• Title/Summary/Keyword: 전통문화 콘텐츠

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The Way of Connecting to Tradition through Content (콘텐츠를 통해 전통을 잇는 방식 - 단원미술관 전시사례를 중심으로)

  • Kim, Sangmi
    • Trans-
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    • v.9
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    • pp.17-36
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    • 2020
  • This study is aimed at discussing the possibility of content production, utilization and expansion, focusing on the exhibition case of Danwon Art Museum run by Ansan Cultural Foundation. In 1991, the Ministry of Culture, Sports and Tourism named Ansan as the City of Danwon since it is believed to be the hometown of Danwon Kim Hong-do (1745~?), a painter of the late Joseon Dynasty and a well-known master of genre painting. As a result, Ansan is making various efforts to utilize Danwon Kim Hong-do for its unique resource through internal and external business such as the creation of Danwon Sculpture Park, the operation of Danwon Art Museum, and the planning of Danwon Kim Hong-do Festival. However, the biggest problem with Ansan is that there are not many collections of Kim Hong-do. Ansan has owned a total of six works as of May this year: a deer and a boy, flowers and a bird, A view of clouds on the water, Daegwallyeong, Yeodongbin, A way to Singwangsa. Accordingly, Danwon Contents Center has set up a vision to systematically collect, preserve, and display various visual and artistic materials related to Kim Hong-do, offering high-quality information based on digital data. In other words, it is a complex cultural information agency of One-Source Multi-Use, which combines the functions of libraries, archives and art galleries so that visitors' desire is satisfied. It reflects the contemporary trend of overcoming the limitations of the ancient paintings and satisfying the role and function of the art museum. From the opening of the Danwon Contents Hall, the original work of Kim Hong-do has been interpreted and produced as media contents or recreated as a new form of art by modern artists. Exhibition using technologies such as touch screen and 'deep zoom' helps visitors to heighten their experience of the archives and get inside the world of the genius painter.

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A Study on the Effects of Support Service of Gyeonggi-do Cultural Contents Area Business Incubating Center on Corporate Performance: Focusing on the Business Validity of Business Start-Up Items (경기도 문화콘텐츠분야 창업보육센터 지원서비스가 입주기업 성과에 미치는 영향에 관한 연구: 창업아이템의 사업타당성을 중심으로)

  • Hong, Dae Ung;Lee, Il han;Son, Jong Seo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.4
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    • pp.47-60
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    • 2017
  • As the recent cultural contents area start-ups are creating remarkable outcomes such as investment attraction together with the reinforced institutional supports from the government, this study aimed to reverify the significance of researches related to correlation analysis between service of Business Incubating Center of Small & Medium Business Administration operated with no separation of business type, and corporate performance, in the aspect of Business Incubating Center in cultural contents area, and also to suggest the importance of establishing the business incubating system in the systematic and rational cultural contents area through the differentiated business incubating service by verifying the significant effects of the business validity of items on corporate performance, and then discovering services suitable for business incubating in cultural contents area, targeting Gyeonggi-do cultural contents area Business Incubating Center recently showing the biggest growth. Especially, contrary to the existing researches, in order to verify the characteristics of Gyeonggi-do Cultural Contents Business Incubating Center, the personal support service and marketing support service were included. It also aimed to understand the effects of the business validity of start-up items on corporate performance. Summarizing the results of this study, contrary to the results of the existing researches saying that spatial & additional support service, management support service, technical support service, personal support service, and marketing support service had significant effects on corporate performance, among the support service of Gyeonggi-do cultural contents area Business Incubating Center, the spatial & additional support service, personal support service, and marketing support service had significantly positive(+) effects on corporate performance while the management support service and technical support service had no significant effects on it. Comparing with the results of the researches on the support service of Business Incubating Center(BI) of Small & Medium Business Administration, the effects of the management support service and technical support service of Gyeonggi-do cultural contents area Business Incubating Center on corporate financial/non-financial performance were not huge. Also, in the results of analyzing the business validity of star-up items, the spatial & additional support service, management support service, and technical support service did not have significant effects on the business validity of start-up items while the personal support service and marketing support service had significantly positive(+) effects on it. In case when selecting companies, Gyeonggi-do Business Incubating Center emphasized the business validity of start-up items. However, the support service provided after the selection did not have huge effects on the business validity of start-up items. Lastly, in the results of analyzing the effects of the business validity of start-up items in Gyeonggi-do cultural contents area on corporate performance, among the success factors of business start-up, the business validity of start-up items was an important element having effects on corporate performance(financial/non-financial) in the cultural contents area.

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A Study on practical use about Kinetic Typography of Ethics Character Picture of filial piety and brotherly love (효제문자도(孝悌文字圖)의 키네틱 타이포그래피 활용 연구)

  • Chung, Chi-Won
    • Cartoon and Animation Studies
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    • s.50
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    • pp.327-347
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    • 2018
  • From the end of the 18th century to the end of the 19th century, the late 19th century was a genre of a new art that was in contrast to the distribution between social class and low class, and it was also a popular culture that attempted to transform the late Joseon Dynasty's social class. It is no exaggeration to say that it is the origin of the Korean folk art, started as popular art concepts, use colorful techniques and decorations which doesn't yield to ordinary iconography. But, because of the attempt of this technique was used by lower class, the meaning of the idea was lowered from iconography to secular picture. Ethics character picture, passed on to the present from going through the upheaval cultural time, was started from secular picture and transformed into hyukpil time illustration, and it represented popular arts until now. This thesis aims to reflect the meaning, various visual expressions and the lifestyle of Ethics Character Picture of filial piety and brotherly love, which is a unique genre of popular arts. Also, propose to suggest about the kinetic typography using video media, and how the traditional ethics character picture, which are combined with video technology, effects to the advertisements. These kind of attempts will show the world about the korea's traditional contents, and through the various media information it can be recreated as national symbolic key words. Furthermore, its meaningful to pass down the noble and cultural Ethics Character Picture of filial piety and brotherly love to younger generations. And by realigning to modern expression, it is predicted that it will be significantly meaningful to pass down and make the younger generations to understand to spirit of the ancestors. This will allow various attempts to reconstruct various items of contents from Korea's traditional contents to new media content that merged with video media.

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.

Features of the Costumes of Officials in the King Jeongjo Period Seojangdaeyajodo (정조대 <서장대야조도(西將臺夜操圖)>의 관직자 복식 고증)

  • LEE, Eunjoo;KIM, Youngsun;LEE, Kyunghee
    • Korean Journal of Heritage: History & Science
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    • v.54 no.2
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    • pp.78-97
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    • 2021
  • Seojangdaeyajodo is a drawing of military night training on February 12th (lunar leap month), 1795. Focusing on the Seojangdaeyajodo, the characteristics and of the costumes worn by various types of officials were examined. There were 34 officials located near King Jeongjo in and around Seojangdae, with 27 Dangsanggwan and 7 Danghagwan. They wore three types of costumes, including armor, yungbok, and military uniforms. All of the twelve armor wearers and the five officials wearing yungbok were dangsanggwan, and the military uniform wearers included eleven dangsanggwan and six danghagwan. For the shape of the armor, the armor relics of General Yeoban, suitable for riding horses, and the armor painting of Muyedobotongji were referenced, and the composition of the armor was based on practicality. The armor consists of a helmet, a suit of armor, a neck guard, armpit guards, arm guards, and a crotch guard. The color of the armor was red and green, which are the most frequently used colors in Seojangdaeyajodo. The composition of yungbok was jurip, navy cheollik, red gwangdahoe, socks made of leather, and suhwaja. The composition of the military uniform was a lined jeolrip, dongdari, jeonbok, yodae, jeondae, and suhwaja. There were differences in the fabrics used in dangsanggwan and danghagwan military uniforms. Dangsanggwan used fabric with depictions of clouds and jewels, and danghagwan used unpatterned fabric. Moreover, jade, gold, and silver were used for detailed ornamental materials in dangsanggwan. The weapons included bows and a bow case, a sword, a rattan stick, wrist straps, and a ggakji. In the records of the King Jeongjo period, various colored heopsu were mentioned; the colors of the dongdari and jeonbok of dangsanggwan and danghagwan were referenced in various colors. It was presented as an illustration of costumes that could be used to produce objects accurately reflecting the above historical results. The basic principle of the illustration was to present the modeling standards for 3D content production. Samples of form, color, and material of the corresponding times and statuses were presented. The front, the side, and the back of each costume and its accessories were presented, and the colors were presented in RGB and CMYK.

A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

Effect of Tourism Motivation for Traditional Indigenous Foods on Expectation, Community Attachment and Tourism Satisfaction in Festival Event (축제이벤트에서의 전통향토 음식체험관광에 대한 관광동기가 기대도와 지역애착 및 관광만족에 미치는 영향)

  • Kim, Jae-Gon;Song, Kyeong-Suk
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.434-448
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    • 2011
  • In this study, an empirical analysis was carried out to determine the effect of tourism motivation for traditional indigenous foods experience tourism on expectation, community attachment and tourism satisfaction in festival event. The result is as follows. First, the effect of tourism motivation for foods experience tourism on expectation of tourism products in experience event showed that exchangeable, educational, aesthetic, derivative and adventurous attributes have a positive effect on expectation of tourism products. Second, the effect of tourism motivation for foods experience tourism on community attachment in experience event showed that exchangeable, educational, aesthetic and derivative attributes have a positive effect on community attachment. Finally, expectation of tourism products and community attachment had a statistically significant effect on community attachment and tourism satisfaction, and tourism satisfaction, respectively. That suggests that the development of various food tourism resources as the tourist value, which can get tourism resources of traditional foods through festival events, could not only introduce tourists to unique food culture, but add the pleasure of delicious food and tourism. Consequently, the preservation, inheritance and development of regional indigenous foods could increased local patriotism, and develop the related industry, maximizing economic effects.

The effect of creativity, absorptive capacity and strategic orientation on the distribution strategy of foreign market entry : Focused on Game Industry (해외시장 진입전략에서 창의성과 흡수역량, 전략적 지향성이 미치는 효과에 대한 연구: 게임산업을 중심으로)

  • Park, Young-Eun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.29-62
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    • 2014
  • Game industry, one of cultural-content industry which is considered as a typical knowledge-based industry and creative industry, is not like the overseas expansion of traditional manufacture, and has different strategy and performance of export expansion through product or project-based strategy. Therefore, it should be approached by each content unit, and necessary to look at the factors that make their decision makings of foreign market entry vary. This study focuses on discovering creativity, absorptive capacity and strategic orientation(market orientation and innovation orientation) which affect the difference of distribution's decision making of entry into foreign market in game industry This paper examined 252 cases of online games in order to investigate creativity, absorptive capacity and strategic orientations for each foreign market and what entry type(among licensing, joint distribution, exclusive distribution) they chose according to the products developed in team level. This helps us analyze the factors affecting market orientation and innovation orientation in the perspectives of creativity and absorptive capacity in comprehensive way, and notice the phenomena which use different foreign distribution strategy though there are company incorporated abroad and their results. This study supplements the limit of the existing Resource-Based View, Resource-Dependent View, and traditional international business theories such as Transaction Cost Theory or OLI Paradigm(Eclectic Framework), and proves how company could reduce asymmetry of uncertainty and information in creative industry and whether they accomplish successful overseas expansion according to strategic orientations.

The Effect of servant leadership on member attitudes in the metaverse (메타버스에서 서번트 리더십이 구성원 태도에 미치는 영향)

  • Lee, SeungHwan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.703-704
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    • 2022
  • 코로나 시대를 거쳐 뉴노멀로 향하는 이 시점에 메타버스 플랫폼을 활용한 다양한 조직의 운영이 기대된다. 조직에서의 리더는 구성원들을 이끌며 조직의 목표에 도달을 수 있도록 리더십을 발휘한다. 이런 리더십은 예전부터 다양한 형태로 발전되어 져서 전통적 리더십에서 변혁적 리더십, 카리스마 리더십, 슈퍼 리더십 등을 거쳐 최근에는 서번트 리더십이 각광을 받고 있다. 현실에서의 조직을 이끄는 리더십과 가상의 공간의 메타버스상에서의 리더십은 분명 많은 차이가 있을 것으로 예상된다. 본 논문에서는 리더의 서번트 리더십의 지각수준과, 서번트 리더십의 구성요소가 현실과 메타버스 플랫폼을 사용하는 조직을 대조하여 구성원의 직무태도 및 조직몰입의 영향에 대하여 질문을 던지고 새로운 리더십의 방향을 찾는 연구에 대한 기준을 제시한다.

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Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Park, Sung-Jun;Lee, Ji-Won;Chang, Hee-Dong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.94-102
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface increased.