• Title/Summary/Keyword: 창작 가치

Search Result 190, Processing Time 0.03 seconds

Influence of Consumers' Knowledge on Their Behavioral intentions By the Storytelling about the Local Food (소비자의 지식이 향토음식 스토리텔링에 의한 행동의도에 미치는 영향)

  • Song, Young-Ai;Jeon, Ki-Heung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.8
    • /
    • pp.118-127
    • /
    • 2013
  • The purpose of this study was to know about the influence of consumers' knowledge level(expert vs novice) on their behavioral intentions by the storytelling about local foods. Reviewing previous storytelling studies related to local foods containing each region's traditional food culture in Korea, it can identify that most studies focused on the necessity of storytelling, the discovery of story materials, the importance of storytelling for food tour. Therefore, this study tried to know about how the storytelling about local foods influenced on the consumers' behavioral intentions, and set the attributes of storytelling and the consumers' local food-purchasing region as adjustable variances. Finally, in case that the consumers' knowledge level was low and their food-purchasing regions were not same, this study suggested the attributes of most preferred storytelling by consumers. By doing so, this study tried to discover the storytelling skills of local foods representing each region or to suggest a method to increase the cultural values of each local food in case of creating a story about the local food.

Cao-e's story and Its Case Study on the culture archetype contents (조아(曹娥)설화와 문화원형콘텐츠 사례연구)

  • Jo, Jeong-rae
    • Cartoon and Animation Studies
    • /
    • s.47
    • /
    • pp.439-461
    • /
    • 2017
  • The filial piety culture represented by Cao-e was regarded as moral rule mechanism in order to maintain patriarchal system and property relations in ancient China as an agricultural society. Exactly, In the process of Cao-e's story spreading, oral inheritance and literature processing have a relation of learning and penetration each other in order to beautify, deify, systematic stories. This is expression of human being's thought method of pursuing perfection. For instance, The traditional piety culture is increasingly weakened, that is why it is important to recognize the fundamental connotation behind the cultural identity in the modern society, to create the social foundation of Cao-e' filial piety cultural contents root, and to explore the core values of piety culture contains. Looking Cao-e' filial piety Culture and culture archetypes as study object, this article analyzes the spreading of Cao-e's story texts for understand the connection between literature processing and image formation from aspect of Cao-e deification.

A Technical Planning for Emotion Evaluation of Art Performance using the Human Emotional Data (공연에 대한 고객감동 평가를 위한 감성데이터 활용 방안)

  • Moon, Hyo-Jung;Ko, Hee-Kyung;Park, Young-Ho
    • Journal of Digital Contents Society
    • /
    • v.18 no.1
    • /
    • pp.87-91
    • /
    • 2017
  • Recently, several kinds of researches using IoT wearable devices are active in the field of sports, design, emotional sciences and so on. The human bio data such as blood pulse, ECG, SKT signal, and GSR Signal producing from IoT wearable devices such as Watch, Smart-band, Grass can adapt to the meaningful future applications. Using the human's emotional data and a physical status with variation and so on, we can individually get the personal status. Due to knowing the personal emotion or physical status is related and connected to the valuable wallet of customers, the approach is more important in nowadays. Therefore, the personal information can effectively adapt to the marketing of the culture industry, which deals with emotions of customers. The research shows implementation steps for explaining overall architecture of the convergence research between Art and Technologies.

A Study on Implementation of Family Tree Authoring System for Family Contents (가족콘텐츠 스토리족보(가계도) 저작시스템 설계 및 구현에 관한 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
    • /
    • v.12 no.2
    • /
    • pp.495-501
    • /
    • 2014
  • This research paper is applying Family Tree with Story Authoring System on the previous research study about writing tool data model on interactive storytelling about family history. In this study, primary personal information holding identity of the person such as name, birthday and family tree, given at birth, was categorized into secondary function defined as "family contents" consisting of family achievements, episodes and experiences. Family contents was restructured to be used as creative ingredients to increase the value and usage of family contents...Family Tree with Story writing system enables users to create text, images, videos and digital contents based on experimental knowledge collected from the first and second generations.

A Study on Dadaism and Photomontage (다다이즘과 포토몽타주에 대한 고찰)

  • Yoon, Young-Beam;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.7
    • /
    • pp.110-119
    • /
    • 2013
  • Since the early 20th century photo based art and effort to creative experiment, to pursue the essence of creation to escape from stereotypes between form and media, expression and technology, has been continued persistently. Photomontage was born as an artistic attempt for the new representation. Basically photomontage is configured to visually emphasize the message as a work to produce new meaning by combining the various images that are intentionally selected. The photomontage as a visual art, dialectic of text and image that is to pursue a new format to be out the concept already existing, have been developed, the concept is similar to the modern multiple art. The value of photo montage is to explore of the photo, not limited to describe or reproduce as a deformation, the new possibilities for creative expression and the experience of the day-to-day operation for the implementation of the scheme.

The Greatest Senior Actor Jang Min-ho's Life on Acting (원로배우 장민호의 연기 인생)

  • Kim, Hyun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.108-118
    • /
    • 2015
  • One hundred years have passed since the Western modern play emerged in Korea. Meanwhile, the numerous actors have appeared and disappeared as well, but leaving the record of their great art of acting is still negligible. For stage performances recorded and restoration of works of art creative process is a very important basis for future generations inherit a world of art. The aim of this study will look back on the life and achievements of the greatest senior actor, Jang Min-ho(1924-2012) died in 2012 and see his acting career and world of art. He was born at the time actors were not valued as an expert yet. Recording a life of an actor itself becomes an opportunity for fundamental reflection for the essence of play and role of actor, and introspecting an actor's life on acting becomes an effect that the actor's unique acting style is delivered to younger generations. By recording the actor's life and life on art, I hope that the contemporaries are able to recognize the value and importance of artists leading the contemporary era with being increased interest.

A Study on the Extended Fair Use of Copyrighted Digital Contents (디지털 콘텐츠 저작물의 공정이용 확대에 대한 연구)

  • Kim, Seong-Mook
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.2
    • /
    • pp.217-222
    • /
    • 2020
  • The concept and discussion of copyright should reflect changes in using environments of digital properties and developments of technology. Further discussions are required about protection, transfer and usage of copyright for user created contents or digital activities. Digital archives should clarify the ranges of permitted usage or guides to quotation. One should not be biased toward regulating digital copying, but consider the value of diverse transformation of digital properties. This will trigger tension between private and public usage, or sharing of digital fabrications, which leads to the necessity of discussions on policy level. The interpretation of copyright is limited to protecting the copyright owner's right, but it should be suggested to widen the range to permitting fair use. The extended fair use of digital contents and by clarifying specific rules will activate creation and distribution of digital contents and contribute to more productive usage of innovation.

The Evolving Sound Art (Part 2): A Deliberation about Advancement of Contemporary Genre-Disruptive Art Practices (진화하는 사운드 아트 (2부): 탈경계적 현대예술의 발전에 대한 궁리(窮理))

  • Lee, Irene Eunyoung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.2
    • /
    • pp.169-176
    • /
    • 2020
  • As the sound art field is keep growing and expanding, we shall contemplate from the sociology of the arts and cognitive science point of views to wisely accept and properly appreciate various artistic works and practices. It is because the value evaluation of new arts shall substantially involve analysis and inspections with considerations of today's complex environments, the creative productions, and the consumptions; because, such critiques are necessity for the advancement of new arts. This paper briefly introduces reasoning of including sociological analysis and criticism in evaluating sound arts beyond dichotomy of the fine arts and music fields. It also looks into changes and conditions of cultural arts grants and allowances of the interdisciplinary art genre in South Korea as it has been almost alone a playground for its domestic creative practices of the sound art. This paper is written in a hope to suggest some possible directions for future developments of these contemporary borderless and/or experimental arts.

A Case Study of Afterlife Myths in Korean and Japanese Cultural Contents Industry : Focusing on the Game of Baridegi and Persona4 (한국 · 일본 저승신화의 문화콘텐츠 활용 사례 연구 : <바리공주의 전설>과 <페르소나4>게임을 중심으로)

  • Choi, Su-Yeong;Lee, Nam-Hee
    • Journal of Korea Game Society
    • /
    • v.16 no.4
    • /
    • pp.45-56
    • /
    • 2016
  • "The Legend of Princess Bari" mostly accepted the story and character of the Myth of Baridegi. Each player has their own storyline from the beginning. "The Legend of Princess Bari 2" was released less than a year after the release of "The Legend of Princess Bari 1," but it fell short of creating additional contents from its original version. However, "The Persona4" applied and transformed the Myth of Inajagi & Ijanami according to our present time. The protagonist's each have their own designated "Persona" skills and Ijanami is their ultimate enemy. Interestingly, each player starts with the same storyline but all have different endings. Based on the existing story elements of Persona series, various genres of games were produced through remakes and spinoffs.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
    • /
    • v.11 no.1
    • /
    • pp.423-430
    • /
    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.