를 중심어로 -)

  • Yao, Zong-bin;Hwang, Min-sik;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.61-62
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    • 2017
  • 둔황 벽화는 4세기부터 14세기에 거쳐 제작된 중국전통 회화 예술의 한 종류이다. 본 논문은 둔황 벽화의 예술성이 애니메이션에서 어떻게 연출되며 중국의 전통 문화와 어떠한 관련성이 있는지 살펴보고자 한다. 이를 위한 연구 전개는 첫째, 둔황 벽화와 중국 애니메이션에 대한 이론적 고찰, 둘째, 둔황벽화를 소재로 한 애니메이션 <하충국, 2013>을 대상으로 사례 분석하여 둔황 벽화의 예술적 특성이 전통 애니메이션을 통해 어떻게 표현되었는지 분석하고자 한다. 이를 통해, 고대의 예술성과 문화가 애니메이션 형식으로 제작되며, 중국의 문화역사에 대한 효과적인 교육적 기능을 하게 됨을 알 수 있다.

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A study on pagoda modeling design for artificial intelligence learning (인공지능 학습을 위한 탑(pagoda) 모델링에 관한 연구)

  • Eun-ji Kim;Byong-kwon Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.325-326
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    • 2023
  • 본 논문은 2차원적인 이미지를 모델링 하여, 대한민국의 보물 제750호이자 오래된 거돈사지 삼층석탑의 복원과 구현을 위한 연구이다. 기존 2D 이미지를 벗어나 문화재의 특성상 3D 형태의 복원이 적합하여 연구를 진행하였다. 문화재 복원은 자료와 전문가의 기술 및 역사적인 기록물 자료에 의존해 복구한다. 최근 인공지능 및 기술의 발달로 문화재 정보를 바탕으로 한 3차원 기술을 사용하여 다양한 데이터들과 프로그램을 이용한 모델링이 가능하다. 본 연구는 거돈사지 삼층석탑의 복원이 실제적이고도 구체적인 다각도의 방향에서 더 정밀하고 정확하게 도출하는데 기여할 것으로 기대된다.

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Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism (스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발)

  • Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.481-488
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    • 2020
  • In recent years, realistic contents technology such as virtual reality, augmented reality, and mixed reality has been spreading in travel and tourism industries, and hence there have been various smart tourism AR, VR contents developed. In the past, people mainly used books and Internet for travel, but the use of VR, AR and MR technologies will be used more for consumption of cultural leisure contents in the future. This study describes the Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System to accelerate smart tourism. In this study, the immersive mixed reality HMD was used to provide visitors with more intuitive and effective information about the historical, cultural and architectural values of Baekje Neungsa through virtual experiences. The cultural heritage on-site guide system module supports various Meta Data services and can be easily used for mixed reality content development by designating Meta Data scripts. This research can make contributions to the development of mixed reality based smart tourism contents.

Study on Types of Cultural Heritage Resources Marketing and Industrialization Strategy (문화유산마케팅 유형과 산업화 전략)

  • Shim, Sang Min
    • Review of Culture and Economy
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    • v.19 no.2
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    • pp.51-72
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    • 2016
  • This research dwells on categorization and industrialization of cultural heritage resources using marketing. Since many organization would not grab the chance of business while doing marketing using cultural heritage, the paper intend to suggest proper way to develop strategy. For that purpose, this research analyzed some advanced cases of corporate like Google and other national endeavors. This paper founded out 4 models of marketing using cultural heritage resources. These are re-creation, patron, capitalization and media. Also we got practical implications of the case analysis and modeling which are collaboration partnership scheme between marketers and filed expert group. Marketers better find fitful information and right person utilizing more reliable sources such as national archives, and academic achievements. If the marketers implement such strategic program, really abundant types of cultural heritage resources using marketing could bring more favorable profit which means business chance and new horizon for global culture industry.

Application of Bushou in Contemporary Chinese Poster Design (부수를 활용한 중국 포스터디자인 연구)

  • Liu, Che;Chang, Juyoung
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.110-120
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    • 2017
  • For designers, Chinese characters are featured as its unique cultural connotation and the inheritance of information. In visual designs, the beauty of Bushou in form, especially its potential forms, plays an important role and has been applied in various modern designs. There are analyses focused on radicals' roles, as well as its performance and design principles in modern posters in order to figure out how radicals are inherited and developed in posters. Additionally, these researches are conducted to recognize the cultural values of the visual linguistics of Bushou. In this paper, collating of the history and structure of Chinese characters, along with the history, function, classification and meaning of Bushou has been conducted through the method of literature research. The function of Bushou and its potential visual performance means, as well as the objective laws are summarized by analyzing Bushou posters.

Development of Intelligent Traditional Culture Retrieval System based on 3D Digital Timeline (3D 디지털 연표 기반의 지능형 전통문화 검색 시스템 개발)

  • Shin, Yutak;Jo, Jaechoon
    • Journal of Convergence for Information Technology
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    • v.9 no.10
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    • pp.154-162
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    • 2019
  • Despite the development of information and communication technology, which has a great impact on society and culture, there is no platform that provides a systematic classification and state-of-the-art information retrieval system on the traditional culture. Therefore, this paper developed a traditional culture retrieval system capable of convergence services with systematic classification and retrieval based on automatically generate and visualize the 3D timeline. This system provides the function of collecting traditional culture contents, classifying and storing collected traditional culture contents, and automatically generating 3D digital timeline based on stored traditional culture contents. In addition, a system satisfaction questionnaire was developed to evaluate the usability of the system, and 19 students participated in verifying the system. As a result of the experiment, the satisfaction of the system showed that all items were 'satisfied' on average.

An Analysis and Directional Suggestion for Digital Cultural Heritage Education (디지털 문화유산 교육 현황 분석 및 방향 제언)

  • Lee, Ji-Hye;Kim, Jungwha
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.41-51
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    • 2018
  • This research discusses the necessity for change in the domestic digital cultural heritage education. In following, this research analyzes definition and categories of digital cultural heritage education alongside with several case studies of global institutions and their characteristics. Throughout the analysis, this research suggests a direction of domestic digital cultural heriage which has limitations. Currently domestic use of digital cultural heritage education is currently limited to applying digital technology. Analysing literature review and case studies, this research found that digital cultural heritage education can make learners be mature in perspective of historical thinking and digital literacy simultaneously. In other words, digital cultural heritage education should not aim at pursuing education via digital platform simply, but rather fundamental cultural heritage education based on understanding of digital technology and future trend of education such as informal learning. Throughout the analysis of current cases and suggestion for future direction, the research aims at being a fundamental study of digital cultural heritage.

A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.