The 2020 Gwangju Media Art Festival (2020 GMAF) was held in the area of the National Asian Cultural Center. Under the slogan "The entire Gwangju shines under the theme of "Aesthetics of Light and Coexistence," the media festival demonstrated projection mapping to Jeonnam (former) Provincial Office at the DATA+ Research Institute of Chung-Ang University's Graduate School of Advanced Video. This paper focuses on explaining the overall production process and content development of projection mapping demonstrated in the Jeollanam-do Provincial Government, which is a symbol of Korean democratization and is located in the center of Gwangju, Jeolla-do. It was intended to faithfully express the history of the 2020 GMAF and Jeonnam (former) provincial government, Gwangju's history, and democratization records. It was intended to show images, background sounds, sound effects, and visual effects using various special effects and high-power laser devices using unique characteristics of projection mapping. To this end, about 5 minutes and 30 seconds of content were planned, and it was divided into parts and topics, and one individual story was developed for each chapter.
Journal of Korean Society of Archives and Records Management
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v.22
no.1
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pp.27-41
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2022
The historical records of public institutions are not only important historical records for the study of modern Korean history in various academic fields such as politics, economy, society, culture, and science, but also important historical content that students and the public may be interested in. In this study, among the 350 institutions designated as public institutions as of 2021, 339 public institutions that can request information disclosure through the information disclosure portal were investigated. Based upon the results of the survey, it was found that 217 (67%) out of 326 (96.2%) public institutions compiled a total of 516 institutional histories. This study proposed improvement plans in terms of the compilation of history in public institutions and the utilization of users by analyzing the results of the investigation of the compilation status of history in public institutions by six elements: compilation time, target period, department in charge, budget and required period, accessibility, and regulations.
'Waiting for a Thousand Years & Mingling with World People-Gangneung Danoje Festival 2017 as an Important Intangible Cultural Property' is the festival with the longest history in Korea. In spite of its historical value, however, there are not many academic researches on the value of festival brand equity. Thus, the objective of this study is to empirically analyze the influence relationship between selection attributes of festival storytelling, brand equity, brand attitude, and brand loyalty through the structural equation model. Regarding the spatial scope of thesis material, a survey was conducted focusing on 657 tourists visiting the Gangneung Danoje Festival. In the results of verifying the hypotheses in accordance with the structural equation model, the selection attributes of festival storytelling had effects on the brand equity, and the brand equity had effects on the brand attitude and brand loyalty while the brand attitude had effects on the brand loyalty. Based on such results of this study, the implications could be suggested as follows. First, the local contents culture should be developed together with local experts and residents by finding its local custom. Second, the brand equity that could prioritize the strategy of characteristics should be increased by emphasizing the selection attributes of storytelling. Third, the phased development should be achieved through local residents' open participation by dividing roles of experts and non-experts as festival manpower.
"Seonweon Bogam" was made for the purpose of delivering information on the tomb of members of the royal family of the Joseon Dynasty. Accordingly, it covered all of Sando making a pictorial expression of the tomb. But its value has been doubted as it is roughly expressed and different from the picture of the actual scene. But "Seonweon Bogam" is the only book that covers Sando of all the kings of the Joseon Dynasty but contains the elements making it possible to estimate the possibility that the original Sando might be used in making Sando. Accordingly, it is a high time to make an in-deep study of this. This study attempted to investigate Sando included in "Seonweon Bogam" with a focus on the expressive style. For this purpose, it sought to analyze seven elements such as the exposure, the legend, locational information, direction, waterway and road, expression on water and Fengshui(風水) terminology. As a result, the following conclusion was drawn: Sando concerning the tombs of members of the Joseon Dynasty was continually made. It was made in two ways such as the way of drawing the scene on spot and the way of imitating the existing made material. And it could be estimated that there is a possibility that Sando of "Seonweon Bogam" might be copied by the figure with only a little expertise about Sando but on the basis of several materials about the existing Sando of the royal family.
In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.
It is the time of the Korean Wave booming throughout the world, placing Korean culture in the center of the world and its added value is unaccountable. At this prosperity, the preserving of the archetype of Korean dancing and digital contents making is becoming a task not only for the government but also for the private sector because culture industry has enormous added values. To achieve such goals, contents development is an urgent matter but establishing the value of the archetype of Korean traditional dancing must have priority. The public has to take an active role in rediscovering the values of traditional culture, and as the representative of Korean identity traditional dancing must be the object of a systematic art policy. This study will review the current status of 'digital contents program of the archetype of culture' for traditional dancing and will reconsider the modern value of preserving the archetype of culture to make a suggestion to the direction of culture art policies in the near future. The study acknowledged the lack of technical personnel majoring in the archetype of traditional dancing and the need of reviewing the credibility of historical research procedures. Even with the studies by industry-university collaboration and positioning of specialists, effective policies that will form the foundation for private firms to train personnels is in urgent need. In other words, training personnels, allocation of resource, securing funds, policies promoting collaboration between private and individual businesses, and the commercial recognition at private firms are still far from establishing. This is due to the fact that archetype of culture is not a business that creates revenue immediately, therefore the recognition of traditional dancing as an investable item by business-oriented firms or movements are difficult to find. To overcome such situation, software oriented policies that establish open communication and sharing with the public should be done at first rather than the quantity oriented hardware policies of contents development. Through this process the public can change the attitude on traditional dancing and traditional dancing could be newly recognized as a creative repository of culture and as public businesses giving birth to economic value.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.6
no.1
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pp.59-81
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2011
The 21st century, the creation and utilization of knowledge and information are the core of all economic activity, knowledge-based economy is plunging into. Culture can not live without knowing the age of culture and national spirit of a nation's cultural assets. Closed for other cultures, countries can develop a culture that is neither marked by imitation and import of cultural industries can never be developed. Creative and diverse culture of its own cultural code, evenly balanced mix of social culture is really the cultural and creative culture. Central government and local government-led growth in the local economy in terms of competitive cultural industry development policy has been carried out. In general, a country or society, culture, industry, the creation of a unique cultural and Planning on the basis of information deliquescent recreated a typical high-risk high returns to pay the venture industry and the nature of the creative industries and the venture industry a unique mix of industrial Characteristic is that it has. These times and the industry can contribute to the flow of valuable cultural assets and a history of our righteous living and exercise will be a source of resources.
Amidst various efforts which have been made to revive a city, the potential discovery related to the development of public design based on copious cultural heritages is extremely significant. Therefore, in this study, qualitative researches were conducted based on bibliographic data and image materials centered on public design of Theme Park in Daechon-dong, Gwangju Metropolitan City. The case studies verifying the identity of Korean public design through countless numbers of research materials. However, it's necessary to pay attention to a common fact because it's essential to find the national legitimacy and regional identity by tiding over problems in standardized urban development through well-designed development plan for history, living and economy bloc among the regional traditional cultural assets while rejecting the meaning in an excessively broad sense. The spaces assigned with significance are cultural contents embedded with cultural original form of the region and there is room for creative development in order to generate city brand value and to activate the space. This study is significant in that the spatial interpretation of Daechon-dong's Theme Park and the methodology of semiotic spatial planning can not only be applied but also in that this study has demonstrated positive effects on space.
Digital games have become a major part of the modern popular culture, but little attention has been paid to understanding the textuality of games and what the game texts have the cultural meanings. As the games develop, however, the academic and journalistic game critiques and reviews that try to understand and to deconstruct the game texts are on the rise. This study explores how the game criticism characterizes the game texts, creates and shapes the understanding of games. The finding shows that game criticism is rich and varied in terms of themes and approaches covered, more generally, games criticism can also help preserve game history by focusing on the distinctive game textuality, forms and meanings, and by contextualizing the links and cultural meanings that exist between games and between games and the cultural context.
Journal of Korea Entertainment Industry Association
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v.13
no.2
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pp.27-36
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2019
Today, the Korean wave headed by K-pop is newly named as 'New Korean Wave' in that it has been extended to United States, Europe and Russia. K-POP, the main player of the new Korean wave, has been successful in SNS marketing channels. Furthermore, the content of K-pop has attracted the attention of the global audience. The media and public attention on the Korean Wave is meaningful because it is not merely a cultural export. It also makes Korean people feel national pride, seeing the mental influence of its culture on other regions. Moreover, the development of the cultural industry in our society, which is different from industrial or material development, is a proof that Korean society is at the center of globalization. Until the 20th century, Korean culture had been rather receptive than dominant. In other words, it was focused more on acceptance of other cultures than active creation or outflow of its own. Now, however, K-POP is not anymore copying Western culture. It is creating its own unique characters, which makes K-pop very competitive. Korean culture has been formed for a long time in Korea's unique historical background. Korean popular culture also has to establish a solid foothold in world markets through its distinctive and traditional feature. The positive consumer response to Korean pop culture will create the added value of Korean contents and their derivatives, which will heighten Korea's national image also. In other words, if traditional art and K-POP are converged and equipped with our own unique and highly artistic culture, they will take the lead in the global cultural art market. In this study, we will recognize the possibility, growth and development of K-pop culture and analyze the cases of combining K-pop and Korean traditional art. First, we have to blend traditional art and other various genres to create diverse contents, and we have to actively utilize media channels. Second, we must improve people's awareness of the copyrights of traditional art. Also, we have to mitigate the copyrights of creative dance to expand the disclosure of contents which can be utilized. Third, we have to learn about traditional arts from younger age. Fourth, we will expand traditional arts to the whole of Korean cultural policies, which can enhance the nation's cultural value and create economic benefits. These four are expected to be effective ways to preserve the identity of traditional art and at the same time, globalize Korean culture.
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