• Title/Summary/Keyword: CT(culture-contents)

Search Result 33, Processing Time 0.028 seconds

Application Method of Virtual Reality by Types of Intangible Cultural Properties (무형문화재 유형별 가상현실 적용 방법에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.22 no.11
    • /
    • pp.1489-1494
    • /
    • 2018
  • Recently, culture technology (CT), which combines cultural contents and IT technology, is being watched as a new growth engine, and IT technology is actively utilized in preserving, inheriting and utilizing cultural heritage. For this, new areas of convergence of IT technology and cultural heritage are attracting attention. In particular, virtual reality is a representative area of IT convergence in the era of the fourth industrial revolution. Although some studies have been conducted to utilize virtual reality technology to preserve and inform cultural heritage, it is mainly limited to tangible cultural properties. In this study, we propose a methodology to develop contents of intangible cultural heritage using virtual reality technology in intangible cultural properties. To do this, we classify the types of intangible cultural properties to apply the technology to each type of intangible cultural property. Next, virtual reality, augmented reality, and $360^{\circ}VR$ video technology are applied to the intangible cultural properties classified.

Analysis of R&D Efficiency according to the Characteristics of National Research Projects in Culture Technology Sector (문화기술(CT) 분야 국가연구과제 특성에 따른 R&D 효율성 분석)

  • Yoon, Sangpil;Son, Hosung
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.5
    • /
    • pp.383-392
    • /
    • 2022
  • Culture technology is contributing to the creation of new values through convergence with other industries. The government is also actively investing in R&D in this field to secure competitiveness. In this study, the R&D efficiency of culture technology is analyzed by characteristics. Data envelopment analysis and non-parametric tests are performed on 968 national research projects in 2016-2019. As a result, it is confirmed that there are a difference in R&D efficiency according to the characteristics of national research projects in culture technology sector. This suggests that when planning national research projects for culture technology, these characteristics should be taken into consideration and strategically promoted.

Changes of Chemical Properties and Correlation under No-tillage Silt Loam Soil with Ridge Cultivation of Plastics Film Greenhouse Condition

  • Yang, Seung-Koo;Shin, Gil-Ho;Kim, Hee-Kon;Kim, Hyun-Woo;Choi, Kyung-Ju;Jung, Woo-Jin
    • Korean Journal of Soil Science and Fertilizer
    • /
    • v.48 no.3
    • /
    • pp.170-179
    • /
    • 2015
  • This study was carried out to investigate the sustainable agriculture of no-tillage technique to minimize tillage problems under rain interception green house condition including recycling of the ridge and the furrow for following cultivation in Korea. Chemical properties in soils were investigated at 3-years after cultivation at conventional tillage [CT; 2-years no-tillage (2009-2010) and 1-year (2011) tillage] and no-tillage [NT; 2009-2011] field. Soil pH maintained between 5.8 and 6.0 irrespectively tillage and no-tillage. Salinity (EC), contents of total nitrogen (TN), cation exchange capacity (CEC), and exchangeable cations (K, Ca and Mg) in soil were remarkably higher in CT than in NT treatment. Salinity (EC), contents of OM, TN, CEC, and exchangeable cations in top soil and subsoil indicated higher deviation in CT than NT treatment. Organic matters and inorganic matters in soil were positive (+) correlation. Suppression of pepper growth and increase of yield were observed in no-tillage soil compared with tillage soil. These results indicated that no-tillage technique in crop culture could play an important role with respect to chemical properties in silt loam soil.

A Comparative Study on Activities of Cartoon & Animation among Korea, America & Japan (한미일(韓美日) 만화영상활동 비교연구)

  • Lim, Cheong-San
    • Cartoon and Animation Studies
    • /
    • s.9
    • /
    • pp.33-58
    • /
    • 2005
  • This study is to create and develop Korean cartoon & animation through the comparative study on those activities in Korea, America & Japan. Three countries advance highly in the art creation and industry development of their cartoon & animation. Therefore, the purpose of this study is to compare and analyze the following activities related to the education ${\cdot}$ art ${\cdot}$ culture ${\cdot}$ industry of their cartoon & animation; 1) The education of their cartoon & animation is deeply specified in the establishment of department, composition of curriculum, and research & development. 2) The art of their cartoon & animation is widely diversified in the art creation of cartoon & comics, vanguard experiment of animation, and awarding system. 3) The culture of their cartoon & animation is clearly distinguished in the setup of organizations, expansion of cultural facilities, and festival events. 4) The industry of their cartoon & animation makes ultramodern contents of cartoon & comics, film digitizing of animation, and brand merchandising of characters. Finally, we must research and develop the ${\ll}$digital cartoon, webtoon, and mobile animation${\gg}$ in Korea.

  • PDF

VR Tourism Content Using the HMD Device (HMD를 이용한 VR 관광 콘텐츠)

  • Han, Jong-Sung;Lee, Geun-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.3
    • /
    • pp.40-47
    • /
    • 2015
  • VR(virtual reality) which already is used commonly in diverse areas including entertainment, design, and simulation training is most important area in ICT. VR already has various uses within the tourism sector. As VR technology continues to evolve, there is little reason to doubt that it will become more prevalent throughout society and the tourism sector in particular. In this paper, we plan to improve the VR content to the market possibility and competitiveness of VR content in the culture industry. Out of focus, lens dust, motion blur, blur effect were minimized to improve the simulation sickness which caused by the cognitive dissonance in the HMD. And also, the content was considered UI design for user's immersion.

Suggestions for improvement of domestic Digital Cultural Heritage from the analysis of EPOCH project (EPOCH 프로젝트를 바탕으로 한 국내 디지털 문화유산 발전방향의 제안)

  • Park, Min-Seo;Choi, Yeon-Hwa;Lim, Soon-Bum
    • Journal of Digital Contents Society
    • /
    • v.10 no.2
    • /
    • pp.225-231
    • /
    • 2009
  • As digital cultural heritages have been applied to various fields, more systematic research on the domestic digital cultural heritage need to be improved. The EPOCH project by European Union contributed to standardization of ICT+CH domain, creation of network between different organization, and study of socio-economic impact of digital cultural heritage. We can find a way to improve domestic digital cultural heritage projects by analyzing EPOCH project in each management technique culture view. Based on these analysis this paper suggests the necessity to establish an independent research domain for digital cultural heritage, investment in heritage sites by private companies, and research to fit better with the user's need, and study on business administration in digital cultural heritages.

  • PDF

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
    • /
    • v.18 no.2
    • /
    • pp.1-21
    • /
    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

A Study on Trend Analysis of Patents Application in 6T Area (6T 분야 특허ㆍ실용신안 출원동향 분석에 관한 연구)

  • Nam In-Suk;Kim Woo-Soon;Lee Jun-Su;Jeong Byung-Ho
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.27 no.4
    • /
    • pp.49-58
    • /
    • 2004
  • The R&D investment of Korean government has been concentrated into 6T areas-IT(Information Technology), BT(Bio-Technology), NT(Nano Technology), ET(Environment & Energy Technology), ST(Space Technology) and CT(Culture & Contents Technology) - for a couple of years. By this selection and concentration strategy, patent applications are on an increasing trend in these areas. This paper examined the trends of patent application in 6T areas. To do this, this paper classified each technology area into the detail technology area with the valid number of patent applications. According to the result, the analysis data will be used to make R&D budget appropriation of the government.

The Trends, Outlook and Technology Innovation Strategies of the Culture & Contents Industries (문화콘텐츠 산업의 동향과 전망 및 기술혁신 전략)

  • Rim, M.H.
    • Electronics and Telecommunications Trends
    • /
    • v.24 no.2
    • /
    • pp.43-55
    • /
    • 2009
  • 창조경제시대로 접어들면서 각국은 소프트웨어 지식산업에 눈을 돌리기 시작했으며, 대표적인 분야로 문화콘텐츠 산업을 주목하고 있다 우리나라도 문화콘텐츠 5대 강국으로의 도약을 위해 콘텐츠 분야를 17개 신성장동력 산업 중의 하나로 포함시켜 산업육성 및 CT R&D 전략을 수립하고 있다. 국내 문화콘텐츠 산업은 연평균 증가율 약 7.1%로 성장, 2012년 약 100조 원을 달성할 것으로 전망되며, IT의 뒤를 이어 신시장 개척과 기존 산업의 고부가가치화를 실현하고 국민의 삶의 질 향상 등 사회복지 증진에도 기여할 것으로 예상된다. 따라서 정책을 수립하고 시행함에 있어 OSMU등 문화 콘텐츠의 특성을 고려하고 가치사슬 주체별로 차별화하여 성과확산을 극대화시켜야 할 것이다. 또한 문화콘텐츠 비전을 됫받침하는 창조 협력 경쟁의 정책철학 및 추진체계인 "3CTP 전략'을 통해 산업 및 기술 경쟁력을 강화시켜야 할 것이다.

Digital Restoration of Ring-Pommeled Sword by Using Technology of 3D Shape Information Processing (3차원 형상정보 처리기술을 이용한 환두대도의 디지털 원형복원)

  • Kim Young-Won;Jun Byung-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.4
    • /
    • pp.133-140
    • /
    • 2005
  • Culture Technology is the basic technology which produces cultural contents in a narrow sense. All nations do their best in order to create new contents which can form international and cultural sympathy. If a variety of contents are created by applying Korean proper cultural heritages, they will be creative and competitive internationally. Therefore, technology of original cultural restoration is an essential and crucial skill. In this paper, 'gilt bronze dragon-phoenix ring-pommeled sword', a cultural heritage of baekje age, will be restored to the original form digitally on the basis of three-dimensional shape-information processing technology and the scientifically analyzed data. First of all, data from three-dimensional scanning is revised using stuffing and smoothing methods after sampling, extracting characteristics, and align. Then, they are modeled in a curved surface with NURBS and B-Spline. Secondly, textures are edited by estimating the color of components and the quality of materials, and then they are mapped. Original form model which was made was revised and corrected by specialists' examinations. The digitally revised ring-pommeled sword was combined with information technology, and it can be used to revise damaged cultural heritages by constructing formal database of ring-pommeled sword with regard to age, area and type. It can be also used as educational contents in archaeology or preservation science and cultural contents such as movies, broadcasts, games, animations and so on.

  • PDF